Jump to content

Angel

Modders
  • Posts

    729
  • Joined

  • Last visited

Everything posted by Angel

  1. The SCS one does touch a few stores mine doesn't. The two can be installed together in either order.
  2. I wouldn't recommend it as Potions of Extra Healing are very powerful by BG1 standards and too many of them around could unbalance your game. But yes, if you want to, you can. The theoretical maximum is well over 2 billion per store.
  3. An interesting tool to be sure, but to use it I would have to rewrite almost the entire installation process from scratch (I don't use ADD_SPELL, not directly at least), and maintain both the old and new one for backwards compatibility. Since I don't come anywhere even close to the 50 spell limit (barely scratching the 30s on some spell levels, and that's with SCS's IWD spells and a few other small spell mods already added as well) and the current code works fine with both EE and BG2/BGT, I see no compelling reason to do so. There is also the (admittedly minor) drawback that spells added by this method cannot be added to spell.ids. I'm not saying it will never happen in the future, but for now it would be a lot of work for little or no benefit to me.
  4. Yeah, that seems to be the case, and he's not the only one. I've seen it with several mods I have contributed to. From the git manual, the recommended way to address this regardless of the local settings of contributors is as follows (this is for Linux, not sure about other OS): This ensures that any file detected as text gets stored with only LF in the repository (by default git does not change file content).
  5. I almost missed it too. ^^ Yeah, that seems to be a common issue, often when I pull .tpa files from a repo that isn't mine they are full of CRLF. dos2unix easily fixes that locally, but it does tend to mess diffs up. Maybe adding "*.tp? text" to .gitattributes will help there.
  6. I created a fix that seems to work properly, tested on BGT and BG1EE (I do not have Tutu). Pull request made on github.
  7. Mm, I will have to take into account that xan.cre has been changed to bgxan.cre, but xan4.cre and xan6.cre are left as they are. Same for Xzar, xzar.cre becomes bgxzar.cre, but xzar2.cre, xzar4.cre and xzar6.cre are left alone.
  8. Yeah, I could never quite wrap my head around when to use bg and when not, it seems a little inconsistent at times. Oh well, I'll try to make a fix (the revision of this component and extending it to Dynaheir, Edwin and Xzar was my work). Probably best if I use %tutu_var% for Edwin and Dynaheir and %tutu_scriptbg% for Xan and Xzar, I think?
  9. That error message probably means that your hard disk is full or almost full. That could cause all sorts of issues, including mods not installing properly and software including games not working like they should. You might want to let someone who knows how to administrate Windows take a look at that. If there really is a bug in UB (or just the French translation) I would love to solve it, but if I cannot reproduce it locally that is nearly impossible for me to do. Also, if nobody else can reproduce the issue, it might very well be local to your setup. I will attempt to get hold of the person who made the French translation, but they are over on PPG which is nearly unusable at the moment. Could you perhaps try the v28 beta release of UB? Among other things it does change how character sets are handled, so perhaps that might solve the issue. Other than that I really have no clue, sorry. v28beta can be downloaded from the PPG github, here: https://github.com/Pocket-Plane-Group/UnfinishedBusiness/releases
  10. I've tried to recreate this on a fresh BG2EE install. Didn't find any issues. Fresh game starts normally. Fresh game + Ascension (all components) starts normally. Fresh game + Ascension + UB (all components) starts normally. This is with the English translation on Linux, I don't have access to any other platform. I have had one more report of UB causing an issue with starting the game, this was supposedly specific to the French translation. I was equally unable to recreate it, nor did the person who actually made the French translation report any such issue. The reporter never got back to me when I asked for more specifics. And by the way, UB doesn't even modify the SoA starting area (AR0602) at all on EE games (and makes only a very minor script modification on old BG2 if you install Restored Items).
  11. This one caught a subtle bug in one of my mods. Good things. ^^
  12. Reading that makes my day, because that is exactly what I wanted to do.
  13. Yeah, curse my damn mind for always changing what I name my creatures. mh#pudbr should be the right one. Fixed locally. A bug in the install script (totsc/durlags_tower/air_chamber.tpa). The various add_actor_inline statements=> have to be numbered, add_actor_inline'1=>, add_actor_inline'2=> and do on. Also I misspelled actor as "arctor" once in the first line. If you don't want to fix and reinstall, just spawn airaspec from the console. You're doing me a big service by finding these. ^^
  14. When I say alpha, I do mean alpha. ^^ It's supposed to be a crystal ooze, mh#oozcr. Fixed locally.
  15. Noted, will add. And yes, this does exactly what you'd think. ^^ I cover a few more shops: The temples of Helm, Tymora and Gond in Baldur's Gate, the temple of Lathander in Beregost, the temple of Helm in Nashkel, Black Lily's store, the tavern in Ulgoth's Beard and Erdane near Durlag's Tower. The exact amount per shop is randomly chosen at install time and can be configured in the .ini file (default 2-5). My version and SCS's version can be used together and can be installed in either order, for overlapping shops the first to be installed takes precedence. As already noted in the readme, in Durlag's Tower you find roughly one potion of extra healing for every three potions of healing you'd normally find (containers with less than three are unchanged).
  16. I rather like Gavin, cleric of Lathander. Isra, paladin of Sune is good too (and the one I'm considering for my next run), but one note: Isra is female so that may not be everyone's cup of tea.
  17. Odd, I would have expected quite the opposite. But I guess there is yet more I have to learn about the engine. Oh well, thanks for the correction and the insight. ^^
  18. Been playing with SCS for years now and yes, that is exactly how that option is supposed to work. The epic/quest spells are not under the special ability button, but under your regular cast spell button, all the way to the right of your memorized spells. Each one can be cast once per day as a regular wizard/cleric spell, but you don't have to memorize them or assign a spell slot to them. Perhaps the confusion here is because of the component naming; they are actually not changed to innate spells but remain wizard/cleric spells (actually changing them to innate would likely not quite work right with multi-class characters). The component's goal is to no longer have them use up a 9th/7th level spell slot so the actual 9th/7th level spells can see some use.
  19. Thanks for the heads up. Yeah, there is a reason I call this an alpha, the revised Candlekeep component has not been tested yet at all. Looks like I misspelled a monster's filename, in bg1/candlekeep_catacombs/catacombs_l1.tpa, "mh#wght4" should be "mh#wight". Fixed locally, will be in next release.
  20. Yeah, I'm still pondering the situation with the cloak, but the ring is now a late-game item. I'm also still working on making Mutamin's Garden not a cakewalk even if you do have the right gear for the job. Mm, I already give two (IMHO) very decent ones, and Durlag's Axe is about as powerful an item as I will ever put in BG1. Surely you weren't expecting the Axe of the Dwarven Lords here. There might be room for a +1 axe of throwing and returning, considering that the +2 one is all the way in chapter 6, but I'm still thinking on it.
  21. Item Pack v5 and Spell Pack v3 are available, they solve the issues with WeiDU 247. Still working on Encounters & Quests, but I'll update the alpha release as soon as I have some time.
  22. I found a solution, will be drafting up new releases as soon as I finish some more testing.
  23. I think I found a solution, issue seems to be that some internal variables have slightly changed behavior. Testing a fix now. @DavidW This affects SCS too as the issue is install_sfo.tpa is not finding any libraries to include. If my fix works you're welcome to have it of course, I'll send it to you on Discord once I have tested it with SCS as well.
  24. It's not just my mod, Stratagems fails completely too. I suppose there is something in WeiDU 247 that makes SFO fail.
×
×
  • Create New...