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Bartimaeus

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Posts posted by Bartimaeus

  1. 1.12h released (took a little longer than I wanted due to being both ill and busy).

    1. BG2 Fixpack introduces *another* variant of Ring of Wizardry, OHRINGWI, that it replaces BG2 copies of, that IR did not previously handle. Now it does.

    2. BG2 Fixpack's optional Holy Symbols component was not being handled. Now they will match with the other Holy Symbols if that component is installed (if you don't have it installed, they will not appear). You can find my slightly improved (and less pixely) icons for them here. These are not included by default with IRR.

    3. If Boomerang Dagger didn't have its correct icon in BG2:EE, that's now fixed.

    4. Telbar's Armor +2 is now its own unique filename (dvleat02) for BG2/T-games, due to the fact that I am a dummy and the last couple of versions were turning copies of the restored Telbar's Armor into Studded Leather Armor +3 (which I had thought was a generic Studded Leather +2, but discovered it was not. Whoops.). If you are playing BGT, Telbar's Armor is placed onto the correct person in BG1, which I think is...Sendai? Also fixes Telbar's description for BG1-only games.

    5. Fallorain's Plate +1's price is slightly increased and its strength requirement reduced by 2 compared to normal Plate Mail +1, simulating a permanent lightness spell similar to Dwarven Shield +2 (Fallorain's is still only obtainable in BG1 on one of the mercenary-assassin groups).

    6. Bolt of Polymorph's actual polymorphing effect was not actually being copied over ever since its enchantment level was changed (due to how that stuff works in item_content.tpa).

    7. Some leather armor icon fixes (mostly relating to Armor of Missile Attraction).

    8. Fixed a couple of Store Revisions inconsistencies.

    9. Fixed missing Medium Shield (unenchanted) description icon for BG1/EE-only games.

    10. Fixed incorrect description for World's Edge +3 on BG1/EE-only games when using the "Weapon Changes" subcomponent.

    11. A couple more text fixes.

     

    1pp fixes 1.03b released.

    1. Boomerang Dagger didn't have its proper icon due to 1PP mysteriously overwriting its normal icon for Dagger of Venom's.

    2. Long Sword +2 didn't have its proper colors due to 1PP previously having mysteriously made it into a clone of Long Sword +3. I had sort of fixed this already, but the colors were still not correct - now they are.

     

    (e): IRR 1.12i ongoing patch notes:

    1. Joril's Dagger is like a million gold for no apparent reason.

    2. A few more BG1-only fixes (thanks, Luke).

  2. Afraid that one's not on me. You may want to do a changelog on the creature in question to figure out what's doing that. Whatever mod did it is probably assuming that HALB03 is just a generic Halberd +2, but should actually be using HALB07, which is the real Halberd +2. That's something I worried about previously when I started fixing all the improper unique copies (although HALB03 is one that vanilla BG2 actually did correctly, IIRC - unlike the hordes of Whistling Swords and Telbar's Armors used throughout BG2). May need a more drastic measure that goes through every single creature.

  3. 1.12g released:
    1. Axe of Hrothgar and Jerrod's Mace had out-of-date properties in their descriptions (Jerrod's claimed +1 saving throws, Hrothgar's +1 Wisdom, when they're supposed to be switched).
    2. Nature's Ward inexplicable -3 missile penalty removed (inherited from vanilla IR - thanks to Serg BlackStrider for pointing it out).
    3. Implements a cleaner (and hopefully functioning) way of doing a few BG1 items for BG1-only installs.
    4. Ring of Human Influence inexplicably was using the wrong icon (...it used to share this with Ring of Regeneration, but since Ring of Regeneration no longer used that icon, it's silly to have NO rings use the normal one!).

    5. Removed "Reaching Ring" as Ring of Acuity's sub-title (whoops - this was already Ring of Wizardry's, while Ring of Sorcery has the "Evermemory" sub-title).

    6. Fixed a text regression involving a few Bracers of AC.

  4. @first paragraph: In IR, RING08 is Ring of Wizardry that grants one bonus spell slot to spellcasting levels 1-4. You can get this from one of the Harper Hold mercenaries in BG2, and maybe one other place. In IR, RING40 is Ring of Acuity that grants one bonus spell slot to spellcasting levels 5-7, and you can get it from Lavok in the Planar Sphere. In comparison to vanilla, their properties are...essentially switched - probably because it was kind of weird that the rarer one affected lower levels compared to the more common one that also shared a resource with the BG1 version. BGRING08 (used by BGT and possibly EET, idk) is the "double first level spells" one, and it has the name that IR sort of stole from it for Ring of Wizardry, "Evermemory". Normal IR does not attempt to use this one (but IRR does, replacing RING08 in 2 of their 3 spots in BG1 - the one at the FAI, and Winski at the very end of the game, while keeping RING08 on Sunin in Baldur's Gate).

