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guyudennis

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Posts posted by guyudennis

  1. Hi community,

    Quick question: is there a way to mod handaxes (only relevant to their melee versions) to be place-able in the off-hand slot? Did not see a flag that seem to forbid off-hand usage in the handaxe item files, so it’s an engine thing?

  2. I noticed in my current run that the Elven Chain found in SoD random encounter map does not really provide IR Elven Chain benefits. I believe this can be fixed by changing line 612 in lib/armor_list.tpa from "bdchanel => 4" to "bdchanel => 36".

  3. Ideas (3e) you might want to consider, if they are even possible in the first place:

    * make detect traps/illusions, hide in shadows and tracking not disabling each other; make them slow your movement rate instead. The slowing effects are cumulative with each other, meaning if you want to both hide and detect, you move even slower than when you perform only one of them

    * you can now give elves keen senses and they suffer less movement rate penalties when detecting/hiding/tracking

    * give rangers swift tracker and hide in plain sight abilities and make them useable only in natural terrains. This shall offset the limitations that they can only hide/detect in natural terrains. At the moment, without these skills, it’s pure nerf for rangers

  4. Installs fine for me with latest Master (Dec 11) & WeiDu 249 on Linux.

    Spoiler

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~EET/EET.TP2~ #0 #0 // EET core (resource importation): V13.4
    ~HIDDENGAMEPLAYOPTIONS/HIDDENGAMEPLAYOPTIONS.TP2~ #0 #0 // Install all Hidden Gameplay Options at once: 3.0
    ~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.21
    ~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.21
    ~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.21
    ~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.21
    ~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.21
    ~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.21
    ~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.21
    ~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.21
    ~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.21
    ~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.21
    ~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.21
    ~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.21
    ~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.21
    ~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.21
    ~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v8.5
    ~DW_LANTHORN/DW_LANTHORN.TP2~ #0 #10 // Restored Rhynn Lanthorn lens quest -> Classic Version (faithful restoration of cut content from the original game): v2
    ~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v28
    ~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v28
    ~UB/SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v28
    ~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v28
    ~UB/SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v28
    ~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v28
    ~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v28
    ~UB/SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v28
    ~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v28
    ~UB/SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v28
    ~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v28
    ~UB/SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v28
    ~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v28
    ~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v28
    ~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v28
    ~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v28
    ~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v28
    ~THECALLING/THECALLING.TP2~ #0 #20 // Peaceful Werewolf Isle Resolution: v1
    ~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #1 // Ending Independent on PC Replies: v7.2
    ~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #2 // Do Not Miss NPC-PC Dialogues -> For NPCs in Party Only: v7.2
    ~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #5 // More Dialogue Choices & Prevent Dead Ends: v7.2
    ~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #20 // Make Portal Close from Dragonspear Castle (Aun Argent survives always): v7.2
    ~C#SODTWEAKS/SETUP-C#SODTWEAKS.TP2~ #0 #21 // Hephernaan takes Dragonspear Vault Key: v7.2
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #90 // Expanded Polymorph Self: Release Candidate 2
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #130 // Use IWD Damage Animations: Release Candidate 2
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #141 // Randomized Enemy Equipment -> Do Not Add High Quality Items: Release Candidate 2
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Release Candidate 2
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Release Candidate 2
    ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 SD 15
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 18
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 18
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 18
    ~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 28
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #65 // Revised Warrior HLAs: v4 Beta 18
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #70 // IWD Class Updates: Druid: Use IWD Shapeshifting and Ability Progression: Release Candidate 2
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #71 // IWD Class Updates: Druid: Allow Elves to be Druids: Release Candidate 2
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #120 // IWD Class Updates: Thief: Evasion: Release Candidate 2
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #2 // Allow Spellcasting in Armor -> With a Chance of Arcane Casting Failure: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1101 // Allow Thieving Skills in Armor -> Stealth is Penalized by Armor and Shields: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1090 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics Only: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10 SD 15
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 10 SD 15
