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Angel

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Posts posted by Angel

  1. 6 minutes ago, Chitown Willie said:

    1. Should "resist_crushingGT" actually be "resist_slashingGT"?

    Good catch, thanks!

    6 minutes ago, Chitown Willie said:

    2. Curious - Why did you bump up Str & Dex? Makes 'em infinitely harder to hit.

    I'm still searching for a balance on how to make skeletons and zombies a little more menacing, considering they are worth much more XP than living creatures with similar HD.

  2. 5 hours ago, JohnBob said:

    It seems that the function does not use the PARAMETER3.

    Unless we are mistaken, this is probably something to fix

    Good catch, that is indeed a bug that needs fixing.  I already found it myself some time ago and it will be fixed in the next release, but thanks anyway!

     

  3. 12 minutes ago, Graion Dilach said:

    Can we actually extract this lore change from the golems to a separate component? It's easily overlooked and one might not associate it with golems for start.

    For this specific component, it's there to change Thalantyr's flesh golems to something much more appropriate for a neutral good mage and much more in line with actual FR lore; FR lore says Thalantyr's abode is protected by a pair of mated griffons (which I unfortunately can't implement since there is no griffon animation) and some type of invisible creature, which I assume to be invisible stalkers.  Neutral good mages don't go dig up and dissect human bodies to build Frankenstein's monsters. ^^

    You can disable the lore changes in the ini file is you really want to, but that might lead to some strange results.  In this case, you will find that Thalantyr's golems are not affected by the component, since I assume them to not be golems at all.  All my components assume, where applicable, that the lore-friendly changes are in place.  Sorry, but that's how these mods work.

  4. 5 hours ago, Bozerg said:

    In my big EET install I'm seeing the innkeeper and shopkeeper in Nashkel have incorrect names (specifically their names are 'Prevent chapter 6 cutscene from moving party to Candlekeep' and 'Revised Lycanthropes (EXPERIMENTAL)'). When looking at the .CRE files using weidu's --change-log functionality, it shows they've been touched by ~MIH_EQ\SETUP-MIH_EQ.TP2~ 0 2 // Revised Golemsv6, where none of the other inn/shopkeepers I checked with correct names seemed to have been touched by that (though they were all touched by ~MIH_EQ\SETUP-MIH_EQ.TP2~ 0 0 // Revised Corporal Undeadv6).

    I started over and did a clean install with all the same mods in the same order, created a new saved game, and got the same problematic behavior. I then did a clean install that was exactly the same except I removed the made in heaven content, and the shopkeep and innkeep now have their expected names. Let me know if there's any more information I can provide to be of help.

    There's a translation file missing.  Will fix.

  5. 9 hours ago, subtledoctor said:

    I'm installing the Item Pack on EET and I'm seeing this:

    Installing missing file MELFSLE.BAM...
    Copying 1 file ...
    Copying 1 file ...
    Copying and patching 10095 files ...

    ...and now nothing has happens for about 10 minutes. Starting to get into SCS-level time passing...

    *sigh* I've gotten this report several times now, unfortunately.  The mod makes complex edits to a large number of files, and WeiDU hasn't exactly been programmed in a very efficient way.  I use the same library as SCS (it's called SFO) which allows for very complex edits without having to write tons of lines but unfortunately adds even more processing time.

    9 hours ago, subtledoctor said:

    I'm a bit concerned that there is some kind of infinite loop going on. Is this normal? I spent a long time getting the install to this point, I really really would not like to nuke it...

    There is nothing in the code that can loop infinitely.  There is just a lot of processing, especially on a game that is already heavily modded.  And you should never, ever quit the WeiDU installer, for *any* mod.  Doing so leaves your game in an undefined state and has a good chance of breaking any other mod you try to install.

    9 hours ago, subtledoctor said:

    (EDIT to add, one thing I hate about sfo mods, I can't just search through this or that file to look at the weidu code and see what's going on. But that's neither here nor there.)

    SFO is a complex beast, but it works fine.  Basically what it does is define a structure for every file type it can mod, then does all the edits through the same shared patching routine.  As long as the file structure is correctly defined (they are in the sfo/filetype/ directory), every edit will happen in the same exact and controlled way, instead of having to write new code for every edit I want to make.

