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#221 Roxanne

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Posted 12 November 2015 - 01:28 AM

If you can list your particular concerns about SR, I'd be happy to address them.  The same goes for IR.
 
What vanilla spells do you rely on and in what way?
 
You might discover there's not as big of a problem as you think or I might learn about a problem and be able to fix it.

Well, if you look at the linked topic, the last post is of Roxanne's ... I don't think she/he is satisfied with the given answers, yet. The background that Roxanne's mod comes from, is that of the BP + a lot of NPCs mods that were more of the core BP experience than anything else in the BWP installs. Aka of the non-SCS tree, to which you are heavily subject to...
I am pretty sure the short hand answer to Roxannes problem is to use spells with modders own prefix, and not the vanilla SPCLxxx.spl&SPINxxx.spl -files, with hoping that there is no dispel or protection spell needs etc that conflict. Yes, that can be a whole lot of mess if you are subject to it, in which case you are &%¤#!/(%&¤ . Of course there's also the healing spells ... so it's not a small deal.

I have already started that cumbersome task by using my own spells, items, scripts etc where I found issues. However not even that is a solution that always works, some tweaking mods (I cannot say if SR is among them as it is not for my use yet) run scripts that identify files they want to change by some fields (class, alignment, spell school, innate, or whatever.). Means the also tweak mod added stuff - and not only mine (just a large mod like Sandrah probably suffers a bit more than a smaller mod would just due to the amount of affected/infected files.).


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#222 Roxanne

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Posted 12 November 2015 - 01:38 AM

If you can list your particular concerns about SR, I'd be happy to address them.  The same goes for IR.

 

What vanilla spells do you rely on and in what way?

 

You might discover there's not as big of a problem as you think or I might learn about a problem and be able to fix it.

Since  that mod is closed beta the only evidence at the moment is subtledoctors list he posted at gibberlings3. I have marked those that have alarmed me - for some it is hard to tell from the names alone what they will do in comparison with the original. I am just very cautious with the recent experience made with mods that overwrite/replace instead of adding their stuff.

Spoiler

 

If you can list your particular concerns about SR, I'd be happy to address them.  The same goes for IR.
 
What vanilla spells do you rely on and in what way?
 
You might discover there's not as big of a problem as you think or I might learn about a problem and be able to fix it.

Well, if you look at the linked topic, the last post is of Roxanne's ... I don't think she/he is satisfied with the given answers, yet. The background that Roxanne's mod comes from, is that of the BP + a lot of NPCs mods that were more of the core BP experience than anything else in the BWP installs. Aka of the non-SCS tree, to which you are heavily subject to...
I am pretty sure the short hand answer to Roxannes problem is to use spells with modders own prefix, and not the vanilla SPCLxxx.spl&SPINxxx.spl -files, with hoping that there is no dispel or protection spell needs etc that conflict. Yes, that can be a whole lot of mess if you are subject to it, in which case you are &%¤#!/(%&¤ . Of course there's also the healing spells ... so it's not a small deal.

I have already started that cumbersome task by using my own spells, items, scripts etc where I found issues. However not even that is a solution that always works, some tweaking mods (I cannot say if SR is among them as it is not for my use yet) run scripts that identify files they want to change by some fields (class, alignment, spell school, innate, or whatever.). Means the also tweak mod added stuff - and not only mine (just a large mod like Sandrah probably suffers a bit more than a smaller mod would just due to the amount of affected/infected files.).


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#223 Mike1072

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Posted 12 November 2015 - 03:39 AM

Since that mod is closed beta the only evidence at the moment is subtledoctors list he posted at gibberlings3.
 
The spell descriptions for V3 are available in an easy-to-read format here.  If you want to view the spell descriptions for the latest beta, you can examine the .tra files here.
 
I'm not Demi, but I can do my best to comment on the spells you mentioned.
 
sppr209 = know opponent
(was know alignment) used in a quest solution
spwi208 = know opponent
(was know alignment)

These spells were changed quite a bit and I do not believe they retain the original functionality, so that could interfere with your quest. Any details you can provide on how you reference the spell in your mod could help us figure out how we could deal with that. Does one of your NPCs suggest to use the spell, or are you doing something to detect it being cast at some point?
 
sppr307 = break enchantment
(was remove curse)

This functions the same as Remove Curse, but it cures some additional effects.
 
 
sppr515 = repulsion *
(was repulse undead)
 
This functions similar to Repulse Undead, except it allows a saving throw and affects all types of creatures.
 
 
sppr703 = death knight *
(was gate)

This spell was changed to summon a completely different creature. I think it was altered because it didn't make sense that priests have this spell at level 7 and arcane casters have it at level 9. I'm not positive about this, but I think the Pit Fiend summoned by the level 9 spell was buffed quite a bit in SR, while the Death Knight is closer in power to the Pit Fiend summoned by the vanilla Gate.
 
 
spwi207 = battering ram *
(was knock) used in a plot contents

This functions the same as Knock, but it can also be used against a creature to deal damage and potentially knock them unconscious.
 
 
spwi423 = monster summ 4
(was spider spawn) does it spawn spiders still or random level 4 creatures?

