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agb1

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Posts posted by agb1

  1. WeiDU already has a %WEIDU_OS% built in variable, and the AT_NOW action can invoke other executables.

     

    As for the fix pack script, I'd love constructive criticism. I bashed my head against a lot of unexpected limitations while testing it and it has become a Frankenstein's monster due to the many workarounds I eventually found through trial and error.

  2. It looks like the Sneak Attack component in EET Tweaks has not been updated to patch the new 2.x baldur.lua file instead of the old baldur.ini file. Therefore the component has a partial and unintended effect; it modifies the backstab ability itself but does not enable the sneak attack mode in the engine options.

  3. There have been bug reports for three of the cdtweaks components you installed: #182, #2220 and #4020. Same for EET Tweaks #31. No known issues for the rest.

     

    Edit: it is stated to be compatible with EET in the mod readme, but I don't know what benefit cdtweaks #4010 (Improved Fate Spirit Summoning) provides for EET since the described effect (only letting you summon NPCs that traveled with you in SoA) is already included in EET itself.

  4. A COPY_EXISTING_REGEXP can modify all BCS files, and a REPLACE_EVALUATE with a regex pattern matching the CreateCreature action with matching groups can be used to extract the relevant parameters of the action as %MATCH1% %MATCH2% etc. REPLACE_EVALUATE also allows you to replace each matched string with a variable-expanded replacement string, so you could put your logic deciding if that creature should spawn more copies inside the REPLACE block (you can execute as many PATCH commands as you want, for each match, and then use any variables you set therein to construct the replacement string).

     

    If using regex is too slow for your liking, you could use DECOMPILE_AND_PATCH to convert each BCS to BAF format (in memory) and then write a line-by-line reader FOR loop to parse each line of the BAF looking for CreateCreature. An example of such a FOR loop (looking for VERSION lines) is implemented in the BWFixpack's _ApplyPatches.tp2.

  5. I don't know about the specifics of these tweaks but I doubt there is any risk in leaving your install as-is. There is definite risk in trying to make any changes to your install. Therefore, my advice is to keep playing and report any issues you run into - and if you get stuck, we will help you as best we can.

  6. A "make that summoned monster or demon my friend until they de-summon, with a periodic chance of reverting to hostile" spell would be a nice alternative counter against conjurers instead of brute-force fighting them.

     

    A "rest in a bottle" for conjurers left alone for too long so they can refresh their summon spells and discourage the "just wait for de-spawn" tactic would be nice, but teleporting the summons to the party if there's no attackable target in range works equally well.

  7. That sounds about right for a conjurer (the part about not being good at killing you with direct magic). The other specializations need to be buffed (a direct caster should be more dangerous than a handful of summoned demons). And ... The party needs some anti-Gate abilities as an alternative to actually fighting all the summons. And ... Conjurers need an infinite supply of wish rests to counter "wait behind a door" cheese, which is tedious for the player and implies the balance is wrong.

  8. Er... At first glance, I didn't see it, but TDDZ does include some UTF-8 conversion code that is supposed to run at install-time, but maybe it is not working. Do you see fl#utf8.mrk files in the translation subfolder of your chosen language in the TDDz mod directory? Edit: I think it does conversion for other tra files but skips the worldmap.tra file. Working on a patch.

  9. Indeed, I see that Reunion uses ANSI encoded text which is OK when your game is set to use English language but which causes crashes for other languages. The solution is to convert the text to UTF-8 encoding. I have added a patch to the BiG World Fixpack so this should not be a problem in the future. Thanks for tracking this down!

  10. As discussed on SHS, that error was due to having installed Gavin component 0 without Gavin component 1. Roxanne might make the installation code more robust, but you can already avoid the error on your next installation by either selecting more components of the Gavin mod or by not selecting any components of the Gavin mod.

  11. OK, that proves it's not a UI issue (which isn't surprising, you barely have any UI changes installed). Now comes the slower part - finding which mod added the worldmap icon that's causing you to crash.

     

    If you do a search in your game folder for worldmap.wmp, you will find copies in lots of different mods' "backup" folders. Those copies of worldmap.wmp are "before" versions (therefore backup) that the mod saved before it patched the worldmap to add its custom icon(s).

     

    You can find out the order that the mods changed the worldmap by typing this in a command prompt window (press windows key + R and then type "cmd" and hit enter, then "cd path/to/eetfolder" and then "driveletter:"):

     

    WINDOWS + R KEY

    cmd

    cd E:\GOG\EET

    E:

    weidu.exe --log nul --change-log worldmap.wmp

     

    CD = change directory

    driveletter: tells it you really do want it to switch to your game folder, if you keep your game on a different disk

     

    Once you have the list, first take the worldmap.wmp from the backup of the top (earliest) mod on the list and put it in your override. Confirm no crash there by starting a new game (we expect before any mods touched it, the worldmap was good).

