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[MOD] klatu Tweaks and Fixes

fix tweak bgee bg2ee imprisonment petrification disintegration

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#1 klatu

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Posted 18 January 2015 - 09:01 PM

File Name: klatu Tweaks and Fixes
File Submitter: klatu
File Submitted: 19 Jan 2015
File Category: BG:EE Mods

Overview

 

This mod consists of a collection of minor and major tweaks that touch on many different aspects of the game. Please read the description of each component carefully.

 

Contents

 

Components from Content Changes, as well as the Streamlined Spell Progression Tables, should be installed prior to other tweak, fix and rule collections.

 

All other components should be installed at the end of any installation, in the order listed below.

 

Because a large number of resources can be modified by this mod, it is highly recommended to install Generalized Biffing afterwards, in order to improve performance.

 

All components are designed to work independently of each other and are grouped into several categories for installation convenience.

 

Content Changes

These components introduce new content or change existing content.

 

The Gloves of Goodman Hayes
With this component, Cromwell can transform those awful Robes of Goodman Hayes into a much more useful pair of gloves. While the robes are an interesting choice for a Wild Mage they simply cannot compete with the many overall better alternatives. At least now they do not become obsolete quite as quickly.

 

The Manual of War
Introduces an ancient magical tome that, with some effort (HINT: and some WISDOM), can grant the reader extraordinary powers. The book can be found in the ruins of Ulcaster, in Irenicus' Dungeon (if the player has it in their possenssion on import) or in the depths of Watcher's Keep (if it was not already found earlier). But simply finding it is not enough. Try talking to the local scholars and mages to unlock its powers.

 

Prepared Wishes
Allows extra-ordinarily talented spell-casters to prepare Wish spells with a predictable outcome. Which wishes can be prepared depends on the caster's intelligence and wisdom scores. But no wish is reliable without experience. Spellcasters below level 31 will have an increasing chance to mess up and might cast a random wish instead. However, for high-level wizards this can strip away a lot of the tedium usually required for wishing. Just cast a regular Wish spell and ask the Djinni for a special contract to get started.

 

Romance Cheat: Isra will Romance Neutral Characters
Isra will no longer miraculously divine your true alignment without even trying. Maybe you have a reputation of 20, but are not a "good" person... How would she know this? Unless she secretly used divine powers on you, which is a big taboo in most parties. Now she is no longer quite as picky.

 

Give Hexxat an Inactive Fighter Class
Hexxat gains an incative fighter class of level 13, complete with weapon specializations. This makes her very powerful and might be considered a cheat.

 

Appropriate XP Rewards for Cowled Enforcers
Usually, killing cowled wizards nets you very meager XP values. Each one of them should be worth a few thousand XP at least.

 

CtB: Skip Candlekeep Chores and intro cutscenes
The Mega-Mod Check the Bodies adds a lot of content to the game, some of it of questionable quality. For instance, Candlekeep Chores and the retrospective cutscenes at the start of the game are simply dull and annoying and kill the pacing. This component removes both from the game. You're welcome.

 

CtB: Remove Venereal Disease
Check the Bodies can punish female player characters by giving them a disease for having a consensual sexual encounter with an unsavoury individual. From a roleplaying perspective, this might be an OK thing to include if you could get rid of it again. And if it was actually funny instead of creepy. None of these caveats apply, because it's it happens without warning and because it doesn't work like any other disease in the game. This kind of thing is just generally a bad idea and not something a lot people want to see in their game. This component removes this disease, as well as its implicit slut-shaming, from the game.

 

CtB: Fixed Harp of Myth Drannor
The item is currently completely broken and non-functional. This component fixes that.

 

RoT: Remove cutscenes from Chateau Irenicus
Before you can even start playing the game proper, Region of Terror bombards the player with far too many tedious and annoying cutscenes that have nothing to do with the actual story of the game, which hurts the pacing a lot. This component removes at least the cutscenes in Irenicus' dungeon.

 

Gameplay Tweaks and Fixes

 

These components attempt to change the way in which existing effects are applied.

 

Streamlined Wizard Spell Progression
Attempts to streamline and extend wizard spell progression. As a result the progression will be less arbitrary and continues up to level 50.

 

Please check the packaged readme for details.

 

Streamlined Sorcerer Spell Progression
Attempts to streamline and extend sorcerer spell progression. As a result the progression will be less arbitrary and continues up to level 50.

