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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. This is the parameter used by the mod: LPF ADD_CRE_EFFECT INT_VAR opcode=295 parameter2=1 target=1 timing=9 END The target=1 is because it's being applied directly to the joinable NPC, but otherwise the timing and parameter2 are directly from the IESDP. According to the section on 295, it doesn't prevent permanent death via shattering from cold damage and petrification.
  2. OK, so I didn't read the actual request very closely. The component in Tweaks Anthology to prevent permanent death just uses op 295 to prevent chunking, though I don't believe that quite catches everything.
  3. A Fixpacked or EE version of minhp1.itm has a pretty good rundown of ways to die. Hit points to 0 (use min HP 208 to prevent) Stat drain to 0 (use op 367 on EE or immunity to stat changes (all six) on non-EE) Polymorph (135) can kill if it's used with the replace option Imprisonment (211) is technically not death, but counts as such in the engine Disintegration (238) Petrification (134) Power Word: Kill (209) Slay (55) Kill Target (13) Level drain (216) to level 0 Undead being turned by high-level clerics (use op 297) Story mode in the EEs is done using spells, so starting with ohsmode1 (applies it) and ohsmode2 (removes it) may be useful places to start, though they add quite a bit beyond just preventing death. CTRL-R does remove stuff like this, so you probably need a script block to detect its absence and re-apply it. EEs use a spell state (STORY_MODE) to detect if it needs to be re-applied, for example.
  4. Looks like Mike merged threads, and it took the title from Grammarsalad's thread.
  5. WeiDU enforces install order by using an onion layer approach. So if you install, say, components A-B-C-D and then later decide to uninstall B, WeiDU will uninstall D, uninstall C, uninstall B, reinstall C, and reinstall D to make the order A-C-D. If you reinstall B, it will follow the same process of temporarily removing C & D first to process the B reinstall.
  6. The source was PnP, and it's based mainly on how much the armor restricts movement. IIRC, the justification was something like suits of full plate are typically custom-tailored for a specific person and, as such, would not restrict your movement less than an average plate or splint. However, it's been years since I actually looked at the source for this.
  7. Yes, the immediate workaround is to install one, quit, then install the other. The WeiDU issue is straightforward--delete setup-iwdification, make a copy of setup-stratagems and name it setup-iwdification.
  8. This just raises more questions. cdideca.spl should be missing for EE games, so it correctly identified the game for Decastave but not for Giant Insect. I don't think this is because it's beta 4 instead of 5, but updating certainly wouldn't hurt. Most of the beta 5 updates were bard song fixes. edit: Beta 5 is still labeled internally as beta 4, so you probably are on the correct version already. edit 2: Wait, now I see it. I have a logic error--the library properly sets EE vars the first time, then uses the non-EE values on subsequent invocations. So it uses EE for arcane, then non-EE for divine if you run it all at once--like anyone would do.
  9. Giant Insect is gated by a platform check. On EE games it just drops in the beetle animation (if missing) and installs; for non-EE it checks for the beetle animation via Infinity Animations and installs if it's present. For whatever reason, your game is not being detected as an EE game. Could you check if you have cdideca.spl in your override? As for the SCS issue, that's odd. When you run a WeiDU setup program, it should check other versions in the folder and update to the newest. IWDification beta 5 ships with v242; SCS needs v246. IWDification should be updating to v246 when it starts, but is somehow failing to do so.
  10. It's typically equipped items. For example: gv#sw1h is also using an EE-only color via opcode 7 and a 1pp-only appearance (s0) which crashes gv#pam. gv#helm is also using an EE-only color via opcode 7 and a 1pp-only appearance (j9), crashing gv#moid. gv#shld is using EE-only colors as well, crashing gv#moid. gv#jeff crashes because the creature file is corrupt--there are unused bytes starting at 0x7a0.
