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Bartimaeus

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Posts posted by Bartimaeus

  1. @NdranC"it feels like small shields are the neutral ones and bucklers have a malus towards missile bonus"

    Yes, that's correct. Small Shields have neither bonus or malus to missile protection (i.e. the +1 AC bonus applies to all weapons equally, including missile weapons), while the buckler states it does not offer missile protection (i.e. you get +1 AC to melee weapons, none vs. missile weapons).

  2. BG1 Fairy Dragon had 12 HP, 6 AC, 1D2 damage with 1x Mirror Image. I'm sure everyone was using that...for absolutely nothing besides the 6 HP bonus. Familiars have always been a joke in Baldur's Gate, unfortunately - the engine wasn't well-suited for handling a non-party member needing to get more powerful over time, and the devs didn't feel like working around it, so this is what we got. Pseudo-Dragon unfortunately already has Detect Invisibility - Fairy Dragon should have 1x Invisibility if it's the SoA version, I'm not sure why it wouldn't, as it seems to in my files...

  3. The problem with BGT/EET games is that they remove the BG1 version of familiars, so when you use the spell in BG1, you end up with the SoA version. If I could fix this, I would. So if I'm remembering correctly, what ended up happening is that I had to reduce their spellcasting powers a little because Imp had SR's Polymorph Self which was utterly ludicrous to start BG1 with, and some other revisions ended up following, including Fairy Dragon getting simply Invisibility instead of Invisibility Sphere. Next time I play, I plan on trying out @Salk's familiar mod and seeing if I should formally recommend it to others or not, because the whole familiar system is just kind of broken as it is.

  4. Adoy's Belt: Thanks, fixed.

    Shields: If you're not using the revised shields subcomponent, it should say "Special: +1 vs. Missile Weapons" for large shields, and "Special: No Missile Weapon Protection" for bucklers. If you're using revised shields, it should say +2 vs. missiles for large shields and still no protection for bucklers. Does it not?

    Scrolls: The Nimbul one is good, will almost definitely do that one. Tranzig is a little less convincing, but still a decent option given that most other mages already have 2-3 scrolls...and again, these are level 1 scrolls, so not the end of the world either way.

  5. Cloak of Displacement: Intentional - 100 to 100 means "disabled". This visual effect is now handled by clck03.spl to only work in combat. I guess I could remove the opcode entirely, too, but it's not really necessary.

    Werebane: Thanks, fixed (although I don't *think* it makes any kind of difference, still good to have it consistent).

    Throwing Magical Daggers: It is an unfortunate design compromise, but you can give the daggers melee abilities by using its special ability (switches from DAGG09 or DAGG09B to DAGG09A, which is the melee version). The reason for this is throwing daggers are supposed to have +1 ApR, but giving +1 ApR to the melee forms would obviously be a terrible idea...but completely robbing throwing daggers of their ApR bonus would also be very lame. So two different versions of the item for the two different forms is the compromise.

  6. @Blash2That's strange. I haven't ever gotten a chance to use V32 yet (last used V31), but my memory is that if you walked into range of spellcasters while invisible, they might sometimes hear you and cast an anti-invisibility spell, but they would never buff before actually seeing you.

  7. 3 hours ago, Guest SBHubal said:

    ERROR: parsing [item_rev/components/main/fixes.tpa]: Parsing.Parse_error
    Error Uninstalling [ITEM_REV/ITEM_REV.TP2] component 0:
    Parsing.Parse_error
    ERROR: Parsing.Parse_error
    Please submit a report regarding this problem, including the information contained in SETUP-ITEM_REV.DEBUG and look for support at: Demivrgvs, Ardanis and Mike1072 at forums.gibberlings3.net
    Automatically Skipping [Item Revisions by Demivrgvs] because of error.
    Using Language [English]
    [.\lang\en_us\dialog.tlk] created, 309977 string entries

    NOT INSTALLED DUE TO ERRORS Item Revisions by Demivrgvs

    F:\BGT\Baldur's Gate II Enhanced Edition>

    ERROR: parsing [item_rev/components/main/fixes.tpa]: Parsing.Parse_error
    ERROR: parsing [item_rev/components/main/fixes.tpa]: Parsing.Parse_error
    ERROR: Parsing.Parse_error
    Item Revisions - Installs all items (not fully compatible with EE new shaman class) (Item Revisions) was not installed due to errors.

    I used your latest V1.2.6
     

    The release V1.2.6 or the latest download on github? In the middle of working on something for BGEE for the very latest, and fixes.tpa is the main target of what I'm doing, so that's probably why.

    (e): Shouldn't matter now, as it's fixed (simply forgot an END of all things), :).

  8. V1.2.6 released. Most patch notes can be found here. Some extras:

    1. Non-EET BG2EE games are now correctly identified as being BG2EE instead of ToB (bug inherited from base IR).
    2. EET-only shields from BG1 are now handled properly.
    3. The "Thieves Can Use Wands" subcomponent was resetting intelligence requirements back to vanilla.
    4. Imoen's Wand wasn't being updated on EET games.
    5. The Weapon Restrictions component had its designations corrected for automated installers.
    6. The inexplicable Lawgiver duplicate in Ulgoth's Beard is merely changed to a Bastard Sword +1 instead of being removed entirely (matches EET's approach).
  9. It's more probably to do with the fact that BG2 never displayed that information to begin with, and adding it is opening up an increasingly complex can of worms when you have subcomponents that need to work in multiple installation configurations and dynamically read and patch item descriptions to add and remove stuff based on what people select to use. That's why *I'm* not adding it (at least as of this time), anyways: it's just too much work for very little gain when most people will quickly memorize what item types will do what (well, in the case of the weapon types AC bonuses, it's more that "this doesn't matter that much to begin with").

