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#41 aVENGER

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Posted 08 June 2008 - 01:34 AM

Sorry to bother you, but since you put

Divine Remix
Rogue Rebalancing
Ashes of Embers

as the install order,

and Divine Remix says it should be installed after AoE, should I assume that I can't have all three together?


No worries, installing AoE before RR won't break your game or anything. :) In that case, AoE's revised weapons restrictions merely won't apply to any items that are introduced by Rogue Rebalancing.

A possible workaround would be to install all of AoE except for the "Sensible weapon restrictions for MODS" component before RR. That should theoretically apply AoE's changes to the RR items, however I've never tested this out in practice.

#42 aVENGER

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Posted 08 June 2008 - 09:48 PM

Instructions for enabling the 1PP v3 animations for RR bucklers

If you want to give the bucklers which are introduced by the "Additional equipment for Thieves and Bards" component of Rogue Rebalancing their proper (round) animations back, then follow the instructions listed below.


Step 1: Download Erephine's D1 Legacy Shields from here and extract the files to your override folder
Step 2: Download Rogue Rebalancing v3.91, double click on the self-extracting archive, point the installer to your BG2 folder, wait for the files to extract but do not install any of the components yet (just choose the [Q]uit option when it appears in the WeiDU prompt).
Step 3: Go to the RR\LIB folder, find the file called RR#1PPV3.RR and copy it to your override folder
Step 4: Click on Setup-RR.exe and install Rogue Rebalancing as usual (make sure to install the "Additional equipment for Thieves and Bards" component)
Step 5: Enjoy watching Erephine's awesome animations on the RR bucklers! :)


Note: once 1PP v3 proper becomes available this procedure will become unnecessary and RR will be modified to automatically detect it. I can't do that at the moment as the current WIP version lacks a proper WeiDU installer, hence the abovementioned workaround.


As of RR v3.92 the abovementioned workaround is no longer necessary. Simply install the latest 1PP package before Rogue Rebalancing and RR will automatically detect it and adjust itself to use 1PP's round buckler animations.

Edited by aVENGER, 24 August 2008 - 09:54 PM.


#43 SirLancelot

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Posted 12 June 2008 - 07:17 AM

EDITED: RR v3.92 :)

Edited by SirLancelot, 15 September 2008 - 12:00 PM.

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#44 aVENGER

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Posted 12 June 2008 - 07:31 AM

Instructions for enabling the 1PP v3 animations for RR buckler


I think that should be shown in the first post of the topic, aVENGER.


Nah, it's just a temporary workaround for the tech savvy players. Once the final (WeiDU) version of 1PP v3 gets released, I'll update RR with a proper compatibility check which will make the aforementioned procedure unnecessary. ;)

#45 Choo Choo

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Posted 13 June 2008 - 01:53 AM

Ashes of Embers seem to work fine with RR.

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#46 --wanderer--

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Posted 25 August 2008 - 08:17 AM

Sorry if I missed discussion on this, but you list Sword Coast Stratagems (and I believe this means I, since II appears in another list) should go before RR - but the consensus over at G3 is that SCS for Tutu should be installed after Tweaks. How incompatible would that make them?

#47 aVENGER

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Posted 25 August 2008 - 08:49 AM

Sorry if I missed discussion on this, but you list Sword Coast Stratagems (and I believe this means I, since II appears in another list) should go before RR - but the consensus over at G3 is that SCS for Tutu should be installed after Tweaks. How incompatible would that make them?


The current version of Sword Coast Stratagems (for BG1) uses an older version of Detectable Spells than those which are present in Rogue Rebalancing. As it would be unwise to let SCS overwrite RR's newer version of DS with its own, SCS currently has to be installed before RR. I've asked DavidW (the author of SCS and the current maintainer of Detectable Spells) about this and he confirmed that this install order would be safest for the moment.

However, note that David is working on an updated version of his mod as we speak, so the issue might very well resolve itself in a couple of days.

#48 --Wanderer--

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Posted 25 August 2008 - 09:40 AM

Excellent - thanks for the clarification.

#49 aVENGER

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Posted 11 September 2008 - 10:37 PM

For an easier overview, I've split the comments and the incompatibility reports from the main Compatibility Guide.

