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CrevsDaak

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Posts posted by CrevsDaak

  1. Well, that's fantastic. If I wanted to use this with EET, would it work?

    Well, I'm not entirely sure because I haven't tested but yes it should work. I might work on it a bit more today. Edit: nvm, I have a lot of maths homework, can't spend spend much time on this today.

  2. So, finally, after losing the original one, I had finished a minimal EE-working version. It doesn't modify Hexxat and it doesn't offer the Shaman class, besides it only works in BG2:EE and I haven't tested much but almost everything seems to be working. I think I've missed a couple of Dorn's SoA quests' swords (actually all of them but he can use the one he starts with if you start a new ToB game) but AFAIK I've covered everything else.

     

    I've changed the version number to 2.0 and added lotsa comments to the code. I fixed two small things on the kit ids correction but nothing else I think. I didn't test it in BGT/BG2.

     

     

  3.  

    A kobold in the Nashkel Mines dropped a Mordekain's Sword scroll which seems a bit too high lvl as random treasure for this area.

    Please let me know if you encounter this again.

     

    Are you using the same rndtrea*.2da and .itm files for BG1/BG2 in EET? Because this might be causing it. If you want to do this, refactor the ones with BG2 scrolls, and give shitty creatures low tier ones, otherwise you're going to get crazy (you can just copy all the creatures with a blank regexp and look at the XP value/HP/level to determine the rndtrea tier they should get) with this "bug" (personally, I call it "gameplay enhancing feature" :p ).

  4. It conflicts with every single EE mod which re-compile scripts. It uses overriding instead of patching ('tis an old mod!), and since it's not updated for BG(2):EE, it drops BG2's trigger.ids in your override folder and thus breaks it because WeiDU doesn't read the BG(2):EE's one, which has new triggers and stuff BG2's doesn't. Simple as that.

     

    Just delete trigger.ids from override/ in the game's folder, and keeping Yoshimo should install.

  5. Yes, it's the most recent mod I've attempted to install. I've played through the game once or twice all the way through already with exactly the same install before attempting this one.

     

    K.Y. is the only new mod I've tried to install in, like, ten years. And yes, it's the EE version of BG2 being run on Windblows x64

    Mm, I have no idea what could be causing this... Did you try making a clear install, and installing it there? I have no problems installing on BG2:EE... What mods are you using? Could you please post your WeiDU.log?

     

    AFAIK, this is either being caused by other mod removing something from trigger.ids, or a mod overriding trigger.ids incorrectly.

  6. I'm also having a lot of problems trying to get KY to even install.

     

    I've been playing and modding BG2 for ... like... ever since it came out, basically, and I've never had problems getting other mods to work or at least understanding why they didn't and then being able to fix them. This one though is just so opaque. There is no information about anything, nothing works at all, no one know why or what to do about it, no one can even agree what's wrong. Why is this the only mod for this game that just flat out refuses to do what it claims it does?

     

    I can get WeiDu to attempt at least to install it, and it throws out a billion warnings before finally hitting this part and barfing all over itself:

    ERROR: cannot resolve trigger 0x40de
    ERROR: [AR0406.BCS] -> [override/AR0406.BCS] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    
    ERROR Installing [Keeping Yoshimo after Spellhold], rolling back to previous state
    Unable to Unlink [7C-Yoshi/Backup/5/OTHER.5]: Unix.Unix_error(1, "unlink", "7C-Yoshi/Backup/5/OTHER.5")
    
    Clearly this mod simply does not work.

     

    I know it's "beta" and whatever, but other people have claimed to have it working and running, but they have given absolutely no useful information about how.

     

    What the... What's that error?0x40de is HasDLC(S:DLCName*) and it's only in EE games' trigger.ids (if it's not there then your *install* is bugged), but, Keeping Yoshimo doesn't modify AR406.BCS if you're not playing EE, which makes me wonder... Is the error actually in *this* mod? D:

     

    Also, another question, which game are you modding, and, in which OS? This is basic for troubleshooting ;p

    Those two (at the least) must be getting overridden by later installed mods.

