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Angel

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Posts posted by Angel

  1. 14 hours ago, DavidW said:

    This is incorrect. The Calling version only has the story changes, not the AI/tactical changes, and the original version is still available in SCS.

    I stand corrected then.  I thought you had split the story- and tactical components.

  2. 1 hour ago, Chitown Willie said:

    Angel,

    Attempting to install on BG:EE 2.6.6:

    ERROR Installing [Made in Heaven: Item Pack], rolling back to previous state
    Will uninstall 3158 files for [MIH_IP/SETUP-MIH_IP.TP2] component 0.
    Uninstalled    3158 files for [MIH_IP/SETUP-MIH_IP.TP2] component 0.
    ERROR: Failure("resource [otyugh.CRE] not found for 'COPY'")
    Please make a backup of the file: SETUP-MIH_IP.DEBUG and look for support at:

    Looks like you don't have SoD or forgot to install DLC merger.  I pretty much assume SoD is there so installations without it are not frequently tested, but I will see what I can do to fix it.  Probably just needs a few missing files added.

  3. Alright, v5 of Encounters & Quests is available, which fixes a trio of big bugs that managed to sneak into the v4 version:
    - Spiders and other BG1 monsters are no longer given over a hundred HP.
    - The battle script for huecuva now compiles correctly without SCS present.
    - Several required additions to .ids files did not happen on some installations.
    - The readme has been updated with a few components that were missing descriptions.

    In addition, in this version it is once more possible to use Infinity Animations on old BG, although since I have no way to test this it is off by default.  It can be enabled in the .ini file.  This has no effect on EE, where any missing animations will simply be added.  If you enable it you need Infinity Animations with at least the Icewind Dale animations.  The exact animations used can be configured in the file mih_eq/shares/monsters/tables/animations.2da.

  4. 9 minutes ago, Chitown Willie said:

    Oh Wow! I wasn't aware of all the behind-the-scenes calculations - Thank you.

    You can actually see it in the mod, the logic for a giant spider for example is in general/spiders/patches/giant_spider.tph.  There are similar files for most other creatures I patch.  If you're adventurous you can even try changing them, but you're on your own there, I'm not going to write a big tutorial to it. ^^

  5. 11 minutes ago, Chitown Willie said:

    Also, XP values are off (and I've got XPMOD reducing by 50%):

    Nope, quite correct by P&P rules.  A giant spider normally has 4+4 HD, making it a 5 HD creature (every 3 bonus HP adds one HD).  It's poisonous (+2) and uses webs (unlisted attack form, +1), making it a 8 HD creature for determining XP (650).  The modification at its default settings adds another 3 hd, pushing the total to 11 hd, which is worth 2000 xp. (DMG, page 69 or MC1-4, page 5).

  6. 5 hours ago, Graion Dilach said:

    Can confirm the Huge Spider having levels 2/30/1 in my unmodded BGEE 2.6 game though, resulting with the similar 142 HP issue on EET.

    In my case, it is SCS component 5900 which fixes this secondary level though, but I run MIH E&Q before it.

    Yes, I found where @DavidW fixes this issue in SCS, and I will implement something similar.  Thanks for helping track this one down!

  7. 55 minutes ago, Chitown Willie said:

    What are the intended HPs for each spider type?

    Around 5-6 hp per HD.  The huge spider, with default settings, should get 5 hd, 26 hp, thac0 15 and ac 2.
    (Note that the unmodded game actually already gives spiders a few bonuses; spiders have a better thac0 in BG than they do in pen & paper.)

    55 minutes ago, Chitown Willie said:

    Also, from a Near Infinity perspective, do the THAC0 reflect the HD increase?

    For a classless monster base thac0 is 20 - hd.  However, some of the tougher spiders get a bonus.  Basically I give them what the MM says, plus the configured HD and AC bonus.

    Problem with BGT seems to be that the second level field is set to 30, this appears to throw the HP calculation off.  For some reason this doesn't happen on EE.  Setting the unused second and third levels to 1 seems to solve this issue.

  8. 5 hours ago, Chitown Willie said:

    Angel,

    Just installed "Revised Monstrous Spiders: v4", and now Huge Spiders in Beregost have 142 HP!

    Is that supposed to be the case?

    No.  This seems to be a BGT quirk; works as designed on BGEE.

    56 minutes ago, Chitown Willie said:

    Also, documentation states:

    "The exact bonus can be configured in the .ini file (default +3 to hd/thac0/saves, +4 to AC)."

    But .ini file only contains settings for HD & AC (not THAC0/saves):

    spider_hd_bonus=3
    spider_ac_bonus=4

    More HD equals better thac0 and saves.  That's just basic core rules.

  9. 6 hours ago, DavidW said:

    It's possible you're confusing me with someone who is paid to maintain SCS.

    The update schedule for SCS is, always has been, an d always will be: when I have some free time and feel like using it for this. 

    Or when someone else is crazy enough to er, feels like donating some of their free time and sanity to try and update this highly complex mod.  Seriously people, modders are not your work horses, you don't get to make demands of them like that.