 

Please check the packagedreadme for details.

 

No Item Deprecation
With this component, it's no longer necessary to hoard your treasure before you sell it. Whether you sell that Longsword +1 now or later (in bulk) no longer makes a difference. The selling prices of items never degrade.

 

Identify all store items
In heavily modded games, it can sometimes happen that stores sell unidentified items. This component corrects any such oversights.

 

Fix Wild Mage Items and Spells
Some of the wild mage items and spells, especially in heavily modded games, can be implemented incorrectly. They don't grant a bonus to wild surge rolls, but instead limit them to a specific value. This component ensures that all known wild mage items and spells function as expected.

 

Prevent Wish Spells from Interrupting Caster
Normally, Wish spells take effect by being cast through the djinni's summoner. If the summoner has started casting another spell in the meantime, this may interrupt them. This component ensures that the actual Wish effects happen independent of the caster, thus solving the problem. The actual Wish effects are not modified and will remain in their current (possibly already modded) form.

 

Standardize Poison Immunity
Ascertains that any creature, spell or item with poison damage resistance also has immunity to any poison effects, and vice versa.

 

Free Action does not prevent Haste or Movement Rate Bonus
Free action items and spell will no longer disallow haste spells or movement rate bonuses. Note that item descriptions are not updated.

 

Drop Equipment on Disintegration
Forces all spells that cause disintegration to first drop the victim's equipment.

 

Drop Equipment on Petrification
Forces all spells that cause petrification to first drop the victim's equipment.

 

Drop Equipment on Imprisonment
Forces all spells that cause imprisonment to first drop the victim's equipment.
Unlike disintegration or petrification, however, this cannot be done instantaneaously. Therefore equipment will only be dropped if the imprisonment effect is not immediate. In other words, this will make NPCs drop their equipment in more than 99% of all cases.

 

Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence)
Ensures that innate abilities are not affected by dead/wild magic zones or surges. In Ehanced Editions or if TobEx is installed, these abilities will also work for silenced creatures.
This means that changing into the Slayer or using Whirlwind Attack can no longer trigger wild surges or be surpressed by Silence spells.

 

Treat all Psionic Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence)
Ensures that psionic abilities are not affected by dead/wild magic zones or surges. In Ehanced Editions or if TobEx is installed, these abilities will also work for silenced creatures.
This mostly means that mindflayers can use their abilities when silenced and without causing wild surges.

 

Treat all Bardsong Effects as Non-Magical (Unaffected by Wild/Dead Magic)
Ensures that bardic abilities (songs) are not affected by dead/wild magic zones or surges.

 

Allow Arcane Spellcasting in Armor
Allows unhindered arcane spell casting in any armor. Basically a cheat.

 

Allow Thievery in Armor
Allows unhindered thieving skills in any armor. Basically a cheat.

 

Remove Delay from Improved Haste Spells
Removes that pesky 1-second delay from all Improved Haste spells.

 

Reputation has no Effect on Store Prices
Your reputation no longer has any influence on the prices in stores.

 

Charisma has a stronger Effect on Store Prices
In an unmodded BG(2) a Charisma score of higher than 18 has no effect whatsoever in dialogues and a score of higher than 20 has no further effect on store prices. This component aims to give Charisma a bit more impact by increasing the effect it has on store prices, granting ever-growing discount rates for Charisma values of up to 25 (up to 40% discount-rates).

 

Modal Buff AI Script
Adds an AI script that makes pre-combat buffing extremely quick and convenient. Works best with the EEs and in older game versions with Detectable Spells installed (comes with many mods, including SCS).

 

Familiars can sort magical scrolls (Enhanced Editions only)
Your Familiar can help you sort more than 500 magical scrolls from all EEs and a large variety of mods. Simple talk to them and have a little patience. The scrolls will be taken from your inventory and dropped at the familiar's feet in a single pile.


Note that stolen scrolls will be marked as unstolen by this process and that it can sometimes happen that a few too many scrolls are placed.

Cosmetic Changes

 

Mute Kelsey's Romance Music
Mutes Kelsey's romance score.

 

Mute Xan's Romance Music
Mutes Xan's romance score.

 

Mute Adrian's Romance Music
Mutes Adrian's romance score.

 

Mute Isra's Romance Music
Mutes Isra's romance score.

