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Prof Errata

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Posts posted by Prof Errata

  1. To the all modders present here : since February when I've posted here, I've noticed that the works about SR v4 are nearly finished, and your professionnalism and your precision, believe me, is a pleasure to read (to the shame of Beamdog on the way…). I have a suggestion is it possible to release now a finalized version of SR v4 in a very near future for BGTotSC/BG2ToB ? Well, August ? I think now you can stop to split hairs - in good French "to cut the hairs in four" - about the new versions of the spells, giving the fact that the SR v4 Beta 18 with all the rectifications made since November 2019 seems to have its principal bugs currently squished. And now, with the release of the patch 2.6 for the EE games (in beta test) in a near future, I think it would be interesting to release SR v4 for the classic IE games (BG/BG2 only, useless for IWD), because we haven't BG2EE officially translated in French yet (2.5.16.6, but the console versions of BG2EE have currently this translation and it's a new one) and the translation in my language will be released (?) only after the EE patch 2.6; it explains why the majority of the French players, like myself, play yet BG2ToB until now. I hope that my proposal will be heard, and thank you for all your efforts.

  2. Well, I have to give some explanations. I’ve tried all the possibilities of coding, and there are only 2 things which appears: the vampire appears in daylight (!) or no encounters at all…I’ve made researches, asked an help here and there, and well I’m unable to see where is the problem…I’ve put precisely your line of code and the vampire appears in daylight…this problem drives me nearly crazy, but I’m an obstinate guy and I’ll solve this problem once for all. And if you could help me, I would be happy. Thank you by advance.

    IF
        Global("D0IM10","GLOBAL",0)
        Global("chapter","GLOBAL",2)
        TimeOfDay(NIGHT)

  3. Well, I’ve found the origin of my problem, it was the last line of the tp2 which put the script in the cemetery; I’ve modified it :

    EXTEND_TOP ~ar0400.bcs~ ~d0im10/et_area.baf~

    Now it works The 2 protagonists appears ! But a vampire in daylight, it’s not correct ! So I need to have the correct lines of code which place the encounter during the night, from 22h to 5h in the Slums. Thank you by advance.

    IF
        Global("D0IM10","GLOBAL",0)
        GlobalLT("chapter","GLOBAL",2)

    THEN

  4. Well, I think there is something that could help in the finalization of this mod : the mod Zalnoya and the Shadow Thieves - available at SHS - which activate an encounter with a vampire the night in front of the Copper Coronet. I think that a comparison with this mod would be useful in order to obtain a definitive version of this one. So, Jastey, Mike 1072, Gwendolyne, if you read me…Thank you by advance.

  5. Dear Jastey, thank you for your response. I give you here my reasons for this modification :

    1 - in order to not meet early the terrible Bodhi, of course, and to not speak with this creature - the encounter had to be activated at the Chapter 3 : GlobalLT("chapter","GLOBAL",3), and I think it would be more intesting and logical to put it in the Chapter 2 - . Well, the Slums has seemed me a good place for this encounter, being disreputable, but others could be used

    2. Ask to SimDing0, I am not the creator of this mod - GlobalGT("Deactivate0801","AR0800",0) 

    3. By night, of course, the vampire are nocturnal hunters

    et_area.baf setup-d0im10.tp2

  6. Well, I’ve encountered a problem when I’ve modified the IM10_Simding0 mod : having decided that the encounter is now situated in the Slums instead of the Graveyard - Chapter 2 AR0400 by night - and I’ve modified some lines of code. But the encounter isn’t activated ! I think it’s only a little problem, being not accustomed to use the IE programming language. Well I hope that someone will be able to solve it. Thank you by advance.

    IM10_Simd0_v1.5.rar

  7. I’ve noticed myself recently these graphic anomalies about SR v4_beta 18- 5 for the arcane list and a handful of divine spells (Gust of Wind, etc) - so is it possible to have in a near future fixes for them, fully integrated in the mod ? Without to make a new version, of course (SR_v4_beta 18.1 for example). I think it could be made quickly by experienced modders. Thank you for response.

