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#585129 BiG World Setup (an attempt to update the program)

Posted by Yllib on 11 January 2016 - 05:44 PM in Mega Mod Help

Something else I noticed, though not sure how easy it would be to modify; if you go to restore a backup, but you had used generalised biffing in your install, the new biffs created by that mod remain in your data folder. I'm assuming this is because it is a simple "delete all except..." type code and the data folder was left out to reduce backup size. Easy enough to delete the biffs at any time, or to uninstall the mod before restoring a backup, but thought it worth mentioning.

 

Thanks for all your hard work!

 

Edit: This is for EE, though I imagine it's similar for standard ToB.

 

Edit 2: I stand corrected; my latest backup restore removed the new biff files. Ignore this post!




#585092 BiG World Setup (an attempt to update the program)

Posted by Yllib on 11 January 2016 - 12:03 AM in Mega Mod Help

Just noticed something with Item Revisions. The Armour component only has two options with the latest beta; with (1040) or without (1042) movement speed penalties. Any other option will cause it to skip the component entirely.




#585090 BiG World Setup (an attempt to update the program)

Posted by Yllib on 10 January 2016 - 11:07 PM in Mega Mod Help

Just been having a look through some of the BG2 Tweaks code and there's this line:

PATCH_IF (NOT ~%SOURCE_RES%~ STRING_EQUAL_CASE ~riftcr04~) BEGIN // skip creatures meant to have lower hp

And I assume it does similar for creatures with very high HP since it doesn't touch dragons etc.

 

Possibly Imoen has this flag for plot elements? She starts with 57 including CON bonus, just low enough for the Power Word spells.

 

That's about as much as I can decipher!




#585087 BiG World Setup (an attempt to update the program)

Posted by Yllib on 10 January 2016 - 08:40 PM in Mega Mod Help

Hi agb1, thanks for the quick response!

 

Did you already run a --change-log on these files to check if any other mods could be responsible for the level change?

 

No change log as I'm still fairly new to this and don't know how... But I did check the IMOEN*.CRE files in the backup folders in IE and looking at the install order, it was definitely ToB NPCs that screwed her level up. No idea why she got missed in the max HP one though...

 

The problematic file is amtgen01.cre, which seems to be from ding0's questpack (Improved Oasis II, combat variant).  I will mark that component Expert for EE until we figure out why that file (possibly its proficiencies as you noted) is causing problems for Item Randomiser.

 

That's good to know. I had thought it may be SCS related, as it changes the proficiencies of a number of the warriors in game. Do we know if it installs fine on a non-SCS install, that includes IO2?

 

Sounds fine.  Did you have any problems with the installation?

 

Installed without a hitch, as far as I'm aware. However there are a number of identified issues with the mod stemming from changes made to the EE engine. Demi is aware of these and will work on fixing them, when he has the time to. The biggest one is that at lvl5, true class fighters get 1* in all weapons, which overrides any points you have already put in (a fresh BG2 fighter that put GM in a weapon at creation will wind up merely proficient in that weapon after the opening scene, along with every other weapon). Easily fixable with EEKeeper, but not intended (supposed to add 1* to all weapons that don't already have any, which it does in non-EE). Also rangers are supposed to get d8 HP, but seeing as EE has added separate HP tables for each kit, only pure ranger has d8, all the rest have d10. Probably much easier to fix in the .tpa but again, not intended. So probably not ready to join the installer yet, at least not without "expert" label and warnings etc.

 

Lolfixer is Expert because it hasn't been tested with EE and Lollorian wasn't sure if it would work correctly.  Thanks to your report we now have more specific knowledge so it is much appreciated.

 

Figured that was the case. That issue alone is pretty insignificant, but who knows what else may go wrong. Glad to help!

 

Spoiler
 
BP #1170 - Treant Encounter
 
Spoiler
Installing [Treant Encounter] [v181-b4611 BWP Fix]
Appending to files ...
Appending to files ...
Copying 1 file ...
Compiling 1 script ...
 
[bp/baf/re-baf/treant/bpdru14t.baf] PARSE ERROR at line 42 column 1-54
Near Text: )
[ForceSpell] argument [CLERIC_ANIMATE_TREE] not found in [Spell.IDS]
 
[bp/baf/re-baf/treant/bpdru14t.baf] PARSE ERROR at line 43 column 1-36
Near Text: )
[RemoveSpell] argument [CLERIC_ANIMATE_TREE] not found in [Spell.IDS]
 
[bp/baf/re-baf/treant/bpdru14t.baf] PARSE ERROR at line 769 column 1-32
Near Text: )
[HaveSpell] argument [CLERIC_ANIMATE_TREE] not found in [Spell.IDS]
 
[bp/baf/re-baf/treant/bpdru14t.baf] PARSE ERROR at line 780 column 1-49
Near Text: )
[Spell] argument [CLERIC_ANIMATE_TREE] not found in [Spell.IDS]
Compiling 1 script ...

 

Ah yes I remember seeing the Treant error but then completely forgot about it! Will probably just uninstall that one for now. As for the portraits; they seem to have worked fine (I have a much larger selection). Not exactly a game breaking issue anyway.




#585078 BiG World Setup (an attempt to update the program)

Posted by Yllib on 10 January 2016 - 07:20 PM in Mega Mod Help

Hi there, not sure if this is the right place to report bugs/errors/general weirdness. If not please direct me to the correct place. :ermm: This is with BG2EE.

 

I've been experiencing some oddities with BG2 Tweaks components "Max HP for NPCs" and "ToB-Style NPCs" in that it raises Imoen's mage level to 24 in her IMOEN15, IMOEN211 and IMOEN213 .CRE files (the actual joinable instances of her after Chateau Irenicus). She gets the increased HP, THAC0 and saving throws of her new level, but not memorisation capabilities. It also leaves IMOEN10 (Chateau Irenicus file) untouched (vanilla HP value). All other joinable NPCs that I've checked seem to receive the appropriate changes from both components, though I may have missed something. In a previous install her later iterations had also been assigned a kensai kit, despite not having any fighter in her. That was using more mods and I don't have any logs from that one unfortunately. Looking at the log file, she was completely skipped from the Max HP component, which matches there being no backups for her for that particular module.

 

Also get an error when trying to install item randomiser component 2 (looks like it's to do with proficiencies?), but that can safely be skipped without any major impact on the game.

 

I also set it to pause so I could install kit revisions at the appropriate time, as per the Select.txt file in the Config\BWP folder, so it (probably) won't show in the debug file but all components were installed in between arestoration and BP core component. I manually went through and deselected any components that explicitly indicated a conflict with Kit Revisions (which show up despite it being not available for selection), as well as any others that seemed like they would.

 

I was also initially trying to use all components of lolfixer, but when I started a new ToB game, the majority of items had their picture that accompanies the background/description screen replaces with a crate. Figured this was one of the reasons it is flagged as "expert" for EE installs so I just skip it entirely now and all items you start with in ToB have their appropriate artwork, as opposed to only two of them. I figure if it was doing this to items it could potentially be doing weird stuff to the rest of my game files.

 

Finally, there seems to be no option to install the additional items component from Song and Silence mod, yet it is available and appears to install fine if you just run a standalone install. Not sure if intentional or an oversight?

 

Debug file attached.

Attached Files