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Bartimaeus

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Posts posted by Bartimaeus

  1. "Messing with the file" is a bit of a misnomer, since it has the "dv" prefix which is used by Demi in his mods. That is to say, the file only exists to begin with because of Spell Revisions. But yes, it should be caused by Spell Revisions.

    Here's the relevant block from Spell Revisions:

    COPY ~spell_rev\spwi7##\spwi717.spl~     ~override~  // Summon Efreeti
      SAY NAME1 @749    SAY UNIDENTIFIED_DESC @750
    COPY ~spell_rev\spwi7##\scrl8s.itm~     ~override~
      SAY NAME2 @749    SAY IDENTIFIED_DESC   @750
    COPY ~spell_rev\spwi7##\dvefreet.eff~     ~override~
    COPY ~spell_rev\spwi7##\dvefreet.cre~     ~override~
    COPY ~spell_rev\spwi7##\dvefreet.itm~     ~override~
    COPY ~spell_rev\spwi7##\dvefreet.bcs~     ~override~

    Here it is from SR Revised:

    COPY ~spell_rev\spwi7##\spwi717.spl~     ~override~  // Summon Efreeti
      SAY NAME1 @749    SAY UNIDENTIFIED_DESC @750
    COPY ~spell_rev\spwi7##\scrl8s.itm~     ~override~
      SAY NAME2 @749    SAY IDENTIFIED_DESC   @750
    COPY ~spell_rev\spwi7##\dvefreet.eff~     ~override~
    COPY ~spell_rev\spwi7##\dvefreet.cre~     ~override~
      SAY NAME1 @9183   SAY NAME2 @9183
    COPY ~spell_rev\spwi7##\dvefreet.itm~     ~override~
      SAY NAME1 @9184   SAY NAME2 @9184
    COPY ~spell_rev\spwi7##\dvefreet.bcs~     ~override~

    The only thing I've done is enforced that the creature and its weapon are named properly. I am not sure why it would be saying that the .cre does not exist. Any thoughts/useful advice, @DavidW?

  2. Ah, I didn't realize EET did that. This explains the confusion. Thanks! I'll have to find some time play around with different configurations between BG1:EE and BG2:EE and EET to figure out exactly how I want to handle the differences in shields between them.

  3. 4 hours ago, Luke said:

    [The Vampire's Revenge +3, SW1H19.itm]

    I suggest replacing that -1 HP every 2 rounds (SW1H19.eff) with something else (1 magic damage every 2 rounds?) It seems that when the wielder reaches 0 hit points, he/she is not killed (the character portrait greys out, the Inventory Screen is no longer accessible but you can continue moving as nothing happened.....)

    Hm, that's really not ideal, since changing it to the actual damage opcode would mean spellcasting interruptions and message log spam, and would just generally be really annoying with your character yelping out and flinching every 2 rounds, haha.

    I wonder if you can make regeneration heal a negative amount...

  4. @NdranC Sorry to keep pestering you about this, but I'm trying to troubleshoot to figure out exactly what happened. I installed the latest version of BG1:EE. This is the bottom of the item list for the Candlekeep Inn in an umodded version of BG1:EE 2.5:

    2019-04-08_07-01-32.png

    As you can see, there are no 1pp variants listed (no letters at the end), so all of these items should have their descriptions rewritten by IR to the same consistent format (as they're all standard BG1/BG2 non-EE items). But earlier, you said that after installing IRR, that was not the case - the enchanted shields did, but the unenchanted ones at e.g. the Candlekeep Inn did not (specifically, you showed me an image of exactly that while in-game here. As far as I can see, the additional 1pp variants never actually appear in an unmodded BG1:EE game - they're unused. Also, the image that I just linked to you that you created actually shows a BG1-style shield, which I did not realize until just now that IRR does not even have, since BG1:EE's shield graphics are different from BG2:EE's. See here after installing IRR on an otherwise unmodded BG1:EE: https://dl.dropboxusercontent.com/s/2c5an7fhcdqopls/2019-04-08_07-20-31.mp4 (On a side-note, I would actually like to give greater control over this for people that prefer the BG1-style shields, but I'll have to look into how possible that actually is given that BG2 has a bit more shields that would then have to be BG1-ized - alternatively, unique shields could remain BG2-style, while unenchanted and simple +1/+2/+3 shields could be BG1-ized, I guess.)

    I think you've since reinstalled your game, but what I would like to have figured out was how did your bucklers turn back to the BG1-style version of themselves after installing IRR, and how did the descriptions for just the unenchanted shields get reverted back to the normal EE descriptions? Might not be possible to answer now without a weidu.log and some changelog-ed items, though.

