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#545095 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 19 August 2012 - 12:27 PM in 1PP

Just installed 1ppv4 rc3. Looks great. I'm having a small issue with hobgoblins though. the appropriate weapons are among their loot and the animations look correct, but their avatars wield invisible weapons! Anyone else seeing this?


I think I know what the problem might be. I'll try and fix it for the next update :)

RC3 Installation:
Icon displayed improperly(pink shadow):
Tzu-Zan's Bracers (BRAC26)

Question:
Helmets BG1 Style:
HELM15.ITM
Description says:
"This class of open-faced helmet(...)"
but icon displays closed-faced helmet, is it appropriate?


Fixed the icon :)

The description is an oversight, probably a few inaccuracies with non-default install options.



#545073 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 18 August 2012 - 03:23 PM in 1PP

I would acturally prefer using 7z/have thought about it, but figured some people might have problems with it. Is there good support for Mac/Linux?

Heads up: Next update might take a bit to piece together but will contain some neat things. Good things to come :)



#545035 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 17 August 2012 - 05:02 PM in 1PP

Thank you so much for your hard work and dedication. It's just wonderful and so much fun to play these games with your upgraded graphics.
As for the current version RC3: The clock is unfortunately still misplaced. In my case I installed Widescreen at the end, after 1PP. Resolution is 1920x1080.
I'm also slightly confused about the shield animation component because during installation one has to choose how large shields are handled. What exactly is the difference between the three options available?

Cheers



That would be because I am an idiot and accidentally replaced the fixed version with an older one while updating the files. You can get the fixed file here in the meantime (simply drop it in your override)


The problem with the legacy shields is that BG1 large shields are not yet ported, so the installer gives you three options on what to do with the in-game avatar appearance for those instead:

1. Make them look like BG1 medium shields
2. Make them look like the updated BG2 large shields in 1pp
3. Do not modify game files in any way (most likely giving you the vanilla BG2 large shield appearance)


Glad you enjoy playing :) That is the point, and what makes it all worth it.



#544987 Paperdoll Colors Reverting

Posted by Erephine on 16 August 2012 - 03:54 PM in 1PP

What would cause it to let me color it like I am? Mod conflicts?

What are the effect numbers for your Quarterstaves :D

Thank you Erephine, I appreciate the help :)



No, it's a problem with the game engine. It updates colour values across all equipped items when you change your character colours, ignoring any current set item colour effects. As soon as the animation is reinitialised it correctly applies the effect.

Quarterstaff/weapon locations are: 17, 18



#544969 Paperdoll Colors Reverting

Posted by Erephine on 15 August 2012 - 11:29 PM in 1PP

I shouldn't be able to color those items like I am in the above pictures?

Correct.


How would I remove the set_item_color effects? <.<

Currently, there is no simple way of doing this save manually editing each item.

In NearInfinity, open up the .itm. Click the edit tab and scroll down, and you should see a list of several effects of Type: Set item colour (7). Clicking on them you should be able to see a field called Location: XX (some number)

You want to delete the effects for the following locations while keeping the rest:

On helmets: 49, 50
On shields: 33, 34

Note that after doing so, the item will always conform to your character colours.



#544955 Paperdoll Colors Reverting

Posted by Erephine on 15 August 2012 - 07:09 AM in 1PP

do you mean using custom set colours on (mostly) magic items (i.e. set through major and minor clothing colour on your character)?

If so, you actually should not be able to change them in the first place (that you 'kind of' can is the bug); I think loading a different BAM sequence when attacking/etc will reset them as well. It's nothing to do with 1pp or any other mod, but a bug in vanilla not enforcing set_item_colour effects thoroughly enough.

If you want to use clothing colours for items you'd have to remove the relevant set_item_colour effects (as is default on non-magical items).



#544944 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 14 August 2012 - 11:44 PM in 1PP


Does you have a plan to add BG1's large shield animation? :shifty:


+1. I've been wondering the same.



:shifty:





Oh!, since K'ae appears to be busy, temporary download link in first post until it can be uploaded on SHS.



#544917 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 13 August 2012 - 10:42 PM in 1PP

It was not, thank you.

Fixed now :)



#544911 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 13 August 2012 - 06:26 PM in 1PP

Noted and fixed :) There were a few more typos I have fixed since.



#544874 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 12 August 2012 - 11:50 AM in 1PP

Depending on your install options there are various new items to be found throughout the game. They are there mainly to actually make use of new content: No point in having circlet animations if there are no circlets in the game for instance, and so forth.

Going through the game files/giving them away and where they are found would defeat the fun in exploring and finding them for yourself.