     

    @second paragraph: I'm not disagreeing, but it's just too late. It was originally made entirely for private use until I got in a discussion with a couple of other people that were much more interested in working fixes of IR's current problems than any other tweaks I might've done, and that's reflected in the way it's distributed. It's not meant to be a replacement to normal IR - it's just an alternative option for as long IR remains unupdated for the EEs/1pp and the giant backlog of bugs and oversights isn't dealt with. If that stuff is ever dealt with, IRR would just be a collection of tweaks and would no longer hold any use to anyone besides me. Sadly, we're not there, and I fear unless Demi comes back, we might not ever be. :(

  5. If that happened, wouldn't that just make it so that there are problems in BGT/EET games instead (as anyone using whatever your mod is would get the IR-revised Ring of Acuity instead of the standard Ring of Wizardry)? Kind of why I stuck with the Trilogy method of just making BGRING08 (Evermemory that doubles 1st level spells) and RING08 (Ring of Wizardry/Reaching Ring that adds one spell slot for spellcasting levels 1-4) distinct items (...and removed the "Reaching Ring" subtitle for Ring of Acuity).

     

    Similarly, vanilla IR doesn't deal with/differentiate between a few other BG1 items like World's Edge (BGSW2H07 in BGT, SW2H07 in BG1), Arla's Dragonbane (slng05 in BG2, slng03 in BG1), Girdle of Trollish Fortitude (belt09 in BG2, belt06 in BG1:EE), The Whistling Sword (SW1H09), Fallorain's Plate (PLAT02), Plate of the Dark (PLAT05?), and a few others as well. I attempted to 'fix' that stuff in IRR for both BG1-only and BG2/T games, though I know you have no interest in it...

  6. I mean, I did a literal file search of the contents of every file inside the (normal) Item Revision directory for "bgring08" (which is what the resource is called in BGT), and it did not turn up a single result. Are you sure that wasn't something that maybe happened in an earlier version but doesn't anymore? I just don't see it anywhere.

  7.  

    To be fair, it's not really IR's fault, since that's what BG2 did. BGT (and perhaps BGTEE?) separate them into BGRING08 and RING08 so that they both stay in the game.

    Yeah, but IR REMOVES the item from it's original place in BGT-weidu, just cause the mod maker though it was OP. And he had not played the BG1, EVER ...

     

    Hmm, really? IR does basically nothing for BG1, I thought, but maybe I removed that from IRR? Can't recall it doing that, to be honest. Ring of Wizardry is in three different places in BG1, from what I recall - that tiny hidden spot outside of the Friendly Arm Inn, Sunin in Baldur's Gate, and Winski at the end of the game. Which does IR remove it from? (e): I don't see anything like that in normal IR's item_reallocation.tpa or its store_revisions.tpa, and I then did a Notepad++ file search for bgring08 and then ring08 and didn't see anything pertaining to this, so I'm not sure how that could be.

     

    Wouldn't be surprised if SCS's "remove unrealistically helpful items" subcomponent did something like that, though.

     

    Yeah, IR's Ring of Acuity is totally useless in BG1. Better off detecting if IR is installed through some random file check and letting it stay IR's Ring of Wizardry if IR is installed, I guess.

  8. 1.12f released:

    1. Fallorain's Plate was missing its AC line (BG1-only).

    2. Wakizashi (non-enchanted) claimed it had a +1 THAC0 bonus - it does not, and was obviously not meant to (thanks, Luke).

    3. If using the waki_ninja_animations setting above, Weapon Changes could no longer identify what a Ninja-To was due to the animation change. Their damage would consequently not update to 1D6 piercing. The item identification check has been fixed to account for this.

    4. Additionally, the above animation option now uses 1pp's improved and less pixely animation that actually went unused in the latest version of 1PP and the EEs.

