Jump to content

khelban12

Members
  • Posts

    162
  • Joined

  • Last visited

Everything posted by khelban12

  1. Greetings. Thank you for another great mod. All mods that give more content to Imoen are welcome. I have some questions: 1) Is there a different story incentive to go to Brynnlaw if you have Imoen in the party ? 2) Do you have any idea about compatibility with the "Imoen Friendship" and "Imoen Romance" mods ? I guess since the dialogs start when you rescue Imoen from Spellhold, the mods should work fine (but you won't get any dialogs during your travels before brynnlaw ofcourse) ? 3) The mods that mess with Imoen2 and Imoen variables like "Eternal Imoen" or "Continuous Imoen" are incompatible i guess ? Thank you
  2. More a question rather than a bug. The usual installation order until now was Ascension -> Wheels of Prophecy -> Edwin Romance at least according to BWP because Edwin Romance has different dialog has code that accounts for WoP so it should be installed after it. The readme in v2.0.6 has been updated and says that WoP should be installed after ascension (as always) but ER should be installed before ascension and therefore before WoP too. Will this new order pose a problem for the interaction of ER and WoP ?
  3. I read in your weidu.log that you have ascension 2.0.3 installed. Is it possible that you have the same problem as me with opcode 282 ? @DavidW does the later installation of SCS 32.2 which has the fixed Detectable Spells version undo the damage from the ascension DS ?
  4. Bugs will always slip through. Don't sweat it. If it wasn't clear from my message i am grateful for all your effort and for the great mods you give us. I wasn't trying to put blame or something like that. As a temporary workaround, i copied all .spl files and ran DELETE_SPELL_EFFECT with opcode_to_delete=282 and (at least up to the point i have played) i don't have any crashes.
  5. Does anyone else get crashes on classic BG2 with tobex engine ? I started a new playthrough and in Waukeen's Promenade after the cutscene ends, i immediately got a crash. I tracked it down to the mod ruad. It uses a script that runs the wizard spells "protection from fire / cold". I removed every mod but tobex, bg2fixpack, ascension and i can still trigger the crash. I tracked it down to the DS component of ascension that adds a set scripting state (282 opcode) with BUFF_PRO_DAMAGE to some spells. If i remove this effect, everything works correctly. I tried to understand what the problem is but couldn't and IESDP doesn't have much information. In my case, the BUFF_PRO_DAMAGE stat gets the number 233 so the effect uses the number 77 (156 + 77 = 233). If i modify spwi319 and try to set other states, i get crashes with some numbers (e.g 50, 60) but it works with others (e.g 49, 65). If i give BUFF_PRO_DAMAGE the number 236 in stats.ids and modify the effect accordingly (to 80 so that 156+80 = 236) it works without crashing. It seems to work with some numbers and crash with others. It is likely that the crash happens with other spells too and i just happened to notice it with Protection from Fire (at least all the BUFF_PRO_DAMAGE spells should crash). If someone has a classic BG2 installation and wants to test it, some rough steps are the following: a) install tobex, fixpack and ascension b) start a TOB game (to avoid the lengthy Irenicus cutscene), import TOBMAGE character c) clua in scrl6h (which runs spwi319.spl) d) use it on yourself.and see if it crashes. Also, does anyone know a fix for this ? Thank you
  6. Greetings. Does wheels of prophecy 8.2 fail to install on someone else ? When i have only installed ascension components 0, 10, 20, 30, 40, 50, 60, then WoP fails to clone balelit creatures because they don't exist. I had to install ascension component 1100 (Tougher Balthazar) and then WoP installs correctly. Edit: I did a quick browse of the old weidu ascension and it copied a folder with a bunch of creatures (including balelit*.cre) regardless of what components you installed, so the creatures would always exist. The new 2.0.X ascension only copies the creatures when Tougher Balthazar is installed. Can ascension account for this or is the correct action for WoP to change and account for the new ascension ? Thank you
  7. Thank you for replying. If my post can be read as implying that DavidW didn't know what he was doing then i apologize. At no time i even thought of something like that. I just wanted to avoid having two codebases being developed independently.