    I don't know how many times I've said this, but... IF you're NOT playing Windows BG2 (be it on Wine or native), you HAVE to install THIS mod last.

     

    Why? Because this mod modifies all the scripts and dialogs to work, by changing Yoshimo's death variable (which is done to avoid him going away in ToB), hence, you have to install it last :)

  7.  

    ...making an L1NPCs.. version .. for the EEs...

    There's a legend that someone already did that... I would say that CrevsDaak had done that, or a lot of work towards it, but he went silent about this subject some time ago:

     

    ...

    OK, that had escaped me. Then I'll list new NPCs and done.

    So you might ask of it ..

     

    Here is the download link.

     

    And here is the ReadMe

    :beer:

     

    Eeeeh, my version barely installs, it is in my old computer's HDD (if it wasn't accidentally deleted in one or misplaced), and I haven't even finished adding all of the EE NPCs (I had added Neera and Dorn (both BG:EE and BG2:EE), and had started adding Rasaad), so I wouldn't say that it's actually there for anyone else to install... I'll look for it later and see if I can get some more work done (dude, 'cause I had even forgotten xD).
  8. Stuff like Fell's store ( :rant: ):

    Doesn't that work by setting the dword on the Item for sale's 0x1c offset to the strref containing the trigger (yes, string-based triggers. I'm not even joking)? http://gemrb.org/iesdp/file_formats/ie_formats/sto_v1.1.htm#storv1_1_Sale

     

    I would love to go through Ps:T again but I don't have the time :(

    Caveats:

    - think of it as story-mode, since some gameplay elements are still wonky or missing

    Gameplay in the original was bad anyway =P
  9. Wand of MM vs Magic Missiles

    Is there a difference between these two? I cast MM on a Battle Horror it saves every time. I use Wand of MM (with Kivan) and I succeds every time.

    First guess: Battle Horrors are immune to Magic Missile spellfile, not to the projectile. IR's wand uses a different spellfile, and Vanilla's WoMM would have bypassed such immunity anyway because it was not working as a spell in the first place.

     

    I'm not at home and I cannot check, but if the Horrors can be checked somehow (e.g. class type? unique combination of ids?) then I can fix it on my side. If not, I would have to patch the creatures themselves.

     

    What about making the Wand of MM cast the MM .spl file at a set level? That would end this problem very easily (just a blind suggestion--I have no idea if this won't cause other issues).
  10.  

    So with the new beta the obscuring mist cheese is getting pretty intense. It's going to be important for someone to introduce AI that recognizes it because SCS currently does not. Also I noticed that spells like command and hold person are targeting dwarves first instead of non-shorty races (that are in the same range) for the best chance of actually getting the saving throw. Neira tried to land 2 commands and a hold person all on Kaigen even though there was a nice squishy elven bard next to him.

     

    This might want to be passed on to David W. or potentially kreso or Mad Mate to see if it can be addressed since SCS has it's SRv4 specific code.

    - to make AI run from Obscuring Mist is easilly doable I think. I don't know if it's worth it however, since the spell is very spammable, and I fear it would cause more trouble than it does now. Maybe the spell could last shorter.

     

    SCS uses a run-from-cloud specific code that can be found on stratagems/init/detectcloud.tpa. You just need to add the filename of the .spl file to the inlined table inside that file. If you do this, enemies inside the cloud will run away from it until they're out of it (that is, they run away from the invisible creature that shouts from the middle of the cloud).
  11. Guys, now that we (>,>) have pinpointed the cause of bats\rats (need a doublecheck on those, but w\e) crashing EE, maybe we can actually help DavidW to re-introduce EE Improved Vampires?

     

    Anyone savvy enough to make a report on SCS forums?