  8. 2 hours ago, subtledoctor said:

     

    Well, my dear Doctor you have persuaded me about the use of SR_v4 in my next BG2 games, but I hope that nevertheless all  these aesthetic bugs will be removed once for all in a near future - beta 19 ? -. And feel pity for the poor Illasera,  she has acted as spell target for my sorceress…her demise have been horrible, ha ha !…and I’ve tried to eliminate her with others spellcasters, it has well worked, these new spells are well thought out.

  9. I see. Well I’ve downloaded SR_v4 beta 18, and created a sorceress in a ToB session in order to see the changes of the arcane spells : they aren’t not bad at all and perhaps I will try a BG2 game with this new mod in a near future. But I’ve noticed that 5 arcane spells have a green background, do you think that these graphic annoyances will be deleted soon - the end of this month - in the next version of SR_v4 (beta 19?)? And if it’s the case, will we have once for all the definitive version of this mod ? I hope it will be the case, with a new readme and the last fixes.

    PS : if you have some time, could you help me with the traification of my other mod please ? It will help me a lot.

  10. Here the section of the SR tp2 file. What Have to do now ?

     

    /*------Spell Revisions------*/

    BEGIN @9996
    DESIGNATED 0
    REQUIRE_PREDICATE (ENGINE_IS ~soa tob~) @8996 // ~This mod is designed for the Baldur's Gate II engine and will not function on other games.~

    INCLUDE ~spell_rev\shared\cre_spell_immunity.tph~ // function used to make creatures immune to certain spells

    /* ----Various---- */

    // Scroll Of Restoration: no longer needed since addition of spellbook fixing code in v3
    // adscroll.itm still copied over in case someone wants to CLUAConsole it for use on an old save game
    COPY ~spell_rev\shared\adscroll.itm~     ~override~
      SAY NAME2 @10000    SAY IDENTIFIED_DESC   @10001
    COPY ~spell_rev\shared\adscroll.bam~     ~override~


    COPY ~spell_rev\shared\dvimhere.mrk~      ~override~  // Used to detect if SR is installed
    COPY ~spell_rev\shared\dvsrv3.mrk~      ~override~  // Used to detect if SR V3 is installed

    STRING_SET ~27982~ @5410 // replaces 'Protection from Illusions removed' with 'Illusionary protections removed'

     

     

    NB : I use BG2ToB

  11. Thank you for your response, Subtledoctor, but the problem is that SR_v4 is slow to be finalized, and well SR_v3.1.03 functions well until now, so I prefer now that the present available versionof SR in the G3 download section have to be used. I hope that my proposal for my mod will be implemented quickly, because I don’t think it would be difficult task to do for an experienced modder. Thank you by advance.

  12. Well, I’m really happy to see that SR v4 is going now, and I can only congratulate the modders here for the seriousness of their work and especially you, Bartimaeus. But well do you think now that you are near of the end, that SR_v4 will be released soon ? If you could give us a sure answer, not only myself but most of the BG players here will be satisfied.

  13. Well, I need to have a little help from experienced modders here for my mod, Kaya_v2 here. I have precised in the read-me that Spell Revisions v3.1.03 is mandatory before the install of my mod, but I’ve decided otherwise and I hope that someone will help me with some additional lines of code : what I wish is that the install of Kaya v2 now checks  at the beginning if SR 3.1.03 is installed :

    - if it’s the case, no problem -> installation as usual

    - if SR isn’t installed, there is no installation and a message is sent showing that SR 3.1.03 have to be installed before this mod

    That’s all. Thank you by advance

    Note Kaya_v3 will be available when SR will have its definitive v4 version.

     

    Kaya_v2.rar

  14. Cher Freddy,
    J’espère que tu n’as de pas difficultés ces temps-ci. Bon, as-tu lu mes posts sur le forum G3 ? Car je pense qu’il ne faudrait que peu de ton temps pour achever la tra-ification des 2 mods IM10 - Kulyok et SimDing0 - que j’ai traduits, or il me faudrait que ça soit terminé définitivement pour que je puisse lancer une nouvelle partie de BG2 et voir si les objets du mod que j’ai créé - Emerson v1.2.5 - ne déséquilibrent pas le jeu. En espérant une réponse positive,
    Amitiés Couroniennes
    PROF ERRATA

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