It summons 2-3 giant spiders plus a sword spider at higher levels.
 
 
spwi605 = banishment
(was death spell)

The instant death effect on creatures with < 8 HD is removed, but the banishment of summoned creatures remains, and it now bypasses magic resistance.
 
 
spwi619 = monster summ 6
(was wyvern call) same question as for spiders

It summons 2 baby wyverns plus a regular wyvern at higher levels.
 
spwi623 = skeleton warrior *
(was carrion crawler) how is it related to the duergar skeleton conjurer??

I don't understand the question. This spell creates a Skeleton Warrior, and the 3rd level divine spell Animate Dead now only creates skeletons or greater skeletons. I'm not sure why Carrion Summons was removed. I think it was a combination of it not being very good and there not being a way to make it better without disregarding P&P, or maybe Demi just thought it was dumb.

Edited by Mike1072, 12 November 2015 - 03:41 AM.


#224 Roxanne

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Posted 12 November 2015 - 04:11 AM

Since that mod is closed beta the only evidence at the moment is subtledoctors list he posted at gibberlings3.
 
The spell descriptions for V3 are available in an easy-to-read format here.  If you want to view the spell descriptions for the latest beta, you can examine the .tra files here.
 
I'm not Demi, but I can do my best to comment on the spells you mentioned.
 
sppr209 = know opponent
(was know alignment) used in a quest solution
spwi208 = know opponent
(was know alignment)

These spells were changed quite a bit and I do not believe they retain the original functionality, so that could interfere with your quest. Any details you can provide on how you reference the spell in your mod could help us figure out how we could deal with that. Does one of your NPCs suggest to use the spell, or are you doing something to detect it being cast at some point?
 
sppr307 = break enchantment
(was remove curse)

This functions the same as Remove Curse, but it cures some additional effects.
 
 
sppr515 = repulsion *
(was repulse undead)
 
This functions similar to Repulse Undead, except it allows a saving throw and affects all types of creatures.
 
 
sppr703 = death knight *
(was gate)

This spell was changed to summon a completely different creature. I think it was altered because it didn't make sense that priests have this spell at level 7 and arcane casters have it at level 9. I'm not positive about this, but I think the Pit Fiend summoned by the level 9 spell was buffed quite a bit in SR, while the Death Knight is closer in power to the Pit Fiend summoned by the vanilla Gate.
 
 
spwi207 = battering ram *
(was knock) used in a plot contents

This functions the same as Knock, but it can also be used against a creature to deal damage and potentially knock them unconscious.
 
 
spwi423 = monster summ 4
(was spider spawn) does it spawn spiders still or random level 4 creatures?

It summons 2-3 giant spiders plus a sword spider at higher levels.
 
 
spwi605 = banishment
(was death spell)

The instant death effect on creatures with < 8 HD is removed, but the banishment of summoned creatures remains, and it now bypasses magic resistance.
 
 
spwi619 = monster summ 6
(was wyvern call) same question as for spiders

It summons 2 baby wyverns plus a regular wyvern at higher levels.
 
spwi623 = skeleton warrior *
(was carrion crawler) how is it related to the duergar skeleton conjurer??

I don't understand the question. This spell creates a Skeleton Warrior, and the 3rd level divine spell Animate Dead now only creates skeletons or greater skeletons. I'm not sure why Carrion Summons was removed. I think it was a combination of it not being very good and there not being a way to make it better without disregarding P&P, or maybe Demi just thought it was dumb.

 

Thank you much for these explanations - the problem thus is less significant than initially expected (at least for my mod).

Actually some of them come even closer to what my healer priestess can use, like

sppr307 = break enchantment = same as Remove Curse, but it cures some additional effects.

 

Others can be compensated easily

spwi207 = battering ram = same as Knock, but it can also be used against a creature to deal damage and potentially knock them unconscious. This is a bit of a mixed bag and an issue for my githyanki thief and some others as well. The githyanki has gith stun ability which has the second ability of ram or something very similar while opening locks is covered by her thief abilities. A minor issue for one single NPC in all the game, so what - only extreme purists may complain but the show can go on.