  5. Yeah, I mentioned on the previous page: "If the item you're looking at's resource name is shld(number)(number)(letter).itm, that's a 1pp shield that I guess I should probably get around to handling via IR for the EEs sometime." However, it's a mystery to me as to how these shields are appearing to begin with, since I installed BG1:EE and the Candlekeep inn did not stock them. It's possible that since my copy of BG1:EE is a bit old, that it's been since changed, or that another mod you're using has added them to the store, etc.

  6. 1 hour ago, Kangkunis said:

    Still using 1.2.4

    It seems that the cloak of natures vengeance does not work, no lightning damage.

    I am in the middle of a play through could you tell me how to fix this using NI and how to fix saving grace +3

    THanks

    Saving's Grace's "cast spell on condition" is spell set to the wrong condition. I'm only passingly familiar with Near Infinity (I've always much preferred DLTCEP for reducing the amount of clicks it takes to get to stuff) and I feel as though it would be annoyingly difficult to walk you through all the different windows that Near Infinity creates when you try to edit something like this (especially given I don't know your level of expertise with NI as well), so I'd prefer you just give me a copy of your shld27.itm so I can do it myself.

    Cloak of Nature's Wrath was bugged because its percentile was set on its equipping ability rather than its spell-firing bit, so 25% of the time you equip it, it works every time, while 75% of the time you equip it, it doesn't work at all. Stick these two files from this .zip in your override directory, and give me your clck25.itm in addition to your shld27.itm from your override (or if you've biffed your game, from Near Infinity) so I can repair them. Sorry for the trouble!

  7. @NdranC Earlier, you said the unenchanted shields from "the beginning areas" had the BG:EE-type descriptions, but you just listed SHLD01 and SHLD08, and they have the IR-type descriptions. From what item did you pull your previous unenchanted buckler description from in the image you sent me before that had the BG:EE-type description? I just installed BG1:EE to see what, e.g., the Candlekeep inn stocks, but they're all the base items with the IR-type descriptions. Where was your shield from?

  8. I see two different formats here. Buckler which puts both the AC and -1 missile protection bonus under "Equipped abilities:" (I've never written the "abilities" as lower-case, so we can assume this is an EE description), Buckler +1 which follows the IR format, and Buckley's Buckler which also follows the IR format.

    So the one that doesn't follow the IR format is your buckler...and a little part of my brain is telling me that the EEs have extra shields from when they installed 1pp that BG1 uses that the non-EE version of the game does not, so I would guess that the buckler you're looking at is one that is not affected by IR at all. If the item you're looking at's resource name is shld(number)(number)(letter).itm, that's a 1pp shield that I guess I should probably get around to handling via IR for the EEs sometime.

  9. I forgot about the Wand of Lightning, but I fixed that now. Whoops! As for potions, that's correct, potions cannot be dispelled. They are considered alchemical, not magic.

    This is Buckley's Buckler's description:

    A rectangle of mammoth hide forms this small shield. No amount of cleansing can dispel the pong of decay from this poorly tanned device, yet somehow the malodorous shield fortifies its wielder.

    STATISTICS:

    Equipped Abilities:
     Constitution: +1 bonus

    Armor Class Bonus: 1
    Special: No Missile/Piercing Attack Protection
    Weight: 4
    Requires: 4 Strength
    Not Usable By:
     Mage
     Monk
     Kensai

     

    This is Kiel's Buckler's description:

    This is the buckler of Kiel the Legion-Killer, first-born son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. This light weight shield of excellent craftsmanship bears powerful magical enhancements, and it is said that part of Kiel's force of will imprinted itself upon this shield.

    STATISTICS:

    Equipped Abilities:
     Protects Against: Hold and Stun

    Armor Class Bonus: 3
    Special: No Missile/Piercing Attack Protection
    Weight: 4
    Requires: 4 Strength
    Not Usable By:
     Mage
     Monk
     Kensai

     

    The Enhanced Editions automatically reformat descriptions to a degree, but I'm not super familiar with exactly how. From your description, it sounds like Buckley's is following the IR format, while all other shields use a different format?

    (e): Oh my lord, this forum so desperately needs a bbcode mode. The spoiler below was me trying to put the descriptions in spoilers at first. That's what I get for trying, I guess.

     

    A rectangle of mammoth hide forms this small shield. No amount of cleansing can dispel the pong of decay from this poorly tanned device, yet somehow the malodorous shield fortifies its wielder.