  8. Forgive me for hijacking the thread but i don't know where else to post it. SHS is down and this thread is the most recent thread about DS and has all the relevant people in it. Feel free to move it elsewhere if this is the wrong place for it. Over the years i have noticed many DS versions being used by mods (some of them messing with stats when reordering them so that some mods cannot be installed because they can't find some stat they want). I haven't followed the progression to the letter but it seems there are 3 versions used by major mods. At least from the git repos that i follow, i notice the following: 1) Many mods use a version named v3-20180512 (for example atweaks, rogue rebalancing) 2) Other mods use a version named v3.1 (for example item revisions). I am not a weidu expert but this version seems better to me than the 20180512. Some differences are that it uses some inline tables of spells and stats, the function names have the prefix ds_, a file that is used by the mod is named ag#dsal2.2da instead of ag#dsalt.2da, and it uses the function sort_array instead of SORT_ARRAY_INDICES. 3) spell revisions use version v3.95 with many changes by Ardanis which looks even better to me. Some differences are that the inline tables have many more values in them, some stats are named differently (for example 166 is changed from DMWW_SLOT_166 to MELEE_THACO_BONUS, etc). Until here, everything is ok. I thought that eventually every mod will settle using the 3.95 version that spell revisions does but a few days ago, when i ran git pull on the ascension mod, i saw a commit that copied a new version of DS called v3.95_dw from the upcoming 32 version of SCS. One change is that instead of inline tables, it uses associative array. It doesn't look very different to me but i can't say for sure. So i have some questions about this: 1) Is there a problem if a mod that is installed earlier uses an earlier (and presumably buggy) version of DS ? When a later mod is installed, does the DS run again (and presumably fix the bugs) or it sees that DS is installed and doesn't run (locally i have modified all the mods in game to use v3.95 but i ask out of curiosity). 2) Is there a central development location (let's call it "upstream") so that changes can be shared and avoid having in the future 2-3 codebases which have diverged very much from each other ? Thank you for your time.
  9. I don't know what this means. Maybe it is a case issue ? I think it tried to copy bolt01.itm from the items.bif file but it can't access the bif file.
  10. If you read the file lib/bg1npc_always.tpa, the first line checks for the file dlc/sod-dlc.zip and if it exists, it prints the error message you got. I am not familiar with modmerge so i don't know how it works. If i understood the GO code in github, it is supposed to rename the zip file to .zip.disabled when it finishes, so maybe modmerge didn't install completely ? Try re-running modmerge if you want or wait to hear from someone more knowledgeable than me.
  11. Is it possible that you ran weinstall not from the base EE directory but from the bg1npc directory ? In your screenshot you have weidu.log and setup-bg1npc.debug files inside the bg1npc folder. This gave me the impression that you ran weinstall from inside bg1npc and when i tried it, i indeed get the same translation errors you got.
  12. Weird. in my case it seems to work ok (though i can't install it because i only have BG2EE and not the first game) % weinstall bg1npc weidu --log "setup-bg1npc.debug" "bg1npc/bg1npc.tp2" [weidu] WeiDU version 24600 Choose your language: 0 [English] 1 [Espanol (traducido por Clan DLAN)] 2 [Francais (traduit par les d'Oghmatiques)] 3 [Polski (Tlumaczenie przez Children of Bhaal)] 4 [Deutsch (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch)] 0 Using Language [English] Using ./lang/en_us/dialog.tlk Would you like to display the readme? [Y]es [N]o n Would you like to display the components from [The BG1 NPC Project: Banters, Quests, and Interjections]? [Y]es, [N]o? Here is what weidu gives me. As you see i don't get that it can't find the translations. With a quick look, the only difference i can find is the first line. I get "bg1npc/bg1npc.tp2" where you get just the tp2 without folder. Edit: It also says that it can't find "bg1npc/lib/bg1npc_always.tpa". I don't know much about weidu so it may be irrelevant but is it possible that the mod wasn't correctly extracted ? Or maybe the files in the bg1npc directory have uppercase