 

sppr209 = know opponent >>>this can be compensated by scripts, the priest using it can read some globals from the game, fake a spell casted and present the results based on the globals/cre-names rather than on what the spell reveals - only extreme purists may complain but the show can go on.

 

For all the other stuff it will be good enough to use spells with my own prefix, and assign them to my NPC through the own kit progression instead of the vanilla ones.

 

If my observations are correct, then you work closely together with subtledoctor and his Might&Guile, such that there is allignment between those spell changes and the way priests will use them (provided both mods are installed).

 

Thanks again for clarification, I am content for the moment that I can adjust to that with a little extra work. Actually, some of it was already planned anyway to get more independent from mods like SCS and other tweaks that change loads of stuff in the game.

 

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#225 Mike1072

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Posted 12 November 2015 - 05:10 AM

Good to hear.

I believe subtledoctor tries to make his mods compatible with IR and SR, but he's the one that does most of the work to make that happen.

#226 subtledoctor

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Posted 12 November 2015 - 08:18 PM

Since development has stopped on SoB v4, I do not think it is worthwhile to add v4 of SoB into BWS/BWP.
 
Might & Guile (M&G) has newer versions of most of the components from the deprecated SoB.
 
What is missing from M&G are SoB's kit changes (which moved to NPC_EE mod) and SoB's spellcaster tweaks (clerics and druids and wizards).
I suggest integrating these new mods for BWP instead of SoB v4.
 
I also suggest adding NPC_EE and Might & Guile to BWP as ALIEN suggested.  We have added these mods to BWS already with an installation order based on the authors' recommendations.
 
For reference, I've updated Scales of Balance to v4.1 on GitHub.  The master download will pull that version, which only has divine and arcane tweaks/kits.  All the general game tweaks and warrior/rogue kits and tweaks are now in Might & Guile.  When Faiths & Powers is released I'll further reduce SoB to v5, with *only* the revised wizard specialist kits.
 
SoB 3.4 is still available (but not being maintained), here:
https://github.com/s...eleases/tag/3.4
 
SoB 4.1 is now the master download:
https://github.com/s...hive/master.zip
 
Might & Guile, currently v1.4.2, can be foundhere:
https://github.com/s...ight_and_Guile/
 
NPC_EE, currently 1.2 can be found here:
https://github.com/s...edoctor/NPC_EE/
 
APR on Spec (an EE version of The Bigg's "WSPATCK For All" mod) is here:
https://github.com/s...tor/APR_on_Spec
 
And finally, Hardcore Dual, my little mod to stop dual-class proficiency spamming, is here:
https://github.com/s...r/hardcore_dual
 
And, that's all my mods.  (Until Faiths and Powers comes out, that is.  Then I need a vacation.)  And btw all of them should be totally compatible with SR and IR and DR (except for the DR sphere system) and almost everything else except the real aggressive stuff like Hidden Kits and Multikit Multiclass Builder.
Faiths & Powers (author: subtledoctor), and Tome & Blood (authors: Grammarsalad and subtledoctor).

And just to clarify and give credit where credit is due, Faiths and Powers is mostly by Grammarsalad, I'm the #2 guy there. And Tome and Blood is actually fairly mature, and is by Aquadrizzt, with help from Grammarsalad. I'm donating my wizard tweaks to an upcoming version of TnB but aside from that donation, it's their (excellent) work.

Edited by subtledoctor, 12 November 2015 - 08:22 PM.


#227 agb1

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Posted 12 November 2015 - 09:59 PM

Submitted BWS updates for M&G 1.4.2, SoB 4.1. The others are not in BWS yet. Maybe tomorrow.

Also, sorry about mixing up credit on the mods.

Correction: NPC_EE 1.2 is already in BWS too.

Edited by agb1, 12 November 2015 - 10:11 PM.

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


#228 Lollorian

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Posted 21 November 2015 - 10:22 PM

@Leonardo: Please have a look at this thread when you can - we'd love to know why you had kept these mods Expert :)


"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

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


#229 Leonardo Watson

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Posted 23 November 2015 - 11:04 AM

Most of these classifications had been made by Leomar a few years ago and possibly not up to date. I will check them soon.



#230 Roxanne

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Posted 26 November 2015 - 12:11 PM

What is "\BiG World Installpack\SR_consistence.js" Windows 10 complains and refuse execute such file.

