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Planar Sphere Mod v2.6a


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#81 Hoppy

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Posted 26 March 2008 - 07:00 PM

So is this version THE version? That is, the original PSMod (+ Duality's changes + those one/two/three other guy's changes + Hoppy/cmorgan's magic touch) ?? The version that when someone asks: where can I download THE Planar Sphere Mod, we give 'em this link?


Yep, it was a cast of thousands. This version should be solid as a rock as I will have to wait to test but I had very minimal issues with 26a and like mentioned in other posts, my fixes came from ones implemented in 26b>now26c.
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#82 Azazello

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Posted 30 March 2008 - 08:15 AM

Congrats to all contributors for keeping a fun and furious mod alive. Mayhaps even wellunhappy will give it a go again.

SConrad: btw the Support Topic link in the SHS download page goes to 404. Perhaps a PSMv26c thread is needed?

#83 SConrad

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Posted 30 March 2008 - 12:49 PM

SConrad: btw the Support Topic link in the SHS download page goes to 404. Perhaps a PSMv26c thread is needed?

Nothing I can do anything about, sorry. The topic is automatically genereated and assigned, although hidden from public view.

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#84 prowler

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Posted 16 April 2010 - 06:57 AM

I can't find PSM v.2.6c - so I have post here.

Russian translation made by Fess here.

So please add it to release.
Thanks.

Attached Files


Edited by prowler, 16 April 2010 - 06:58 AM.

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#85 Hoppy

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Posted 16 April 2010 - 11:10 AM

I can't find PSM v.2.6c - so I have post here.

Russian translation made by Fess here.

So please add it to release.
Thanks.



Thanks Prowler. If Duality is not around, I can upload a new version but it will be in a couple months. That will give some time too if Duality makes the update instead.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#86 10th

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Posted 02 October 2010 - 05:08 PM

At least in my installation psTeos doesn't show up.
I've completed the stronghold quest at day 269 and he didn't show up a week later. Moreover he still didn't appear despite it being day 310.
psTimeToTeosSpawn is at 29884214.

Is there some fool-proof way to spawn him without resorting to CLUAConsole:CreateCreature? Because doing a SetGlobal("psTimeToTeosSpawn","GLOBAL",0) didn't work.

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#87 -Hop-

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Posted 03 October 2010 - 09:21 PM

At least in my installation psTeos doesn't show up.
I've completed the stronghold quest at day 269 and he didn't show up a week later. Moreover he still didn't appear despite it being day 310.
psTimeToTeosSpawn is at 29884214.

Is there some fool-proof way to spawn him without resorting to CLUAConsole:CreateCreature? Because doing a SetGlobal("psTimeToTeosSpawn","GLOBAL",0) didn't work.

10th


Set it to 1 since it is a counter.

#88 -Guest-

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Posted 10 November 2010 - 09:30 AM

I believe the download link in the first post is broken. It sends me to some dubious search page. ;)

#89 Jarno Mikkola

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Posted 10 November 2010 - 10:54 AM

I believe the download link in the first post is broken. It sends me to some dubious search page. ;)

Yep, and the mod is actually a v2.6c already...

PS: if you ever get lost on where's one, this link list will help you to locate many mods you don't even know exist...

Edited by Jarno Mikkola, 10 November 2010 - 11:01 AM.

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#90 Wernius the Confused

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Posted 19 December 2010 - 06:14 AM

Hey everyone!

I'm new to the forums, and i would like to state how much i enjoy this mod: i enjoy it very very much!
so there!
now i have been having some trouble with the mod, i played it af few (i think it's only a few) years ago, and it worked fine, until i got to the boss fight, where i got an error message and baldurs gate crashed and burned... never solved it! so now i'm giving it another go, after hearing about this amazing new bug-free version, i start it up and bam! even more bugs than last time. this may of course be caused by the fact that i have a BIG-world install, with a LOT of mods, but none of them are reported to conflict with PS. The bugs i have been having trouble with until now are the following:

- Teos Doesn't show up, i solved this via the console.

- The Fear boss fight initiation cut-scene did not produce the Fear boss, but left me stranded in cut-scene hell, i solved this by reloading, it has worked fine since then.

- Upon entering the control chamber, after activating the mod, the game crashes, I thought this might be solved by getting the artifact, and it kinda did, since the ritual cut scene worked fine. but after defeating the Fear boss, the game crashes again upon return, so i guess that there is something in there under normal circumstanses that buggs up the game, maybe BG 2 hates the professor as much as that demon in the labs?