    AFAIK, the Vampires-related crashed aren't happening anymore with SCS. I've did some tests and didn't get any crashes on BG2:EE.

     

    (http://gibberlings3.net/forums/index.php?showtopic=26167&p=232037)

  12.  

    Guys, is the spell shield fixed in the latest install or i should still modify the files in SCS?

    Not fully. Arda fixed part of the problems with the code but it's still not fully fixed, and I fear both Arda and Crevs are too busy right now. :(

     

    As soon as they give me the correct code I'll release a new build. Btw that build will be EPIC imo. Let's just say Monster Summoning spells are not the only spells I'm working on. ;)

     

    It's the 1st item on my modding to-do list... But I haven't been modding much lately :|
  13.  

    That would be a great addition for ToBEx actually. Too bad the developer (Ascension64) has not been actively modding for almost 2 years now.

    Just like I said in the Widescreen mod that was not supposed to get updates after the_bigg went away, if there's will there's a way to add it in, and look what happened, Mike -our new admin added the stuff in the same week.

    You just got to make a thread, get organized and make sure the tweak works for folks.

     

    I've put it together in one of TobEx's user patches. Simply putting this on ./TobEx_ini/patch/ will make it work (if it does--neither I have tested this).

     

    no_death_pc1.txt

     

    (if you plan on using this, be sure to change the file's extension from .txt to .patch)

  14.  

    Strictly technical explanation of how DS functions.

    Arda, thank you for this. I always wanted to understand DS better.

    I have just 1 question:

    As I see in ds.tph altered spells of SR goes to "ag#dsal2.2da" in override, but SCS, RR & aTweaks use older DS that looks for altered spells & applies new changes in "ag#dsalt.2da".

    Wouldn't this be a problem?

     

    @Demi

     

    I think Spell Shield still doesn't work. No protections from any spells. (vanilla BG2+fixpack)

    Actually the change Ardanis suggested (IIRC i implemented the same thing but a bit different) fixes a possible installation error and corrects the portrait icon for Spell Shield.
  15. it would have been easier to use WeiDu or even a Python script

    IMO, doing it with WeiDU would result in a much slower and longer script.

     

    Perl is rather fast and I don't know a word of Python (even if they say it's easy, I find C to be the easiest of all languages, no abstraction at all and free segfaults for everybody!) so I believe that it wasn't in my right to suggest doing it with Python (and Perl has a nice =~ m/regexp/ check that came handy for this), even if GemRB uses Python itself for the GUI and other stuff. Other regexps (like sed) were just too basic/dumb to do this.

  16.  

     

     

     

    stones disappearing after few rounds, can anyone reproduce it and help me track the issue? I couldn't find any error within the spell files...

    Works fine for me.

     

    same as kreso they disapear after few rounds .. no where close to 5 turns

     

    Ehm...Kreso actually said they work FINE for him. :rolleyes: I'm starting to fear another EE-related issue...

     

    lol lost in the cascade.. but yeah in ee they last about 5 rounds instead of 5 turns

     

    This is actually because of an engine bug on EE games. http://forum.baldursgate.com/discussion/34894/known-9741-bug-in-effect-opcode-122-create-inventory-item-when-using-timing-mode-0 (I think it's the right link)
  17.  

    ... but unfortunately Crevs still didn't answered my PM. :(

    Hah, CrevsDaak's attention is divided into quite few projects now :worship: , so a little delay is inevitable, and should be understood.

     

    Also school (started this year yesterday) :rant: ... and that I haven't done that Maths homework yet... damn.

     

    I'll fix the Spell Shield thing tomorrow, I have to go to sleep now (sorry!).

  18.  

     

     

    [./DATA/DEFAULT.BIF] 6201616 bytes, 522 files, 0 tilesets

    Appending to files ...

    Appended text to [MSECTYPE.2DA]

    Added MSECTYPE.2DA SpellShield

    Copying and patching 1 file ...

