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Raduziel

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Posts posted by Raduziel

  1. 1 minute ago, Necromanx2 said:

    How about Olvynspells? It is another spellpack, but not sure if it has the same issues as SR?

    AFAIK, it "only" add new spells so it is way simpler to implement as all I need to do is assign the new spells to their respective spheres.

    With his permission I can do it next Friday and upload a new version with this compatibility.

    (PS: If you get in touch with him to ask for this permission, please tell him I want to play IWD2EE :D - as I'm banned from Beamdog I can't get in touch personally).

  2. 20 minutes ago, Kalindor said:

    Thanks for the speedy reply. It sounds like a relatively minor conflict based on your description. I'll try them both simultaneously.

    I didn't test both mods acting together; all the issues were reported by other players, so I can't nail precisely if those are all the conflicts you'll find. I did my best to make DoF compatible with as many mods as possible but SR overwrites spells instead of editing it - long story short, to make it work perfectly I would have to make many of the tweaks and spells twice: one for vanilla behavior and another for SR - that's suboptimal to say the least.

    If SR is a must for you, maybe Faiths and Pantheons will fit your needs better than Deities of Faerun. It is a great mod but far away from DoF's idea of reproducing PnP behavior as closely as possible.

  3. 4 minutes ago, gringochilenoo said:

     after playing this mod I dont know how I could play bg without it. Never felt inspired to play cleric main now im rolling a Hoodwinker of Baravar cleric/illusionist with short bow and having more fun than I ever have after all these years. Thank you so much for your thoughtful work! 

    Thank you for the kindy words, I'm really happy to see people having fun with DoF.

  4. 42 minutes ago, Cjartan said:

    What a tremendous work, that completely outshines the beamdog cleric kit's. I just created an account to say thanks.

    I'm running cleric of ilmater in BG1 and it's suprisingly refreshing  after so many years in to this game. Well done 👍

    Thanks, that kind of comment is always welcome and very rare.

    Outshining Beamdog is not that hard when you don't break the game and fix bugs within a week instead of letting it be for almost a decade.

      

    On 10/6/2020 at 12:04 PM, Necromanx2 said:

    @Raduziel could you summarize how you would implement Gond, Istishia, and Labelas Enoreth? Then Endarire, John, and I could vote for which of the three we want?

    I have no idea so far but Gond and Istishia would have to be heavily altered as their powers don't translate well to IE. IIRC, Labelas is by far the easier to implement.

    Next tuesday I'll have a very important test after that I'll have some spare time to mod. 

  5.  

    17 hours ago, Endarire said:

    @Raduziel
    I like Gond for the Techsmith PrC in 3.x.  I also like Constructs.  Craft Construct is effectively a mod for BG.

    Gond was on my to-do list but lots of its powers are related to skills and proficiency what doesn't translate quite well to the Infinity Engine - if I create this kit it will have to be heavily changed from its PnP counterpart (like happened to some others such as Umberlee).

    14 minutes ago, Necromanx2 said:

    I am so sorry to hear that @Raduziel is retiring! I really enjoy your works!
    I wish you the best in whatever you do and thank you so much for adding such great works to the Baldurs Gate world!

    I would vote for Silvanus. Been looking for a cleric who is high in elemental spells  but is not a druid.

    Silvanus doesn't have special priests - all of them are druids. This happens with some deities (like Chauntea, IIRC).

    Capturar.PNG

    Those deities were planned to be tackled in DoF's second fase - which would be focused on Rangers, Druids and Paladins. But that is definitely cancelled and I don't have the time or the will to even finish the first fase (all cleric deities from F&A, DHD and P&P).

    Also, @Necromanx2, if you want to have the Elementalist compatible with DoF's sphere system, that is a good time to ask AionZ to get in touch.

    Edit: Just saw you've changed your vote. Istishia is doable.

    ---

    For everyone else, here's what semi-retirement means:

    * I'll keep providing maintenance (such as bug-fixing and updating as Beamdog patches the game (if required) or some function used by DoF gets updated);

    * I'll keep adding NPC compatibility - I may try to create new deities if a cleric NPC is released and its deity is not already covered by DoF;

    * I'll keep adding kits compatibility with DoF's sphere system as this is quite easy to do; the main problem is that I also need the original kit's author to do some things (basically copy and paste but still some things).

    Of course, NPC and kits compatibility will only be made if their author gives me permission to do so.