    9 hours ago, subtledoctor said:

    EDIT 2 - it's started moving again. So it really was just doing a very slow/long operation. *Phew!* Okay nothing to see here, move along...

    All I can say is *patience*.  Go make some tea, take a walk, play a game, whatever.  The mod *will* install, eventually.  (It takes about 15 minutes on my system, and that's a very fast beast with a ton of processing power and memory to spare.)

  6. 7 minutes ago, CamDawg said:

    All three of the Tweaks 2H components are handled by one library, so it would be easy enough to detect MiH and make the necessary adjustments. I'll take a look.

    I did a quick check, bastard swords being used two-handed should have an alt. base damage of 2d8 against large creatures.  I'm unable to find a rule for two-handed axes.

  7. 19 hours ago, CamDawg said:

    Also, this. I was hoping my scan would turn up a couple of egregious cases that I could go "look what I found", fix it, and move on. Let's stay the course and cherry-pick the obvious/egregious cases and leave the rest to the inevitable Creature Revisions mod, and its even more inevitable rival/successor, Creature Revisions Revised.

    *whistles innocently while nudging MiH Encounters & Quests out of sight under the bed*

  8. On 4/22/2022 at 9:45 PM, Quester said:

    Are you making any progress on the next versions of your mods? Meaning, would you say a new release is nearby, or still a long way off?

    Just asking so I know if it's worth waiting a week or so before starting a new game.

    Sorry, I do not give ETA's.  This should remain a hobby and as such I refuse to pin myself to any deadlines.  I work on it if and when I feel like it.

    On 5/6/2022 at 9:23 PM, Quester said:

    Would it be possible to make a compatibility patch for the two-handed axes added by IWDification? As I definitely feel that these should be up there with two-handed swords in effectiveness against large creatures.

    And also the components from Tweaks Anthology that allows one to create two-handed versions of bastard swords, katanas and axes? Is is possible to let them do more damage when wielded two-handed?

    Technically, yes.  I would have to look up the exact values though, I'm not sure how one- or two-handed wielding affect the damage values exactly.  And in the case of Tweaks Anthology, that would also create an install order dependency unless @CamDawg can be arsed to take the alternative damage modification into account in Tweaks.  (The same goes for IWDification actually, but MiH Tweaks should go after IWDification anyway due to IWDification being a content (item/spell) mod and MiH Tweaks being, well, a tweak mod.)

    I may look into it, but no guarantees here as I don't currently use the two-handed tweaks myself so it's not high on my agenda.

    On 5/8/2022 at 1:02 PM, Graion Dilach said:

    Also an actual report from my run on IWDEE (two weeks belated) the Monster Summoning spell restoration maybe shouldn't be allowed to be installed because it blows the spells up on IWD. Yeah, that was my own stupidity as well.

    I currently have no content for IWDEE in any of my mods and do not do any install tests there.  And the restorations are purely for BG in any case.  I should probably add conditions to avoid installing on unsupported games.

    On 6/4/2022 at 2:05 PM, InKal said:

    EXCELLENT!! Awesome mod! Such a great progress you have made. Can't wait for future updates! Zombie farm and Spider plague my favorites, good stuff.

    Aw thanks, it's comments like this that make me want to keep going.

    On 6/4/2022 at 2:05 PM, InKal said:

    not to mention that this mod is probably not for 13 year old girls. hahahah

    The main idea for E&Q was to restore challenge to heavily modded games that have become too easy due to prevalence of items, spells and XP.  But yeah, I wouldn't recommend my Revised Spiders and Spider Plague modifications to arachnophobes.  Sorry, Gavin. ^^

  9. 1 hour ago, CamDawg said:

    I'd defer the rest of it--e.g. restoring the possibility to get more gold (states 8 and 13, and the new text that would entail), or perhaps adding a second chance to get the quest--to UB, if @Angel is so inclined.

    I'm actually not involved in BG1UB, that would be @AstroBryGuy and @jastey.  However, I am working on a small restorations mod of my own and might include this if they don't pick it up.  It would be some much-needed practice for me in writing actual dialogue.

