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CamDawg

Gibberling Poobah
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Posts posted by CamDawg

  1.  

    The mod sets some flags in those triggers to Zero, regardless of their function, i.e. no scripts attached to those kind of triggers will ever work in the game. (Famous example: Jaheira detects the dead Khalid >>> she steps on a trigger near the table where he lies and this triggers the script to start her dialogue - or not, when you disable traps)

    It's not that blunt--it only 'untraps' region traps if it's a detectable trap (difficulty is 1-99), so stuff like the dead Khalid trigger are unaffected. (Dead Khalid in particular is just a scripted region, not a trap, so it's doubly unaffected.)

     

    After a bit of testing myself I think I've discovered the problem they were referring to: disabling traps also disables undead spawning in after their respective tombs are looted. In SoD's starting dungeon, Korlasz' family tomb, this can lock the player out of certain quests, as the undead that spawn after popping open the sarcophagi never appear (the mummy on the first floor who wants you to drive the mercenaries off; the spirit on the second floor who wants the broken staff, etc). Not sure if other areas or quests are similarly affected, as I only had time to check out the first dungeon, but I thought I should give you a heads-up.

    Alright, this is something I can work with. For whatever reason, the original did not have the same checks (e.g. a detectable trap) for container and door traps. We could do the same for key-required doors.

     

     

    ... and this is done. I did find a small bug where it was writing LONGs where it should have been SHORTs, which may have been causing the additional stupidity.

     

    Thanks for the great work. One incompatibility I've run into is w/ shamans. They loose spell casting at lvl 31 and I've had problems with hit points and leveling. The first problem I assume to be the need for a spell table running to lvl 50. The second I'm not sure about. This is w/ the current steam version of bg2. The other problems I haven't been able to replicate to give better suggestions for.

     

    The shaman spell tables are now extended as they should be.

     

    I installed the improved multiplayer kick dialog, it says it was installed successfully but it just does not seem to do anything, the dialog options when I kick a premade npc do not change. I tried the beta tweaks and the V16 tweaks and they don't work.

    I am using Bg2 EE gog version 2.0

    Did you have player AI turned on at the time?

     

     

    Beta 4 Changelog

    • Change Experience Point Cap should now work on Siege of Dragonspear
    I can confirm that Beta 4 seem to have fixed the issue where the transition to SoD was nerfing your XP down to 500,000. That is excellent. However, I am experiencing more (possibly indirect) issues with this component.

     

    Using Tweaks Anthology Beta 4 and SoD v2.1.63.2, attempting to level up a character past a certain level (usually around 3,000,000 XP) results in you getting stuck in the menus. You are unable to dismiss or complete the level up dialog, and so must quit the game. This seems to occur whenever the character would have been given a choice of HLAs, but the HLA files do not exist in BGEE or SoD so the menus hang. Here is what it looks like in SoD v2.1.63.2. Note that the "Done" button is greyed out and can not be selected.

    attachicon.gifBaldr003.png

     

    In BGEE v2.2.66.0, you no longer get stuck in the menus when trying to level up, but there are still no HLAs in the game, so you end up with this fugly screen:

    attachicon.gifBaldr004.png

     

    However, these modifications to the level up menus do not seem to have made it to SoD v2.2.66.0, so it still hangs on level up.

     

    Even in BGEE v2.2 where you can successfully dismiss the blank HLA menu, transferring your game to BG2EE will not retroactively give you the X number of HLAs you missed in BG1/SoD because of missing files. This isn't good, and it doesn't seem true to the spirit of the Change Experience Point Cap -> Remove completely component. Can Tweaks Anthology do anything about these issues? Including the HLAs from BG2EE should be fairly straightforward, it's modifying the UI that is a bit more complex.

     

    Tweaks will now fix lunumab for games that have HLA tables but no HLAs, e.g. BGEE and SoD.

     

    Error reported in Unique Containers component during BGEE install:

     

    Installing [unique Containers -> Unique icons and names] [beta 4 BWP Fix]

     

    ...

     

    ERROR locating resource for 'COPY'

    Resource [scrlcase.sto] not found in KEY file:

    [./chitin.key]

    Fixed.

     

     

    I think that's because the paw is meant to be used in the main-hand slot...?

    Yep. It should be a two handed item.

     

    Fixed.

     

    I have request: please revert keys for various subcomponent selection ( for eg. romance cheat option selection ) to:

    1 for option 1
    2 for option 2
    ...
    instead current implementation( using letters: a,b. Keys 1 and 2 are close to each other and there is no reason to be different than all other mods.