    STATISTICS:

    Equipped Abilities:
     Constitution: +1 bonus

    Armor Class Bonus: 1
    Special: No Missile/Piercing Attack Protection
    Weight: 4
    Requires: 4 Strength
    Not Usable By:
     Mage
     Monk
     Kensai

     

     
     

    This is Kiel's Buckler's description:

     

    This is the buckler of Kiel the Legion-Killer, first-born son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. This light weight shield of excellent craftsmanship bears powerful magical enhancements, and it is said that part of Kiel's force of will imprinted itself upon this shield.

    STATISTICS:

    Equipped Abilities:
     Protects Against: Hold and Stun

    Armor Class Bonus: 3
    Special: No Missile/Piercing Attack Protection
    Weight: 4
    Requires: 4 Strength
    Not Usable By:
     Mage
     Monk
     Kensai

    The Enhanced Editions automatically reformat descriptions to a degree, but I'm not super familiar with how it does it. From your description, it sounds like Buckley's is following the IR format, while all other shields use a different format?

  10. Great spot, @NdranC! Especially before I finalized 1.2.5 (as it actually came from the new 1.2.5 itself due to a small reorganization I did of the language file - I forgot that the potions descriptions already occupied a string block that I had just reserved for the EE items, which I had forgotten since the potions are in a different file). Fixed and a great thank you, since I would've never noticed that myself.

    V1.2.5 now released on github. Changes:

    1. Cloak of Mirroring's Reflected Image will more closely simulate SR's Reflected Image spell. The way it functioned before was weird, inconsistent, and not terribly effective - the new version will activate upon sight of hostile creatures, and should hopefully keep creating a new image every round the same as the SR spell until combat ends.
    2. Similarly to above, Cloak of Displacement's visual effect will only apply while in combat (but the stat bonuses will always apply regardless of whether you're in combat or not). Does anyone have any ideas for other items with permanent visual effects that might benefit from this treatment? Alternatively, does anyone think this is a bad idea?
    3. The hypnotic axe form of Rod of Lordly Might +3 is tentatively receiving a third combat ability in the form of a 33% stunning effect, so virtually every hit should attempt to cause some sort of "hypnotic" effect.
    4. Short Sword of Mask +4 gets its Stealthblade bonus back, just at a reduced frequency from the +5 variant (15% instead of 25%). The paralyzing effect is still exclusive to the +5 version.
    5. BG1 NPC Project's Ring of Human Influence's stats now match IR's version of the ring if that mod is installed before IR.
    6. Greater compatibility with EET and the way it creates reserve copies of unique BG1 items (which I was already doing following BGT's lead, but EET's approach differed - now they've been unified as best as I can).
    7. The BG1-style Ring of Sorcery now has a blue gem to help distinguish it from the Ring of Wizardry (why does BG1:EE handle item icons differently from BG2:EE? Sigh...might have to create BG1-specific ones to make it perfectly consistent).
    8. Noticing that EET makes an additional copy of Ankheg Plate Mail under a different resource name, I investigated and observed that BG1's description of the item was different and specifically mentioned being forged by Taerom with the possible aid of hedge wizard Thalantyr (which the BG2 version does not mention). I decided to take this opportunity to separate the BG1 and BG2 versions of this item as it has annoyed me for some time how expensive it was to forge this armor in BG2 for a measly Plate Mail +1, and yet as +2 it's pretty overpowered in BG1. Now the version you can make in BG2 is +2 again, while the ones you find/make in BG1 are +1. It's not a perfect solution, but I've been a bit at a loss as to what to do here for a while, so it's a little bit just seizing the opportunity that EET has made here.
    9. Blackrazor's enchantment level has been increased to +4, bringing it in line with Daystar and the Equalizer as being the most powerful long swords in SoA. I know some people wanted it +5, but I'm pretty hesitant to do that given it would make it only the second +5 weapon in all of SoA (the other being the Staff of the Magi from Twisted Rune, of course).
    10. A minor overhaul of Store Revisions. More unlimited unenchanted, inexpensive items so that stores don't ever get completely emptied out for forever if you buy everything for them...which means you could theoretically steal piles of long swords and sell them to a fence, but that's such an unbelievable waste of time that this is more of a flavor change than anything (also, you could just as well rest in places that spawn enemies that drop items as well). Still considering making stuff like potions from potion makers and ammunition from fletchers (with thieving totally disabled, of course), but haven't done it yet. Note again that this only applies to inexpensive items for merchants that can be stolen from (I think light or maybe heavy crossbows were the most expensive item to get this).
    11. Testing splitting Potion of Energy Shielding into two different potions - Potion of Energy Protection (the +50% bonus to energy resistance to 1 turn potion, replaces Potion of Magic Dispelling) and Potion of Energy Shielding (automatic saving throws for 1 turn). Also up for consideration is the Potion of Perception, which is kind of just a bad version of Potion of Sight, but I haven't had much of any ideas as to what to do with it yet.