    5. I have removed the disable_bow_apr_nerf setting, as bows were just way, way too strong with it enabled.

  9. Confirmed - should be marked as not usable for Diviners, but it's marked as not usable for Enchanters, on both the scroll (SCRL2E) and spell itself. The spell itself is also marked as an Invocation spell instead of Conjuration.

     

    A few other school errors:

    1. Divine Power (SPPR412) should be Evocation casting graphics.

    2. Negative Plane Protection (SPPR413) should be Alteration casting graphics.

    3. Creeping Doom (SPPR717) should be Conjuration casting graphics.

    4. Chaos Shield (SPWI222) and Improved Chaos Shield (SPWI723) should probably be Abjuration casting graphics, not Illusory (but maybe not, because Wild Magic be crazy? Interestingly, Nahal's is marked as Conjuration for both school and graphics).

    5. Acid Fog (SPWI614) has the incorrect school (but correct exclusionary school and casting graphics, and I think the scroll is correct).

    6. Mass Invisibility (SPWI721) has the incorrect school (but correct casting graphics and exclusionary school and scroll).

    7. Incendiary Cloud (SPWI810) has the correct school, but incorrect casting graphics and exclusionary school (should be Enchanter, not Diviner). Furthermore, the scroll (SCRL9E) is restricting against Diviners instead of Enchanters.

  10. I would really recommend installing the base component of SR before SCS, at the very least (and really, it should be installed before IR). I'm assuming that happened because you uninstalled beta15, and weidu screwed up where it placed it on the reinstall (this has happened to me a few times before - very annoying). I can't guarantee that that's the problem, but you really don't have a lot in there that I would think should otherwise cause any problems. Happily, if you do reinstall, it should remain compatible with your save game, I think.

  11. I was actually directing that comment towards you. The Greater Malison one is especially tricky (and probably won't ever be fixed), because strings of those type need to able to be suppressed by certain immunities, and by creating a brand new string, you make it so it can no longer be suppressed (at least, not easily). My suggestion? Play EET. :p

  12. Some things from IR and SR were not really intended to be played on BG1 - a few creatures and abilities and such don't specify a new string (e.g. that Leopard) because it assumes BG2 as a base, where the referenced string is already correct.

  13. 1.12e released:

    1. Fixes a couple of compatibility problems with BG1(:EE). Should work again.

    2. Two blunt weapons with special graphics were not being properly restored for EE games (...I don't recall exactly which ones they were, but I saw two filecheck-copy mismatches that were no doubt causing issues). (edit): Okay, they were BLUN13's (Flail +2) animation change being applied to BLUN12 (Mace of Disruption), and WAFLAIL's (Defender of Easthaven) to (BLUN25) Mace of Disruption +4.

  14. Yep, that's exactly it - opcodes that only the EE can use, and crashes on non-EE games whenever loaded.

     

    Ah, not exactly what I'd call "readily available" when it doesn't look like it's posted anywhere in the stickied threads in this forum or on the download page.

  15. No, I pointed out that you had ToBEx because it proved that you're not on an Enhanced Edition - the problem itself doesn't have anything to do with ToBEx, but rather that this version of Spell Revisions is currently incompatible with non-EE games (especially if you use SCS which will attempt to use broken spells all of the time, as you discovered). If I had to guess, the offending spell is Minor Globe of Invulnerability.

    I'm a little horrified to see that there doesn't appear to be a download of b14 readily available anywhere. I will just give you the corrected files that you can place in your spell_rev directory and re-install with, then.

    https://dl.dropboxusercontent.com/s/uu00b4o54hzigbj/spell_rev.zip

    Here you go - that at least fixes those spells and will prevent (at least those kinds of) crashes for non-EE games. (edit): I previously provided the above archive with a copy of "Neutralize Poison" instead of the fixed "Free Action". It has now been updated to be the correct file.

  16. I think that assertion means an invalid opcode is being used - I would assume because you are on a non-EE game, and this latest version of SR has a few major bugs for non-EE games (and indeed, I see that you have ToBEx installed). There are a few spells with that problem, so if you're trying to just keep playing and don't want to reinstall*, I would suggest noting what spells you currently have memorized, clearing them (assuming you're not playing a sorcerer), and then rest to see if that solves the problem. If that's the case, add your spells back like 3 at a time in between rests, and see when it crashes, and then narrow it down further from there.

     

    *The only thing you could is revert back to beta 14, at least until I maybe get permission to release SR Revised if I end up wanting the headache.

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