letter. Try running tolower inside the bg1npc directory. This way it will not mess with the EE files. Edit2: I was in a hurry and i didn't explain ciopfs. There is an infrastructure in the linux kernel called FUSE which permits you to implement filesystems. ciopfs leverages this infrastructure to allow case-insensitive access. Let's see an example. # mkdir tmp1 tmp2 # echo test > tmp1/one # cat tmp1/ONE cat: tmp1/ONE: No such file or directory # cat tmp1/OnE cat: tmp1/OnE: No such file or directory Linux filesystems are case-sensitive so ONE, OnE are different files than one. # ciopfs tmp1 tmp2 # cat tmp2/OnE test # cat tmp2/ONE test ciopfs allows you to "mount" the tmp1 directory to the tmp2 directory and present it like it was a new filesystem (if you used DOS in the old days, we used to do the same with virtual drives so we could make a directory appear like a cdrom to fool games that needed a cdrom). You use ciopfs to mount the drive (maybe you need sudo in debian) and then, as you see, you can access the file with any combination of uppercase-lowercase letters. # echo test2 > tmp1/TwO # ls tmp2 one The only requirement is that the files in the original directory must have all lowercase letters for ciopfs to work. There is another way but is more cumbersome than using ciopfs. I don't use the EE engine because i don't like it but when i was testing BG2EE i didn't know about ciopfs so i did something different. I again used tolower and made every mod lowercase. Then the linux binary segfaulted because it couldn't find the bif files. I traced it to the entries in the chitin.key file. So i made a script that opened chitin.key and lowercased the appropriate fields. After that everything ran correctly I think i reported it to the weidu forum and asked if weidu could only produce lowercase filenames in chitin.key because then everything would work out of the box but i think it was an enormous work squashing all the bugs that would appear just for the small number of users running EE on linux.
  13. While there are unix versions of weidu, there isn't a unix version of the vanilla engine. So the most logical cause is that when the readme template was modified to include linux instructions, they had the vanilla engine in mind. You would use tolower, weinstall to install the mods and then run bgmain from within wine. Since the EE has native binaries, of course you can run them and not use wine. Regarding your errors: Your first screen shows that weidu can't find dialog.tlk. When you copied it (or you could symlink it so that you don't keep copying it), it says that it "can't match a directory for dialog.tlk". The error message is a bit confusing so i ran strace to see what weinstall does. In my case it tried to access the directory lang/en_us and it failed. So weidu recognised that the game is EE and tried to access the dialog.tlk from the proper location but couldn't because the directory is named en_US. You can try the following (from the base directory): ln -snf en_US lang/en_us This will create a symlink named en_us in the directory lang that will point to en_US. This way you don't need to copy the dialog.tlk to the base directory. weidu will automatically recognise it (at least it did in my case) and you will no longer get the errors you got. However, i don't know if it will eliminate all problems. Some mods may still not be able to get installed and that is why many people advise to use ciopfs. ciopfs is a program that allows you to mount a simple directory under a different path and allows you to have case-insensitive access.
  14. Nice work. Thank you. I did the following changes: diff --git a/gemrb/core/Scriptable/Actor.cpp b/gemrb/core/Scriptable/Actor.cpp index b65ed5d49..b0b0a1e96 100644 --- a/gemrb/core/Scriptable/Actor.cpp +++ b/gemrb/core/Scriptable/Actor.cpp @@ -274,7 +274,7 @@ static void InitActorTables(); //TODO: externalise #define TURN_PANIC_LVL_MOD 3 #define TURN_DEATH_LVL_MOD 7 -#define REPUTATION_FALL 7 +#define REPUTATION_FALL 60 static ieResRef d_main[DAMAGE_LEVELS] = { //slot 0 is not used in the original engine I tried to trigger it but couldn't. When i read the wiki to find which console function changes the reputation so that i could quickly test changes, i read that "reputation will be divided by 10 when reported". So for some reason, the reputation has values multiplied by 10 and indeed when i changed the variable to 70, i could trigger it fine. In vanilla, when your rep reaches 7, you remain paladin and only fall when you drop to 6. So i changed the value to 60. diff --git a/gemrb/core/GameScript/Actions.cpp b/gemrb/core/GameScript/Actions.cpp index d86e0bc84..e27608a0b 100644 --- a/gemrb/core/GameScript/Actions.cpp +++ b/gemrb/core/GameScript/Actions.cpp @@ -3944,6 +3944,7 @@ void GameScript::FullHeal(Scriptable* Sender, Action* parameters) scr->Heal(0); } +static EffectRef fx_disable_button_ref = { "DisableButton", -1 }; void GameScript::RemovePaladinHood(Scriptable* Sender, Action* /*parameters*/) { if (Sender->Type!