     

    Done. Also available via config file.

     

     

    I installed ToB style npc on my EE game and since I didn't level imoen, BDIMOEN has 6 hp which makes her chunked during the cutscene where she gets attacked in SoD.

     

    I'm not sure what's the best way to fix it but here's the discussion about it on the EET forum : http://gibberlings3.net/forums/index.php?showtopic=28161&&page=31

    to be more precise - BDIMOEN.CRE uses the same DV as any other IMOEN CRE file in both BG:EE and EET. It doesn't matter if you level her up during BG1 or not since BDIMOEN.CRE use stats from the IMOEN.CRE file (level 1) when this component is installed. There should be an exception for BDIMOEN.CRE in this tweak considering she doesn't have any minimum hp items and there is scripted 20 damaged applied to her during SoD Baldur's Gate cutscene. Problem is not unique to EET. Same would happen on vanilla BG:EE+SoD.

     

    Dammit, what pack of incompetents coded SoD anyway?

     

    v4 Readme:

    Reveal City Maps

    BGEE, IWDEE, BG, IWD, Tutu, IWD-in-BG2

    In Baldur's Gate II, city maps were revealed as soon as you entered the area. For Baldur's Gate content, this component will reveal the maps of Baldur's Gate, Nashkel, Beregost, Candlekeep, and (if Tales of the Sword Coast is installed) Ulgoth's Beard. This tweak is not available for Baldur's Gate Trilogy as it contains this functionality by default. For Icewind Dale content, the maps of Easthaven, Kuldahar, and Lonelywood will be revealed.

    Actually this is in the BGT Tweaks, and not in the default BGT-weidu game, so you probably should add the component to be available for BGT too. If it's not already that is.

     

    It's now available for BGT.

     

    Please remove eet from Fate Spirit Summoning tweak GAME_IS check since similar functionality is already implemented in EET by default:

    BEGIN @401000 DESIGNATED 4010

    GROUP @0

    REQUIRE_PREDICATE GAME_IS ~tob bg2ee eet bgt~ @25 // ToB required

    =>

    BEGIN @401000 DESIGNATED 4010

    GROUP @0

    REQUIRE_PREDICATE GAME_IS ~tob bg2ee bgt~ @25 // ToB required

     

    Done.

     

    I would like the "Gem and Potions require identification" component to offer a choice: Gems, Potions or Both.

    Done.

     

    There is a bug in the multiple romances option of the Romance Cheats. In the Gorion Wraith sequence, if any of Aerie/Jaheira/Viconia are in the party, are romanced, and have not been persecuted by the Wraith, their subsequent romance talks are lost along with whatever stuff goes with them. The problem is in the %tob%_rom2.baf files. Eg: for Aerie

     

    IF

    !Global("LovedOne","GLOBAL",0)

    !Global("LovedOne","GLOBAL",1)

    InParty(Myself)

    Global("AerieRomanceActive","GLOBAL",2)

    Global("ExpLoveTalk","LOCALS",5)

    THEN

    RESPONSE #100

    SetGlobal("ExpLoveTalk","LOCALS",6)

    END

     

    I have added my own _rom2.baf for each of these three which fixes this problem. I did not patch the mod because the variables here are very confusing to me, and I didn't want to screw anything else up. So, I just added an additional one which, at worst, would duplicate proper action. Eg: for Aerie

     

    IF

    Global("WraithPunish","GLOBAL",3)

    !Global("LovedOne","GLOBAL",1)

    InParty(Myself)

    Global("AerieRomanceActive","GLOBAL",2)

    Global("ExpLoveTalk","LOCALS",5)

    THEN

    RESPONSE #100

    SetGlobal("ExpLoveTalk","LOCALS",6)

    END

     

    As you can see, the only difference is in the first trigger. I have tested this, and it works. About replacing the Tweaks _rom2.baf files instead of adding the additional one, I cannot say.

     

    So, the idea here is that the wraith will randomly (edit: not random, the highest number) pick one of the love interests to torment; LovedOne gets set depending on who gets taunted--Aerie is 1, Jaheira 2, Viccy 3, Anomen 4 and Valygar 5 (yes, really). Whoever the wraith selected would have their normal post-wraith freakout talk, and these blocks were designed to have the rest of them quietly skip the freakout and move to the next lovetalk in the sequence. The !0 trigger was basically so that this skip wouldn't fire until you met the wraith at least. This is a better solution though--I had forgotten the new EE romances don't even use this variable, causing the !0 check to fail.