 

Mute Kivan's BG2 music tracks
Mutes all music from the mod Kivan and Deheriana Companions for BG2.

 

Mute BG1 NPC Project music tracks
Mutes all music from the BG1 NPC Project.

 

CtB: Mute the Cowled Wizard
Mutes the Cowled Wizard from Check the Bodies. What he has to say is bad enough. But having to actually listen to him is somehow even worse.

 

Remove Chaos Shield icons from all items
Removes any and all Chaos Shield icons from all items. This makes it easier to tell whether a Chaos Shield spell is in effect while such items are equipped.

 

Change Appearance of Robe of Good Archmagi
Changes the general appearance of the robe to another one (Plate, Chain, Leather, Robe variations).

 

Change Appearance of Robe of Neutral Archmagi
Changes the general appearance of the robe to another one (Plate, Chain, Leather, Robe variations).

 

Change Appearance of Robe of Evil Archmagi
Changes the general appearance of the robe to another one (Plate, Chain, Leather, Robe variations).

 

Change Appearance of Robe of Vecna
Changes the general appearance of the robe to another one (Plate, Chain, Leather, Robe variations).

 


Click here to download this file

#2 The Imp

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Posted 16 April 2015 - 06:48 AM

Are those fixes shouldn't be reported as EE bugs and fixed in the next patch?
Well this likely involves removing things that effect the Wild Surge throw chart, as for example in the vanilla game, the Improved Chaos Shield adds an extra 25 to the dice roll. So cast 3 of those, get a bonus of 5 somewhere else and you are locked to the 20 last results the table has. Which are mostly beneficial to you, and you can cast 9th level spells with a level 1 spell(Nahal's Reckless Dweomer).
So it's not exactly a to fix with a patch.

Edited by The Imp, 16 April 2015 - 06:49 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#3 Miloch

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Posted 25 April 2015 - 10:29 PM

Nice tweaks.

 

Drop Equipment on Disintegration

 

Drop Equipment on Petrification

 

Drop Equipment on Imprisonment

You know that these have been in P5Tweaks for some time? Which was later deprecated by ToBEx I think. Is your implementation different?


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
================================================================
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#4 The Imp

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Posted 25 April 2015 - 11:43 PM

You know that these have been in P5Tweaks for some time? Which was later deprecated by ToBEx I think. Is your implementation different?
Well, it's not like it needs to be, as the ToBEx is not compatible with Enhance Editions and these are.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#5 klatu

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Posted 30 May 2015 - 08:07 PM

Sorry for the late response. Haven't checked in for a while...
 
@ALIEN
Yeah, but who wants to wait forever until the next patch arrives?
 
@The Imp
All the component does is change any flat modifiers to cumulative ones. Maybe for the spells this can cause the issue/exploit you mentioned. But for the items, it really ought to be cumulative in all cases. I didn't want to do anything too complicated here. But it would actually be possible to simply have either chaos shield remove any currently applied variant. Maybe I'll do that later.
 
@Miloch
I don't know how P5Tweaks implemented it. The way I did it was to create dedicated spells that cause equipment to be dropped for each of the three opcodes. For every instance of a disintegration/petrification/imprisonment opcode a clone of the effect is created that applies the equipment dropping spell with equal parameters. Equally, every immunity to the relevant opcode is cloned to grant immunity to the appropriate equipment drop spell.
For Disintegration and Petrification it is sufficient to simply positin the drop before the corresponding opcode for it to take effect. For Imprisonment a delay is required because the imprisonment otherwise takes precedence regardless of effect order. So it's only implemented when there is a delay of at least one tick, and the equipment is dropped one tick before the imprisonment concludes. Luckily, imprisonment almost always has a delay. So it should be extremely rare for it not to be applied.
 
It's really too bad that there is no ToBEx for the EEs...
 
 


#6 klatu

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Posted 01 June 2015 - 06:45 AM

Ok, I just checked the Chaos shield spells and they already use opcode 321 (remove effect by resource) in order to cancel other chaos shields, which is exactly what I would have done. So everything should be fine. If this does not hold true in case of contingencies or triggers, then the engine is at fault and there is nothing to be done about that. 


Edited by klatu, 01 June 2015 - 08:59 AM.