#544845 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 11 August 2012 - 01:08 PM in 1PP

This new version is just Wonderful !

The mod installs on Linux without problems after tolower'ing stuff.

Bug : I can confirm that the clock is misplaced in 1024x768 with no widescreen. In 800x600, no such problem.


Do you have RC2?

It should be fixed.


Right. I'm wondering if it's possible to achieve the same results without attempting to patch the game program (since this can't be done under OS X).


Of course engine patching can be done on OSX.

But it is not possible to do what the mod does without.



#544808 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 10 August 2012 - 06:04 PM in 1PP

Would that be "Solars & Elementals" component, and something else? This component also fails to install.


Yes. Pretty much any engine patch that was added has no support for OSX.



#544794 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 10 August 2012 - 07:52 AM in 1PP

The Softer Spell Effects component fails to install due to errors under Mac OS X 10.4.11 on a PPC G4 Mac. Also, either this mod or W_GUI is changing the object labels (the scroll that opens on mouseover) to something that's difficult to read. I'll try installing again soon to determine which of these two mods changes the labels in this way.


300 and 401 will also fail. I have no OSX install to port/develop/test engine patches on.

I don't touch tooltips so definitely an issue with that mod.



#544775 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 10 August 2012 - 01:25 AM in 1PP

Erephine, i would like to ask you about '1ppv4: Softer Spell Effects' component.
I wonder if this brillian idea will be continued? I wish to see web spell version from icewind dale. Is it possible to make it?
Thanks for making me happy (i just love your graphical improvements)


It's possible, but I kind of like the web effect we have.

Glad you are happy :)



#544774 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 10 August 2012 - 01:23 AM in 1PP

No it is not .. i don't have a clue what it could be honestly ... I don't see any other mod patching the .exe :(

mm75


put this in 1pp/install replacing the file there and it should give you some debug information when trying to install (namely, which offsets fail). If you could paste your results here, that would be great.

Attached Files




#544766 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 09 August 2012 - 04:07 PM in 1PP

Error: Executable does not appear to be compatible

Got it during solar component ... i so have TobEx installed, should that be the cause?


Only one way to find out...



#544723 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 08 August 2012 - 10:44 AM in 1PP

You are right, I uninstalled Infinity Animations and installed Thieves Galore successfully, then reinstalled IA. My mistake, I should have realised that the older version of your work (1pp v3) was to be installed before, well, your other piece of work as I have just seen (IA), too.


I should add that to the readme in absence of a fix.

I think the problem is/was that I shift things around differently in IA than I do in Thieves Galore, so I would have to actually modify the patch itself to make it work in that install order.



#544722 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 08 August 2012 - 10:40 AM in 1PP

Hi, I have a question.

I really love this mod very much, but I want a little modification about Thieves Galore.

That is, I feel that Bards would be better to have Fighter's animation instead of Thieve's hooded animation.

Is the change doable myself by opening and editing some files?


Yes. In NearInfinity, open your override folder and locate LCARMOR.SPL. Click 'view' below Abilities (should have Melee (1)). In the new window, go to the 'Edit' tab and scroll down until you reach all the effects. You will see lots of effects targetted at CLASS.IDS for each class. Find the one that is targetted at BARD (fourth of the class checks). Click 'View/edit' and you will get the effect window. The 'resource' field should say LCARMORT.EFF. Change this to LCARMORF.EFF and save the file.

Now repeat the same thing for LCUARMRD.SPL (from step 1).

And you should be done :)

And I have a small suggestion for additional animation.

First, as far as I know there is only one animation for Axes that show single-edged. So double-edged axe animation might be cool. In addtion, greater/giant axe animation for two-handed would be welcome, too.

Second, there were some throwing spears in several mod, but the animation seemed to be very strange. So I'd like to suggest a new animation for throwing spears.

Third, even though Throwing Hammer mod already gave the addtional throwing hammer's animation I think it might need to be added in 1PP if possible.

Lastly, the improved animation of Ioun Stone, like 1PPv4's improved spell animations, is also my wish list! :new_thumbs:


- Double edged axes were something I considered but scrapped due to time/effort. Animations would be tons of work, and having it just on the paperdoll would look strange, I felt.

- 1ppv4 does restore javelins. The animation does look a bit strange but feel free to give it a try and see if you like it any better.

- Also something I've considered, but I feel wary about stepping on anyone's toes as far as modding goes.

- Likewise.



#544712 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 08 August 2012 - 12:10 AM in 1PP

Good Morning!
This is a welcome addition to the game graphics, indeed. Well done and thank you very much!