     

    The 'Reveal City Maps When Entering Area' does not work on my EasyTutu installation, both Candlekeep and Beregost are not revealed.

     

    The old component from BG2Tweaks used to work in an identical installation if that is any help.

     

    I have pasted my WeiDU.log below, let me know if you need any other information.

     

    I Just installed the exact same installation order with only bg2_tweaks 'Reveal city maps' component instead of cdtweaks 'Reveal city maps' component and that still works.

    This has been redone slightly and I think we should be sorted.

     

    The component 'Taerom Makes Additional Ankheg Armor' still has the original game behaviour of any shells being rotted after showing the the first shell to Taerum after a 10 day limit.

     

    From what I've read after you show the first shell to Taerom a time limit of 10 days starts after which any shells will be rotted, even shells from ankhegs you just killed.

     

    During the beginning of the game I got an ankheg shell made into armor, after picking up this armor I got another fresh shell from an ankheg but Tearom tells me it is rotted, I would assume this component is supposed to remove the above time limit otherwise there is not much point.

    Was this on Tutu? Taerom's scripting to reset the armor count also resets the timer, but it wasn't checking for the Tutu version of the item.

  2. If you read nothing else in this post, read this:the v11 series is a massive recode and expansion of v10, and as such, is going to be a series of betas. Once we are satisfied with stability and quality, we will resume regular, non-beta releases with v12.

    Version 11 Beta 1 of the Baldur's Gate II Fixpack is now available.

     

    edit and update: Now it's at Beta 2

    I had two very ambitious goals for v11:

    Modernization. The Fixpack was started over a decade ago, and a lot of the code shows its age. I used to joke that a rewrite of Fixpack would cut its code to a tenth of its current size--as it turns out, it was only about a half. The upshot is going to be much easier maintenance, a series of very useful macros (CD_EXTEND-O-MATIC could probably write about 90% of a new Spell-50 mod, if anyone's so inclined), a lot more flexibility, faster turnaround for new versions, and a much easier to read (and therefore customize to their preferences) Fixpack for players.

     

    Expansion. The advent of the Enhanced Editions has been an absolute boon. Having a full team of developers, QA, and a massive influx of players identified a ton of new material to address. This included a number of bugs that Fixpack thought it fixed but really didn't, identification of more content to restore, and just plain old bugs that had just never been noticed much less fixed. It took a long, long time to go through all of my EE notes but v11 is the result.

     

    This is easily the biggest shift in the Fixpack's history and inevitably something, somewhere is going to break. Probably many somethings and many somewheres. Hence, v11 will be a series of betas; the next stable release will be v12. Documentation will take some time, so please be patient while I work through it. As for the version's code name:

     

    https://www.youtube.com/watch?v=m8tfuAa1zHU&t=12s

  3. The mod sets some flags in those triggers to Zero, regardless of their function, i.e. no scripts attached to those kind of triggers will ever work in the game. (Famous example: Jaheira detects the dead Khalid >>> she steps on a trigger near the table where he lies and this triggers the script to start her dialogue - or not, when you disable traps)

    It's not that blunt--it only 'untraps' region traps if it's a detectable trap (difficulty is 1-99), so stuff like the dead Khalid trigger are unaffected. (Dead Khalid in particular is just a scripted region, not a trap, so it's doubly unaffected.)

     

    After a bit of testing myself I think I've discovered the problem they were referring to: disabling traps also disables undead spawning in after their respective tombs are looted. In SoD's starting dungeon, Korlasz' family tomb, this can lock the player out of certain quests, as the undead that spawn after popping open the sarcophagi never appear (the mummy on the first floor who wants you to drive the mercenaries off; the spirit on the second floor who wants the broken staff, etc). Not sure if other areas or quests are similarly affected, as I only had time to check out the first dungeon, but I thought I should give you a heads-up.

    Alright, this is something I can work with. For whatever reason, the original did not have the same checks (e.g. a detectable trap) for container and door traps. We could do the same for key-required doors.