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers [Miloch] -> Unique icons and names: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #191 // Use Character Colors Instead of Item Colors -> For non-magical shields and helmets: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Annoying Visual Effects from Equipped Items -> Remove blur effect: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First area only: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-Out Dialogues: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn [DavidW/Zed Nocear]: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1160 // Multiple Strongholds [Sabre, Baldurdash, Weimer] -> No restrictions: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina [Davide Carte, Wendy Yung, Weimer]: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1227 // Adjust Cromwell's Forging Time -> Full 24 hours (BG2EE default, includes sleep): v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1330 // NPCs Cannot Use Doors: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP table: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP table: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP table: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No level progression changes, PnP druid/cleric spell table only: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single-Classes: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-Class Restrictions -> Allow non-humans to dual-class: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2357 // Alter Multi-Class Restrictions -> Install options one and two (everyone can multi-class anything): v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2552 // Alter Gnome Mage Kit/Multi-Class Options -> Generic mage multi-class, enable all kits for single-class: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3020 // Identify All Items: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound [Weimer]: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3071 // Change Effect of Reputation on Store Prices -> Reputation has no effect, stores price fixed at 100% [Luiz]: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited ammo stacking: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Jewelry, Gem, and Miscellaneous Item Stacks -> Unlimited jewelry, gem, and miscellaneous item stacking: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited potion stacking: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited scroll stacking: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch - Alter How Party NPCs Complain About Reputation -> NPCs can be angry about reputation but never leave [Salk]: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation [Luiz]: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3130 // No Traps or Locks [Weimer]: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark [Weimer]: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items [icelus]: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor [Icendoan/grogerson]: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3290 // Personalize Automatic Save Names -> Use scheme: 000000000-Protagonist-Save-Name: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3300 // Death Cam: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3330 // Make Party Members Less Likely to Die Irreversibly: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3355 // Create Interval Saves [argent77] -> Every 30 minutes (cycle through four saves): v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil Joinable NPC Reaction Rolls: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC Pairs to Separate: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good Alignment: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil Alignment: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4110 // Give Kagain a Legal Constitution Score of 19: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4120 // Give Coran a Legal Dexterity Score of 19: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo Into Minsc's Pack: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel Doesn't Die in the Original Challenge: v10 Release Candidate 1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4180 // Removable NPC Items: v10 Release Candidate 1
    ~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 28
    ~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 28
    ~KIT_REV/KIT_REV.TP2~ #0 #130 // Revised XP Progression: Beta 28
    ~KIT_REV/KIT_REV.TP2~ #0 #140 // Revised Races: Beta 28
    ~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #4000 // 3rd edition style Strength: TB#Tweaks, V 2.99
    ~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #4500 // 3rd edition style Dexterity: TB#Tweaks, V 2.99
    ~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #5000 // 3rd edition style Constitution: TB#Tweaks, V 2.99
    ~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #6000 // 3rd edition style Wisdom: TB#Tweaks, V 2.99
    ~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #6500 // 3rd edition style Charisma: TB#Tweaks, V 2.99
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1050 // Cameo NPCs appearance: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2002 // Total XP CAP -> Disabled: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2043 // XP for Traps, Spells and Lockpicking -> Disabled: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3010 // PnP spell scroll caster levels: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4020 // Higher framerates support: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4040 // Import party items to SoA: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4050 // Books/Scrolls categorization: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4060 // Wand Case: 1.12
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4070 // Key Ring: 1.12
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #160 // Rangers Have Wider Alignment Choices and Don't Fall: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #110 // True-Class Rangers Receive 2X Backstab Multiplier at Level 5: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #120 // Rangers Roll d10 for Hit-Dice: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #190 // Rangers Get Evasion: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #140 // Disable Kit Revisions Paladin and Ranger Spellbook Removals: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #130 // Druids Get Woodland Stride: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #100 // Avenger Revisions: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #20 // Allow Druids to Use Short Bows: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #30 // Allow Clerics to Use Simple Weapons and Cleric Kits to Use Their Divine Favored Weapons: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #80 // Allow Rogues 2 Stars in Single-Weapon Style and Dual-Weapon Style: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #70 // Allow Wizards 1 Star in Single-Weapon Style and Two-Handed-Weapon Style: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #10 // Allow Wizards to Use Light Crossbows: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #150 // Fighter-Druid and Cleric-Ranger HLA and Item Usability Tweaks: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #180 // Add Ranger/Druid as a Cleric/Ranger Kit: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #170 // Add Ranger/Avenger as a Cleric/Ranger Kit: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #200 // Add Archer/Druid as a Cleric/Ranger Kit: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #40 // Racial Weapon Training: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #50 // Intelligence Bonus Revisions: v0.8.28
    ~YYS_TWEAKS/YYS_TWEAKS.TP2~ #0 #61 // Weapon Styles Revisions -> Weapon Styles Cap at 3 Stars: v0.8.28
    ~EET_END/EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation

     

  5. On 6/29/2021 at 5:35 AM, grodrigues said:

    The install of EET_end does not fail, but it spits this at the end:

    chmod: cannot access './EET/bin/unix/weidu': No such file or directory
    /bin/sh: line 1: ./eet/bin/unix/weidu: No such file or directory

    This is on linux. The error is that the weidu executable is located in the subdir x86_64; have to alter lines 701 and 702 of EET_end.tp2 to point to the correct location (or move the weidu executable).