=ST_ACTOR) { @@ -3952,6 +3953,8 @@ void GameScript::RemovePaladinHood(Scriptable* Sender, Action* /*parameters*/) Actor *act = (Actor *) Sender; act->ApplyKit(true, act->GetClassID(ISPALADIN)); act->SetMCFlag(MC_FALLEN_PALADIN, OP_OR); + Effect *fx = EffectQueue::CreateEffect(fx_disable_button_ref, 0, ACT_TURN, FX_DURATION_INSTANT_PERMANENT); + act->fxqueue.AddEffect(fx, false); if (act->InParty) displaymsg->DisplayConstantStringName(STR_PALADIN_FALL, DMC_BG2XPGREEN, act); } In gemrb while i lost the paladin abilities, i could still turn undead where in vanilla the button is grayed. So i made the above change to disable the button. With limited testing it seems to work. I didn't test if i can still turn undead with hotkeys or scripts though. Another discrepancy that remains is that in vanilla when you press R to view the character tab, the first line says "Fallen Paladin Level 7" where in gemrb it just says "Paladin Level 7". I didn't fix it because i didn't know how to change the string. Offtopic: If you remember, some time ago, i bothered you to implement a variable in cmakelists.txt for installing to a different libdir. You implemented it as "LIBDIR_SUFFIX" when every other project uses is "LIB_SUFFIX". I didn't mention it before because i didn't want to impose on you more.
  15. Reading Throari's post about the spell progressions, reminded me a minor nitpick i had for some time but forgot to mention it. The Wizard spell progression component has 2 subcomponents, the unnerfed and the PnP one. I tried to search the forum but it is a quite old component and couldn't find what rules does the PnP one follow. After Level 30 they diverge to different paths which is ok. Up to L30 they are mostly the same with a few differences on levels 25,26,29. On L25, the PnP one gives 4 L9 spells where the unnerfed gives 5. On L26, the PnP one gives 6 L5 spells where the unnerfed gives 5. On L29, the PnP one gives 7 L5 spells where the unnerfed gives 6. If we take the above picture from the "High Level Campaigns" rulebook as the "PnP canon", then in all 3 cases, the unnerfed version is correct. Shouldn't the PnP version be changed to match this ?
  16. With limited testing, i think you are correct. I killed some bystanders on Waukeen's Promenade and got reputation decrease to 7 but didn't fall. The file responsible for this is unhardcoded/bg2/qslots.2da. In the cleric_thief line, change the "slot2" column from 1 to 6 and you will get Turn Undead instead of thieving. I don't remember though how you can add an extra slot to be called from the "innate" abilities like the vanilla engine. I saw this too in some cases. I can't remember for sure but i think the cause was that the creatures had 0 HP (or some attribute like strength 0 or something) and while the vanilla engine spawned them fine, gemrb killed them as soon as they spawned. Can you check wellyn.cre and the alexandria creature in dltcep or NearInfinity and see how many HP they have; I got this too in some playthrough. Some (all ?) tobex components just enable a setting in the ini file and so they have meaning only with tobex. In GemRB, there may be a different way to enable some of the settings (for example an "unhardcoded" file) or they may not be implemented at all. About the Four Inventory slots, i had posted a patch some years ago but it wasn't polished enough to be used by everyone. You can search the forum for it and use it if you like. About the L1 Prof Restrictions, in the vanilla engine there is a file called profsmax.2da. I don't know what is its purpose but check it incase it does what you want. About the All Races can Dual Class, unhardcoded/bg2/races.2da has a column CAND and only Humans have a 1. Try changing every race to have 1. Maybe it isn't implemented and it will have no effect for other races but it doesn't hurt to try. The unhardcoded/{shared,bg2} directories have a load of files you can mess with and do many cool things (like sorcerer with thief skills and stuff like that).