  4. Alright guys, sorry beta 4 took so long. A couple of these fixes took much longer than I thought.

     

    Download Beta 4: Windows | OS X | Linux
    Readme

     

    Beta 4 Changelog

     

    • Make Magic Shields Glow had two bugs preventing its installation; it would halt on games without an extended color palette (e.g. non-EE games or without 1pp) and would halt on shields without any colors set, such as IWD's Lyre of Progression
    • Unique Containers was supposed to be available for BGEE, but was omitted from the allowed platforms list for the component
    • The werewolf paws in Shapeshifter Rebalancing now get named explicitly
    • Move NPCs from Baldur's Gate will now be skipped if the SCS version of same is installed. The component will also skip NPCs already moved by similar somponents in the BG1 NPC Project, or skip the component altogether if all three have been moved already.
    • Change Experience Point Cap should now work on Siege of Dragonspear
    • Included workarounds for incomplete 25stweap.2da in Siege of Dragonspear and IWDEE for the various components that touch kits (Enforce PnP Proficiency Rules on Dual-Classed Characters and Expanded Dual-Class Options), though the next patches should take care of this. In general, the component should be more forgiving for incomplete files.
    • Remove Racial Restrictions for Single Classes and Remove Racial Restrictions for Kits will no longer allow non-human monks. Other races do not have monk animations so the engine tends to crash during character generation. Support for shamans has been added to both.
    • If Druids Use 3e Alignment Restrictions was installed after Shapeshifter Rebalancing, which is the likely install order, non-true neutral shapeshifter druids would not be able to use their symbolic paws.
    • On a suggestion from Sam., the component Stores Purchase All Item Types has been added.
    • Minimum Stats Cheat now lets you specify minimums for the six attributes individually.
    • Friendly Random Drops needed a few more fixes
      • The 'Token Genie' was undead, meaning a cleric could turn or even chunk him.
      • Items with charges should now be handled in a more robust fashion
    • The library for fixing kit.ids as part of should now be up to date for Expanded Dual-Class Options
    • The BG and IWD variants of Alter Weapon Proficiency System should now account for racial bonuses in the EE games
    • Sensible Entrance Points only modifies the Beregost entrance point for BG content on BGT games, as BGT already defines good entrances for the other areas.
    • Updated Italian translation, thanks improb@bile!
  5. OK, I've got Mike's bug fixed, and tracked down the issue with dw#melri. It's Melissan's Ring of Wizardry from Wheels of Prophecy; it's misindexed so pretty much anything that patches it will either fail or make it worse.

     

     

    It looks like Sensible Entrance Points doesn't work correctly on BGT. The logs don't show any errors, yet none of the BG1 maps have their entrance points changed at all - The alteration to the Radiant Heart in BG2 is fine, though.
    I also think BGT changes some of them anyway; The fishing village north of the FAI and zombie farm are already changed, and for some reason I always end up getting the east entrance point for the lighthouse and shipwreck maps, no matter what I do. The only thing left is the Beregost-Smithy entrance point, which clearly doesn't work.

     

    Yes, looking into this, BGT already defines entrance points for the BG areas so you don't have the 'dump you at a default map edge' behavior. The one change I'll make for BGT will be to move the east Beregost entrance south of Taerom's smithy (it's currently on the road north or Mirianne's house). The other three areas don't need any changes.

     

    Running Beta 3.

    Some of the weapon descriptions and names are now random lines, sometimes dialogue.

     

    I'm also running:

    "Convenient Ammunition" I could see this as the possible culprit, it adds a few items. (incompatible with Alter Weapon Proficiency System component?)

    "BP Series" I don't think it changes any items, but it hasn't been updated since 2014 so it could be this I guess.

     

    I loaded the tweaks last.

     

    My game is still playable, I just have to look up descriptions from google if I'm not sure what something does.

     

    Hopefully this is useful to you.

    Typically when you see massive string screwups like this it's a broken tlk/key, installing or changing mods mid-game, or (nowadays) continuing a modded game on a fresh patch. Nothing in Tweaks does, I think, anything terribly dramatic to the tlk file that would result in this. I've tried installing a bunch of stuff on SoD without trouble--I'm sorry, I'm not sure I have any good advice here.

  6.  

    Beta 3 is up with some fixes and a handful of new components; see the top post in the thread. I also added a few images to the Tweaks gallery (unique containers, IWD load screens, character colors) to get it up to speed as well.

    On vanilla BG1, "Make Magic Shields Glow" now fails with an out-of-bounds read on the file "mpalette.bmp", apparently in BG1 this is only a 4376-byte file and the mod tries to read byte 9248. On vanilla IWD1 it fails too, but with a different error, it says "cannot convert cdcolors_-1 or %cdcolors_-1% to an integer" when copying "lyre.itm". Sorry, no hot fix yet, I currently don't have a clue how this one actually works. :-) If you need the install logs, let me know.