    Ran into the same issue on Linux.

    Looking at the code, MacOS should have the same problem.

  6. @CamDawg@DavidW,

    I'm I correct in understanding that OVERWRITE_SR.2DA and SKIP_SR.2DA controls which SR spells get overwritten and which get skipped respectively if IWDification/SCS were to be installed after SR, and that I can amend the contains within before installation to tailor them to my liking?

    Follow-up question: The number of spells both IWDification and SR alter/add is much greater than that being listed in SKIP_SR.2DA. Any particular reason to omit the others not listed in this file? Take Icelance for example, SR adds both a wizard version and a cleric version, while IWDification/SCS only adds the wizard version. If a player installs SR first then IWDification/SCS later, by current logic, he would end up with a IWDification version of Icelance for wizards, while still having a SR version of Icelance for clerics/druids.

  7. On 10/1/2021 at 11:23 AM, subtledoctor said:

    Working well with SCS scripts is an explicit and important goal of SR; if Avengers’ Cone of Cold contravenes that, then there is an argument to revert that one spell. 

    The HLA changes are another thing entirely. Feel free to make an argument about it - the more detailed, the better. But best to do it in the SR forum. 

    Upon closer inspection of relevant code (kreso_hla.tph), Kreso modified WWA&G.WWA's duration from 6 to 12; he also reduced hardiness' resistance from 40 to 20 while expending the resistance to be more than physical. For the former (WWA&G.WWA), I checked relevant discussions in the KR thread, and the longer duration for both is in line with what Demi was suggesting for KR. For the latter, the resistance expansion is once again in line with Demi, and I seem to remember the reduction of the amount actually has to do with SCS' enemy targeting prioritization, for which resistance over certain percentage (30%?) might cause enemies to completely "ignore" the PC, so this reduction is actually needed for better integration with SCS. With all this, I now believe they can indeed remain with SR (already a separate component that the user can decide for himself to install or not).

  8. 18 hours ago, DavidW said:

    ...The compatibility-friendly thing would be to introduce a spell with a new resref and then swap GA_SPDR501 for GA_[new_resref] in the Avenger CLAB file...

    Let's say we have now made Cone of Cold SPDR502.SPL, and have also replaced GA_SPDR501 with GA_SPDR502 in CLABDR04.2DA. To enable SCS Avengers to properly learn Cone of Cold and later to *know* he's indeed casting Cone of Cold, are the previous actions all that's needed, or should I additionally append the new spell as for example 45XX AVENGER_CONE_OF_COLD into SPELL.IDS? In case it's the latter, should I use AddSpell for the task? Can AddSpell specify spell type rather than 1 (Cleric) or 2 (Wizard)? If AddSpell can only add it as a Cleric spell (SPPRXXX), is there an opcode that can tailor the spell to be available only to specific kits?

    I guess it's easy to tell that (A) I'm still learning to mod and (B) I don't have a clear clue of how SCS casters "learn" their spells. So once again, apologies for these semi-unrelated questions, and feel free to split and move them into another place.

  9. SR also makes changes to warrior HLAs, which looks to be added by Kreso when he took charge in Demi’s absence. IMHO, I think while it’s the correct call for SR to modify arcane and divine HLA spells, it’s probably “out of place” for SR to modify warrior HLA abilities. So if we’re going to revert the Avenger spell change, maybe we should also disable the warrior HLA component?

  10. Please pardon my ignorance if this is obvious or has nothing to do with SCS but with DS in general instead, but I would like to know how SCS handles the avenger versions of wizard spells, since they're not listed in SPELL.IDS.