    [./override/spwi519.spl] loaded, 442 bytes

    ERROR: cannot convert spell_shield_icon_num or %spell_shield_icon_num% to an integer

    ERROR: [spwi519.spl] -> [override] Patching Failed (COPY) (Not_found)

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

     

     

    get errors when i try installing the newest version of SR

    On which game are you trying to install?

     

    This is the main question, I think.

     

    Crevs, if you wanna handle it, that variable needs default value, probably differing between game platforms.

     

    Actually it also depends whether the BG2 Fixpack is installed (but it uses set values (I think, I tested in all my installs and seems to be 73 in all of them that have the BG2 Fixpack) so it doesn't change much) too.

     

    I've added a ``check'' (a SET command (ab)using the ?: operator) in case the variable isn't set/read an STR_VAR (IS_AN_INT var), setting to 73 if the BG2 Fixpack is installed/game is Enhanced Edition and to 123 (the supposed portrait icon for Spell Shield on vanilla BG2:ToB) in other cases.

     

    (if you post a new one I'll be grateful)

    Yeah, I know, I have meant to do that for two, three years... but there's so much things to go over and change... throw away. And I need to do the whole thing from scratch.

    I link to it too, and most of the time add an approx of the message above... you are actually very helpful... as I try.

     

    If you get to it tell me and I'll send you a way of doing the same on Unix-like/POSIX operative systems... Otherwise I have to instruct those people too. :schimpf:

     

     

     

     

    [./DATA/DEFAULT.BIF] 6201616 bytes, 522 files, 0 tilesets

    Appending to files ...

    Appended text to [MSECTYPE.2DA]

    Added MSECTYPE.2DA SpellShield

    Copying and patching 1 file ...

    [./override/spwi519.spl] loaded, 442 bytes

    ERROR: cannot convert spell_shield_icon_num or %spell_shield_icon_num% to an integer

    ERROR: [spwi519.spl] -> [override] Patching Failed (COPY) (Not_found)

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

     

     

    get errors when i try installing the newest version of SR

    On which game are you trying to install?

     

    This is the main question, I think.

     

    bgee and bg2ee ver 1.3xxxx i have tried with clean installs and modded installs that have previously worked no problem . with the previous (older than 6 days) drop box version of SR .i suspect the issue is that i used the drop box link since i wiped my whole dir and lost the pervious SR beta v4 and dl.d a verrsion of SR 4beta that was ul'd 6 days ago.. as it hasnt been announced i suspect that was a faulty in some fashion UL.. so what i really need is a feb 9th or whatever the previous beta was or link to dl it.. sincew i know from usde that doesnt throw off install errors..

     

    OK. I've already sent Demi the modified file that will do the job.
  19.  

    Could you please do a --change-log for states.bam and statdesc.2da?

    PS, the linked post is very old, and when it says to overwrite the files with the ones provided in the archive, do not overwrite the weidu.exe with the archives one, as it's very old version, and it gives bad prints. You have newer one in your EE game folder, and every one of the setup-modname.exe's are one.

     

    It's the only --change-log tutorial AFAIK (if you post a new one I'll be grateful), so I link users to it... I know, I suck.
  20.  

    [./DATA/DEFAULT.BIF] 6201616 bytes, 522 files, 0 tilesets

    Appending to files ...

    Appended text to [MSECTYPE.2DA]

    Added MSECTYPE.2DA SpellShield

    Copying and patching 1 file ...

    [./override/spwi519.spl] loaded, 442 bytes

    ERROR: cannot convert spell_shield_icon_num or %spell_shield_icon_num% to an integer

    ERROR: [spwi519.spl] -> [override] Patching Failed (COPY) (Not_found)

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

    Stopping installation because of error.

     

     

    get errors when i try installing the newest version of SR

    What other mods do you have installed/please post your WeiDU.log? On which game are you trying to install? Could you please do a --change-log for states.bam and statdesc.2da?
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