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spanyam

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Posts posted by spanyam

  1. Yea, that's doesn't yet work. What u can do (I think) is install IR w/o "bash", then SCS, then "bash".

    As per your Weidu, here's my suggestion:

    1) TobEx

    2) Ascension

    3) Fixpack

    4) BGT

    5) BGT Music

    6) BG1 NPC

    7) NPC Music

    8) Item, Spell, Kit Rev

    9) BG2 Tweaks if u use any (I like "no drow avatars, unlimited stacks, and silence party before venturing forth)

    10) SCS with fixes I mentioned in the thread at SHS

     

    Basically, download&extract these mods, use the above install order, put fixes (Abazigal fix goes before installing SCS, while Sendai fix goes after you install SCS, Breach fix you don't need) and you'll be fine. I would wait for next SR beta tough; I think Demi will have somthing soon. Also, don't use SCS spell tweaks (AoE anti-magic/invisibility tweaks etc.);but you probably know that.

     

    Okay thanks, I'll follow that order. Is it okay to run this using BWS and pausing, or better to use manual installation? I know there are some fixes that BWS (i.e. BWP) does on its own that I'll have to otherwise do manually, right?

     

    Right now (just finished before I read your post) I have a completed install using BWS to select mods other than the *R's and pausing inbetween to install the revision mods at the appropriate places. It worked when I installed Shield Bash after SCS. Should I ditch this?

     

    Unrelated: SSD's rock. It takes barely an hour for the whole thing to install, if that.

  2. I'm getting multiple install errors on items modified by IR V4 if I try to install SCS (initialize component) after IR (which is listed as the current install order in BWP). They are all generally read out of bounds errors. If I either remove those items from override or uninstall IR V4, SCS goes on unhindered. Should IR go after SCS then? That doesn't seem to make sense.

     

    Edit: KR also seems to update these items from the main component.

     

    My install order mostly followed what BWP recommends. Here is the current WeiDU.log without IR (in progress, paused after SCS):

     

     

    // Log of Currently Installed WeiDU Mods

    // The top of the file is the 'oldest' mod

    // ~TP2_File~ #language_number #component_number

    ~SETUP-WEIDU.TP2~ #0 #0

    ~SETUP-BWS.TP2~ #0 #0

    ~SETUP-BWFIXPACK.TP2~ #0 #0

    ~SETUP-BWTRIMPACK.TP2~ #0 #0

    ~SETUP-BWINSTALLPACK.TP2~ #0 #0

    ~TOBEX/TOBEX.TP2~ #0 #100

    ~TOBEX/TOBEX.TP2~ #0 #104

    ~TOBEX/TOBEX.TP2~ #0 #105

    ~TOBEX/TOBEX.TP2~ #0 #111

    ~TOBEX/TOBEX.TP2~ #0 #112

    ~TOBEX/TOBEX.TP2~ #0 #113

    ~TOBEX/TOBEX.TP2~ #0 #116

    ~TOBEX/TOBEX.TP2~ #0 #118

    ~TOBEX/TOBEX.TP2~ #0 #120

    ~TOBEX/TOBEX.TP2~ #0 #121

    ~TOBEX/TOBEX.TP2~ #0 #122

    ~TOBEX/TOBEX.TP2~ #0 #124

    ~SETUP-ASCENSION.TP2~ #0 #0

    ~SETUP-ASCENSION.TP2~ #0 #1

    ~SETUP-ASCENSION.TP2~ #0 #2

    ~SETUP-ASCENSION.TP2~ #0 #3

    ~SETUP-ASCENSION.TP2~ #0 #4

    ~SETUP-ASCENSION.TP2~ #0 #5

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000

    ~SETUP-BGT.TP2~ #0 #0

    ~SETUP-BGTMUSIC.TP2~ #0 #2

    ~TXTMUSIC/TXTMUSIC.TP2~ #0 #0

    ~BG1NPC.TP2~ #0 #0

    ~BG1NPC.TP2~ #0 #1

    ~BG1NPC.TP2~ #0 #2

    ~BG1NPC.TP2~ #0 #3

    ~BG1NPC.TP2~ #0 #4

    ~BG1NPC.TP2~ #0 #5

    ~BG1NPC.TP2~ #0 #6

    ~BG1NPC.TP2~ #0 #7

    ~BG1NPC.TP2~ #0 #8

    ~BG1NPC.TP2~ #0 #9

    ~BG1NPC.TP2~ #0 #10

    ~BG1NPC.TP2~ #0 #11

    ~BG1NPC.TP2~ #0 #12

    ~BG1NPC.TP2~ #0 #13

    ~BG1NPC.TP2~ #0 #14

    ~BG1NPC.TP2~ #0 #15

    ~BG1NPC.TP2~ #0 #17

    ~BG1NPC.TP2~ #0 #25

    ~BG1NPC.TP2~ #0 #27

    ~BG1NPC.TP2~ #0 #30

    ~BG1NPC.TP2~ #0 #200

    ~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0

    ~ITEM_REV/ITEM_REV.TP2~ #0 #0

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60

    ~SETUP-RES_FIXER.TP2~ #0 #0

    ~KIT_REV/KIT_REV.TP2~ #0 #0

    ~KIT_REV/KIT_REV.TP2~ #0 #100

    ~KIT_REV/KIT_REV.TP2~ #0 #110

    ~KIT_REV/KIT_REV.TP2~ #0 #120

    ~KIT_REV/KIT_REV.TP2~ #0 #130

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #70

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6041

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850

     