- The " the planar sphere has been invaded by enemies, please defend us" sequence also crashes the game after the dialog and cut scene.


If anyone has any idea why this stuff happens and can lend a hand in solving them i would be gratefull, i am running the game on windows 7, in XP sp3 compatible mode, the machine has more than enough power, everything is updated and newly installed with the help of the great people at BIG world.

Thanks for at great mod, and a nice forum!

PS: Here is the content of my baldur.err file, i have no idea if it will help (didn't do anything for me, but then again, i have never modded or debugged anything, except kids of course!)



---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ChSound.cpp
Line: 4905

Exp: 0 < nNumSongs && nNumSongs <= CSOUNDMIXER_MAX_SONGS

Msg: no msg.
Run Debugger?

---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ObjCreature.cpp
Line: 12162

Exp: pCreature != NULL && creatureSize > 0

Msg: no msg.
Run Debugger?

---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ChVidImage.cpp
Line: 1910

Exp: !((dwFlags & CVIDIMG_TRANSLUCENT) && (dwFlags & CVIDCELL_BRIGHTEST))

Msg: no msg.
Run Debugger?

---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ChVidImage.cpp
Line: 1910

Exp: !((dwFlags & CVIDIMG_TRANSLUCENT) && (dwFlags & CVIDCELL_BRIGHTEST))

Msg: no msg.
Run Debugger?

---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------

Edited by Wernius the Confused, 19 December 2010 - 09:42 AM.


#91 -macrosb-

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Posted 12 March 2011 - 02:49 PM

I talked to Belle after I finished the battel against the sorceror and then I battled the raiders but i cannot find Belle again. Is she suppose to be around somewhere, or does she show up later, or does she only show up if you talk to Teos after the battle?

#92 prowler

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Posted 01 May 2011 - 05:01 AM

Thanks Prowler. If Duality is not around, I can upload a new version but it will be in a couple months. That will give some time too if Duality makes the update instead.



Hey Hoppy. We (russian tra-team) have made beta-archive PlanarSpereMod.
We have add Russian transaltion and all Big World Project Fixes. Also we have traify TP2 file 'cause it contain 2 lines (now this lines into Setup.tra).
Please check it. Maybe in future this download link will be added in BWP-list mods. (I hope)
Thanks.

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#93 Beleg33

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Posted 08 June 2012 - 05:03 AM

Is anyone maintaining this mod still around? I found at least one mistake with an item and I have a few questions about some of the fights scripts.

Item in question is PSSW1H02, The aura cleansing effect is missing a stat value (actually it is 0 instead of 1 I guess) and thus doesn't work as intended.

Scripts I want to ask about are :

- PSGLOBE5.BCS (conjurer spell globe in Council of Six building) : In my game it just spams one of its possible spells , namely Animal Summoning 3, every 2 seconds. I don't know how the RandomNum function works but the implementation seems buggy (RandomNum(5,1) is used for all spells). I've tried ctrl+y everything except that one globe and the room was filled with dire bears in a minute instead of various summons.

Spoiler


Might be similar issues with other spell globes but I'm not sure, they weren't spamming the same spell over and over at least.

- PSBAATL.BCS and PSTANAL.BCS (Baatezu/Tanaari leaders in Temple District) : This bit of script
Spoiler


seems to be missing a Heal or something on the creature, else it results in 3 creatures of each type being summoned as soon as the leader reaches 150HP. Maybe it is intended but it seems a little overkill. Tanaari leader has same script with related Tanaari creatures. Even if inteded it is quite annoying because 3 tanaari mages just make it impossible as they will chain Time Stops and destroy the party.

Edited by Beleg33, 08 June 2012 - 05:05 AM.

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#94 Beleg33

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Posted 18 June 2012 - 01:32 PM

I have somehow enhanced the scripts mentionned above (all globes scripts, and the demon leaders' ones) if anyone is interested. Might be worth asking aVENGER if his mod (aTweaks) could apply its scripts to those demons (not the leaders, the summoned ones) to make them closer to PnP if someone wants to install it on top of PlanarSphere?
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#95 Beleg33

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Posted 19 June 2012 - 04:51 AM

Here some samples of what I did :

- Globe encounter in Government building :
original script of PSGLOBE5.BCS (Invocation spell globe) :
Spoiler

This basically made it only cast Animal Summoning 3 every 2 seconds and destroy itself after 8th cast.