    This is further complicated by mods that changer/add spells for the avenger kit. For example, Spell Revisions has this block of code for avenger spells:

    /* ----Avenger Abilities---- */
    
    COPY ~spell_rev\shared\spdr101.spl~     ~override~ // Chromatic Orb
      SAY NAME1 @433    SAY UNIDENTIFIED_DESC @434
    COPY ~spell_rev\shared\spdr201.spl~     ~override~ // Web
      SAY NAME1 @477    SAY UNIDENTIFIED_DESC @478
    COPY ~spell_rev\shared\spdr301.spl~     ~override~ // Lightning Bolt
      SAY NAME1 @515    SAY UNIDENTIFIED_DESC @516
    COPY ~spell_rev\shared\spdr401.spl~     ~override~ // Improved Invisibility
      SAY NAME1 @569    SAY UNIDENTIFIED_DESC @570
    COPY ~spell_rev\shared\spdr501.spl~     ~override~ // Cone of Cold (replaces Chaos)
      SAY NAME1 @615    SAY UNIDENTIFIED_DESC @616
    COPY ~spell_rev\shared\spdr601.spl~     ~override~ // Chain Lightning
      SAY NAME1 @687    SAY UNIDENTIFIED_DESC @688
    

    And in there the original avenger 5th level spell Chaos was replaced by Cone of Cold. So now for example, when an avenger casts SPDR501, does the (SCS)AI know Cone of Cold was cast, or the AI thinks Chaos was cast, or the AI does not know what was just cast at all?

  11. Just tried. It could indeed install in such an order without any warnings, and SR actually overwrote Iwdification (so your previous think that any duplicate spells are kept from the 1st mod installed turned out to not be the case 😜 ). However, when I look at Iwdification's tp2, it contains code to check for SR, thus it gives me the impression that the intention from Iwdification was to be installed after SR?

    Actually both ways make some sense:

    • Installing after SR seems to me to be the most "logical" way, because SR's pool of spells is static, so it makes sense for any spell-adding mods to want to be installed "on top of" SR. In case of duplicate spells, it might be preferred to keep the SR versions intact, to preserve the balance and "cohesion" of SR's core pool.
    • Installing before SR achieves just that currently, but an admittedly far-fetched ideal state would be to update SR to "recognize" Iwdification, in which case SR would cease to overwrite duplicate Iwdification spells with SR's own copies, but rather patch (parameter 1, duration, saving throw, etc) Iwdification's version with code to SR's "systematic rebalancing". This way, SR's core pool is still "sane", while we get to enjoy all the state-of-the-art spell resources (projectiles, opcodes, etc) plus a few goodies SR always wanted to include but could not back in the day (whirlwind and wall of moonlight comes to mind).

    I'm not demanding anything to happen; just sharing some thoughts.

  12. I just tested this (twice) on a fresh 2.6 English version go BG2EE with only Spell Revisions (v4b18) and Iwdification (RC1). Arcane Spell Pack errors out with consistent error message. Debug file attached.

    Edit: uninstalling SR made it possible for Iwdification to install without any trouble. So it definitely looks like there's a incompatibility between SR (v4b18) and Iwdification (RC1) at the moment.

    iwdification.debug

  13. Apologies if this has been discussed before; did a simple search for "Spell Revisions" in this forum but could not find answer from the 3 search results...

    What would happen if Iwdification was to be installed after Spell Revisions? Both include Icelance, for example. Would Iwdification always overwrite SR, or would it skip its own spell leaving SR's version untouched (ala SCS method) instead?

  14. Finally got the array to work. Thanks once again, @Magus and @subtledoctor. Here's the final code just in case anyone is interested:

    Spoiler
    BEGIN @10000 DESIGNATED 100
    
    INCLUDE ~yys_tweaks/lib/remove_lines.tpa~ // macro to remove empty lines within file, borrowed from Tweaks-Anthology
    
    COPY_EXISTING ~clabdr04.2da~ ~override~
      PATCH_FOR_EACH spelltarget IN ~GA_SPCL611~ ~GA_SPCL612~ ~GA_SPCL613~ ~GA_SPCL632~ ~GA_SPCL633~ ~GA_SPCL634~ ~GA_cdidrbb~ ~GA_cdidrww~ ~GA_cdidrpb~ ~GA_cdidrfe~ ~GA_cdidree~ ~GA_cdidrwe~ BEGIN // set original avenger shapeshifting abilities as targets to remove
        REPLACE_TEXTUALLY ~%spelltarget%~ ~****      ~
      END
      LPM remove_blank_lines
      APPEND_FILE ~yys_tweaks/2da/avenger_clab.2da~
    BUT_ONLY
    