  10. Never used/touched that option, but in general, it seems like Demi (author of the mod) did not want to try to have a "Special:" field with base item modifiers like that (or the different weapon type AC bonuses that all base armors have), so shields (which already had it in vanilla) are the only ones that do.

  11. Okay, so...this is weird. The only difference I noticed between our two faldor5s post-SCS (except for the spellbook) is that the scripts were wrong, which may be causing SCS to target Faldorn when it's not supposed to. faldor should be WTASIGHT for general script and DPLAYER for default script, same as every other BG1 NPC. However, yours is not - it is dplayer for general script (should be default script) and dw1melge (an SCS script) for default script. Component 6000, Smarter General AI, is setting it to that. So it's a tag-team of those two components accidentally targeting Faldorn here. Why...I still don't know, because it was correctly WTASIGHT and DPLAYER pre-installing component 6000, and I can't see anything else different.

    Did you download SCS from the official release (i.e https://github.com/Gibberlings3/SwordCoastStratagems/releases) or via the "clone/download" button on the general SCS page? I'm pretty much out of ideas here, haha.

  12. @NdranC

    Remember that this is a backup folder, which means that these files are what they looked like *before* the subcomponent # was installed. Faldor5.6100 is messed up, meaning it was corrupted before component 6100 was installed, and ergo, not the culprit. Faldor5.6010 is not messed up, ergo it was fine before component 6010 was installed, meaning 6010 is what corrupted the file. Component 6010 is "Better calls for help". I do not know why this component is targeting faldor5 to begin with. Scratch that, I *might've* figured it out.

    Alright, I think the last thing I need is faldor5.cre from the spell_rev backup folder...AND from your BG1:EE override folder, please!

  13. I think I mentioned it earlier, but SCS is weird and random with a lot of mages. IIRC, it pays special attention to very particular mages like Tolgerias or the guy in the Sphere, but a lot of mages are just randomized every time you install, which means encounters can be pretty different from install to install.

    6040's is fine (which means that it was not corrupted up to this point, but could've been corrupted by 6040 itself). Give me 6100's as well.

  14. @NdranC So I installed all of the components that said faldor.cre was modified by.

    ~EET/EET.TP2~ #0 #0 // EET core (resource importation): 1.0 RC12
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18 (Revised V1.2.0)
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 18 (Revised V1.2.0)
    ~EET_END/EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32.7
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32.7
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32.7
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32.7

    This is my changelog after installing these components:
    Mods affecting FALDOR.CRE:
    00000: /* created or unbiffed */ ~EET/EET.TP2~ 0 0 // EET core (resource importation)1.0 RC12
    00001:  ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 60 // Update Spellbooks of Joinable NPCsv4 Beta 18 (Revised V1.2.0)
    00002:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6010 // Better calls for helpv32.7

    Why is your faldor.cre being affected by Smarter Priests and Better Calls for Help, but mine isn't? She is a party member, so she probably *shouldn't* be affected by those two, but I am not sure why it's different between the two of us. Her spellbook is fine in my game. All I can suggest is a completely clean game reinstall and getting to Smarter Priests and checking again to see if it happens once more. I am using BG1:EE 2.5.17.0 and BG2:EE 2.5.1.16.

    If you still have your weidu_external\backup\stratagems folder in your BG2 directory, could you give me copies of all the faldor.cres from them with their component numbers in the name? (i.e. there should be a faldor.cre in at least folder \6010, create a copy and rename it to faldor.6010.cre) That way, I can figure out exactly when the corruption happened with what component for you at least. It'll also show if the corruption was before SCS as well.

  15. 2 minutes ago, NdranC said:

    In this vein of questioning. I'm noticing all companions start with the wrong saving throws. Whats up with that? I chucked to old character files that have different saves because of vanilla. Is one of the reasons I like to manually go into each .cre file and update their stats to what they should be.

    Can you give me one specific example of what a party member's .cre saving throws are vs. what they should be?

  16. 1 minute ago, NdranC said:

    This is the same install, but I can promise you that faldorn has always been like this for the past 2-3 weeks. Even without SRR (still SR though). I've been opening their .cre files and modding them myself manually for a while. Should probably learn how to mod this game so I can just make my own character mods.

    Roger that, thanks. Also good to know that SR is also affected, as that was to be my next test and lets me skip installing SCS again. Get back to you soon.

  17. @Last Thing: You can't tell them to install things the exact same way: some mods introduce randomized elements at install time, most notably SCS (which randomly specializes some less unique mages and their spellbooks at install time). So you'd have to transfer them your entire game. A bit of a pain. Also, as for different string references, this can happen for a number of reasons. Unfortunately, yeah, pretty much required that you transfer the entire game folder.

    @Faldorn: I can't confirm SRR is the issue, so you would need to changelog faldor.cre or faldor5.cre to know what is modifying her. It may still be SRR, but I can't figure it out from here. Changelog tool (readme is included): https://github.com/InfinityMods/WeiDU-FileChangelog

    @Imoen's Wand: I think the rationale is that it's more or less a tutorial item. But yeah, I don't really care that much. I also figured out why the intelligence requirement differed - the "Thieves Can Use Wands" subcomponent resets the intelligence requirements of all them, which I did not know until investigating just now (as I'd never touched that subcomponent).

    @Description: IRR's spell effects should all match SRR's, and if it doesn't, then it's probably in error. One unstated rule is that if not explicitly stated (e.g. Rod of the Apprenti with Fireball, Lightning Bolt, and Cone of Cold), it's assumed to be cast at level 10. I used to try to display it on every single last spell, but there were formatting issues that ended up annoying me too much that I ended up going with this "unstated rule" instead.

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