     

     

    I'm not able to attach the IR V4 Debug file (too large).

     

    One more Edit: Looks like this has to do with the Shield Bash component, as mentioned by kreso in another thread. Let me try uninstalling SCS and trying again without that component.

  3.  

    This is the "official one" yes. I gave Kreso a slightly updated one with few fixes and a first attempt of the Beastmaster companion, lemme check if there were must have fixes. ;)

     

    I'll send you a PM for IR and SR betas asap. I plan to have a new build up for SR relatively soon in case you are not in a hurry, but feel free to start playing, I'm not implementing huge changes.

     

     

    Great, thanks. I will just wait for your pm to test the latest build of all 3 together, since that seems to be the intended use. I am anyway unable to start for another 10 hours or so (work, evening commitments, etc.)

  4.  

    With straight addition, you get 100. But if you compound, you get 1 * 0.8 * 0.9 * 0.9 * 0.8 * 0.8 * 0.8 = 0.33 (aproximately). With this, you effectively have 67% DR rather than 100%. I am not sure if this is at all possible with our current coding limitations with the engine, but it's something to consider.

    Ahaaaa...."diminishing returns". I also tought about it. Not really plausible I think. :( But the idea is great.

    Ahh bummer.

  5. Potions

     

    Am I the only one who would remove Apsorption potion's 20% extra DR? On a fighter with 60% (note, this is vanilla Hardiness + Revised Armor, not counting any other item), drinking this makes his HP pool essentially double. Now, considering this can be made non-stackable with Hardiness, that could solve the issue, but I wouldn't really be pleased with it (potion almost substituting a HLA). What I'd vote for is making it unusable by fighters/paladins/rangers. Clean solution, keeps potion useful for other classes (Swashbuckler, clerics, monks can all benefit hugely from this) but prevents fighters going overboard. Fwiw, I never used this particular potion in my run. Things would only get worse without KR Hardiness tweak, hence I think my suggestion is good.

    In additon, I'd put KR Hardiness into IR .tp2 file. Armor resistance makes up for it anyway. Or at least print a warning about it.

    Is it possible to make DR % compounding in the game engine? That way, the effects are mitigated. To take the example from your other post, let's say you have:

     

    - Full Plate - 20

    - shield -10

    - helmet - 10

    - KR Hardiness - 20

    - Potion of Absorbtion - 20

    - Armor of Faith - 20

     

    With straight addition, you get 100. But if you compound, you get 1 * 0.8 * 0.9 * 0.9 * 0.8 * 0.8 * 0.8 = 0.33 (aproximately). With this, you effectively have 67% DR rather than 100%. I am not sure if this is at all possible with our current coding limitations with the engine, but it's something to consider. The nice thing about compounding is that effects are not so drastic when you wear just a few items. For example, 20% from full plate * 10% from shield * 10% from helmet puts you at 36% DR vs 40% with addition. But the compounding will prevent stacking to extreme levels, as the closer you get to 100, the less the payout is.

     

     

    test Kit Revisions instead (unless that too is close to finishing

    Bless you man. But I'm afraid not so close. It's playable, and I don't think coding up thieves and clerics would take much work, at least as a "preliminary" releases. Bards could take some while, and I have no idea about mages.

     

    Sure, no problem if it isn't close. I will just set up a multi-install instance and run the basic setup (BGT + critical fixes + SCS + KR). I can also test with all 3 *R installed if that's recommended. If I can get a PM with the latest beta link, I can get started.

  6.  

    This seems to be a fantastic initiative, and I would like to help with testing. Please let me know how I can help (where to download files, which specific spells to test if any, and time limit if any). Thanks!

    We are about to finish the beta phase for both IR and SR, but if you want to try them out I'll send you a PM with the links.

     

    @kreso, I obviously give priority to fix stuff and polish everything, but you know me, changes can always be around the corner. :D Jokes aside, we already covered 90% of what I wanted to do with pre-existing spells, the only real thing I regret is not having new bams/icons for implementing the planned new spells. :(

     

    Oh I see. If that's the case, then I can help to test Kit Revisions instead (unless that too is close to finishing). For whichever can use an extra pair of eyes, I can help test it.

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