    Bug/oversight fixes:

    1. Percentiles of hopefully all items were fixed, totaling about 100 items that had effects that occurred slightly more often than they should (as per this post).
    2. Gromnir now properly equips Shadow Veil.
    3. Arrow of Explosion is no longer magic resistable.
    4. Anomen's Holy Symbol should be usable by him again even if his alignment changes to good.
    5. Ring of Human Influence's double projectile animation problem has been fixed.
    6. Fixed the BG1:EE version of Belt of Trollish Fortitude not having its Regeneration ability.
    7. Helm of Charm Protection now has the Mind Shield icon, to go along with all other charm-protecting items having it.
    8. Staff of Earth's Earthsaking ability was happening at 5% frequency instead of the described 15%.
    9. Taralash +4 was missing its crippling ability entirely (Taralash +5 was fine).
    10. Fixed an issue with BG1 creatures' weapon animations not working properly (e.g. the Hobgoblins outside of the Friendly Arm Inn).
    11. Crossbow of Affliction +4 was missing its scourging ability entirely (how embarrassing - not sure when this happened!).
    12. Carsomyr's Dispel Magic ability should hopefully actually be Dispel Magic again if you're playing with SRR. (@DrAzTiK, let me know how this goes, as I wasn't a hundred percent clear on whether this was actually the problem you were having.)
    13. Saving Grace's condition somehow got mussed up at some point, and so its blinding effect was not firing correctly (note: only fires upon hostiles).
    14. Cloak of Nature's Wrath's percentile was set on its equip ability rather the actual spell-firing bit...so 25% of the time you equipped it, it worked every time, and 75% of the time you equipped it, it never worked. Yuck.
  11. I tried BG1 NPC some years back, and found that it did not seem very...homogeneous with the rest of the game (not that the BG series doesn't have writing consistency problems in of itself, mind you). Not everything is for everyone (and by most measures, I am a bit of a purist in terms of mods adding new content to begin with, so). I have added an additional check to see if the item in question exists and overwrite it with an additional copy of IR's version of the ring if so.

  12. The sword problem should be fixed as well. 1.2.5 should be done within a few days...-ish. The primary thing left is fixing the percentiles of effects. Hopefully it won't be too much trouble.

    As for the ring...I mean, I guess I could just copy a version of the ring over their resource's name if it detects that it exists, effectively replacing it with IR's version. That's probably the easiest method. Is that what what you want?

  13. On 4/1/2019 at 1:24 PM, CamDawg said:

    Alright. I was sick as a dog this weekend, so what better way to spend your time than to watch the opening SoA cutscene on an endless loop. I was finally able to replicate the bug and know what file is causing it. The green orb that comes from offscreen to disintegrate the thief is a bad projectile and is the source of the crash.

    I'm still working on why the changes here cause the crash, but in the meantime the workaround is pretty simple--deleting spgreorb.pro from the override fixed the issue for me.

    Hope you at least set the maximum frame rate to 60...

  14. 8 hours ago, NdranC said:

    Just quickly launched a completely unmodded version of BGEE to test it for you and the goblins around the Friendly Arm Inn have the Bastard Swords animations.

    Thanks! I'll have to do more testing to see what's up there, since it should theoretically be the same exact animation. Only other thing I could suggest is installing IRR right now with nothing else, and seeing if those creatures break to directly confirm that this problem is indeed because of IRR.

    (e): Figured out the problem, it's a BG1 issue. Now should be confirmed fixed. Thanks for the help, @NdranC.

  15. @Mike1072 Thanks for the relevant info! I'm assuming this mod is installed much later in the install order than IR, so there's quite frankly not much I can do about it. Now that you mention it, I do recall that I actually made this ring give +2 Charisma vs. IR's +1, as that's what other 18 set items got (and there are already a number of +1 Charisma items, which rather stole its thunder).

    @NdranC Correct - that's because non-Revised IR is based on V3 of 1pp, which doesn't have those new animations, and so it installs bastard swords and bows to have the non-EE/1PP animations (aka vanilla ToB animations). However, that's why I'm curious about a non-modded Enhanced Edition install, because while non-Revised IR might not use those animations, the Enhanced Editions themselves do since they come with 1pp V4 pre-installed - all IRR does is detect whether you're on an EE install and patch items to use the already existing 1pp resources again if so. If a vanilla Enhanced Edition game has those animations broken, then that's something that should actually be fixed in the Enhanced Editions themselves (...and it would also imply that something about those animation slots would need to be fixed by 1pp itself so monster-type creatures get their correct animations for non-EE ToB games, but that's not of concern to you).