  10. 3 hours ago, deratiseur said:

    Made in heaven spellpack v4 don't install on BG2 TOB. Attached the Debug file

    I just tested it on a clean copy of BG2 and found no issue, so it must be specific to your installation.

    Judging by your debug file you have a bad entry in spell.ids, most likely left there by another mod.  My spell.ids cleanup routine (removes unused spell.ids entries to free space for new spells) chokes on that.  Perhaps you can share your spell.ids?  Another possibility is to disable the spell.ids cleanup in the .ini file (recycle_unused_idsnames=0) and see if that fixes your issue.

  11. On 8/31/2021 at 4:36 PM, gurt said:

    For mih_tweaks, you're missing the iconv folder (or maybe you have the wrong language set somewhere?)... This prevents many components from being installed if English is chosen (and maybe otherwise).

    Yes, I forgot because on Linux that is already present in the OS.  Will add, thanks.

  12. Mm, wouldn't be too hard.  Just place a servant or some other character there you can talk to, with the option to rest and/or wait until a certain time of day.  I just might do this one, but no guarantees.  I already have plenty of other stuff to do and my current game is now in Siege.

    And while we're talking about suggestions, here's mine: An early cameo appearance of Yoshimo.  Word of god is that he specifically came to the Sword Coast to look for Tamoko (Unfinished Business explores this in BG2), so it would make sense for him to poke around in Baldur's Gate after Sarevok's defeat.

  13. 14 minutes ago, gurt said:

    @Angel If I'm not mistaken, I believe one of your MiH mods adds spiders which do not have ANTIWEB.ITM equipped in the amulet slot (as all default spiders do; this makes them immune to web). For example, is 41SSPIDR.CRE added by one of your mods?

    Apologies if I'm mistaken.

    No, that's not one of mine.  With a few exceptions (which mostly have to do with restoring dummied out content), stuff I add starts with "mh".  The only spider I currently add is the hairy spider, mh#spdhr.cre.

    I do dynamically search for spiders (the "Revised Monstrous Spiders" component, "Spider Plague" only affects two BG1 areas) but I currently don't change their equipped pseudo-items except for the wraith spider which I give its proper level-draining bite.

  14. On 7/18/2021 at 4:08 PM, Guest Wheaze said:

    I am playing with SCS v33.7 installed and I am finding that whenever an enemy mage casts Wish, the djinn speaks to me and I have to choose a Wish as if I had cast it myself.

    Have you (or anyone else ofc) ever encountered this issue before or more likely to be an issue with my own install do you think?

     

    On 8/4/2021 at 9:33 PM, Guest Koken said:

    I have also had this fwiw.

    It's an issue with BG(2)EE 2.6 and SCS, specifically in how spells that summon creatures (opcode #67) work.  2.6 seems to have replaced most of these with effect files (opcode #177) which causes an edit to misfire when installing SCS's mage AI.  Basically the enemy is summoning the player Wish djinni instead of their own version.

    I think this hotfix will cure the issue.  It goes in the folder stratagems/mage/ in your game directory.  After that you need to reinstall SCS.

     

    mage.tpa

  15. 3 hours ago, mickabouille said:

    - does the `use_ee_half_damage` property relate to skeleton/zombie half physical damage tweak?

    No, it applies to spells and effects that allow a saving throw for half damage.  In the old engine, that was done by having two damage effects, one that was completely avoidable by a successful saving throw, the other completely unavoidable.  In the EE engine, a damage effect can have a new bit that halves the damage on a saving throw instead of fully negating it.  For encounters & quests, this applies to winter wolf breath and ankheg spittle, for the spell pack it affects several direct damage spells.  If you're not on EE this setting has no effect.

    3 hours ago, mickabouille said:

    - I assume `lycanthrope_hd_bonus` serve to toughen-up totsc werewolves?

    Yes, although the default setting actually doesn't change things much, as the wolfweres on Balduran's Isle already have two more hit die than their P&P version.  It does correct their thac0 and saves though.  This component is also not fully implemented yet, it currently only affects the wolfweres but not the werewolves, or the wererat in SoD, or any other lycanthropes I may have forgotten about.  Working on that. 🙂

    3 hours ago, mickabouille said:

    - when using `relocate_winter_wolves`, where are the winter wolves relocated to? (their pelts are sort of valuable :) )

    Gibberling Mountains, the far south-east of the map.  There should be at least three encounters there, possibly more.  You may also encounter them in random encounter areas, and they will still be on Ice Island, in the ice room of Durlag's Tower, and in the area of Rasaad's personal quest.

    3 hours ago, mickabouille said:

    - for `ankheg_wave_interval` (and others like this one) the doc says this is an interval in second, but the default file has symbolic value there. Are those values taken from https://gibberlings3.github.io/iesdp/files/ids/bgee/gtimes.htm ? (not a modder, I know nothing about modding, so I guessed based on what I see in the source and that's a very wild guess).

    Yes.  One round is about 6 seconds in the game.  One turn is ten rounds or 60 seconds.  Numerical values will work too.

