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The Imp

Member Since 01 Apr 2013
Offline Last Active Yesterday, 10:53 PM

Posts I've Made

In Topic: North forest is accesible in charpter 2. bp-bgt worldmap bug

11 April 2024 - 08:42 AM

Thanks for the report. I will check that soon and release hotfix.


And if you find the issue, could you reverse engioneer it so that one could add that as a component to the mod ? Cause it would be neat. ... and there has been request of it in the past... you might not have seen them.


In Topic: North forest is accesible in charpter 2. bp-bgt worldmap bug

09 April 2024 - 12:21 PM

Do you mean the "Cloakwood Lodge" in this map ?

It's harmless, as you won't likely have access to the Cloakwood Mine's which is where the chapter 5-6-7(game dependant) switch happen.


In Topic: General issues and other shenanigans

29 January 2024 - 07:20 AM

Is force installing this component really necessary? #9000 // Fix Areas -> Creature References

 

There are install orders where the IA main component is installed well before it's subcomponents. As a result this doesn't get placed at the end of everything where I suspect it's supposed to be.

 

//! Creature References /////////////////////////////////////////////////////
BEGIN @105 //Creature References
FORCED_SUBCOMPONENT @104 (MOD_IS_INSTALLED ~setup-infinityanimations.tp2~ 0) //Fix Areas
REQUIRE_COMPONENT ~setup-infinityanimations.tp2~ 0 @26 //This component requires the main component.
INSTALL_BY_DEFAULT
DESIGNATED 9000
ACTION_IF NOT MOD_IS_INSTALLED ~setup-infinityanimations.tp2~ 0 BEGIN
  FAIL @26 //This component requires the main component.
END
PRINT @106 //Correcting area creature references (this may take a while) ...
INCLUDE ~infinityanimations/lib/t-arecre.tpa~


Do you know the reason why this is done ?
It's done so that the .exe can be patched, in a different component as it could be coded separately, and that then the .are(a files creatures) are patched with the new file references.
Now, it's done with a procedure that REQUIRES all the mods that add area to game to be installed before it(well, the component has a list tha is 1564 files long )... and nothing more. This is likely done so that the mods themselves can use their own animation references, but from then on out will use the Infinity Animations (animation) file references.
It doesn't matter what animations you'll include AFTER, just that it's done to the all the formally TOTAL CONVERSION mods like TDD, SoS etc that used to use a mix of their own animations thrown into the override folder and said **** all you rest, now your gray dwarf looks like a ice giant, dwarf and a Firbolg (yes, with 3 different sets of animations that flip, ouh they were each different sizes too, technically it was a Duergar).


In Topic: LolFixer Thread

19 January 2024 - 01:11 PM

I know this is an old thread, but I still play the originals, so I thought this might be worth mentioning.

 

Component 6 [Creature Stuff - Duplicate Creature Effect Remover] removes tons of stacking level based class and kit effects from creatures. For example, wizard slayers get many instances of "Magic resistance bonus (166)" tied to their level. This component strips all creatures of all these intended stacking effects. 

 

I've no idea if Component 11 [Item Stuff - Duplicate Item Effect Remover] also has similar consequences. 

 

Is the purpose of these components just to clean up the files? I'm assuming there's no inherent drawback to having duplicate effects (like haste or poison immunity) on a creature.  


If a creature has multiple effects, it could add lag. At least I think that was the argument at one point.


In Topic: [Solved] Restoring Gorion's talk

18 January 2024 - 08:31 AM

"In my case StringRef: 4446." That seems showhow low... you sure the game(with BGT-weidu installed) doesn't have a second string reference to the same text ?