Jump to content


Erephine's Content

There have been 83 items by Erephine (Search limited from 17-June 23)


By content type

See this member's


Sort by                Order  

#545650 The coding

Posted by Erephine on 27 August 2012 - 09:14 AM in Infinity Animations

If I remember correctly, there were a few other fixes in it as well, which is a shame. While I don't really have the time to devote either, I could try and isolate them for an interim patch, perhaps?

Likewise. Good to be here, too :)



#545634 The coding

Posted by Erephine on 27 August 2012 - 05:59 AM in Infinity Animations

There was also a fixed version for the ANSI issue, but it looks like it was never released.

Sent the files to Miloch/et al. who currently maintain this mod sometime last year; assumed it had gone through.



#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



#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).



#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.



#545445 No more teasing Erephine, it's offical your work is going into BG:

Posted by Erephine on 23 August 2012 - 09:53 PM in 1PP

When was I teasing? :P



#549246 IWD An Assertion failed in Infinity.cpp at line number 840

Posted by Erephine on 01 November 2012 - 09:06 AM in 1PP

will look into it, thanks. :)



#545145 Component idea

Posted by Erephine on 20 August 2012 - 07:51 AM in 1PP

Hey :)
You're doing a great job and I was wondering - have you ever thought of adding an animation for half-orcs? I think there are apropriate slots, but even though half-orcs have their uniqe paperdoll, they don't have any animations. They all look like humans.
It would be great to see something like that.

Cheers and again thanks for your work :)


I've certainly thought about it, but it would be a lot of work (12 new animations for each gender, meaning 24 total) and there is only so much I can do as it would have to fit both the sizing and general outline/silhouette of the existing animations so as to work properly with existing overlays.

Add to that that half-orcs are supposed to be able to pass as human (save skin colour for some) and I think it might be best to leave it as-is (also known as: not worth the effort).

Might (and this is a pretty big 'might') do something like Tiefling animations on the other hand, as I could layer onto existing animations. Somewhat like the attachable wings, if you will, but as a proper animation series rather than tacked on.



#545841 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 30 August 2012 - 12:01 PM in 1PP

And it is up :) changes in the new release are the paperdoll handling in IWD and the addition of the remade small shields.

Little known fact about myself: BG1 small shields have always been my favourite so I wanted to make sure I get them right (definitely happier with them this time around!). Picking up Viconia with her dark green small shield while exploring out in the Sword Coast wilderness = one of the things I associate most vividly with my early BG experiences. That shield.



#545576 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 26 August 2012 - 12:54 AM in 1PP

Perhaps. There is currently no true port of BG1 helmet animations, which is why the installer refers to it as fake BG1 style.

I try to approximate with the animations that are there, which is a better fit than vanilla but by no means perfect. 'Skip' is actually the worst choice if you care for accuracy; the fake BG1 option is the closest you can get at present. Also, if you like the BG1 style icons/approximations, you should not 'apply to Tutu' as that is the default for Tutu installs.

The helmet you refer to as not matching is an update of the typical BG2 helmet. I think it 'sort of' matches, but if amongst the helmets 1pp offers you feel there is a better match feel free to point it out. That you get it at Winthrop's is an issue because you're applying BG2 items to Tutu -- the helmet is rather rare in BG2 so I put the alternate there, whereas it is very common in BG1/Tutu.



#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.



#545498 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 24 August 2012 - 02:20 PM in 1PP

Proper update should be out by tomorrow evening at the latest. :)



#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.



#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.



#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 :)



#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 :)



#544596 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 05 August 2012 - 05:10 PM in 1PP

Wow! I have looked through the readme now and it looks absolutely stunning. Thank you for your incredible work!

Thank you thank you thank you :wub:

I wish I was kidding when I say adequate documentation has been one of the main factors holding this back for... a long time.


It doesn't get installed on a plain bgt game unfortunately.

<error: unix_error(20, "stat", "1pp/v2_copy/cdc1inv.bam")

Also it doesn't find the readme at the very begin of the install ...


Seems like something is wrong on your end if it can't find the readme. Are you sure you extracted everything correctly?