  17. I installed drizzt saga and indeed the gemrb save cannot be opened by shadowkeeper but i could load it in vanilla engine fine. When i open the baldur.gam file from the save folder in dltcep, i get the above picture. The characters in the vanilla-engine save have *name in their "creature" field. The characters in the gemrb save have empty "creature" field and their proper name is being shown. I also opened the game files in NearInfinity and i get "*name" for the vanilla engine save but in the gemrb case i get "null (none)". I can't tell if there is a problem with the way gemrb saves the creatures but i noticed the following things: a) Different from zelazko, I can always open the save (i am in candlekeep in case it matters) in the vanilla engine with or without drizzsaga installed. b) If i click the "null" characters produced by gemrb, NearInfinity correctly shows the character with their portrait and stats and everything so nothing important is missing from the save file. c) If i delete the 5-6 "drizzsaga" characters from baldur.gam then ShadowKeeper can correctly open the save file. However, every character produced by gemrb have the "creature" field empty and SK doesn't barf on the vanilla characters, so it must be the combination of gemrb and something in the drizztsaga characters. Edit: I think i found the cause. When i tried to open the f_*.cre files in dltcep, i got a message "creature will be reordered. harmless inconsistency". I then proceeded to save each .cre file. I then made a new save from within gemrb and voila SK can open it fine. @lynx I haven't tested it but my guess is that gemrb saves the characters in the save file as it reads them and that confuses SK while the vanilla engine reorders them before it saves them. Edit2: The problematic cre files are f_{artemi, brueno, cattib, jarlax, regis2, wulfga}.cre --- z2/drizzt 2018-11-11 21:33:16.000786421 +0200 +++ z2/dltcep 2018-11-11 21:33:20.792704859 +0200 @@ -218,7 +218,7 @@ 0x02A4 DWORD 4 Count of known spells: 0 0x02A8 DWORD 4 Offset of spell memorization infos: 724 0x02AC DWORD 4 Count of spell memorization infos: 17 -0x02B0 DWORD 4 Offset of memorized spells: 1236 +0x02B0 DWORD 4 Offset of memorized spells: 996 0x02B4 DWORD 4 Count of memorized spells: 0 0x02B8 DWORD 4 Offset of items slots: 1356 0x02BC DWORD 4 Offset of items: 1236 I ran ieparse and diffed the two files. As you read, the one provided by the mod has 1236 offset both for memorized spells and items. After dltcep changes it to 996, then SK works correctly. This is the only wrong thing with them except regis2 which has some more wrong offsets. @@ -2050,11 +2050,11 @@ 0x027C WORD 2 Global actor enumeration value: 65535 0x027E WORD 2 Local (area) actor enumeration value: 65535 0x0280 STR32 32 Death variable: F_REGIS2^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@ -0x02A0 DWORD 4 Offset of known spells: 988 +0x02A0 DWORD 4 Offset of known spells: 724 0x02A4 DWORD 4 Count of known spells: 0 -0x02A8 DWORD 4 Offset of spell memorization infos: 988 +0x02A8 DWORD 4 Offset of spell memorization infos: 724 0x02AC DWORD 4 Count of spell memorization infos: 0 -0x02B0 DWORD 4 Offset of memorized spells: 988 +0x02B0 DWORD 4 Offset of memorized spells: 724 0x02B4 DWORD 4 Count of memorized spells: 0 0x02B8 DWORD 4 Offset of items slots: 1048 0x02BC DWORD 4 Offset of items: 988
  18. I noticed it too but couldn't find the cause. The first time was some weeks ago. I have a bookmarks folder with fora and news site i visit everyday so that i can quickly use "open all in tabs". So everytime i happened to see the ff tab with url4short, i had many opened tabs and i couldn't pinpoint from what site i opened it. I researched it a bit and found that it is a malware but like lynx i thought it is my machine that is infected. I couldn't find anything wrong with my firefox profile and since it occurred very infrequently (and since i use a different profile for banking and tax stuff) i dismissed it as not important kudos to psyko for reporting it and to Mike for fixing it.