#7 agb1

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Posted 08 November 2015 - 08:11 AM

really niece tweaks klatu, could you please fill this template http://www.shsforums...quest-template/

 

@klatu - I have created the necessary files and submitted them to BWS, so you do not need to fill out the template.  I was not able to figure out how to support the customization choices for component 2090 (standardize shapeshifting), so BWS will use the defaults (100% spell failure while shapeshifting) until someone figures out how to handle the other branches.

 

Thanks for creating this mod!


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#8 dady977

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Posted 30 January 2016 - 11:21 AM

@Klatu thank you for making such an amazing, helpful and great mod that fixes a wide array of errors, but your mod modified my game's QWuarterstaff and 1-handed axe, now whenever I equip them (or anyone else equips them) they turn into a golem with alot of protections, I tested the items that did this and turns out that both of the items are modified by your mod.

 

Here is what the changelog wrote:

 

Mods affecting STAF01.ITM:
00000: ~BP/SETUP-BP.TP2~ 0 0 // Big Picture, core component (required for most subcomponents): v181-b4611 BWP Fix
00001: ~ITEM_REV/ITEM_REV.TP2~ 0 19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: V4 Beta 8
00002: ~ATWEAKS/SETUP-ATWEAKS.TP2~ 0 160 // PnP Undead: v4.50
00003: ~KLATU/SETUP-KLATU.TP2~ 0 2090 // Standardize Shapeshifting: 1.5
00004: ~SETUP-LOLFIXER.TP2~ 0 8 // Item Stuff - MAJESTIC Item Fixer: 10012015
00005: ~SETUP-LOLFIXER.TP2~ 0 9 // Item Stuff - Portrait Icon Assigner: 10012015
00006: ~SETUP-LOLFIXER.TP2~ 0 10 // Item Stuff - Proper Immunity Assigner: 10012015
 
 I'll bet my last dollar that Standardize Shapeshifting did this.
 
EDIT: I also tested the the 1-handed Axe, and turns out it's also modified by Standardize Shapeshifting, here is what the changelog wrote:
 
Mods affecting AX1H01.ITM:
00000: ~BP/SETUP-BP.TP2~ 0 0 // Big Picture, core component (required for most subcomponents): v181-b4611 BWP Fix
00001: ~ITEM_REV/ITEM_REV.TP2~ 0 17 // Weapon Changes: V4 Beta 8
00002: ~ITEM_REV/ITEM_REV.TP2~ 0 11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 8
00003: ~ITEM_REV/ITEM_REV.TP2~ 0 19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: V4 Beta 8
00004: ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ 0 120 // WPO: Weapon Proficiency Overhaul: v1.5
00005: ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ 0 0 // Core Revisions: 0.6
00006: ~F_N_P/F_N_P.TP2~ 0 102 // Select an installation method below: -> optional installation of new kits and the sphere system: 0.13
00007: ~ATWEAKS/SETUP-ATWEAKS.TP2~ 0 160 // PnP Undead: v4.50
00008: ~KLATU/SETUP-KLATU.TP2~ 0 2090 // Standardize Shapeshifting: 1.5
00009: ~SETUP-LOLFIXER.TP2~ 0 8 // Item Stuff - MAJESTIC Item Fixer: 10012015
00010: ~SETUP-LOLFIXER.TP2~ 0 9 // Item Stuff - Portrait Icon Assigner: 10012015
00011: ~SETUP-LOLFIXER.TP2~ 0 10 // Item Stuff - Proper Immunity Assigner: 10012015
 
 
So, any idea on what I should do to resolve this issue? Should I uninstall Standardize Shapeshifting? Or is there a way to fix the items Standardize Shapeshifting modified?
 
I'm looking for a way to fix the items without installing your mod, because it fixes alot more than it breaks.
 
 
Link to the thread (it has screenshots and more info): http://www.shsforums...d-into-a-gnome/


#9 klatu

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Posted 31 March 2016 - 02:31 PM

Sorry for the late response, @dady977.

 

I have no clue why that would happen, specifically. But I can guess. The component is fairly complex in what it does, so I might have screwed up somewhere, although I've never encountered anything like that.

Basically polymorphing in the base game is implemented via the polymorph opcode, which changes your appearance and physical stats, and by additionally force-equiping a corresponding weapon. The polymorph opcode is problematic because movement becomes erratic, and because it doesn't grant any immunities. The weapons usually have no additional effects either. On top of that dispellability and timings are often inconsistent. E.g. the weapon stays while the polymorph is dispelled. This leaves you with incomplete and disfunctional shapeshifting in general.