#545507 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 24 August 2012 - 04:44 PM in 1PP

Can't wait :)

In the meantime, here's another weird thing that happened to me:
Jondalar (the guy in Candlekeep that teaches you about combat) killed my character!

I'm pretty sure his quarterstaff is not supposed to deal any damage, so I'm wondering if there's a chance 204 (Colourable Quarterstaves) might be the culprit?
(the archer in the same encounter still deals the proper 0 damage per hit, which is why I'm suspicious of this component)


I can't see anything that would patch the damage.

However, from what I can see the weapon he has equipped (staf04) hits and acts like a regular staff in BG2 whereas it has zero damage in BG1/Tutu and is undroppable. In my Tutu install the file seems correct as per BG1, but that might have something to do with the issue.



#545324 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 22 August 2012 - 10:52 AM in 1PP

Yes. Waiting for the medium shields before I put out the next version (unless something is horrifically broken)

I've added the option for BG2 helmets in Tutu as yet another choice if you choose manual configuration and have Tutu installed.



#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?



#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...



#545723 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 28 August 2012 - 10:36 AM in 1PP

Sorry to bother you, but I'm having a problem getting RC5 to install on IWD1. This is what I've installed so far:

And now I'm trying to apply RC5 to the game, but A) I'm getting options that aren't even listed in the readme, and appear to be from the old version (referencing a directory structure that isn't present in the current 1pp folder) and B) almost nothing installs correctly. I completely deleted my old 1pp folder and .debug / setup file prior to copying over the RC5 assets.

setup-1pp.debug contents


Any idea what is going on?


Make sure to delete 1pp.tp2 from your IWD directory.



#545491 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 24 August 2012 - 10:31 AM in 1PP

I was thinking of Tutu, yes.
So, is there any way this might get reverted back to BG1?
(at a glance, the other pieces of armor (in Winthrop's inventory :P) seem to be ok)


Ohh, I see what you mean, I'd accidentally put in the wrong reference. I thought you meant changed to the BG1 icon :)

Consider it fixed.



#547268 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 22 September 2012 - 06:51 PM in 1PP

Figured out what was causing the conflict with SPWI317..
BG2 Tweak Pack - Rule Changes:

Add Save Penalties for Spells Cast by High-Level Casters (BETA)
By request, this component will adjust spells to have save penalties when cast by high-level casters. For every five levels over the minimum level required to learn a spell, a -1 to saves will be imposed.
For example, Hold Person is a second level cleric spell, and can be learned when a character hits level three. When the character hits level eight, the spell now has a -1 penalty to the victim's saving throw. At level 13 it's -2; at 18 it's -3, etc. all the way out to -9 at level 48. The penalties are extended out to level 50 in case players are playing an XP cap-free game or with one of the various level-50 rule sets.
The penalties will work against you for spells from enemies, but I expect this component will, in general, probably make the game a lot easier. You'll have the choice to add these penalties to divine spells, arcane spells, or both.
NOTE: This component has been flagged as beta. There have been sporadic reports of crashes with this component installed, but I have not yet been able to replicate and solve these issues. If you should encounter issues with this component, please file a bug report at the mod's forum--I really, really want to get this nailed down and fixed.


Can you/someone attach the patched .spl file after installing the Tweak Pack component?



#545282 1ppv4.1.0 release - Download & discussion

Posted by Erephine on 21 August 2012 - 02:14 PM in 1PP

If you went with the default, you will be able to find BG1 style shields throughout SoA (the BG2 variants are just more common). The gems thing is currently part of the main v4 update, so not easily separated. You could delete all the misc**.itm files from your override which should bring them back to vanilla in the interim.

I will make it an option for the future.

----

Got sidetracked while working on the shields and finally figured out how the ingame colour pickers work (which makes me happy as it's been bugging me for some time). So there will be this as well next update (ToB installs only):


Posted Image

Posted Image

Posted Image


Posted Image

^ the way I've implemented the extended clothing colours is you will get the standard set of 34 at character creation and from your inventory; if you want to access the 'extras' you can do so from the 'customise' dialog in your character sheet.

No more having to edit your characters with NI :)

(unless of course the colour you want is not on there)