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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. I'm getting to it--just working down the list atm.
  2. This should be good to go for v10. A lot of the scripting you mention was leftover cruft when we spawned alternative Khalids in ye olde times. Now that we just overwrite his old creature files it means the existing spawning system should work just fine and we can simply purge all of it. I've also created a Siege-specific Khalid so that this now works for folks picking up Khalid in Bridgefort.
  3. In the olden days, Ease of Use and BG2 Tweaks just overwrote everything and mocked other mods for their changes. Anthology introduced a kinder, gentler patching method that no longer overwrote, but depends on a more finicky text match. It was failing for the opening cutscene and the dreams; this is fixed for the next version.
  4. Yep, got it. This is fixed for the next version.
  5. If they're showing up in inventory but not the quick slots, it's either a UI issue or weapon icons that are not set up correctly. Given that there's no UI mod, I suspect the icons. Was this happening with all weapons, or just some of them?
  6. Do you recall, specifically, the last line Renal used before the dialogue crapped out? Setting the global RenalJob to 2 or 3 would allow to try again with Renal.
  7. You'll notice that it's already forked. You should have a pull request shortly. edit: and it's there.
  8. Yeah, it's definitely the BP-BGT Worldmap component overwriting the changes from Tweaks on Tutu. The good news is that the compatibility code they've already baked in for BGT can easily be applied for Tutu.
  9. Yes, the EE NPCs are covered by this component.
  10. Oh sweet FSM, this. I've tracked down the problem and fixed it--kits have two levels of unusability blocks, one for the class and one for the kit. Items which are already unusable by the parent class, such as katanas being unusable by clerics, should not have kit flags also set as they're redundant, but here we are. The component will now strip these flags as needed.
  11. Moving here from the Tweaks forum.
  12. Couple of quick questions--any other mods installed that may have changed the worldmap? Was this on a new game? Do you have TotSC installed?
  13. Imagine this: You look at effect 0. It's not a match, so the loop goes to the next effect. You look at effect 1. It's a match, so you insert your new effect which, by default, gets added as effect 0. The loop moves on. You look at effect 2, which thanks to the effect you just added, is actually effect 1 again. Since it's still a match, another effect gets added as effect 0. You look at effect 3, which was previously effect 2, which was previously effect 1... So, two suggestions: either add insert_point = 999 as an option, or simply use: COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ override CLONE_EFFECT INT_VAR silent = 1 match_opcode = 101 match_parameter2 = 108 opcode = 142 parameter2 = (icon_index - 3) END // add whatever else you need BUT_ONLY
  14. It's a percentage applied to the existing timer. 200% will double the timer and, as a result, you'll be waiting twice as long between love talks. Values under 100 will accelerate the romance.
  15. This is actually one of the more complex bits of code in the Anthology because of the structure of spells in the IE. However, it *is* a patch and will happily modify spells from other mods. Spell files have several headers to distinguish the effects of the spell at a given level. For example, Magic Missile has headers for the spell at levels 1, 3, 5, 7, and 9 since those are the levels where the effects of the spell changes (you get two missiles at level 3, three missiles at level 5, etc.). Spells such as Sleep with a duration that depends on the caster's level (five rounds/level for Sleep) have a header for every level, out to the spell cap (level 20 for BG/BG2. 30 for IWD), with the appropriate duration. If a header is missing the engine goes to the next lower header, e.g. casting Magic Missile at level 8 will use the level 7 header. By convention the first header is always set to level 1 even if the spell can't be accessed at level 1. What Tweaks does is go through the existing headers and, if a saving throw is found, add the appropriate penalty. In the case of Sleep, it modifies the headers for levels 6-10 to add an additional -1 penalty (so the save is now at -4), a -2 penalty for levels 11-15, and -3 for 16-20. Headers beyond level 20 don't exist for Sleep, so Tweaks copies the last header (level 20), adds a level-appropriate penalty (-4) and inserts that as the level 21 header. This repeats again as it creates headers at level 26, 31, 36, 41, and 46, iterating the penalty at each step. In this fashion, the effects are still capped at level 20--since we're cloning the level 20 header--but the save penalties continue to get worse. Headers for, say, level 22-25 are not needed since the engine will default to the next lowest, the newly created level 21. Tweaks will also insert interstitial headers as needed for spells without a continuous set of headers. For example, BG2's arcane Confusion spell lasts 5 rounds plus 1 round/6 levels, so it has headers at levels 1 (five rounds), 6 (six rounds), 12 (seven rounds), and 18 (eight rounds). Since the spell can't be cast until the caster has access to level three spells at character level five, the save penalties start at level 10. Tweaks copies the level 6 header to create a header at level 10 (the first save penalty), copies the level 12 header to create a level 15 header (second save penalty), and then clones the level 18 header to make headers at levels 20, 25, 30, 25, 40, 45, and 50 with the penalties iterating on each new header. One place where I do make it a little less complicated for myself is basing these purely on the base mage and cleric spell progressions. While mages, sorcerers, and bards get access to level 3 spells at different points (levels 5, 6, and 7 respectively), the penalties are calculated from when a mage can access them. One other thing is that I assume that the levels where mages and clerics can access these spells is unchanged, e.g. if some mod changes the cleric spell progression to where they don't get level 7 spells until level 20, the mod will still assume they get level 7 spells at level 14 and calculate penalties off of that.
  16. A note that two components failed, without further information (like the debug), is not something I can solve.
  17. This is well-spotted. I've updated the table so that the minimum THAC0 is now 0, not 1 to bring it in line with bogstandard BG2(EE).
  18. One of the things to be careful of in these situations is that editors like NI will show helpful comments which actually are not in the code, e.g. TakePartyItemNum("dagg15",1) // Dagger +2 likely isn't matching because it's actually just TakePartyItemNum("dagg15",1) in the code. If you find yourself struggling with text replacements in scripts or dialogues, it can sometimes be very useful to decompile the bcs/dlg at the command-line with WeiDU and check the output.
  19. Back in the early days of Fixpack, devSin pointed out that sex does nothing in game and gender only determines casting sounds. Scripting and effects can target by sex and gender, though, such as death spells and dispels targeting genders summoned and illusionary, respectively.
  20. The area is traced in the order of the vertices. So pick a vertex and then go clockwise or counterclockwise from it.
  21. Xzar, Imoen dualed, Garrick, Jaheira, and Edwin/Branwen even before you hit the Nashkel Mines. Sub out Jaheira for Xan at the bottom of the mines/Dynaheir at the Stronghold if you insist upon five arcane casters.
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