Modified script
Spoiler

With this one the globe has an equal chance of casting either of the 6 spells, once per round. It can probably be enhanced but it's still better than original one IMO. I have done similar changes for all PSGLOBE#.BCS

- Demon encounter in Temple district :
Block #1 of PSTANAL.BCS (Tana'ari leader) :
Spoiler

This makes it summon 3 of each add type as soon as it reaches <150HP.

Modified block :
Spoiler

Now as soon as it reaches <150HP it recovers all hp and summons one of each add type, it does this 3 times. If you intend to focus on the leader, you will still have a massive amount of demons spawned. Recommended tactic is too clean the adds before attacking the leader. Same change is done to PSBAATL.BCS

Addendum : About timers in globe scripts, if the game files don't have a TIMES.IDS, replace ONE_ROUND with numerical value which should be 6 (or 90? This is confusing to me)

Edited by Beleg33, 19 June 2012 - 04:13 PM.

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#96 Lollorian

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Posted 22 June 2012 - 06:21 AM

I've been trying to apply your PSGLOBE# changes while trying to preserve the probabilities that the scripts originally had and it's getting real freaky :lol: I was wondering whether the changes to RandomNum were necessary when you've already added the timer variable - does the script not work (or loop on one spell) if you keep the RandomNum the same and only add the timer? :unsure:

Addendum : About timers in globe scripts, if the game files don't have a TIMES.IDS, replace ONE_ROUND with numerical value which should be 6 (or 90? This is confusing to me)

6 according to the boatloads of mods that add ONE_ROUND to the TiMES.IDS :cheers:

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#97 Beleg33

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Posted 22 June 2012 - 08:11 AM

Does the script not work (or loop on one spell) if you keep the RandomNum the same and only add the timer?

Bolded part is exactly what happens in the original script. Could use some tweaking of RandomNum triggers to adjust probabilities. Also one of them (PSGLOBE4) uses ReallyForceSpell([Target],CLERIC_MAGIC_STONE) but I don't think that has any effect since it's a self-targetted spell that creates items (you will loot them on the globe when it dies); might need to find another enchantment spell to use here.
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#98 Lollorian

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Posted 22 June 2012 - 06:56 PM

I gave it some thought and realized the problem with the probabilities in PSGLOBE1.baf could've been simplified by using RandomNumLT/GT() :doh: You have 7 spells set to fire at these chances:
1/5 1/5 1/5 1/5 1/3 1/10 1/5

using a base 43 weighted RandomNum, they convert nicely into:
6/43 6/43 6/43 6/43 10/43 3/43 6/43 :D

I've also changed CLERIC_MAGIC_STONE into CLERIC_SPIRITUAL_HAMMER for extra cleric pow! :lol: Also added your change to the Tanar'ri script - here's the modded files :P

EDIT: Attachment removed cause there's a better and more comprehensive attachment in my next post :D

Edited by Lollorian, 23 June 2012 - 08:26 AM.

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#99 Beleg33

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Posted 23 June 2012 - 06:40 AM

Is that for BW Fixpack? How does this work in regards to Leonardo's work? You provide a fixed .baf/.d/whatever file and let Leonardo compare it to original files and possible fixes already included so he makes the .patch file?

You missed proposed changes to PSBAATL.BCS (same as PSTANAL) and PSSW1H02.ITM (missing parameter for Aura Cleansing effect (#188))
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#100 Lollorian

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Posted 23 June 2012 - 08:24 AM

Is that for BW Fixpack?

Not exclusively :) Anyone could unpack that archive over the original mod (and overwrite) BEFORE INSTALLING the mod and the fixes would be applied :D

You provide a fixed .baf/.d/whatever file and let Leonardo compare it to original files and possible fixes already included so he makes the .patch file?

Yup exactly :cheers:

Also I only JUST noticed that prowler created a 26e archive some posts above yours - I still used to have the 26c archive :P (and methinks the BWP also uses the 26c version and applies the corrections from prowler's package)

You missed proposed changes to PSBAATL.BCS (same as PSTANAL) and PSSW1H02.ITM (missing parameter for Aura Cleansing effect (#188))

My bad :P Here ya go :lol:

Also removed references to non-existent items from the inventories of psadapp1.cre, pstest01.cre, pstest02.cre, pstest03.cre and pstest04.cre :cheers: Removing the earlier attachment because everything's inside this one...

Attached Files


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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod