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Posts posted by the bigg
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Hi all,
sorry for creating a bug report against old versions of mods (and not having the *.debug files); also,this should probably be cross-posted to Stratagems forums, but I'm unsure about the cross-posting etiquette.I noticed that my Archer wasn't getting the bonus damage/thac0 and started looking at the 2da.
Component 2090 of Tweak Anthology (Remove Experience Cap) extends clabrn02.2da from level 41 to level 50 (but doesn't appear to extend properly the ABILITY1 line).
Component 2440 of Tweak Anthology (Everyone Gets Bonus APR from Specialization) appends one ABILITY (not ABILITY7) line to CLABRN02.2da (to apply D5_NUMAT); however this line doesn't extend all the way to level 50 (only to level 40).
Component 4100 of Stratatagems (Improved NPC customisation and management) doesn't read properly the 2da, and removes the abilities applied in the two messed-up lines.
I've attached all versions of clabrn02.2da (as per --change-log) and the weidu.log.
Mod/game Versions:
- BG/BG2 V2.6.6.0 (with EET V13.4)
- Tweak Anthology V 12
- Stratagems 34.3
Mods affecting CLABRN02.2DA:
00000: /* created or unbiffed */ ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ 0 2090 // Change Experience Point Cap -> Remove Experience Cap v9
00001: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ 0 2440 // Everyone Gets Bonus APR from Specialization v9
00002: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 4100 // Improved NPC customisation and management 33.6
Edit after experimenting:
- the latest versions of Tweak Anthology and Stratagems also mess up clabrn02.2da
- CdTweaks 2090 and Stratagems 4100 also mess up clabrn02.da
- CdTweaks 2440 and Stratagems 4100 do not mess up clabrn02.da
WeiDU.log WeiDU-BGEE.log CLABRN02.00001.2DA CLABRN02.00002.2DA CLABRN02.override.2da CLABRN02.00000.2DA
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Over at BWL, registered users who don't pay 5$ to upgrade their membership are called visitors and can only register a prefix and browse a couple of other threads.
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Should we even be surprised anymore? It's been two years since he's started saying that he's moving away from the current host "any time soon" because it goes down every now and then, with no signs of ever actually moving to the reliable server (and almost one year since he introduced a paywall to purposely pay for the server).
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However, as I said, the current definition of FL_INN is pretty much any area where you can probably rent a bed, except ar2100. But the exact definition doesn't really matter to me (I only need something that can be expressed in a single sentence with a minimum of ambiguity), so if anyone needs something more well-defined (e.g. only proper inns in populated towns) now is the time to speak up.
Since it's a bitfield, you can simply combine simple definitions into more complex ones if you're that much willing to make it hard for people to get the right dialogues for your mod:
OR(2)
AreaType(FL_INN)
AreaType(FL_CANRENTBUTISNOTANINN)
AreaType(FL_INSIDE)
!AreaType(FL_TRADEMEET)
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see readme well, until it is compiled and uploaded see this:
or & \DEFINE{ADD!AREA!TYPE} areaTypeName &Adds a new (guaranteed-unique) area type to areatype.ids, and sets
the areaTypeName variable to the index of the bit the type is associated
with: the type can be set with
\verb+WRITE_SHORT 0x48 THIS | (1 << areaTypeName)+.
If areatype.ids already contains areaTypeName, the variable is set to
the type's current identifier and no other operation is performed.
Also note that only 8 area types can be added to an unmodded installation
of BG2; as such, don't add a new area type type unless you really need it
(most likely, another modder is already using a type with a similar name,
and you can share the type between your mods without issue).
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There are like 12 used SecTypes in vanilla BG2 (out of 254 or whatever the limit is before WRITE_BYTE fails), but just the other day I saw a msectype.2da that contained well over 200 unique SecTypes, so...
Were those actually unique or did some mod append 200 times the same sec type?
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Sectypes may need it too.
There's about 250 free sectypes (or 65k if it's handled as a short), so the risk of running out of space is smaller.
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That's true. Okay, so CD_INN (?) and FL_STRONGHOLD it is.
CD_INN etc. were examples. I don't think that pillaging Cam's or Nythrun's namespace without their consent is a good idea.
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The more modders are used to seeing prefix, the better. Many prominent and well-coded NPCs still don't fully prefix their files, and that's a bigger potential compatibility risk than some modder deciding to use ADD_AREA_TYPE without first checking the reservation thread linked to by the command description.
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WeiDU alters AREATYPE (short at 0x48 in ARE files). AREAFLAG (long at 0x14 in ARE files) cannot be checked against by triggers, making altering it moot for the purposes of scripting.
Of course, NI and the IESDP use inconsistent naming vs. what the IDS files are called (0x48, areatype.ids, is called 'location' in Near Infinity and 'area flags' in IESDP, while 0x14, areaflag.ids, is called 'area type' in Near Infinity and 'area flag' in IESDP), so it's easier than usual to confuse things.
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Gitted.
Still, we could use something (even a loose thread) to handle cooperation (given the extremely limited number of free slots, there should be a way for modder X to see that inns are already handled by CD_INN and shops by FJ_SHOPS, rather than creating a duplicate prefix_SLEEP_PLACE or prefix_WALLMART).
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And you already have at least one irresponsible person (me) wanting to use one of those flags to tag a handful of areas. Besides, where would the list of fixed values be stored? Who would administrate it?
By using an ADD_AREA_FLAG tp2 command that finds an unused bit in areaflag.ids?
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But to that end, I think the area IDS numeric values should be fixed rather than dynamically determined. It's not like you're going to run out of values, even if people want to throw in some bizarre flags.
There's only (at best) 8 free flags on standard BG2, so space *is* at a premium.
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So, make up one! The game might have space for an additional 8 area flags (unless ARE 0x48 is handled as byte, in which case no space is free for area flags).
ACTION_IF !FILE_CONTAINS_EVALUATED (~areaflag.ids~ ~CD_INN~) THEN BEGIN OUTER_SET value = BIT8 // should actually be code to figure out "first unallocated power of two in areaflag.ids" APPEND ~areaflag.ids~ ~%value% CD_INN~ END COPY_EXISTING ~area1.are~ ~override~ ~area2.are~ ~override~ <snip> WRITE_SHORT 0x48 THIS | value <in some dialogue file> CHAIN IF ~AreaType(CD_INN) IsAvailableForPartyDialog("Edwin")~ THEN BMINSC innComment ~We are in an inn! We should look for some nuts for Boo!~ == BEDWIN ~I prefer to look for whores.~ EXIT
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Appears to be a BG2 bug that the Fixpack isn't fixing.
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How could the Fixpack fix incorrectly flagged mod areas?
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A list of AreaCheck() wouldn't match against custom areas; perhaps you can ask Ascension to make AreaType() work, and use EVALUATE_BUFFER to compile AreaType() if ToBEx is installed and AreaCheck() if it isn't?
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Updated.
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I'm pretty sure it integrates without issues (the Geo Sorc receives its table, while the standard Sorc gets the Refinements one).
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It is impressive! And so are your necromancer skills
I was replying to a spambot, I'll have you know.
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Wow, a spambot that clones posts' text from the forum to sound on-topic? I'm impressed.
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At least one prisoner is what I thought, too. Evil ittle devils! I am not sure about a relative to Hulrik, though, since he seems more worried about his cow.
You could play that as a joke. IIRC, there's even precedent for that sort of thing in BG1, but I can't recall any example.
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PEBKAC.
Tweak Anthology and Stratagems mess up Clab**.2da files
in Tweaks Anthology Forum
Posted · Edited by the bigg
OK, then I'm a dum-dum, because I was convinced that I read DavidW saying something along the lines of "acknowledge and fixed" when I searched for it... Whoops.
Groovy, will try that.