     

    Then take the worldmap.wmp from the backup of the mod in the middle of the list. Put it in your override. Create a new game and check the worldmap. If that causes a crash, you know the problem mod is earlier than that, and somewhere in the top half of the list. Take the backup from the mod half-way up the list from there and try again.

     

    Repeat this process of testing backup worldmap.wmp files, jumping up or down the remaining list by halves until you narrow it down to one mod's backup that works and the following mod's backup that doesn't. The backup LOWEST on the list that still works for you will be in the mod folder of the mod that's causing the problem (because the next mod's backup is the after-current-mod's patched version).

     

    Once we know the mod responsible, we can look at the text it is using for the icon name or tooltip. My guess is that the crash is because that text is not UTF-8 encoded. I notice you are using non-English translations, which is usually where encoding problems arise.

  12. I used your worldmap file and created a new ToB game and opened the worldmap without crashing. That causes a crash for you, correct?

     

    Attached is the default EET worldmap.wmp file, with no mod icons added. Please try this too (again, start a new game after placing it in override).

    WORLDMAP.7z

  13. A crash on the worldmap that isn't dependent on the worldmap mod sounds like either a UI issue or a text issue (maybe a mod that adds a worldmap icon is using text that is not properly converted to UTF-8 encoding).

     

    As a simple test, we can try replacing your worldmap file with one that is working in another game (my current EET install) and see if you crash when entering the worldmap after starting a new game.

     

    You must start a new game because the worldmap.wmp from override folder gets copied into your save game and the copy is used from then on. The strings on my map will probably look like random text to you, but that's OK. The only question is whether it avoids the crash.

     

    If it still crashes with my worldmap.wmp, I would next try a worldmap without any mod icons. If that still crashes, we need to look at UI problems. If it doesn't crash, we can look at your mods' added worldmap text.

     

    Attached is my worldmap.wmp for you to place in your override folder. Before overwriting it, please upload your current worldmap.wmp here so I can look at that too.

    worldmap.7z

  14. Demi: The mirror image fix component of Spell Revisions fails to install on BGT (and probably on EE too) when SR's main component is not installed before. It is looking for three items, the latter two of which don't seem to exist:

     

      COPY_EXISTING ~fireseed.itm~ ~override~ // fire seeds
                    ~sppr951d.itm~ ~override~ // fire shield blue
                    ~sppr952d.itm~ ~override~ // fire shield red
      PATCH_IF (SOURCE_SIZE > 0x71) BEGIN
        LPF bypass_mirror_image INT_VAR skip_check=1 END
      END BUT_ONLY
    
  15. Roxanne, perhaps add an option to send Haiass away, triggering a future encounter with a Hiass who reveals itself to be a Dread Doppleganger?

     

    A subspecies of Doppelganger can be found in the Demiplane of Dread, Ravenloft. These Dread Doppelgangers, like many creatures of Ravenloft, are a twisted rendition of the original. Dread doppelgangers are capable of mimicking with 100% efficiency, aided by a natural ability to probe minds (a feat only approached, amongst ordinary doppelgangers, by the Greater Doppelganger with its ability to assimilate memories from consumed brains) as well as generating natural illusions via their "Glamour" ability. But in the process, the dread doppelgangers have become sexless parasites, dependent on their ability to integrate with society to survive. While normal doppelgangers have their own culture and have no real need to mingle with humanoids, dread doppelgangers can only reproduce by mating with humanoids (usually doing so as males, as a "pregnant" dread doppelgänger cannot change forms until after giving birth) and have effectively lost their own culture.

     

  16. Or just tell people to use the original SCS v30 with the BiG World Fixpack. If they use the Fixpack they'll have less issues in general and we'll all be able to spend less time troubleshooting the same issues and more time developing new content.

  17. The "Allow NPC pairs to separate" problem is patched now for future installs. The ToA issue I haven't investigated yet. ToA is currently marked expert too, isn't it?

     

    Not sure why the WeiDU.exe and the cdtweaks (anthology) downloads didn't go smoothly, but glad you were able to get past those issues. Note we just today discovered an issue with Sirine's Call #1 (which I see you have installed) that causes a crash. You can manually delete the file "BG3600.WED" from your override folder to solve this for now.

  18. I can reproduce the crash also. That wed file is modified by the Extended Lighthouse Area component, which is a new component of Sirine's Call recently added to BWS as well.

     

    Near Infinity's Area Viewer doesn't want to open it.

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