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My monk immune to poison at Level 5


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#1 Salk

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Posted 10 September 2009 - 11:24 PM

[UPDATE: BGT is not the culprit - it appears to be something in the G3 BG2 Fixpack]

Hello people!

I am playing a BGT game with a custom made party and several mods installed.

After level 5, my monk becomes unfairly immune to any poison damage (a quality that should gain only at level 11).

Can any of you duplicate this behaviour on a BGT platform?

What file is responsible for the innate abilities gained by the monk?

I chacked the monk file at level 5+ with NI and it reports effect 173 (Reduce damage from Posion) set at 100 (which I assume means immunity).

I will remove it with NI (hoping to not cause a mess) but I would like to know how this happened.

My WeiDu.log is attached, in case it might be helpful.

Thanks!

Attached Files


Edited by Salk, 16 September 2009 - 12:01 AM.


#2 Jarno Mikkola

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Posted 11 September 2009 - 02:12 AM

The mod that's affecting your abilities can be found by --change-log(point#5) ...ging the 'clabmo01.2da' file with WeiDU.exe...

That's the file that is affecting the normal abilities you get from the class, so open it with NI and if there is something (like AP_SPCL173) on the column 5, you just have to move it to the column 10, remove and replace the excess spaces and then save the file with NI to the override folder... and everything should be fine, if you level up from level 4 to 5.

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#3 Salk

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Posted 11 September 2009 - 04:09 AM

The only mod affecting clabmo01.2da is the "Remove experience points cap" component of BG2 Tweaks.

At column 5 I have the following abilities: GA_SPCL811, AP_SPCL813 and AP_SPCL814.

Those three are correct and I don't see how I ended up gaining that immunity... :mellow:

#4 Miloch

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Posted 12 September 2009 - 06:43 AM

Don't know. Can you create a new monk and SetCurrentXP him to level 5, see if it happens again?

Where do you get this thing?

~SETUP-EREBUSANTSBG1CHANGES.TP2~ #0 #0 // A Collection of Queer, Obscure BG1 Quests & Fixes: v1


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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================================================================
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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#5 Salk

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Posted 12 September 2009 - 10:06 PM

Don't know. Can you create a new monk and SetCurrentXP him to level 5, see if it happens again?

Where do you get this thing?

~SETUP-EREBUSANTSBG1CHANGES.TP2~ #0 #0 // A Collection of Queer, Obscure BG1 Quests & Fixes: v1


I can confirm you that in my game a monk gains 100% poison resistance at level 5. I created a new monk and levelled it up just to prove it.

I am attaching the two files. One before and one after the level up.

The mod above is a beta mod by erebusant which I am testing throughout the game (it is mostly some small changes to BG1).

Attached Files

  • Attached File  monk.zip   2.55K   111 downloads

Edited by Salk, 12 September 2009 - 10:10 PM.


#6 Salk

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Posted 15 September 2009 - 03:49 AM

All silent around here but I have an update.

I installed BGT from scratch (only BG2 Fixpack and BGT this time) and the issue is still present.

#7 Miloch

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Posted 15 September 2009 - 12:55 PM

This sounds like a BGT bug then. In BGT, spcl814.spl provides a Poison Resistance modifier (173) of 100, as you say. In BG2, this spell (applied at level 5) provides only protection from disease, slow and haste.

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#8 Salk

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Posted 15 September 2009 - 07:36 PM

This sounds like a BGT bug then. In BGT, spcl814.spl provides a Poison Resistance modifier (173) of 100, as you say. In BG2, this spell (applied at level 5) provides only protection from disease, slow and haste.


I find this rather strange. Why would the same spell have two completely different effects on BG2 and BGT? :huh:

However, in order to correct it, do you know what spell I should replace spcl814 with in order to achieve the correct result?

#9 Miloch

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Posted 15 September 2009 - 09:19 PM

I find this rather strange. Why would the same spell have two completely different effects on BG2 and BGT?

I don't know - it is quite odd. Hopefully, Ascension64 can shed some light on it.

However, in order to correct it, do you know what spell I should replace spcl814 with in order to achieve the correct result?

The version from BG2 :). If you don't have a separate BG2 (you should always if you're installing BGT in my opinion), just open it with NI and remove the effects you don't want.

If it's one that's wrong, I'm wondering if several are off. Is there a canon reference for 2e monks somewhere?

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#10 Salk

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Posted 15 September 2009 - 10:08 PM

Well, what I did, before installing BGT, was to export the spcl814 file to desktop, in case I might need it later and for comparison's purpouse. When I opened that file with NI before installing BGT, all seemed correct to me.

Then I installed BGT and when I used NI to look at spcl814 file on desktop, I noticed that the two versions (BGT and desktop one) were now identical (same issue reported above).