    COPY ~yys_tweaks/2da/avenger_spl.2da~ ~override~
      PATCH_IF (MOD_IS_INSTALLED ~setup-iwdification.tp2~ ~30~) BEGIN // if iwdification wizard spell pack is installed
        REPLACE_TEXTUALLY ~WIZARD_STINKING_CLOUD~ ~WIZARD_SNILLOCS_SNOWBALL_SWARM~
        REPLACE_TEXTUALLY ~WIZARD_LIGHTNING_BOLT~ ~WIZARD_ICELANCE~
        REPLACE_TEXTUALLY ~WIZARD_FIRE_SHIELD_RED~ ~WIZARD_VITRIOLIC_SPHERE~
        REPLACE_TEXTUALLY ~WIZARD_SUN_FIRE~ ~WIZARD_SHROUD_OF_FLAME~
        REPLACE_TEXTUALLY ~WIZARD_DEATH_FOG~ ~WIZARD_OTILUKES_FREEZING_SPHERE~
        REPLACE_TEXTUALLY ~WIZARD_PROTECTION_FROM_THE_ELEMENTS~ ~WIZARD_ACID_STORM~
      END
      COUNT_2DA_COLS cols
      READ_2DA_ENTRIES_NOW rows cols
      FOR (row = 0; row < rows; ++row) BEGIN
        READ_2DA_ENTRY_FORMER rows row 0 avg_spl
        READ_2DA_ENTRY_FORMER rows row 1 spl_ids_syl
        LPF RES_NUM_OF_SPELL_NAME STR_VAR spell_name = EVAL ~%spl_ids_syl%~ RET spell_res END
        INNER_ACTION BEGIN
          COPY_EXISTING ~%spell_res%.spl~ ~override/%avg_spl%.spl~
            WRITE_SHORT 0x1C 2 // set spell type to priest
          BUT_ONLY
          COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ ~override~
            PATCH_IF (SOURCE_SIZE > 0x71) BEGIN
              GET_OFFSET_ARRAY ab_array_spl SPL_V10_HEADERS
              PHP_EACH ab_array_spl AS int => ab_off BEGIN
                GET_OFFSET_ARRAY2 fx_array_spl ab_off SPL_V10_HEAD_EFFECTS
                PHP_EACH fx_array_spl AS int => fx_off BEGIN
                  READ_SHORT fx_off fx_type
                  PATCH_IF ((fx_type = 206) OR (fx_type = 321) OR (fx_type = 318) OR (fx_type = 324)) BEGIN
                    READ_ASCII fx_off + 0x14 resource
                    PATCH_IF (~%resource%~ STRING_EQUAL_CASE EVAL ~%spell_res%~) BEGIN
                      TEXT_SPRINT $spls_to_patch(~%SOURCE_RES%~) ~1~
                    END
                  END
                END
              END
            END
          BUT_ONLY
          ACTION_PHP_EACH spls_to_patch AS file => ind BEGIN
            COPY_EXISTING ~%file%.spl~ ~override~
              LPF CLONE_EFFECT STR_VAR match_resource = EVAL ~%spell_res%~ resource = EVAL ~%avg_spl%~ END
            BUT_ONLY
          END
          COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ ~override~
            PATCH_IF (SOURCE_SIZE > 0x71) BEGIN
              GET_OFFSET_ARRAY ab_array_itm ITM_V10_HEADERS
              PHP_EACH ab_array_itm AS int => ab_off BEGIN
                GET_OFFSET_ARRAY2 fx_array_itm ab_off ITM_V10_HEAD_EFFECTS
                PHP_EACH fx_array_itm AS int => fx_off BEGIN
                  READ_SHORT fx_off fx_type
                  PATCH_IF ((fx_type = 206) OR (fx_type = 321) OR (fx_type = 318) OR (fx_type = 324)) BEGIN
                    READ_ASCII fx_off + 0x14 resource
                    PATCH_IF (~%resource%~ STRING_EQUAL_CASE EVAL ~%spell_res%~) BEGIN
                      TEXT_SPRINT $itms_to_patch(~%SOURCE_RES%~) ~1~
                    END
                  END
                END
              END
            END
          BUT_ONLY
          ACTION_PHP_EACH itms_to_patch AS file => ind BEGIN
            COPY_EXISTING ~%file%.itm~ ~override~
              LPF CLONE_EFFECT STR_VAR match_resource = EVAL ~%spell_res%~ resource = EVAL ~%avg_spl%~ END
            BUT_ONLY
          END
          PRINT "Successfully converted wizard spell %spell_res% to druid spell %avg_spl%"
        END
      END
    BUT_ONLY

     

     

  15. Thanks.

    I could not for the life of mine get that array going. 