    BG1 actually has several quests that break down or make little sense if you don't follow the one true path [tm]; I have been meddling with some for a while now in my own mods.  Another thorn in my side has been the need to enter random people's homes to start several of the quests in BG1, it's not very compatible with my desire to play as a 100% pure good guy. ^^

  10. 18 hours ago, CamDawg said:

    TA is certainly an option, but not the only one--I feel like IWDification may be a better fit, especially since it already does half of this. I'm going to ping @Angel as well since he's doing a lot of PnP stuff for his MiH series.

    Mm, I have not actually looked into this particular issue yet.  How positive/negative energy affects various beings is a bit of a mess in 2e; in 2e mummies are supposedly powered by positive energy.  Although I am certain this was actually a mistake, Van Richten's Guide to the Ancient Dead takes it as a fact.

    The design philosophy I use for MiH is "use PnP where it makes sense to do so", I'm not shy of deviating from PnP when I think that not adhering to it makes for a better game or more enjoyable challenge (the prime example would be my Revised Spiders component, which makes spiders a lot tougher than their PnP versions).

    Personally I am wary of meddling with healing spells.  Not being able to heal is a huge PITA, as SCS's changes to clay golems proves.  So that is something I would not take away lightly.  But my interest is piqued now, so I will try to find a satisfying answer in the core material.

  11. On 4/19/2022 at 6:34 PM, Quester said:

    Hi Angel,

    I noticed there are a few spells in the divine_spell_list.txt that are not described in the readme, namely: Protection from Cold, Hallow, Unhallow, Ice Storm, Aura of Vitality. Are these fully implemented and working in game?

    Yeah, I'm lazy when it comes to updating readmes.  They should all work, but I haven't tested them very thoroughly yet.

    13 hours ago, subtledoctor said:

    Btw I'm curious how the spellpacks are installed. Some of the spells in them are duplicates of spells in Spell Revisions and IWDification. (E.g. Faerie Fire). I know that with SR and IWDification, they will defer to a spell that already exists, so whichever version you install first is the one you get. Does MiH work the same way?

    No, currently it will install its own version whether a spell already exists or not (it will reuse existing spell.ids entries though).  I plan to have an option in the .ini file for that, but I haven't gotten to it yet.  Note that I explicitly do not support using my spell mod in combination with SR, if you do you're on your own.

    6 hours ago, Graion Dilach said:

    Faerie Fire isn't in IWDification and this spellpack is designed with the vanilla system in mind.

    This is correct.  Faerie Fire does exist, dummied out, in BG1EE/SoD though.  It's more of a restoration than a new spell unless you use oBG2.

    4 hours ago, Graion Dilach said:

    Only SR has an overlap with MiH (I don't count SoD2BG2IU because that shouldn't even have spells to begin with IMO and the monster summoning spell revamps are tweak components afterall) and last I checked SR already introduced duplicates of IWD spells gladly ignoring IWDification. MiH's restorations use the IDS names from the vanilia game/SoD. It can't have any control on what arbitrary stuff SR does. You're asking the wrong project for a better answer.

    Correct, as noted above, I explicitly do not support using my spell mods with SR.  I do many of the things SR also does, but I wanted to do them my way, so installing the both probably is going to lead to some trouble.  While I will probably attempt to fix any issues if people ask nicely and I can reasonably do so, it won't be high priority for me.

  12. Anything that doesn't have alt dice set will just use the base dice regardless of creature BIT13.  I checked this with one of our engine hackers (forgot who, sorry) and tested it myself.  They are completely separate fields in the item file so anything that alters base weapon damage does exactly nothing to alt weapon damage.

  13. 11 minutes ago, Greenhorn said:

    Ok, I get it that small weapons will do lesser damage against let say Ogre magi and large weapons more. But please can someone elaborate details, for example dagger and halberd exact damage vs large creatures, extra damage dice perhaps or flat bonus to damage instead?

    As the readme describes, this actually enables an unused engine feature that allows weapons to have a different base damage (bytes 0x0003, 0x0011 and 0x0013 in the ability header) against creatures with BIT13 set.