Unfortunately, I'm unable to install the component "Unique Thief Avatars". The Weidu installer first says "ToB found (v26498)" and then "Error: the value we are trying to replace at offset 0x4595C9 (249) does not match what was expected (14). Stopping installation." and some more lines like this one.

I don't know the reason as I was able to install the mod's other components without trouble. The Weidu-Log is partly in German, but as I haven't installed many mods and those I have should be well-known, I hope it is of help (well, for me, it is not...). I'd be grateful if you could help me!


From your log, my guess would be it interferes with IA being installed beforehand, causing the verification to fail.


Can anyone who has both IA and Thieves Galore/unique thief avatars installed confirm their install order/if they ran into any issues?



#544709 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 07 August 2012 - 10:57 PM in 1PP

And it should be live :)



#544684 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 07 August 2012 - 12:31 PM in 1PP

Okay, added to RC2, which should be up as soon as K'ae has the opportunity to upload it to the site.



#544679 1pp animation fixes for IWD:TotLM

Posted by Erephine on 07 August 2012 - 11:23 AM in 1PP

Erephine: I put the Dragon files in the Override. Now I got this error:

Spoiler


Any suggestions?


Seems like it's failing to uninstall something? Starting afresh would be my best bet.



#544678 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 07 August 2012 - 10:56 AM in 1PP

Looking at the readme... my god. the improved alpha blending is amazing. the spell effects look like they came from a modern game! Please, don't take the following questions the wrong way though, I'm just a tweaker and am curious about several things:

  • When installing your UI updates, are the font modifications (uppercase -> lower, size, coloring, etc) handled independently in the weidu script? i.e., could I comment out the changes to the font while using the rest of your graphic UI adjustments
  • I'm a little confused about the shields. Is it possible to select new shield animations, a mix of BG1 and BG2 shields without the new 'smooth' shields you've drawn (i.e. the kite-like shields)?
  • The spell scroll standarization- I understand the icon reflectivity / luminescence changes, but why standardize the scroll orientation itself? Same for weapon icon orientation (all swords now NW-SE facing).
Thanks again for this, I can't wait to see it implemented in BGEE. Are you at liberty to say which components will be integrated?

  • No need to comment out anything, when installing you will be prompted whether to
    a) install font updates at all (heading font/updated stone font to better match the interface
    b) install the mixed case stone font replacing some of the original all-caps stone font
    You can simply say 'no' to any of these if you prefer.
  • No, you can't customise on a shield by shield basis. Your options are either BGII style shields, BGI style shields, or 1pp shields (mixed depending on whether additional shield animations are installed or not). If you don't like the new shield animations, not installing that component might work?
  • Because that was how it's always been in Baldur's Gate, until ToB came along. For the spells, I don't know. Looked odd to me to have all BGII ones flipped left compared to the BGI ones. It does not match with the perspective in other items, either.


the time dial doesn't fit properly in resolution higher than 800x600
1024x768, for instance:
BTW, Well done and thank you for your effort.
PS: Is it possible to adjustment this issue?


Seems like a bug. I test in 800x600, so it's entirely possible I broke other resolutions at some point without noticing. Will check (& fix) :)


Yes. 'twas a typo (70 rather than 700 for one position). Try if putting this in your override fixes it

Attached File  GUIW10.rar   1.82K   541 downloads



#544635 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 06 August 2012 - 12:11 PM in 1PP

187,447 KB of package ... dunnow ... still same issue here ... :( (no readme error by the way now).


Using my jedi mind powers I would suggest you have an old copy of 1pp (2.7 perhaps) in your game directory you haven't removed.



#544621 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 06 August 2012 - 05:32 AM in 1PP

This looks really awesome. I'd love to use it for IWDII, but I wonder which components are compatible, because the readme says "placeholder" after the IWDII for some of the core components. What does that mean?


The placeholder ones install, but don't do anything. For 101 it's mainly because it's a component used to check against (if 1pp is installed or not) but it's irrelevant for IWDII as the game has no paperdolls.

The other one that is a placeholder is 114 (spell effects) which I simply haven't got around to going through properly on IWDII yet.

So basically yes, you can use the mod with IWDII. Engine related fixes/avatar fixes will all work and install correctly, but don't expect much in terms of item patches making use of new content or IWDII-specific fixes just yet.


In other news, RC2 later today (possibly) as everything seems to work fine on my end. Changes are the fixed installer (300 no longer fails if installing everything in one go), two stray BAM glitches since discovered, and an added game engine fix to 301 (SoA/ToB). Deeply appreciate any feedback regarding bugs or just in general :)