  11. You're still welcome here under your normal login.
  12. Just a quick reminder that I do read the thread, even I don't always respond. Keep the ideas coming!
  13. Well caught! There are two suits of Full Plate Mail +2 available in the game--one is a 'special' version (plat19) that you can obtain only via Wish and the other is available in two places in ToB (Gromnir and Jamis, the Oasis general). The Wish version comes with zero lore so you don't need to identify it and is practically worthless to sell (100 vs 15000) but is otherwise identical except for some cosmetics. Specifically, the Wish version shares the icon with Full Plate +1 (plat05), aka Plate of the Dark, which is why it was flagged and covered by the tweak in the first place. Changing it to use the same icon as the existing ToB plate makes more sense. edit: I'm also off to file some EE bug reports, as a few of the new creatures were given the Wish version of the armor.
  14. This is what WeiDU's ADD_PROJECTILE is for. From IWDification, for example: ADD_PROJECTILE ~iwdification/pro/cdi255.pro~ This copies the projectile to the override folder, adds it to the first available slot in the projectile table, and then sets a variable (named after the file) for use in further patching. In this case, the variable "cdi255" is set to the value it received in the projectile table, to I can then use this in a patch: COPY ~iwdification/spl/cdia411.spl~ ~override/spwi411.spl~ // hopelessness LPF ALTER_SPELL_HEADER INT_VAR projectile = cdi255 END In your case since you're messing the ZoSA table, something like Suffocate might be a useful example. ADD_PROJECTILE ~iwdification/pro/cdi317.pro~ ADD_SPELL ~iwdification/spl/cdia726.spl~ 2 7 WIZARD_SUFFOCATE LPF ALTER_SPELL_HEADER INT_VAR projectile = cdi317 END // some other stuff APPEND ~clearair.2da~ ~Suffocate %cdi317%~
  15. Sorry, how did I miss this post? A quick note--when I refer to something as 'random', it means it gets added to an existing treasure table as an additional option. For example, your Ring of the Warrior Thief (along with the Potion of Dissipation and Ring of Greater Resistance) get added to the existing random treasure in Malavon's throne. So the entire table is now: Potion of Holy Transference (original) Ring of Aura Transfusion (original) Ring of Reckless Action (original) Potion of Dissipation (added) Ring of Greater Resistance (added) Ring of the Warrior Thief (added) So now you'll get one of these items from Malavon's Throne. Restored Minor Items High-quality crossbows (heavy and light) are added to the random treasure table for a container (500.1400, ar3601) in the Temple of the Forgotten God. High-quality shortbows are added to the random ranged weaponry used by skeletons (e.g. Kresselack's Tomb). Inferno Darts +4 are added to the randomized ammo, available in multiple containers in the Tiers of the Dead area (ar6005). Great Halberd +4 is added to the random treasure at Ilmadia's Forge (1800.2100 in ar8011). Potions of Resistance and Greater Resistance are added to the random treasure at the Snake Idol in the first level of Dragon's Eye (ar4001). The Belt of Stones is added to Yxunomei's loot The Holy Chaos! deck is added to the a Talonite priestess in Dragon's Eye The Potion of Clear Purpose is added to a chest in the Tower of Solonor (637.689 in ar5203) Briath's Journal is added to the Hall of Heroes (1000.1400 in ar6006) The Wand of Corrosion is added to Orrick's store (level 3) The Silver Bracers of Kedl are added to Nym's store The Dire Old Lute of Pellon Kay is added to Lehland's store in the Severed Hand [HoW] The Gauntlets of Valor are added to Tiernon's store Restore Random Drops Dragon's Eye The Potion of Constitution is added to the random treasure at the Snake Idol in the first level (ar4001). Two random treasures are available in the altar in the Eldathyn enclave (2600.850 in ar4004). Morning Star +2: Hammer is added to one random treasure, and Studded Leather +2: Shadowed is added to the other. Sloth is added to the random treasure in a container on the last level (400.200 in ar4005) Reinforced Large Shield +2 is added to the random treasure in a container on