    You can actually see it for yourself or even adjust it if you're so inclined, the data is in the tables mih_tweaks/items/tables/_alt_dam.2da (item types) and mih_tweaks/items/tables/alt_item.2da (exceptions for individual items).

    Currently the alternative base damage dice against large creatures are:

    • two-handed sword: 3d6
    • bastard sword: 2d8
    • sling bullet: 1d6+1
    • club: 1d3
    • dagger: 1d3
    • dart: 1d2
    • flail: 2d4
    • halberd: 2d6
    • hammer: 1d4
    • long sword: 1d12
    • mace: 1d6
    • morning star: 1d6+1
    • short sword: 1d8
    • spear: 1d8

    These are directly from the 2e PHB.

    Creatures with the following races are marked as large: ankheg basilisk bear carrioncrawler gnoll ogre spider wyvern demonic beholder otyugh troll umberhulk giant golem elemental dragon minotaur drider shambling_mound chimera yeti treant ettin

    It might be more accurate to actually check the animation used, but that is still a to-do. 🙂

  14. 13 hours ago, suy said:

    Good point Angel. I always knew this table was suspicious, but I never bothered checking with the PnP manuals. The way the table it's specified there is a bit weird, and it's the only table I know of that it's not specified in full detail (like in the 2DA or the BG/IWD manuals), but instead it's just one column saying how much to change from one level to the next. So you need to build the table yourself, carrying from the previous result. I think it's obvious that someone was confused when understanding that description of the bonus spells per score level, or that just read a wrong row by accident. There seems that the mistake is only when reading scores 19, 23 and 24. Since the result carries to the next row, the table gets more and more borked at the end.

    Yeah, the 2e PHP does give it in a similar format, but it seems someone made a few typos or copy/paste errors when putting it into the BG manual.  As you say, when one line of the table is borked the others follow.

    13 hours ago, suy said:

    PS: I'm not sure if this is EE specific content. Are we in the right thread? :)

    Yeah, I wasn't very awake when I posted this.  All the bugs I noticed are *not* EE specific and are also present in the original games.  Mea culpa.  The mxsplwis.2da one goes all the way back to BG1 in fact and is also present in IWD, which generally does a better job of sticking to P&P than BG did.  I can't do it, but if a mod wants to split it off to a proper thread, please feel free.

  15. 3 hours ago, ChaoticTabris said:

    I've just had this weird error while installing MiH EQ as part of a big mod install. This is the log for the first component to fail, as I'm not sure if other components that failed only did so because of the lack of this one. I had to upload to ghostbin because it was too big for pastebin: https://ghostbin.com/47JxX

    2 hours ago, Graion Dilach said:

    Wow, for some reason WeiDU was unable to create the backup folder in <game>/weidu_external/backup/mih_eq. The sole reason I can think of why would that happen would be that Windows paths are limited to 260 characters (which can be extended in newer versions of Win10 but leaving it on 260 is the default). Maybe shorten the game path and check if you didn't ran out of filespace.

    It's part of WeiDU's attempt to roll back after an earlier error.  That's something Wisp should look at, it has nothing to do with my mod.

    The real error is higher up, here:

    ERROR: Failure("REVNANT.CRE: read out of bounds") in apply_standard_function: inputs were func=add_proficiencies, arguments=2weapon=>3
    Copying and patching 1 file ...
    ERROR: [REVNANT.CRE] -> [override/REVNANT.CRE] Patching Failed (COPY) (Failure("REVNANT.CRE: read out of bounds"))


    I can't find this creature file in normal BG1 or BG2, maybe something a mod imported from IWD?  Anyway, my mod chokes on it because the file is apparently corrupt.  Or perhaps not correctly converted from oIWD's creature format.

  16. Small one for Balthasar: His "Solar Stance!" move is supposed to give him the flaming fists effect, but this doesn't trigger because an effect file, balth01b.eff, is missing.  (NB: Both Ascension's and UB's "Restored Bhaalspawn Powers" quietly fix this one.)

  17. Few small ones related to creatures:

    • Ankhegs are listed as a 3 HD creature, but have the stats and hit points of an 8 HD one.  This erroneously makes them vulnerable to Sleep which as an 8 HD creature they should not be.
    • Poison Mists (mistpo01) are marked as a summoned creature but used as a wandering monster from spawn points.  No spell or effect summons them.