In the future, please use this thread to report incompatibility problems and/or ask for advice.

#50 -Hawkmoon[ru]-

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Posted 06 February 2009 - 07:00 AM

Don't know if that's real issue? but...
Imoen Romance. After last Bodhi fight, when you come out of her dungeon into graveyard, you are imediately teleported to the City Gates to fight bad guys . But the romance (if it's in active state) can continue ONLY if you walk out of this area (Graveyard) from exits, not teleported from there by script (proximity triggers? area scripts? don't know, I'm not modder). There IS a way of continuing romance - all that is required is to return to the graveyard district and wander around the exit for 5-10 secs - that should be enough for floating text to appear and new dialogue choices to be activated.
But that's really not so obvious :)
PS Sorry for my English

#51 aVENGER

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Posted 06 February 2009 - 09:54 AM

Don't know if that's real issue? but...
Imoen Romance. After last Bodhi fight, when you come out of her dungeon into graveyard, you are imediately teleported to the City Gates to fight bad guys .


That was only the case in older versions of Rogue Rebalancing. As of v3.8 this no longer happens.

The CoC encounter now triggers when the party attempts to leave the area by one of the Worldmap exits rather than starting immediately after exiting the crypts. This change was deliberately made in order to increase the compatibility with mods which have post-Bodhi talks such as Kivan, Xan and Imoen Romance.

#52 berelinde

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Posted 05 June 2009 - 09:08 PM

I've got a silly little tweak mod out, so it's probably not a bad idea to clarify a couple of things for players who might want to use it in combination with RR.

b!tweaks offers a stat-based proficiency system like Ashes of Embers (it's based on AoE, actually), but unlike AoE, it doesn't offer the ability to exclude mod items. So players who want Rogue Rebalancing items to be affected by b!tweaks should install RR first. If players would rather have RR items excluded, they should install b!tweaks first.

b!tweaks also offers the player the chance to manually set weapon proficiencies. This will override any changes RR ,makes, so this component is probably incompatible with RR. b!tweaks doesn't touch weapon styles, though, so if Rogue Rebalancing deals only with two-weapon styles for rogues, there is no conflict.

Edited by berelinde, 05 June 2009 - 09:38 PM.

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#53 aVENGER

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Posted 05 June 2009 - 10:00 PM

b!tweaks also offers the player the chance to manually set weapon proficiencies. This will override any changes RR ,makes, so this component is probably incompatible with RR. b!tweaks doesn't touch weapon styles, though, so if Rogue Rebalancing deals only with two-weapon styles for rogues, there is no conflict.


As both RR and b!tweaks patch WEAPPROF.2DA in a non-destructive manner, I don't see anything that would cause an incompatibility here. And since your item tweaks don't alter the proficiency assignments of weapons, there shouldn't be any issues with that either.

On an unrelated note, could you per chance clarify this issue for me? The player thinks that Gavin introduces a Medusa to the game, but I'm unable to find any references to this creature in your tp2.

#54 berelinde

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Posted 06 June 2009 - 07:42 PM

No, no medusas. It's possible that the player is talking about basilisks, but apart from interjections and six potions of Mirror Eyes, Gavin has nothing to do with basilisks, Mutamin, or anything else related to FW3500/Mutamin's Garden.

I'm rather flattered that players think I was capable of introducing new monsters to the game, but Gavin is 100% dialogue. Nothing else.

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#55 Miloch

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Posted 07 June 2009 - 11:26 PM

As suggested here, the medusae seem to be from Drizzt Saga. I don't know why someone thought it came from Gavin.

There's only one reason I can see why your item may work for basilisk gazes but not the medusa gaze, which is otherwise cloned from the same item, including using the same gaze projectile. It's coded as a melee weapon rather than a projectile, and it really should be a projectile anyway (it has a range of 6 and is a gaze after all).
ACTION_IF FILE_EXISTS_IN_GAME ~f_medgaz.itm~ THEN BEGIN //Drizzt Saga
  COPY_EXISTING ~f_medgaz.itm~ ~override~ //Medusa Gaze
	PATCH_IF SOURCE_SIZE > 0x71 BEGIN
	  READ_LONG 0x64 hf //Extended header offset
	  WRITE_BYTE hf 2 //Attack type (projectile)
	END
  BUT_ONLY
END
If you add this to your code somewhere, you can just put Drizzt Saga in your compatibility list before RR (where most megamods should go anyway).