the last level (1300.400 in ar4005) Temple of the Forgotten God Greater Ring of the Warrior is added to the random treasure in a container in the first area (500.1400 in ar3601) Spiked Long Sword +1 is added to the random treasure in a container in the second area (1400.700 in ar3602) Two-Handed Sword +1: Hammering and Two-Handed Sword of Resistance +1 are added to the random treasure in a container in the second area (1900.1600 in ar3602) Dorn's Deep Ring of Reckless Action, Potion of Aura Enhancement, Potion of Aura Transfusion, and Potion of Arcane Absorption are added to the random treasure in a container in the Tiers of the Dead (1250.900 in ar6005) Large Shield of Strength +1 and Studded Leather of Resistance +3 are added to the random treasure in a container in the Tiers of the Dead (1000.1500 in ar6005) Two-Handed Sword +3: Bane is added to the random treasure in a container in the Tiers of the Dead (650.650 in ar6005) The two-handed War Hammer of Phasing +2 is added to the random treasure carried by Joril (1200.2000 in ar7004) Two-Handed Sword +4: Backbiter is added to the random treasure carried by Kontik (2600.1600 in ar7004) Two-Handed Axe of Resistance +3 is added to the random treasure carried by Kerish (3400.1000 in ar7001) Lower Dorn's Deep Static Two-Handed Sword +4, Two-Handed Sword +4: Life Giver, Bastard Sword +3: Incinerator, Bhaal's Fire, and Long Sword of Action +4 are added to the random treasure at Ilmadia's Forge (1800.2100 in ar8011). Foe's Fate and Long Bow +4: Hammer are added to the random treasure at Ilmadia's Forge (1900.2100 in ar8011). Short Sword +4: Hammer and Studded Leather +4: Shadowed are added to the random treasure at Marketh's place, second floor (1300.250 in ar8007). The War Hammer of Phasing +3, War Hammer +4: Defender, Demon's Breath, Shocking Flail +4, and Morning Star of Action +4 are added to the random drop in the first level of Marketh's palace (330.850 in ar8006) Ring of Greater Resistance, Potion of Dissipation, and Ring of the Warrior Thief are added to Malavon's Throne (ar8010)
  16. Yes; we actually have someone (@zelazko) on Discord playing around with this.
  17. Export the potion's effects to a pair of spells, one with all of the effects set to target:self. The potion itself should have an EFF that targets class: mage (uses the self-targeted spell and blocks the normal spell) and then have the call to the spell with the normal effects.
  18. It's this bit here: ~%textToReplace%~ ~\1 Global("C#st_ImoenInGroupKD","GLOBAL",0)~ What WeiDU is saying is that you're trying to use a matched reference (the \1) without specifying a matched group. The various \1 \2 \3 etc. refer back to something you matched in the first half of the function, which you denote by wrapping it in \( and \). This is why your second example works, because you have a correctly delineated group. K4thos original code doesn't have a back reference like this so it doesn't need to be wrapped. It's failing outright because it's correctly finding matches but then failing at the actual REPLACE_TEXTUALLY because of the regexp error. For the Imoen stuff, use imoen2? The question mark means that the previous character or group--in this case, the number 2--can be matched 0 or 1 times. IOW this will match imoen or imoen2.
  19. That's incredibly weird. The only way I know to accelerate the game like that is by modifying baldur.lua (Maximum frame rate, IIRC) but Tweaks doesn't mess with the file.
  20. It is. I found it while playing an EE game with Angel's item pack installed, which had copied the original effects into a new item--the report I made about the Staff of Water over yonder.
  21. Alright. I was sick as a dog this weekend, so what better way to spend your time than to watch the opening SoA cutscene on an endless loop. I was finally able to replicate the bug and know what file is causing it. The green orb that comes from offscreen to disintegrate the thief is a bad projectile and is the source of the crash. I'm still working on why the changes here cause the crash, but in the meantime the workaround is pretty simple--deleting spgreorb.pro from the override fixed the issue for me.
