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Bartimaeus

Member Since 28 Nov 2009
Offline Last Active Aug 19 2020 04:06 AM

Posts I've Made

In Topic: 1pp v4.2.0 beta for testing

07 August 2020 - 01:21 PM

Core v4 component:
  • No support for IR's variants of throwing axes/daggers in this one - may want to add that, especially since you already did in the projectiles component. Also, IR hammer variants compatibility as well.
  • You are still letting 1pp patch dagg21 and dagg22 (Dagger of the Stars) for the Shadow Thief icon that you have disabled it from installing - the colors will be wrong as a result.

 

Done in master branch! I also included support for throwing hammers.

 

 

"2) not install some modifications that didn't seem relevant to me": I'm guessing you didn't much care for the weird, ridiculous, and useless sword that was added to the Planar Sphere either, then? :P


This is the whole difficulty of juggling between "not install some modifications that didn't seem relevant to me" and "Do not modify the content with "personal" designs". In this particular case, I wanted to keep Erephine's content, but with the idea of adding a configuration option (with a "No Install" default value) in next update when players have become accustomed to fine-tune their installation. ;)

 

As for xbow15 and 15, after testing them in game, the bolt fired looks like a fire bolt in my installation. So I guess there is no need to modify it.

 

 

Makes sense, :).


The bolt fired looks like fine (that's the projectile used), but the bolt on the actual paperdoll does not. Although I was incorrect about it being blue - it's just whatever major color the player is set to.

 

https://dl.dropboxus..._2TfUUR1FFA.png

 

Normally, the color is set on the boltxx.itm itself, but because Firetooth fires its own (and is the only crossbow that does), it should be set on xbow15/16.itm as well.


In Topic: 1pp v4.2.0 beta for testing

06 August 2020 - 07:17 AM

IR / SR vs. 1pp: Yeah, to be honest, this is the exact same thing I was contemplating. I'm very thankful I already have 99% of the work done for this with IRR and SRR due to having to do mass patches for EE games that wouldn't have 1pp installed - I'll just tell people to start installing them after 1pp is installed and then I'll enable the same EE patches for non-EE games. And in fact, the original IR doesn't have the main v4 component installed after IR anyways, so just forget about the compatibility stuff for that component - the projectiles component should be enough on that front (and really, even that shouldn't be necessary - if not for the fact that IR is built on 1ppv3, which is quite frankly not 1ppv4's problem).

 

"2) not install some modifications that didn't seem relevant to me": I'm guessing you didn't much care for the weird, ridiculous, and useless sword that was added to the Planar Sphere either, then? :P


In Topic: 1pp v4.2.0 beta for testing

03 August 2020 - 05:31 AM

Some comments:

  • Core v2 component: Cool, seems like you've added virtually all of my fixes and changes from my 1pp_fixes, with the exceptions of Roranach's Horn, Short Bow +3, and Mithral Field Plate. That's like...17/20, I can live with that.
  • Projectiles: Fixed the bolt06 and bolt09 bugs, IR compatibility for throwing axes and dagger, plus an attempt at fixing SR's & IR's Protection from Missiles/Physical Mirror stuff (the last one will prove problematic for me, but I can fix it after the fact). There's no patching of SR's dvenbolt, dvenarow, or dvenbull - they're all duplicates of the +3 projectiles.
  • Spell Tweaks: Looks like you got everything, although with a radical rewrite of how I did it. Probably for the best.

Core v4 component:

  • Optional Sleeper conversion, you left Deflection Shield as a tower shield because I suppose it is as well in BG2EE, left HELM13 as its unspiked appearance and left HELM15 as its unhorned appearance (presumably validating EE changes)...all understandable.
  • No support for IR's variants of throwing axes/daggers in this one - may want to add that, especially since you already did in the projectiles component. Also, IR hammer variants compatibility as well.
  • You are still letting 1pp patch dagg21 and dagg22 (Dagger of the Stars) for the Shadow Thief icon that you have disabled it from installing - the colors will be wrong as a result.
  • Borok's Fist/Runehammer: BG2EE is really weird about this, it has HAMM03, HAMM05, HAMM10, and HAMM11 all set to that green-looking hammer icon (though HAMM03 is using the original variant instead of the rest where the contrast was just jacked up to make it look different). What are they doing? Still not an ideal situation here even with the switch (there are other icons that can be used to prevent these duplicates!), but I suppose it makes sense if you're just trying to validate according to the EEs.
  • xbow15/16 (Firetooth +4/+5) should get location wpink set (IMO, with gradient 19), otherwise it would appear the Firetooths are shooting blue bolts on the character paperdoll, which seems like a clear oversight.
  • No support for BGT's bgmisc89 (Edwin's Amulet).
  • I think Rashad's Talon and Belm have opposite colorizations, if I'm recalling correctly.
  • Seems like you got most of my other fixes besides a few other minor and highly debatable things. Cool - thanks for the big rewrite!

A couple of suggestions:

  • Additional linebreaks in between options in the config.ini. It's confusing to read the description and then try to figure out whether the option was above or below the description, especially when some of the settings have very similar names - just put an additional empty linebreak in between each option.
  • Set gem lore to disabled by default. Placed into an automated install, mass amounts of gems needing to be identified is virtually guaranteed to annoy most people that get stuck with it not realizing it was the default setting (and it wasn't the default in the original installer, not even if you selected the "let the installer auto-configure everything" option).