  19. If you want to leave Irenicus's dungeon quickly in order to test something, besides movetoarea, you can also install the excellent mod dungeon begone. I started a playthrough with SCS 2-3 days ago and i didn't have the problem you described with the portal key being unfetchable. Anyway, regarding the console, some commands are slightly different. Try 'CreateItem(1, "MISC4G")'. 1 means which player will get the item and then the item resref. You can also add optional arguments like which inventory slot. The gemrb wiki documents all console commands. I have noticed this too in some cases that i needed to run the vanilla engine (for example to quickly sell items from the bag of holding) but i didn't try to debug it. Maybe it has to do with the area or something like that because every time that i got an assertion, i saved from germb somewhere else and then the vanilla engine could load the save fine.
  20. Edit setup-fullplate.tp2 and find the string saying "STRING_EQUAL movemod BEGIN" (in v2 it should be line 1845). Put a "/*" before this line and a "*/" after the line with "END". In the end it should look like the following: /* PATCH_IF ~%param%~ STRING_EQUAL movemod BEGIN SET opcode = 176 SET param1 = 0 - (x / 10) SET param2 = 0 PATCH_INCLUDE ~additmfx.tpp~ END PATCH_IF ~%param%~ STRING_EQUAL wpnspeedmod BEGIN SET opcode = 190 SET param1 = 0 - x SET param2 = 0 PATCH_INCLUDE ~additmfx.tpp~ END */ If i understood the code correctly, commenting this piece of code will not insert effects for a) slow movement, b) weapon speed slowing. I don't know if the implementation is the same but you can also use Item Revision's version which is newer and permits you to choose if you have movement penalties or not during install without you having to mess with anything. I swear by Item Revisions.
  21. Yes, setting LIB_DIR is another way to do it but that usually is for people who want an entirely different libdir. The libdir you specified for fhs is what everyone wants except for the 64 suffix. I don't know which program devs came with it first but this way with using the suffix variable "/lib${LIB_SUFFIX}/" nothing needs to be changed and it works for everyone. I haven't ran it but yes it compiled fine.
  22. I think it works correctly both in the cutscene that gorion gets killed and after when you get imoen. I may be wrong though. Besides the "battle" music i don't remember which music is from which area. Yes 246 weidu for me also. I checked-out commit f3174aa and compiled it. Again no crashes at least until Montaron - Xzar.
  23. I post here instead of PMing you because here you can also get opinions from more knowledgeable people than me so you will get better help. I hope you don't mind. [intro] zelazko PMed me saying that he reinstalled from the beginning and that fixed his issue (kit descriptions weren't showing) but now gemrb crashes when a npc joins the party and he asked my weidu.log. I posted my weidu.log but i only had a BG2 installation. [/intro] I had some free time today so i did a new BGT installation with all the mods i use (no SCS though because it takes 1-1.5 hours to install. i can install it if it is absolutely necessary). My new BGT weidu.log is in the spoiler. It isn't as "mega" as yours though. I also didn't install Infinity Animations to avoid some false positive crash due to some animation issue. I also used this chance to upgrade gemrb to the latest git. Observations: 3) Regarding zelazko's problems, i ran bgt and let Imoen join in and also took Xzar / Montaron. I also did the same in the vanilla game through wine. In both cases, it worked fine and didn't crash. So again i can only say that either your installation is messed up or it is a windows build problem. Is the windows binary still 0.8.4 or you are running some more recent git version ? Tell me what version you have and i can compile that version and test again with that. Also if you want me to test something else please tell me.
  24. I installed divine remix on a clean installation because i don't usually use it and it seems to work for me. I used the same components as you (there were also some components in the beginning like "remove all kits" or something) This is with GuiEnhancements changed to 0 so that there are no scroll bars. And this is with the gemrb enhancements enabled as always. As you see, the kit names and descriptions work correctly both times. Without enhancements, only 9 kits are displayed whereas with enhancements you get the scrollbar and all kits appear. On this machine i use an even older gemrb (commit bedfde6dbda24 from 2016-09-19) than i wrote in the other thread, again on linux. Maybe something was messed up on your installation or maybe it is a windows build problem ?
  25. the greatest news ever. i already used the beta versions of v11 for a long time now but i never thanked you for your hard work so this is a good time. Many thanks to CamDawg and everyone else that contributed for your hard work. BG2Fixpack and CDTweaks are irreplaceable.
×
×
  • Create New...