Now if you want your item to protect against all petrification attacks, regardless of whether they're gaze-based or not, you should probably protect from tb#petri too (the bigg's tweaked Petrification spell which stuns indefinitely). That does not seem like the point of your item according to its description, but you protect against other petrification spells (many have nothing to do with sight though). On the other hand, there are some other items coded as "melee" that also have a "gaze" projectile, but it's unclear whether they're supposed to be gazes. These include the spirit animal attacks (such as wolfspir.itm) which I would consider more like an "astral clawing" than a gaze. So I didn't bother with these, but I can give you the list if you want. (I coded this up because I have a similar item that reflects basilisk gazes and should also do for medusae - a regular mirror, as per PnP).

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Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
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Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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#56 aVENGER

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Posted 10 June 2009 - 10:43 AM

As suggested here, the medusae seem to be from Drizzt Saga. I don't know why someone thought it came from Gavin.

There's only one reason I can see why your item may work for basilisk gazes but not the medusa gaze, which is otherwise cloned from the same item, including using the same gaze projectile. It's coded as a melee weapon rather than a projectile, and it really should be a projectile anyway (it has a range of 6 and is a gaze after all).


Confirmed, that is indeed the source of the problem.

However, as you note, this issue not caused by Rogue Rebalancing. Therefore, I'd suggest reporting this to the author (or current maintainer) of the Drizzt Saga mod.

#57 Jarno Mikkola

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Posted 10 June 2009 - 11:44 AM

However, as you note, this issue not caused by Rogue Rebalancing. Therefore, I'd suggest reporting this to the author (or current maintainer) of the Drizzt Saga mod.

The v1 author(flysoup) has moved on... the current maintainer of v2 for BGT is erebusant.

Edited by Jarno Mikkola, 10 June 2009 - 12:01 PM.

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#58 Miloch

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Posted 10 June 2009 - 01:36 PM

However, as you note, this issue not caused by Rogue Rebalancing. Therefore, I'd suggest reporting this to the author (or current maintainer) of the Drizzt Saga mod.

As Jarno says, flysoup is doing other things and erebusant has his hands full with other mods too. So maybe it will get updated someday, but in the meantime it doesn't hurt having that in your code somewhere, and people will always have older versions of mods anyhow. Due to the BUT_ONLY it will do nothing if it's already been fixed. It does no harm and at the least, it may keep other folks from reporting this as a bug in your mod (which it isn't).

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#59 erebusant

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Posted 12 June 2009 - 09:47 PM

However, as you note, this issue not caused by Rogue Rebalancing. Therefore, I'd suggest reporting this to the author (or current maintainer) of the Drizzt Saga mod.

As Jarno says, flysoup is doing other things and erebusant has his hands full with other mods too. So maybe it will get updated someday, but in the meantime it doesn't hurt having that in your code somewhere, and people will always have older versions of mods anyhow. Due to the BUT_ONLY it will do nothing if it's already been fixed. It does no harm and at the least, it may keep other folks from reporting this as a bug in your mod (which it isn't).


Fixed locally. I'll be doing an updated v2.1 release with an additional Spanish translation soon, so this fix will be incorporated.

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#60 critto

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Posted 09 July 2009 - 09:25 AM

I am playing with Tortured Souls 7.02 + RR 4.11 now, and it seems that the Aran's script somehow breaks, and he won't give the SSoB blade to the protagonist. Though I do not remember if he gives the sword in the chapter 3 or chapter 6? If it's the latter, then sorry for the somewhat premature report, since I am currently in Underdark in my run :)
Otherwise, TS and RR seem to be working smoothly together. I have acquired some bugs with TS content, but they are most certainly not related to RR at all.
PS: TS is marked as an untested component in the Compatibility Guide, so I thought I'd help out with 'testing' while playing.