Jump to content

WanderingScholar

Members
  • Posts

    89
  • Joined

  • Last visited

Everything posted by WanderingScholar

  1. I still have this quagmire where I have to switch to WeiDU v249(Legacy) when installing gen-biffing. If you don't use this legacy version you'll have a broken game if infinity animations is biffed. So, what I end up doing is moving all the setup files out of the main BG2 directory when it's time to install gen-biffing to ensure that the v249(Legacy) doesn't get auto updated somehow. For some reason, the legacy version doesn't seem to distinguish itself when run inside the BG2 directory which is baffling me. I get this when I run v249(Legacy) outside the BG2 directory: But this when I run v249(Legacy) inside: Any ideas? There has to be a safer solution. Ideally, I'd like to update all the setup files to WeiDU v249(Legacy) so I don't have to make this switch at all. Can I force it to do this? Or maybe prevent the auto updating all together?
  2. I guess my argument would probably be that single class mages vastly outnumber multi-classed ones throughout the game, so it might be nice for variety sake to preserve the few exceptions that exist. I was asking more out of curiosity. Thanks anyway.
  3. It's pretty minor, but do you think you could have the inquisitor dispel magic nerf update the kit description to reflet changes?
  4. For SCS player summoned fiends what is the problem with giving them teleport without error? Why not just use Target([ANYONE]) with an exclusion maybe for Allegiance NUETRAL. That way they'd only teleport to creatures in battle. Then maybe set the range to greater than 15 but less than 50, or something else to keep them from going across the whole map if that's an issue.
  5. In bg1fix.tpa you have the following line: These guys are originally fighter/mages or mage/thief. Cuchol for example is a level 8/8 fighter/mage. He gets changed to a mage, and somewhere else has his level reduced to 7, Thac0 changed to 18...etc Why not keep them as multiclass? The scripts exist. Edit: This probably belongs in the pinned v35 questions / comments thread. @DavidW or another mod can move it there.
  6. I was using v246 because generalized biffing breaks infinity animations with v247+ However, according to a recent post by Wisp over at pocketplane, it looks like there's a legacy version of WeiDU v249 that fixes the aforementioned issue, which is great news to me. So it's all good
  7. @CamDawg I get the following error when running gen-biff using WeiDU v246.
  8. Darn it, I should have tested this right away after making the change. I got distracted with something else and assumed I'd found the answer. I still get a parse error. What on earth is it upset about!? One END for the PATCH_IF, PATCH_MATCH, and DEFINE_PATCH_FUNCTION. The whole setup file is filled with functions structured the exact same way. NVM. The second END needed to be END DEFAULT END.
  9. Remove ADD_PROJECTILE and use ALTER_SPELL_HEADER. It works perfectly. Sorry for any confusion
  10. Lucky I decided to test the new code on a dummy install. If WeiDU rolls back spell revisions on a big install from an error it can bork the whole thing. I still get an error. Just to be clear lightblt.pro does not exist in PROJECTL.IDS on oBG2. Your ADD_PROJECTILE trick will not work. This is lightning bolt spwi308 projectile on oBG2 So lightblt.pro is definitely the lightning bolt projectile, but I'm guessing this means it's hard coded? I might have given you bad info earlier, that's my mistake. So I guess what you'll need to do is patch lightning bolts projectile back to this hard coded value?
  11. I did some investigating. It seems oBG2 uses LIGHTBLT.PRO Oh, I guarantee mine is worse. It's about as functional as a diseased gibberling.
  12. ERROR: Unix.Unix_error(20, "stat", "spell_rev\\projectles\\lightb.pro") @Bartimaeus I think you may have forgotten to add "lightb.pro" to "spell_rev\projectiles"
  13. That did the trick finally. It just needed some quotes around the -1 in "PATCH_IF (newprice > -1)" Not sure what I was missing the first time I tried it. ACTION_PHP_EACH was a no go with the other one.
  14. Hopefully this will be the last one. This throws a ERROR locating resource for 'COPY' for ~%row_0%.itm~. Resource [%row_0%.itm] not found in KEY file: I'm guessing I'm missing something that defines what "row_0" should be before it goes to copy since it doesn't "see" anything. @jmerry I tried incorporating and adapting the code from your first post in various ways but it didn't get me anywhere, and the WeiDU docs ain't helping. I'm just sort of guessing at this point.