    For the FnP macro, I went as far as getting your SPELL_CLONE_EFFECTS to properly clone the effect, but the new resource could not be inserted, and I ended up with two identical effects.

    In the end, I went with the most basic solution with the standard Weidu CLONE_EFFECT, but painfully slow as you said.

  16. First I have a 2da file set up as this:

    Spoiler
    spdr101 WIZARD_BURNING_HANDS
    spdr102 WIZARD_SHOCKING_GRASP
    spdr201 WIZARD_STINKING_CLOUD
    spdr202 WIZARD_AGANNAZAR_SCORCHER
    spdr301 WIZARD_FIREBALL
    spdr302 WIZARD_LIGHTNING_BOLT
    spdr401 WIZARD_ICE_STORM
    spdr402 WIZARD_FIRE_SHIELD_RED
    spdr501 WIZARD_CONE_OF_COLD
    spdr502 WIZARD_SUN_FIRE
    spdr601 WIZARD_DEATH_FOG
    spdr602 WIZARD_CHAIN_LIGHTNING
    spdr701 WIZARD_PROTECTION_FROM_THE_ELEMENTS
    spdr702 WIZARD_DELAYED_BLAST_FIREBALL

     

    Then I have the following code in my tp2:

    Spoiler
    COPY ~yys_tweaks/2da/avenger_spl.2da~ ~override~ // copy specific file
      PATCH_IF (MOD_IS_INSTALLED ~setup-iwdification.tp2~ ~30~) BEGIN // if iwdification wizard spell pack is installed
        REPLACE_TEXTUALLY ~WIZARD_STINKING_CLOUD~ ~WIZARD_SNILLOCS_SNOWBALL_SWARM~
        REPLACE_TEXTUALLY ~WIZARD_LIGHTNING_BOLT~ ~WIZARD_ICELANCE~
        REPLACE_TEXTUALLY ~WIZARD_FIRE_SHIELD_RED~ ~WIZARD_VITRIOLIC_SPHERE~
        REPLACE_TEXTUALLY ~WIZARD_SUN_FIRE~ ~WIZARD_SHROUD_OF_FLAME~
        REPLACE_TEXTUALLY ~WIZARD_DEATH_FOG~ ~WIZARD_OTILUKES_FREEZING_SPHERE~
        REPLACE_TEXTUALLY ~WIZARD_PROTECTION_FROM_THE_ELEMENTS~ ~WIZARD_ACID_STORM~
      END
      COUNT_2DA_COLS cols // count the max column number
      READ_2DA_ENTRIES_NOW rows cols // read the selected content into memory
      FOR (row = 0; row < rows; ++row) BEGIN // iterate through all spells
        READ_2DA_ENTRY_FORMER rows row 0 avg_spl // read from memory the selected value and store it
        READ_2DA_ENTRY_FORMER rows row 1 spl_ids_syl // read from memory the selected value and store it
        LAF RES_NUM_OF_SPELL_NAME STR_VAR spell_name = EVAL ~%spl_ids_syl%~ RET spell_res END // launch macro to return spell resource
        INNER_ACTION BEGIN
          COPY_EXISTING ~%%spell_res%.spl%~ ~override/%avg_spl%.spl~ // copy specific file over
            WRITE_SHORT 0x1C 2 // set spell type to priest
          BUT_ONLY
        END
        PRINT "Successfully converted wizard spell %spell_res% to druid spell %avg_spl%" // mumble success for debug purpose
      END
    BUT_ONLY

     

    But when executing the code Weidu spits out a parsing error:

    Spoiler

    [./weidu] WeiDU version 24700

    In state 1548, I expected one of these tokens:

      [254] END

    Parse error (state 1548) at LAUNCH_ACTION_FUNCTION

     

    [yys_tweaks/yys_tweaks.tp2] PARSE ERROR at line 273 column 1-7

    Near Text: LAF

    GLR parse error

     

    [yys_tweaks/yys_tweaks.tp2]  ERROR at line 273 column 1-7

    Near Text: LAF

    Parsing.Parse_error

    ERROR: parsing [yys_tweaks/yys_tweaks.tp2]: Parsing.Parse_error

    ERROR: problem parsing TP file [yys_tweaks/yys_tweaks.tp2]: Parsing.Parse_error

     

    FATAL ERROR: Parsing.Parse_error

     

    Press ENTER to exit.

    Can anyone help me find out what I'm missing here? Must be something obvious? Thanks in advance!

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