     

  18. Alright, this may actually be seen as a feature and not a bug, but I'm tossing it out here anyway.  This is an old one dating back to BG1: mxsplwis.2da gives too many 4th and 5th level spells and too few 3rd level spells.

    Currently the table looks like this:
     

    2DA V1.0
    0
            1   2   3   4   5   6   7
    13      1   0   0   0   0   0   0
    14      2   0   0   0   0   0   0
    15      2   1   0   0   0   0   0
    16      2   2   0   0   0   0   0
    17      2   2   1   0   0   0   0
    18      2   2   1   1   0   0   0
    19      3   2   1   2   0   0   0
    20      3   3   1   3   0   0   0
    21      3   3   2   3   1   0   0
    22      3   3   2   4   2   0   0
    23      3   3   2   4   4   0   0
    24      3   3   2   4   4   2   0
    25      3   3   2   4   4   3   1
    ~

    As you can see there is quite a discrepancy between third level spells fourth and fifth level spells.

    Checking with the source material, the table should look like this:

    2DA V1.0
    0
            1   2   3   4   5   6   7
    13      1   0   0   0   0   0   0
    14      2   0   0   0   0   0   0
    15      2   1   0   0   0   0   0
    16      2   2   0   0   0   0   0
    17      2   2   1   0   0   0   0
    18      2   2   1   1   0   0   0
    19      3   2   2   1   0   0   0
    20      3   3   2   2   0   0   0
    21      3   3   3   2   1   0   0
    22      3   3   3   3   2   0   0
    23      4   3   3   3   2   1   0
    24      4   3   3   3   3   2   0
    25      4   3   3   3   3   3   1

    Which looks much more consistent to me.  However, the BG1 and BG2 manuals reflect the table as it is in game.  Developer intend, or an invasive bug?  I really can't think of a reason why the devs would want the faulty table.

    If we don't do this as a core fix, maybe it could be an "optional but cool" one?

  19. Several doors in BG2 have botched or missing polygons.  This is broken in both oBG2 and EE.  This is a partial list, I'm updating this as I encounter them.

    • AR0406 (Copper Coronet): Door25 has no door open polygon.
    • AR0711 (Mind flayer lair under Temple District): Door01 has no door open polygon.
    • AR1202 (Firkraag's Lair, King Strohm III's tomb): Door11 and Door12 have open polygons that do not match with the open door graphics.
    • AR1302 and AR1306 (d'Arnise Keep L1): Door08 has no open door polygon.
    • AR1307 (d'Arnise Keep L2, post invasion): Door02 has no open door polygon (it does have one in AR1303 during the invasion though).
    • AR1514 (Spellhold Maze L2): Door15 has an open door polygon that does not match with the open door graphics.
    • AR2200 (Ust Natha): StairC and StairD, the stairs to the top platform have travel regions that are way off from their actual location.

     

  20. While working on UB, I've often pondered the same thing, as UB does a couple of things that could actually be considered fixes.  For example, Restored Bhaalspawn Powers also quietly fixes an issue with one of Balthasar's specials.

    The standard I have been using for myself in this respect so far is in line with BG2FP and IWDFP.  Things I consider bugs include:

    • Anything word of dev declares a bug.
    • Anything that can crash to desktop or make a player unable to progress normally, obviously.
    • Spelling errors both in game texts and in scripts.
    • My current pet peeve: Missing or mismatched polygons in area files.
    • Missing files, if there is a clear reference to the file.
    • Items, spells or kits not functioning as described, although in this case I'm also inclined to look at P&P to determine whether it's the description or the effect that needs fixing.

    Things I don't consider bugs (but candidates for restorations instead):

    • Unused files/states/effects or other resources without a clear reference to them.
    • Altered or missing creature immunities; unless an in-game source, manual, or word of dev says the creature should have a specific immunity, or it leads to a clearly ridiculous situation (e.g. a fire elemental taking damage from fire).
    • Altered or missing creature abilities, unless these are the result of an obvious oversight as described above.
      A clear case of this is winter wolf breath which in P&P is a save vs. breath AoE, not a single-target attack against AC.  Yes we can (and I did) implement this, but it makes the early stages of BG1 *a lot* harder, which probably was not what the devs wanted.
    • Anything that has very clearly been deliberately dummied out.