    SW1H09_, huh? According to the thread I'm reading, this is the fault of EET, and the reason it happens is an attempt to preserve BG1 unique items (such as the Whistling Sword, Telbar's Armor, etc.) whose unique descriptions are lost when overwritten with BG2 generic items. However...I already fixed that, so it's just creating duplicates. Nevertheless, I think I can fix this.

  16. Lord Foreshadow and Ring of Human Influence: Two likely possibilities - 1. Whatever mod you're using that makes Lord Foreshadow give a Ring of Human Influence created a second copy of it under a different resource name that IR does not touch; 2. A mod reverted IR's changes for that ring. IRR hasn't changed that ring much (really just a bug and consistency fix), so I would expect compatibility to be maintained if installed in the correct order. I'm not familiar with either EET (Enhanced Edition Trilogy, I presume?) or BG1NPC Project, so I cannot say for certain. The only way I could test this is by replicating your weidu.log, I guess?

    Whistling Sword: Interesting. Any way you can figure out for me the item resource name of the one that is not sw1h09.itm?

    Goblins & Kobolds: I think I might understand this one, but I'd be surprised if I'm right, since it seems like a bit of an oversight. The Enhanced Editions introduce new bastard sword and bow animations that don't use the old animation slots that those creatures probably rely on - does an unmodded EE game still have creatures broken in that manner?

    P.S. I am currently working on a V1.2.5. Here is the applied changelist so far:

    1. Ring of Human Influence extra projectile animation removed.
    2. Gromnir now properly equips Shadow Veil.
    3. Arrow of Explosion is no longer magic resistable.
    4. Anomen's Holy Symbol usable by him even if his alignment changes to good.
    5. Fixed the BG1:EE version of Belt of Trollish Fortitude not having Regeneration function.
    6. Cloak of Mirroring's Reflected Image will more closely simulate SR's Reflected Image spell. The way it functioned before was weird, inconsistent, and not terribly effective - the new version will activate upon sight of hostile creatures, and should hopefully keep creating a new image every round the same as the SR spell until combat ends.
    7. Similarly to above, Cloak of Displacement's visual effect will only apply while in combat (but the stat bonuses will always apply regardless of whether you're in combat or not). Does anyone have any ideas for other items with permanent visual effects that might benefit from this treatment? Alternatively, does anyone think this is a bad idea?
    8. Testing splitting Potion of Energy Shielding into two different potions - Potion of Energy Resistance (the +50% bonus to energy resistance to 1 turn potion, replaces Potion of Magic Dispelling) and Potion of Energy Shielding (automatic saving throws for 1 turn). Also up for consideration is the Potion of Perception, which is kind of just a bad version of Potion of Sight, but I haven't had much of any ideas as to what to do with it yet.
    9. Helm of Charm Protection now has the Mind Shield icon, to go along with all other charm-protecting items having it.

     

  17. I think I finally see the issue of Carsomyr - I think. It is actually a problem with SRR, not IR. A clean install with just IRR was not enough, which is why I didn't notice it earlier. The problem is that Carsomyr uses a real priest spell - SPPR303, to be exact. In SR, this is "Dispel Magic", which SR redefines as to only target enemies, much like Remove Magic did in vanilla. With SRR installed, this spell is actually straight up Remove Magic, not Dispel Magic, because in SRR, I give clerics both Remove Magic and Dispel Magic just like mages. I *hated* doing that, but felt it was necessary to prevent SCS priests from self-dispelling themselves...which is why Remove Magic is the default spell (and note that SRR's Dispel Magic's radius is 30' feet while Remove Magic is 20' feet to help balance out the difference a little). If, on the other hand, Carsomyr's Dispel Magic also did not work on any enemies, that would be very mysterious indeed.

    On the question of Gromnir: I really have no interest in touching this due to my very novice knowledge of IE scripting. Are you saying that if you have IR installed and SCS installed after, SCS AI will not use the Simulacrum ability? As long as SCS makes use of it, then I don't really care that much about fixing it for non-SCS games.

  18. Just to be clear, you actually opened the item up in DLTCEP/Near Infinity and saw that it has a range of 20? It's not "hardcoded" - Spiritual Hammer only has a range of 1 and acts like a melee weapon in both vanilla ToB and BG2:EE as far as I know. So...if it's not actually set to 30, that's quite mysterious.

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