  16. Don't worry, it worked normally.

    The other component you saw is a legacy component for original BG1 and IWD only.  This has to do with only one of the five options offered actually working on these engines but WeiDU not handling stacked components with different requirements very well.  So it is offered separately for those games only.

    // why is this here separately? Because WeiDU doesn't handle a pile of
    // subcomponents with different REQUIRE_PREDICATEs very well.
    // this allows this component to be installed for BG/IWD.

     

  17. 22 hours ago, Endarire said:

    To clarify, are these mods EET compatible?  Do they use Weidu 247?  Are Evard's tentacles black(ish)?

    I do not actively test on EET, but as far as I know they should work.  As for the tentacles, why not see for yourself?

     

    2 hours ago, Chitown Willie said:

    Please add documentation in GitHub - What do the Tweaks do?

    There is a readme file in the docs folder.  And frankly, I think they should be fairly obvious.

     

    11 minutes ago, mickabouille said:

    Really nice.

    If I had a remark to do, it's something I noticed about the size of the released assets for the last versions.

    For example the item pack went from

    lin-mih_ip-v5.tar.gz 1.72 MB to lin-mih_ip-v6.tar.gz 65.4 MB

    and the spell pack from lin-mih_sp-v3.tar.gz 34.6 MB to lin-mih_sp-v4.tar.gz 98.5 MB

    I though I found the reason in the fact that you include both xcf and bmp for some assets, but if I compute accurately I'm still far from the difference.

    Well actually that's not that big a deal...

    (Wait, are IE games still using bmp files instead of png ? Welcome to the 20th century :D )

    I suspect it's because several new animation files are included (in lib/resource/missing_files).  I don't think a few dozen megabytes should be an issue in this day and age though, but if it does cause a problem I suppose I could look into compressing them.

    And yes, I know EE can work with .png files but the old engine cannot, and I try to keep things reasonably backwards compatible if I can.

  18. Alright, several people asked me for updates lately, so I decided to just bundle up what I have right now.  Here you go:
    - Item Pack updated to v6
    - Spell Pack updated to v4 (and v3 is now properly available too, I forgot to upload it)
    - Encounters & Quests updated to v4
    - Tweaks initial release v1

    I have checked that these install cleanly on BGEE, BG2EE, BG2 and BGT and they all worked on my recent BGEE run.  Have fun discovering what I have broken this time. ^^

  19. 23 hours ago, Guest Theogore said:

    If i were to uninstall SCS, then install the item upgrade mod and reinstall SCS, would i be able to continue with my current savegame?

    Item upgrade mod doesnt add items that appear in the game, as far as i know. Its only new options for cromwell/cespenar.

    Changing mods on a running game is always a hairy and risky affair, but in this particular case and with these two mods, I think it will work.  I would suggest making a backup before you do it just in case though.

    23 hours ago, Guest Theogore said:

    Because im confused now if its because of SCS, then i would just try to reinstall in correct order, or if it is because of a missing file in the mod, where i would have no clue what to do.

    I think that editing itemupgrade/soa.tpa and itemupgrade/tob.tpa to change "/baf/" to /bcs/" on respectively lines 20 and 69 of these two files will fix this particular error.  (Do not change the .baf at the end of the path!)  Whether or not the mod will function as intended afterwards I can't guarantee as I haven't tested this (nor has anyone it seems).

    @CamDawg appears to be the current custodian of ItemUpgrade, perhaps he can take a look.  I would do it myself, but I have a couple of other things on my plate right now.

  20. Problem is not in SCS.  The error message indicates rather clearly that a file is missing in the ItemUpgrade package.  (Checking the source code, it probably means to use itemupgrade/bcs/scs_compat.baf, not itemupgrade/baf/scs_compat.baf.)

    And as Graion Dilach already indicated, with very rare exceptions (only two I know of are aTweaks and EET_End), you should install SCS last.  This goes especially for mods that add items or spells, otherwise the AI won't know about those.

  21. 11 hours ago, Satrhan said:

    Hello all,

    I'm having trouble installing SCS. During a mod setup I noticed several components of smarter AI and tactical challenges installed with warnings, or wouldn't install at all. Main issue seems to be that 'dw#mage.baf' can't be found. So not 'initialise AI compontents' and 'Smarter mages' install with a lot of warnings.

    Mm, looks like there is an issue with compiling this particular SSL script.  There should be a folder called weidu_external in your game folder that may have more information, particularly the file weidu_external/data/STRATAGEMS/sfo_warnings.txt

    My first impression is that SCS is encountering some wizard spells it doesn't know how to handle, perhaps due to corruption.  Have you tried it on a completely clean game?  I don't think it's a permission issue, as SSL scripts other than dw#mage.ssl and dw#lich.ssl seem to compile just fine.  Corruption from another mod seems to be the most likely issue.

  22. Well, it's called an "alpha" for a reason.  It's mostly untested code.  And I'm afraid it's not compatible with WeiDU 247, which was released in October 2020.  I don't have a release that is 247-ready just yet.

    EDIT: Since I have been doing some bug fixing and play testing, I will draft up a beta release.  Still no guarantees though.  Sorry, writing this kind of mod is really hard.

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