I had no such complaint on yesterday's intsall - windows10 64-bit version

 

"SR_consistence_catalog.txt"
".\BiG World Installpack\SR_consistence.js" ".\BWP_workspace\dialog.tra"
WeiDU.exe --make-tlk .\BWP_workspace\dialog.tra dialog.tlk

 

I have none of the windows10 protection and spy mechanisms activated (whatever their names are).

Maybe a java Issue? js is a java script file


Edited by Roxanne, 26 November 2015 - 12:15 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#231 Leonardo Watson

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Posted 29 November 2015 - 08:46 AM

BWP is now updated to v15.6. I changed the install order as Roxanne suggested.

Again, I wasn't able to upload BWP Fixpack. After I clicked the button "Attach File" the upload started. However, a few minutes later I got the message "Error No file was selected for upload". Please get the most recent files at https://kerzenburg.b...oads.php?cat=10



#232 -Shani-

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Posted 05 December 2015 - 07:02 PM

Quick question regarding the Big World Installpack: Back in the day, I remember there being an option to add a line to the beginning of install.bat to have me give all required input manually during the installation process. It was less tedious for me than preparatorily editing the bat file (and less likely to fall victim to typos...). I understand that the individual.bat has now replaced the install.bat for that purpose in the current version - is it still possible to make it accept manual input along with the installation and if yes, how? I think it used to be something like changing %INST% to %INSTQ%...



#233 -Shani-

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Posted 05 December 2015 - 07:02 PM

Quick question regarding the Big World Installpack: Back in the day, I remember there being an option to add a line to the beginning of install.bat to have me give all required input manually during the installation process. It was less tedious for me than preparatorily editing the bat file (and less likely to fall victim to typos...). I understand that the individual.bat has now replaced the install.bat for that purpose in the current version - is it still possible to make it accept manual input along with the installation and if yes, how? I think it used to be something like changing %INST% to %INSTQ%...



#234 Leonardo Watson

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Posted 09 December 2015 - 05:21 AM

When you define your settings there is a point where you can choose the kind of installation.
 

 

[1]   Do you want to run the whole installation unattended until the end?
      or
[2]   Do you want to pause at mods with several components and select them
      by yourself manually?



The second one is the InstQ option you are looking for.



#235 -Shani-

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Posted 09 December 2015 - 08:46 AM

Ah, so it's made much more user-friendly by now ^^ ... should've tried out first!

 

Thanks a lot!



#236 -Shani-

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Posted 09 December 2015 - 09:16 PM

Ok, getting a really weird situation while trying to install via install.bat (before even getting to the point where I could presumably select that option...). 

 

'Warning: You have changed the process.bat.'

 

...I have done no such thing. Even replacing the process.bat with a fresh one from the download doesn't help. No option to proceed regardless, either... :/



#237 Mantis36

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Posted 17 December 2015 - 02:54 PM

I also had this error on some selections.

Additionally the installer recognised the mods in my game folder...and then skipped all of them! It did this regardless of the language settings that I chose.

Edit: To be clearer the process.bat error comes up if I try to install with my own selections. If I go with a preselection then the preview file is empty (or has nothing selected for the experienced player versions) and only the presence of baldur.ini is noted...

Edited by Mantis36, 17 December 2015 - 03:15 PM.


#238 Leonardo Watson

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Posted 20 December 2015 - 10:08 AM

@ -Shani-

Sorry, I did a stupid mistake. Installpack v15.6.1 should work now.

@ Mantis36
I cannot reproduce your problem. I tried a preselection and got the BWP preview.txt as intended.



#239 Roxanne

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Posted 23 January 2016 - 08:45 AM

This should be taken into account when/if updating BWP

http://www.shsforums...133#entry585968


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#240 Marvin

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Posted 29 March 2016 - 08:41 AM

From what I understand till now, the BWP should be ok to run on GemRB except for these 4 mods:

1) ToBEx

2) InfinityAnimations

3) 1PP

4) Widescreen

... which directly edit the BGMain.exe. I'll assume (1) and (4) are included by default in GemRB but I guess people would be missing out on a lot if (2) & (3) is not there :P

 

If someone were to update IA and 1PP for GemRB like lynx said - and maybe create a stable and up-to-date build of GemRB itself - I'd love to test out installing stuff :cheers: (yes my interest piqued because I came to know the new party positions are banter-ready :D)

 

I've recently started a thread  asking about 10pp in combination with a BWP install. Are IA and 1pp really the only mods that are not compatible with GemRB or are there further issues? I think I could pass over 1pp and IA if it allowes me 10 party members...

 

best wishes,

Marv


Edited by Marvin, 29 March 2016 - 08:41 AM.