     

    Also a question/request regarding "Move NPCs from Baldur's Gate", does this component take into account the similar component "NPC starting locations" from Sword Coast Stratagems (which also moves Viconia and Shar-Teel)? And if not, could it be made to, or at least get skipped if the SCS version is already installed? The SCS version can be detected by the presence of the file "dw#npc_start_loc.mrk" in the override dir.

     

    Make Magic Shields Glow had two bugs, both fixed. Also added the mutual-exclusive bits with SCS' Move BG NPCs component.

     

    Do you still take tweak requests?

     

    I would love a "Convenience Tweak and/or Cheat" that enables stores to buy all item types. Just one small example, but it would be super convenient if The Friendly Arm Inn bought books (and ammunition)... I realize it doesn't make much sense for a potions shop to buy Plate Mail, but it sure would be convenient :) .

    ...and done. Took longer than expected; all of the IE variants use an item type list that's juuuust different enough to annoy me.

     

     

    The documentation for Unique Containers claims to be installable on BGEE, but the code for the component is missing that entry:

    REQUIRE_PREDICATE GAME_IS ~soa tob bg2ee eet bgt tutu tutu_totsc how totlm iwdee iwd_in_bg2~
    
    This is true for all 3 sub-components.

     

    Fixed.

     

     

    /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
    /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
    /////                                                  \\\\\
    ///// Bonus Merchants                                  \\\\\
    /////                                                  \\\\\
    /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
    /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
    
    BEGIN @117000 DESIGNATED 1170
    GROUP @13
    REQUIRE_PREDICATE GAME_IS ~soa tob bgt~ @25
    
    Redme says:

     

    Bonus Merchants (Baldurdash, Weimer)

    BG2EE, EET, BG2, BGT

    so REQUIRE_PREDICATE GAME_IS ~bg2ee eet soa tob bgt~ @25

     

    EDIT: and in case you missed: According to the following thread, the ToB style Leveling may be obsolete for EE 2.0 and higher: https://forums.beamdog.com/discussion/49007/level-1-npc

     

    You don't need TOB-style NPCs in EE 2.0, the game actually does that by default now.

     

    Should probably be disabled now...

    For bonus merchants, the readme is wrong--BG2EE ships with them enabled so there's no need for this. As for ToB-style NPCs, it will remain enabled for EEs so it can catch mod NPCs--this is why it's available for IWDEE despite that game having no NPCs by default..

     

     

     

    Installing [...magical item weight set to 0] [beta 3]

    Copying and patching 5113 files ...

    ERROR: illegal 2-byte read from offset 61562 of 506-byte file CDPP26.ITM

    ERROR: [CDPP26.ITM] -> [override/CDPP26.ITM] Patching Failed (COPY) (Failure("CDPP26.ITM: read out of bounds"))

    Stopping installation because of error.

     

    ERROR Installing [Zmien wage magicznie stworzonych broni do zera], rolling back to previous state

    Will uninstall 0 files for [CDTWEAKS/SETUP-CDTWEAKS.TP2] component 2220.

    Uninstalled 0 files for [CDTWEAKS/SETUP-CDTWEAKS.TP2] component 2220.

    ERROR: Failure("CDPP26.ITM: read out of bounds")

    PLEASE email the file SETUP-CDTWEAKS.DEBUG to pcamagna@yahoo.com

    debug https://paste.ee/r/iIizv

     

    Could you email me dw#melri.itm from your install?

     

    Since BG2 EE 2.0 patch, some components don't work (or at least refuse to install), including bottomless Bags of Holding, ToB-like NPCs, and some other stuff - I don't remember everything, but got the DEBUG file, if you'd like me to post or upload it somewhere?

    I'll update and check against the new patch, but a DEBUG would be helpful.
  7. The documentation for Unique Containers claims to be installable on BGEE, but the code for the component is missing that entry:

    REQUIRE_PREDICATE GAME_IS ~soa tob bg2ee eet bgt tutu tutu_totsc how totlm iwdee iwd_in_bg2~
    
    This is true for all 3 sub-components.

     

    Cheers, will get it fixed.

     

    The thing is, the BG1EE itself doesn't have multiple containers. At least last time I checked it. I didn't see one that I didn't cheat in. :devlook:

    There are multiple gem bags, plus Miloch designed it to cover the umpteen bags that can be added by mods (including Tweaks' own component).
  8. I'm always taking requests.