    Just my $0.02.

  21. 1 hour ago, Gwaihir said:

    So what does it need to be changed to make that component install? Can I just delete that line?

    Oh, it will install still, the damage calculation of the revised Wand of Lightning will just be a little off.  But if you want to correct it, a simple `ACTION_IF enhanced_edition` should do the trick.

  22. 48 minutes ago, Gwaihir said:

    @Angel

    When installing MiH_IP on my big EET game, I just noticed that component 1 was not installed due to this error:

      Reveal hidden contents

    //Including and running function(s) bg1_wands
    //Copying and patching 1 file ...
    //Copying 1 file ...
    //SFO: Applying patch(es) to ITM file(s) wand06...
    //...done
    //ERROR: cannot convert eet or %eet% to an integer
    //Stopping installation because of error.
    //Stopping installation because of error.
    //Stopping installation because of error.
    //Stopping installation because of error.
    //Stopping installation because of error.
    //Stopping installation because of error.
    //ERROR Installing [BG1-style Wands of Frost & -Lightning], rolling back to previous state
    //Will uninstall  80 files for [mih_ip\setup-mih_ip.tp2] component 1.
    //Uninstalled     80 files for [mih_ip\setup-mih_ip.tp2] component 1.
    //ERROR: Not_found
    //Please make a backup of the file: Setup-mih_ip.debug and look for support at: https://www.gibberlings3.net/forums/topic/29992-my-new-made-in-heaven-mods/
    //Automatically Skipping [BG1-style Wands of Frost & -Lightning] because of error.
    //Using Language [English]
    //weidu_external/lang/english/ubsetup.tra file not found. Skipping...
    //NOT INSTALLED DUE TO ERRORS BG1-style Wands of Frost & -Lightning
    //

    May I ask a dumb question? When looking at bg1_wands.tpa in the mod folder, at this line:

      // Wand of Lightning
    
      ACTION_IF is_bg1 AND enhanced_edition AND NOT eet

    is there a typo right at the end? Or is this supposed to not install on EET?

    It's code to deal with a difference in how half damage worked in BGEE 2.6 and BG2EE 2.5.  Now that BG2EE is also at 2.6 I should probably update it.

  23. 3 hours ago, Cahir said:

    I'm willing to wait on that, if the possibility is on the table. I've heard a good things, about your Item pack, but since Bartimaeus put a *lot* of effort to update item descriptions to EE-style in IRR, it's on my install list from now on. I don't mind items overlapping that much, but bugs that are the result of mods incompatibility would be no fun at all. 

    Well, I *think* I fixed the issue, but not being an IR user myself I cannot actually confirm this.

    Anyway, I made it so that if <resref>.spl exists, that gets patched in addition to or in place of <resref>.itm.  This affects the components "BG1 Wands" (Wand of Frost, Wand of Lightning), "P&P/BG2/IWD Style Healing Potions" (Potion of /Extra/Superior Healing) and "Item Improvements" (Potion of Invulnerability, Wand of Magic Missiles).

    Since I am not aware of what tweaks IR makes exactly, I still recommend against using theirs and mine at the same time.  But if you want to risk it, you can do so now.

  24. 5 hours ago, subtledoctor said:

    IR sets all potions and wands to cast a spell instead of using item headers, since the spells can then be addressed like any others with immunities or patches etc. It’s probably how items should have been coded all along.

    Makes sense, I use that myself in my Potion of Invulnerability tweak.

    5 hours ago, subtledoctor said:

    Anyway potn08.itm just casts potn08.spl, so to ensure compatibility you can just add:

    COPY_EXISTING ~potn08.spl~ ~override~
      [identical patches]
    IF_EXISTS BUT_ONLY

    That doesn't quite work with how my mod is written I'm afraid.  IR compatibility is not high on my agenda (I advice against mixing it and mine for a reason!), but since this is a fairly simple tweak I'll see what I can do for those who insist on mixing them up regardless. ^^

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