  15. Holy smokes. So I was aware of the distinction between ACTION and PATCH, but for some reason I spaced out when writing this. This is the 3rd iteration of this code I've attempted. Yeah, the reason I added "END // Ends IF block" is because I was getting frustrated and blindly responding to WeiDU errors. Looks like many things were broken anyway. Good to know. I wasn't thinking about this. I was just trying to get it to run.
  16. Thanks a lot for the help @jmerry. I feel like I'm getting close, but I just can't make it over the finish line . It's the first time I'm using most of these commands. WeiDU doesn't like what is happening at PATCH_IF ("%row_0%" STRING_EQUAL_CASE "item_name") THEN BEGIN. I get a GLR Parse Error. This is the hardest thing to figure out. I need to match all the item names in the game with those in every row of first column in pricelist.2da
  17. I'm trying to write a mod that patches the prices of all items in the game. The purpose is to revert the price changes made by the Item Revisions mod. The first component is installed before IR. It gathers and stores all the items and their prices into a table. "pricelist.2da" I couldn't think of another way to do this. The second component, which should be installed after IR, is meant to read pricelist.2da and patch all of the items in the game to match the corresponding prices listed in the table. I'm struggling to write this second component. I'm assuming I need to use something like READ_2DA_ENTRIES_NOW to get the info out of the table, then store it in a variable to be used in some of loop. I guess I'd have to match the SOURCE_RES of the item with it's SOURCE_RES in the table, then tell it to patch the price value in that same row. Any ideas? //////////////////////////////////////////////////////////////////// BEGIN ~Read in item prices for IR price reversions~ FORBID_COMPONENT "item_rev.tp2" 0 "This component needs to be installed before Item Revisions" //////////////////////////////////////////////////////////////////// <<<<<<<<.../WStweaks-inline/pricelist.2da >>>>>>>> MKDIR ~weidu_external/data/WStweaks~ COPY ~.../WStweaks-inline/pricelist.2da~ ~weidu_external/data/WStweaks~ OUTER_SPRINT data ~~ COPY_EXISTING_REGEXP - ~.*\.itm~ nowhere READ_LONG 0x34 itemprice SPRINT data ~%data%%SOURCE_RES%%TAB%%itemprice%%WNL%~ APPEND_OUTER ~weidu_external/data/WStweaks/pricelist.2da~ ~%data%~ //////////////////////////////////////////////////////////////////// BEGIN ~Change item prices for IR to their original values~ REQUIRE_COMPONENT "item_rev.tp2" 0 "This component needs to be installed after Item Revisions" //////////////////////////////////////////////////////////////////// ?
  18. Good to know. I also only have a few, but they've been elusive to me for a while and I'd rather just patch them for the time being. Can you offer any insight into GET_STRREF? Can I just do something like this: COPY_EXISTING ~spwi604.spl~ ~override~ GET_STRREF 121654 variable // correct description at ref# 121654 SAY IDENTIFIED_DESC ~%variable%~ BUT_ONLY
  19. In any install with a plethora of mods it always seems like a you get at least a handful of broken dialogue/string references. I'm curious what the best practice is for making a mod that patches these. As an example, I'll use the spell SPWI604.spl (Flesh to Stone) In my game the correct description for this modified spell exists but SPWI604.spl has the wrong string ref. for its description. Originally, I thought it would be easiest to use LOAD_TRA ~modname\language\something.tra~ to pull the correct descriptions right out of the language files from the original mod folder then use SAY IDENTIFIED_DESC to patch SPWI604.spl back to it's correct description. But what happens when I need to patch files from an assortment of .tra's across different mods? Surely if I load them all in at the beginning of my patch the references are going to get mixed up if two .tra's share the same @#'s. I'm also aware that I can use SAY to just write out the full description inside " " and WeiDU will point to the string ref if it's in game or create a new one, but I feel like I might get into trouble if I'm putting things like long spell descriptions in this way. Will everything be oriented correctly in game? Then I started looking at ACTION_GET_STRREF. So with this, it looks like I can pull an existing ref. right out of the game, store it in a variable, then possibly use SAY IDENTIFIED_DESC "variable" to assign it the correct text? What's the best way to go about this?
  20. I've been thinking about how to design a component that keeps the original prices for items. What I think you'd need to do is read and store the price values of all .itm files in the game at the time of install. The initialization. Then when the new items are copied over have a patch option that matches and writes those stored values into the price offsets for each corresponding item. This should allow for max compatibility with any mod that changes prices before install. I wish I could write this component but it's beyond my current abilities.
  21. Hopefully someone can provide some insight to the issue I've had getting the original games to look decent. My native resolution is 2560 x 1600. For most of my BGT installs I've selected the 1024 x 768 option in BGconfig. I set "Full Panel" in my graphics settings and let the application control DPI. This gives me a decently wide game window, but of course, has the unfortunate drawback of shrinking the GUI. I though I found my solution with @Insomniator's amazing BG2 ImprovedGUI mod. The component "x2 Scaled Graphics for HD Resolutions (1280x960 and above) -> GUI + Cursor/Tooltips + Main Game Window" seemed like it might solve the issue...Unfortunately it didn't seem to do anything on previous installs. This time I relented and installed the Widescreen mod, which I've avoided because of past problems. I set the X and Y to 1280 and 800 respectively. I chose these components for BG2 ImprovedGUI, with the following results: ~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #2330 // x2 Scaled Graphics for HD Resolutions (1280x960 and above) -> GUI + Cursor/Tooltips + Main Game Window: 5.6 ~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #2400 // x2 Scaled Graphics for Widescreen Mod, select only if Widescreen Mod was installed with special half resolution: 5.6 All the menu's now have black bars and the GUI is still completely shrunk The only thing I can think of at this point is that there might be a conflict with these components and the 1PP GUI component that's installed before them. ~1PP/1PP.TP2~ #0 #104 // 1ppv4: GUI additions for BGII: v4.2.1 It's the only other mod changing the GUI. Any thoughts or solutions?
  22. Yep, that would explain why I'm getting errors further down the page. It was really confusing me. Still learning
  23. I need a function that removes all level 9 arcane spells from creatures with class "caster" and level > 18. Solved I've got a bug with my current install that's causing every mage in my game to get a 9th level spell, and unfortunately many of them have the script blocks to cast it. The second thing I'm trying to do is substitute out all fiend summoning spells from non-evil conjurers. There's something in the code below that's causing an error. WIZARD_MONSTER_SUMMONING_6 is added with SR. I run the above function with Thanks
  24. So I do this by editing "\spell_rev\components\main_component.tpa" before install. I use notepad ++ We comment out all the instances of lightning bolt with /* and */ So that would be: /*COPY_EXISTING ~newbolt1.pro~ ~override~ // Lightning Bolt's "new" projectile WRITE_SHORT 0x0a 30 // 30 speed BUT_ONLY_IF_IT_CHANGES*/ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> /* ---------------- Priest of Talos Abilities ---------------- */ COPY ~spell_rev\shared\spcl721.spl~ ~override~ // Storm Shield SAY NAME1 @1109 SAY UNIDENTIFIED_DESC @1110 /*COPY ~spell_rev\shared\spcl722.spl~ ~override~ // Lightning Bolt SAY NAME1 @515 SAY UNIDENTIFIED_DESC @516*/ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> /* ---------------- Avenger Abilities ---------------- */ COPY ~spell_rev\shared\spdr101.spl~ ~override~ // Chromatic Orb SAY NAME1 @433000 SAY UNIDENTIFIED_DESC @434000 ACTION_IF slowing_web=1 BEGIN COPY ~spell_rev\spalt\spdr201.spl~ ~override~ // Web SAY NAME1 @477 SAY UNIDENTIFIED_DESC @478000 END ELSE BEGIN COPY ~spell_rev\shared\spdr201.spl~ ~override~ // Web SAY NAME1 @477 SAY UNIDENTIFIED_DESC @478 END COPY ~spell_rev\shared\spdr201i.eff~ ~override~ /*COPY ~spell_rev\shared\spdr301.spl~ ~override~ // Lightning Bolt SAY NAME1 @515 SAY UNIDENTIFIED_DESC @516*/ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> /*COPY ~spell_rev\spwi3##\spwi308.spl~ ~override~ // Lightning Bolt SAY NAME1 @515 SAY UNIDENTIFIED_DESC @516 COPY ~spell_rev\spwi3##\scrl1k.itm~ ~override~ SAY NAME2 @515 SAY IDENTIFIED_DESC @516*/ I assume if you exclude IRR and your lightning bolts should be bouncy for items.
  25. Is there any risk having Near Infinity open when installing WeiDU mods? I can understand it might be problematic if you were editing files simultaneously, but simply having the editor open shouldn't cause any issues, correct?
×
×
  • Create New...