 

What my component does, is basically this (off the top of my head):

 

 

 

For every spell, weapon ability, etc. in the game, check if it has the polymorph opcode and one corresponding create-magical-weapon opcode.
If so, find the target creature of the polymorph effect, create a new copy of the referenced weapon (without touching the original) and basicallly assign all the creatures abilities to the new weapon as equipped effects.
So, if the weapon is dispelled, all effects are automatically dispelled as well. I also replace the polymorph opcode with a change-animation opcode, because it works better.
Then change the spell to simply equip the new weapon instead.

That's basically it in a nutshell, except for some sanitation to prevent contradictory or otherwise problematic effects on the new weapons.

 

 

 

STAF01.ITM and ax1h01.itm should not have been touched by my mod. It also should not have been itentified as a polymorph creature weapon in the first place.

All the weapons with poly effects should have some prefix and a generic name, like kl#0001.itm or something. I took great pains to make sure, they don't overwrite any existing items by generating new names.

Something clearly went wrong.

 

I mostly tested this mod in BG:EE with relatively few mods installed.

 

I do remember that I did some fairly hacky stuff, because WeiDU doesn't have any real data-structures, so the issue could be OS related.

 

Or I simply screwed up.

 

If anyone else is experiencing these issues, I would urge them to try to install this mod as the very last components, after absolutely everything else and see if the issue persists. And if it does, play without it.


Edited by klatu, 31 March 2016 - 02:32 PM.


#10 Sergio

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Posted 07 August 2016 - 04:33 AM

can someone explain to me how to use the manual of war?


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#11 lawofzero

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Posted 08 August 2016 - 05:23 AM

I hope that this is the right place for this but I have tracked down an error that has been bugging me for a long time now to a component of this mod. Between the components 'Standardize Creature Immunities and Abilities' and 'Standardize Poison Immunity', Branwen is being patched with a huge list of undesirable effects making her almost untouchable in a lot of cases. Levelling her up does not automatically 'fix' anything either. I believe that the reason that this is happening is because Branwen's initial race is 'Statue' and the patcher is reading her CRE file as if she is a non-playable creature in the game.

Attached Images

  • Branwe_Original.jpg
  • Branwe_Oops.jpg


#12 The Imp

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Posted 08 August 2016 - 05:44 AM

OK, so in the v1.5, the lines 53-92 of the klatu/lib/creatureImmunities.tpa should instead of this:

	COPY_EXISTING_REGEXP GLOB ~^.+\.cre$~ ~override~
		LPF SANITIZE_CRE RET ok = ok END
		PATCH_IF ok BEGIN
			// exclude hexxat, familiars, and bannor
			PATCH_IF NOT (
				(~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohbbanno~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex8~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex9~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex10~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex11~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex13~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex15~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famcat~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famcat25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famdog~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famdog25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famdus25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famdust~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famfai25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famfair~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famfer~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famfer25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famfire~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famimp~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famimp25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famlight~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~fammist~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~fampsd~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~fampsd25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famqua25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famquas~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famrab~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famrab25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famrad~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famwar~)
			) BEGIN
				LPF CI_IMPLEMENT_CRE END
			END
		END
		
	BUT_ONLY

Be 53-93:

	COPY_EXISTING_REGEXP GLOB ~^.+\.cre$~ ~override~
		LPF SANITIZE_CRE RET ok = ok END
		PATCH_IF ok BEGIN
			// exclude hexxat, familiars, and bannor
			PATCH_IF NOT (
				(~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohbbanno~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex8~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex9~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex10~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex11~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex13~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex15~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~ohhex25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famcat~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famcat25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famdog~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famdog25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famdus25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famdust~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famfai25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famfair~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famfer~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famfer25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famfire~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famimp~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famimp25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famlight~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~fammist~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~fampsd~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~fampsd25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famqua25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famquas~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famrab~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famrab25~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famrad~)
				OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~famwar~)
                                OR (~%SOURCE_RES%~ STRING_EQUAL_CASE ~branwe~)
			) BEGIN
				LPF CI_IMPLEMENT_CRE END
			END
		END
		
	BUT_ONLY

Easy as pie.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#13 lawofzero

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Posted 08 August 2016 - 05:56 AM

Nice! Up until this point I've just been editing her CRE files post install but this is much better. The only problem with BWS is that the extent of my experience modding this game so far is choosing a bunch of mods from a list and clicking 'continue' until I have nice mod setup haha. Good to see it's such a simple fix and I hope it's fixed in the mod itself too, not too sure which mods are even still alive as far as development goes.