    ---

    I'll keep receiving suggestions until monday, after that I'll go with whatever gets more votes (so far Gond and Istishia with one vote each). 

     

  6. Ok, I'm triple-posting now.

    I decide to release a new deity with the fix above before my official semi-retirement from modding (I'll keep around for bug-fixing and bug-fixing only).

    So this is up to you guys and girls: what deity should finish this project? If it is doable I'll tackle it. Otherwise I'll explain why it can't be done and pick the second most voted.

     

    PS: Maybe Pfaug will be released but I wouldn't count on that. If anyone wish to carry on with this project, be my guest, I'll glady share the files I already built (most of them with @Lava).

  7. 50 minutes ago, southfla79 said:

    CMSTQ04.itm is from the Dark Horizons mod.

     

    2 minutes ago, kjeron said:

    The items (CMSTQ04.itm) first ability (melee/weapon) claims 1 effect with an effect index of 9, but the item only has 8 effects, which is 2 less since the index starts at 0.

     

    Thanks to you both. So unfortunately that is not something that I can fix.

    Sorry @CharlestonianKnightTemplar, looks like you won't be able to use both mods unless this issue is fixed (either by Dark Horizon's author/curator or by yourself for personal use).

  8. 11 hours ago, CharlestonianKnightTemplar said:

    Thank you. I'll try to figure it out because I want to play that Holy Redeemer. You know how much I appreciate the research and effort you put into your work. That's why I have a "if it's a Raduziel mod it goes in my game" policy. :) 

    Thanks :)

    13 minutes ago, Mike1072 said:

    I'm way late here, but you can accomplish the same thing by loading the English .tra file before the Russian one.  References that exist in the Russian .tra file will appear in Russian while those that don't exist will appear in English.

    Here's an example from IR's .tp2 file:

    Edit: Actually, here's an example from RealMod's .tp2 file, which contains this info along HANDLE_CHARSETS integration and other good tips:

      Hide contents
    
    
    AUTO_TRA ~real_mod/languages/%s~ //~%~
    
    LANGUAGE
      ~English~ // Name as displayed in WeiDU's language menu
      ~english~ // Name of folder actually containing tra files.
      ~real_mod/languages/english/real_mod.tra~ // tra file containing game content strings.
      ~real_mod/languages/english/setup.tra~    // tra file containing only strings for WeiDU's install process. 
      
    /* 
    If you have more than one language, use the block below as a template. 
    
    Note the English tra files listed above the translated ones. This allows languages with partial 
    translations to still be installed, but with English in place of missing strings.
    
    LANGUAGE
      ~Francais (Translation by someone)~
      ~french~
      ~real_mod/languages/english/real_mod.tra~
      ~real_mod/languages/english/setup.tra~
      ~real_mod/languages/french/real_mod.tra~
      ~real_mod/languages/french/setup.tra~
    */

     

    Thanks, as much as I don't plan to create new mods it is always nice to learn new tricks.

  9. 2 hours ago, kjeron said:

    Looks like one of the items ability and/or effect indexes/offsets isn't correct.

    658 = 0x292 = base (0x72) + 2 abilities (0x38 * 2) + 9 effects (9 * 0x30)

    It's likely trying to read the opcode (READ_SHORT) of a non-existent 10th effect.

     

    So... I suppose this is an issue with whatever mod is adding this item not with IHU, am I correct?

    ---

    @CharlestonianKnightTemplar 

    Maybe it's easier to search using EEKeeper or NearInfinity. Just search by the item's resource code (CMSTQ04) and you'll get its name. Using that, a Google search may help you nail the mod that adds it.

    *Maybe* it is Dark Horizons as @CoM_Solaufein is a member of CoM and it is a mod that adds items that are considered by some community members as a little bit overpowered (deducing this by the number of effects pointed by @kjeron and considering that it's a mod that I never use because of such items).

    ---

    If this issue is on IHU's side I'll gladly fix it ASAP, as I have a no-bug-left-behind policy.

  10. 17 minutes ago, CharlestonianKnightTemplar said:

    Looks like the same thing is kicking out all three of them but I don't know what that means. I really want to try that Cleric kit. 

    Looks like the same file (CMSTQ04.ITM) is chocking the installation process for both games.

    I used EEKeeper to look into this file and it is not vanilla - the file couldn't be found in an unmoded game. Checking the prefix list I can deduce that this file is from a Chosen of Mystra community mod.

    I was also trying to identify this offset (658) looking into the ITM file format to see what could be wrong but was unable to locate said offset.

    My guess is that you have leftovers from previous installs inside your override folder. On top of uninstalling the game, try to delete the folders to ensure an actual clean install.

    Maybe a more experienced modder can pinpoint exactly what is happening but a long shot is an old mod adding an item that lacks a resource that is read by IHU, thus making the whole process fail. Probably a mod for old-BG games if I have to keep guessing.

    Sorry for my lazy grammar today, I'm having a hellish headache.

  11. 28 minutes ago, CharlestonianKnightTemplar said:

    Hi buddy, I know you've been busy. I hope all is well at home and that you are enjoying little one. 

    I just wanted to let you know that I have had trouble with three kits from I Hate Undead v3.8: Holy Redeemer Cleric, Deathslayer Wizard, Circle Enforcer Druid. None of these will install on BGEE or BG2EE for me. All the other kits install just fine. I even uninstalled my game and went back and tried again. 

    Just wanted you to know. CT

    Weird, they were working just fine in my last test. See the attached files with the mod installed over an unmodded game.

    This warning is related to an ability named #EVASION but apparently it does no harm as the code is doing what it should do.

    Thanks for reporting and sorry for the inconvenience.

    Can you please share the .debug file so I can see what exactly is going on?

    bg1.PNG

     

    bg2.PNG

     

    iwd.PNG

  12. On 7/19/2020 at 6:49 PM, Raduziel said:

    Hey

    Sorry for the long silence.

    Drop the file below in DeitiesofFaerun/Lib/Spheres - replace the old one.

    This should do the trick. Let me know if the problem persists.

    Cheers.

    PS: Credits to @kjeron for nailing it.

     

    Sorry for double-posting:

    I made a pre-release with thie fix above:

    https://github.com/Raduziel/Deities-Of-Faerun/releases

    This way things get a little more clear. I haven't touch this project in Eons so I don't remember if some new kit was left half done (with my severe OCD I truly doubt this would happen but it is nice to give a heads up anyway).

    Cheers.

  13. On 7/14/2020 at 11:46 AM, Nezraddin said:

    No worries. I'm someone who is always on the "Private life comes first" mentality. :)

    Happy to hear that you people found the fix for this so fast. Thank you alot for your work. 😊

    Hey

    Sorry for the long silence.

    Drop the file below in DeitiesofFaerun/Lib/Spheres - replace the old one.

    This should do the trick. Let me know if the problem persists.

    Cheers.

    PS: Credits to @kjeron for nailing it.

    Main.tpa

  14. Hi @Nezraddin

    First, thanks for using this mod. It is always a pleasure when a player decides to use my work.

    Second, sorry for this inconvenience. I'm moving to a new home ATM and I don't have the time to address if properly.

    My first diagnostic is that both errors are connected. You got pretty far in the Sphere System install process before receiving the error, so Emotion was already installed but not properly uninstalled (Weidu's limitation IIRC) when the error was received. That made the game not be able to properly read the projectile for the Emotion spell Sune provides (the game thinks the projectile is already there when it isn't so it won't either install the projectile or use a game resource).

    The second error (Sphere System) is what puzzles me as I never had this one before. @kjeron wrote this part of the code but last time I've checked he was on a NearInfinity-sabbatical, so I'm not sure if I will be able to get his help now.

    I will try to investigate with the resources I have at hand (half of my life is inside boxes spread through my living room) - in the meantime can you please send a file called Weidu? I believe this is some crossmodding issue as I installed this version of DoF several times in all three games (BGEE, BG2EE and IWDEE) without any sort of problem.

    Thanks for your patience.

  15. 4 hours ago, Lilaina said:

    Personally I'd love a mod that brought back real-time inventory management to BG1 as well as for BG2 as a difficulty enhancing option. Being able to juggle immunity items, scrolls, potions, wands etc. when in combat without any danger is way too powerful. Or alternatively just some way to disable inventory altogether when in combat (I've tried to impose this restriction on myself b4 but its kinda impossible due to years of muscle memory.)

    I agree with it - pausing while using the inventory makes quick slots lose their reason to exist.

    But I work around this by simply not accessing the inventory during a battle. IIRC you may remove the access to inventory through keyboard - that should help with the muscle memory issue.

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