     

    Do you still take tweak requests?

     

    I would love a "Convenience Tweak and/or Cheat" that enables stores to buy all item types. Just one small example, but it would be super convenient if The Friendly Arm Inn bought books (and ammunition)... I realize it doesn't make much sense for a potions shop to buy Plate Mail, but it sure would be convenient :) .

    I think this should be easy enough, yeah.

  9.  

    On topic - It's one of those cases where a simple copy/paste works *much* better then code patch.

    Sorry, but you are wrong. Why you ask, just add a single kit to the EE game and this won't work.

     

    The custom HP tables would indeed be fubar, and that's the prime consideration. Given that Tweaks is one of those late-installing mods it also has an obligation to not piss over previous mods' changes when I can avoid it. The previous code had been bulletproof through multiple versions; it was a classic 'hey, there's an easier way to code this' while forgetting it was originally done that way for a reason.

  10. Thanks CamDawg, I done as Subtledoctor advised, and it worked. There is still problem with barbarian ( rolls 1d10 hp ) but I think that is problem caused by third party mod. ( Uldar half barbarian mod ). :beer:

    Unfortunately, this is a hardcoded issue; there's a warning in the Tweaks readme about it. Barbarians are locked to a d12 roll and ignore whatever dice size are set in these files unless you have an EE game or TobEx installed. .

  11. No hard feelings on my part, it happens to the best, sorry if I sounded more blunt and offensive than I intended, this kind of things can be expected from the BETA mod. But I would really appreciate some hints how to solve it in my BWS. One way is this:

    Nah, none taken. Sorry you ran into a problem; I'll see if I can generate you some good, NWN-style tables for a BGT game to get you going again.
  12. It's still possible to do something like this, by putting the static modifier in hpconbon.2da instead of in hpwar.2da et al. The difficult there is in the fact that there's only one static modifier column that governs wizards, rogues, and priests. But you could have this system:

    - Barbarians: 2d4+4

    - Warriors: 2d3+4

    - Priests: 3d2+2

    - Rogues: 2d2+2

    - Wizards: 1d2+2

     

    That would pretty much meet the "low variance" definition...

    Right, but in an EE world, anyone can have a custom HP table, meaning the CON bonuses may need to be different per kit. You could do it down at CLAB level, but that introduces even more points of failure for a component I added as a lark.

     

    Nah, I'll just withdraw Low Variance and revert the NWN/Max options back to the old, working way.

  13. I found two issues while installing on vanilla BG1 and vanilla IWD1:

     

    - On BG1, "Send BioWare NPCs to an Inn" does not install because of a missing translation string; cause seems to be incorrect translation string references in the files cdtweaks/dlg/depart*.txt.

     

    - On IWD1, "Friendly Random Drops" does not install because it tries to patch a non-existent file, rndtreas.2da. Cause seems to be a logic error in file file cdtweaks/random/random_common.tpa at line #37. The file is named rndtres.2da in vanilla IWD1, rndtreas.2da in BG2, so that "NOT" should not be there.

     

    I prepared a small hotfix containing my corrections here: http://www.pearlgates.net/modding/cdtweaks_beta2_hotfix_by_angel.zip

    Thanks, I'll get this in the next beta.

     

    This is because the "static modifier" part of the hpxxx.2da files is broken. I mentioned this to @CamDawg over on the Beamdog forums, not sure if he noticed it.

     

    To be honest, I only tested on BGEE. It might not be broken on BG2EE/IWDEE. It might work fine in 2.0... which would explain why CamDawg would see it working, as I assume he is running 2.0/SoD on his end.

     

    But yeah at least for now, the "low variance rolls" component does not work.

    Argh, yes. This is something I knew, then forgot, and now I know again. There was a reason that NWN-style used to change 1d10 to 5d2 instead of 1d5+5.

     

     

    The reason to prefer new mods ( not every mod but Tweaks from Cam deserves to be preferred without a blink of an eye) instead of old mods which was coded years ago is to encourage new moders to find better ways to achieve something (EET_Tweaks XP adjustment!) and actually for testing purposes - without selecting new mods as default, nobody would actually test anything. Now we identified a bug and the solution will come soon - I prefer this way instead of suddenly discover such bug after half year. Feedback is welcome and I'm open to suggestion about this matter.

    Greenhorn is correct--it's labeled beta for a reason, and shouldn't be pushed out to users yet unless they know what they're in for. I fully expect dumb bugs like this, especially considering how extensive the changes were.

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