Edit: just for the info, this fix does the charm, just be sure to also add an entry for 'Branwe5'. Branwe and Branwe5 are her only two CRE files and the only two files that are affected, as far as I know.

Edited by lawofzero, 08 August 2016 - 10:34 AM.


#14 klatu

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Posted 23 September 2016 - 09:33 PM

Version 1.6 is up. For now the standardize immunities and standardize shapeshifting components are deprecated. I don't have the time (or inclination, really) to sift through that mess myself, anymore. WeiDU is just really impractical for more complex procedures, and these two have shown awesome potential to basically break everything in a non-vanilla game. :mellow:

 

I made an effort to port everything to the classic versions of the games as well. IWD is still not supported though.

 

Sorry for the long silence. I will read this thread again and chime in if I have any input on previous issues.


Edited by klatu, 23 September 2016 - 09:33 PM.


#15 klatu

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Posted 23 September 2016 - 09:45 PM

@ALIEN

Seeing how SOD is still BG1 (where nobody has access to wishing), I doesn't really matter either way. However, the component can be installed for EET, though I have not tested that personally.

The original problem was that the djinni forces the caster to cast the result wish effect, which overrides any other spell they may have started in the meantime. The component simply externalizes the standard wish effects and casts them out of nowhere (basically), so that nobody is interrupted (the effect of the wish are untouched, so modded effects still work).

If SoD kept the same wish dialog as the other games, then the problem persists, but the fix still works.

 

In other words: Not quite sure. Needs some testing in EET, I'd say.


Edited by klatu, 23 September 2016 - 09:49 PM.


#16 klatu

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Posted 23 September 2016 - 09:55 PM

can someone explain to me how to use the manual of war?

 
Each section of the trilogy has a magic/lore expert. Try asking one of them for help.

Spoiler



#17 klatu

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Posted 26 September 2016 - 03:36 AM

@klatu I've seen you BWS Template Update but may I ask why you didn't include Imp + thelawofzero fixes about Branwe and Branwe5 ?

 

Because the related components are discontinued. I can no longer guarantee that they will work as intended. So for now, they are considered deprecated and the weidu setup will always skip them automatically.

Perhaps I can find a way to rewrite them in the future. But don't hold your breath.



#18 psycros

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Posted 26 September 2016 - 04:00 PM

@klatu I've seen you BWS Template Update but may I ask why you didn't include Imp + thelawofzero fixes about Branwe and Branwe5 ?

 

Because the related components are discontinued. I can no longer guarantee that they will work as intended. So for now, they are considered deprecated and the weidu setup will always skip them automatically.

Perhaps I can find a way to rewrite them in the future. But don't hold your breath.

 

Can you tell me where to download your latest Tweaks manually?  I consider it essential for BGEE.  BWS keeps saying its at http://www.shsforums...eaks-and-fixes/ but can't download it.  I checked that page and its missing.  If you had to pull the mod temporarily that would also be good to know.

 

Edit: Nvm, i figured out that your link in the initial post was to the latest version rather than the old version described.


Edited by psycros, 26 September 2016 - 04:58 PM.


#19 klatu

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Posted 07 October 2016 - 01:50 PM

New version is up. Enjoy.

 

PS: And please, do report bugs here, if you find any.



#20 klatu

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Posted 11 October 2016 - 04:55 PM

@2130=Treat all Bardsong Effects as Non-Magical (Unaffected by Wild/Dead Magic)

and Silence?

 

No. This only applies to IWD-style bardsongs. And silenced bards can't sing. So it makes no difference. But I can include it in the next release, because it shouldn't cause problems.

 

 

@1060=CtB: Skip Candlekeep Chores and intro cutscenes

how it's different from "Candlekeep Chores Fast Forward, Version 1.1" ?

 

"Candlekeep Chores Fast Forward" only speeds up the chores part. The long cutscenes still play.

This component completely skips over both.

 

P.S.Could you please change description of 'change appearance components' in you .tra files to:

 

Next release, sure.







Also tagged with one or more of these keywords: fix, tweak, bgee, bg2ee, imprisonment, petrification, disintegration