  22. I played through on my latest BGEE/SoD/BG2EE run; here are some minor bugs I found. This is on a modded install, so it's possible some of these are caused by one of the other mods: White Hide of Umpluutu should remove spin160 three times, not just once (the salamander form comes with three castings of this) Radiant Star base enchantment set to 4, not 1 Listed weight of Gauntlets of Smiting, Helm of Valor, and Gem of Seeing is incorrect Redethemar +4 speed factor should be 3; vorpal hits should have text Foesplitter, Arundur Ore, Lux Veritatis, Catclaw, Final Strike, Pearl of Power, Potion of Clairvoyance, and nearly all rings don't list their weight Unicorn Horn has a superfluous ability Foesplitter, Trollkiller, Catclaw, and Final Strike list damage with extra space (e.g. 1d4 +3 instead of 1d4+3) Telkiira ioun stone protects against critical hits Bow of Eletha - Longbows in EE use "Longbow" as proficiency in descripts (no space); casts MM at level 12 Storm's Garter, Bow of Eletha, Bag of Tricks, Ring of Water Control, and Staff of Moradin's Breath +2 can use abilities without identification Pearl of Power restoration should probably be power 0 Oil of Acid Resistance effects are almost all set at power 6 Ring of Shocking Grasp should have portrait icon for electrical resistance Ring of Protection from Silence should block the 'silence' and 'silenced' strings (14002, 14676 in BG2(EE)) Ring of Mind Shielding blocks detect alignment; should be noted in descript or deleted Robe of the Necromancer should have a Protection from Poison portrait icon Meteoric Shield +2 should have a protection from magical energy portrait icon Ankheg Shield +1 requires 9 strength; descript says 12 Shield of the Three Kings +5 provides an undocumented +10% MR Shield of the Revenant +2 actually casts Repulse Undead instead of Undead Ward Mystery of the Dead +3 blocks opcode 313, not 13; should also block disintegrate (238) Waukeen's Defender +2 should have a magic resistance portrait icon Alicorn Spear provides an undocumented immunity to intoxication Staff of Rumathil +2 lists prof as "Staff" instead of "Quarterstaff" Staff of Moradin's Breath +2 should have speed factor 2; look into adding to dialogue options in orphan1.dlg for ToB Staff of the Legion +5 bonus damage is 1d8+2, not the listed 1d8+3; suggest moving VT to probability 40-59 to make it an independent effect Staff of Water +2 plays sound (and forces save) for non-water elementals on melee attacks A few weapons (Sword of the Planes) list damage type on a separate line instead of on the damage line Sword of the Planes (+1 and +4) should have a speed factor of 1 Terminus Est, Smythe's Slicer use non-EE format for their weight in descripts Smythe's Slicer is a +3 enchantment weapon instead of base +1 Amaunator's Legacy should be speed factor 5 Rusty Katana, Amaunator's Legacy, and Pale Justice are all flagged as breakable in their melee abilities (intentional for Rusty Katana?) Pale Justice has an extra dash in its immunities: "Immunity to charm- and fear effects" The MR lowering effect of Golden Sky +2 doesn't work since param1/2 are inverted Bonus cold damage from Cold Flame +3 is set to power 8 A couple of general suggestions--add tooltip.2da entries for items which provide more than one usable ability. For items which cast spells using 146/148, don't bother setting primary/secondary on item abilities in case some other mod wants to change the underlying primary/secondaries. Also, the 10% XP boost from the various tomes is massive--using them for my fighter-thief (via UAI) in late BG2 could net several levels per tome. I'd suggest lowering it significantly, dropping it outright, or make it a static bonus based on level. And the most critical, absolutely have to fix bug: Girdle of Dwarvenkind does not actually provide infravision. Literally unplayable. Overall, I thought it was a very solid mix of items, well-balanced, and thoughtfully placed. The tomes were the only item I felt were egregiously powerful, though there were a couple of other items which can make significant battles trivial (looking at you, Dragon's Tear, and Mutamin's Cloak despite the fact that it makes sense game-wise). This will definitely be a staple mod for any future playthroughs.
  23. The four beta series of v11 is on the GitHub release page; I'm sure I could also find a v10 lying around somewhere, too.
  24. Ah right, disabling this for the EEs/upscaling the portrait has been on my to-do list for a while. I'd happily swap the portrait to one you've linked, but I need to get permission from the author first.
  25. REPLACE_ACTION_TEXT_REGEXP is dialogue code--drop it in a .d file and compile it.
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