I have been also wondering if there might be more similar cases (I have some suspects on my Inquisitor gaining at level 2 a portrait icon - mind shield - which doesn't have a reason for appearing just then) and it would be very good to hear Ascension64's opinion on this matter.

I don't know of any reference for 2E monks unfortunately.

As matter of further investigation, using NI's internal functions I got this interesting results when I checked the installation:

Result of Script Check: 218 warnings, 0 errors
Result of Illegal ResourceRefs: 3368 ( :blink: )
Unknown IDS references in BCS&BS files: 241
Result of triggers and actions check: 17 warnings, 0 errors

Now I understand that many of these warnings are not dangerous but I cannot help wondering if some of them instead are really causing issues. Especially looking at the second line I am rather impressed with the big number there.

#11 Miloch

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Posted 15 September 2009 - 10:55 PM

Then I installed BGT and when I used NI to look at spcl814 file on desktop, I noticed that the two versions (BGT and desktop one) were now identical (same issue reported above).

That is pretty much impossible - I mean there's no way BGT would modify a file on your desktop, unless a pretty cunning hacker instructed WeiDU to do so, and then it'd have to know which file to replace, or it'd have to replace all of them somehow. You sure you went to Game > Open File > Open external file? Might try it in DLTCEP too to make sure it's not an NI glitch. Might also look at the timestamp on your desktop file. Any way you could've exported it *after* the install?

Now I understand that many of these warnings are not dangerous but I cannot help wondering if some of them instead are really causing issues. Especially looking at the second line I am rather impressed with the big number there.

None of that is really unusual. I got ~1600 hits on my unmodded BG2 for Illegal ResourceRefs, so it's not really surprising BGT would double that for BG1 cruft. It's actually somewhat good because you got 0 errors on the 1st and last lines :).

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#12 Jarno Mikkola

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Posted 15 September 2009 - 11:21 PM

Result of Script Check: 218 warnings, 0 errors
Unknown IDS references in BCS&BS files: 241
Result of triggers and actions check: 17 warnings, 0 errors

Those warnings tell us that you don't have a properly updated .id files, which tells us that for example the enemy and the player character script's(Artificial Intelligence's) might not act to their full potential as they trigger's might have few undefined identifiers, some of them for example might be corrected by installing the (G3)BG2Fixpack's primary component, yes installed before the BGT - WeiDU.

Then I installed BGT and when I used NI to look at spcl814 file on desktop, I noticed that the two versions (BGT and desktop one) were now identical (same issue reported above).

That is pretty much impossible - I mean there's no way BGT would modify a file on your desktop, unless a pretty cunning hacker instructed WeiDU to do so, and then it'd have to know which file to replace, or it'd have to replace all of them somehow.

Well, there is always the extremely remote chance that someone went and installed the BG game to the desktop... :D

Edited by Jarno Mikkola, 15 September 2009 - 11:48 PM.

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#13 Salk

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Posted 15 September 2009 - 11:30 PM

Then I installed BGT and when I used NI to look at spcl814 file on desktop, I noticed that the two versions (BGT and desktop one) were now identical (same issue reported above).

That is pretty much impossible - I mean there's no way BGT would modify a file on your desktop, unless a pretty cunning hacker instructed WeiDU to do so, and then it'd have to know which file to replace, or it'd have to replace all of them somehow. You sure you went to Game > Open File > Open external file? Might try it in DLTCEP too to make sure it's not an NI glitch. Might also look at the timestamp on your desktop file. Any way you could've exported it *after* the install?


I have followed exactly the procedure that you recommend.

I have checked the files property with Windows and not only the size is not identical but the date of creation is different and therefore consistent with the facts I presented.

It sucks that you don't use BGT, Miloch. It really does... :hug:

Edited by Salk, 15 September 2009 - 11:40 PM.


#14 Salk

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Posted 15 September 2009 - 11:33 PM

...some of them for example might be corrected by installing the (G3)BG2Fixpack's primary component, yes installed before the BGT - WeiDU.


Well, the BG2 Fixpack was installed, but not the Super Happy Lucky Modder component, which devsin recommends to skip.

#15 Salk

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Posted 16 September 2009 - 12:00 AM

BGT is innocent.

It's the BG2 Fixpack doing. At least on my installation.

I have proceeded to check the spell file just after a clean BG2 installation (+official patch). Then I installed the G3 BG2 Fixpack and the file was modified.

I have uploaded the files before and after the G3 BG2 Fixpack installation.

Attached Files



#16 Miloch

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Posted 16 September 2009 - 12:07 AM

It sucks that you don't use BGT, Miloch. It really does... :hug:

:huh:

I don't "use" any particular platform, at least as far as playing... I haven't played a real game in some time.

As far as modding, I use them all. And I do mean *all* - or nearly so. For the BG games, I have installed:
-BG1-TotSC
-BG1 (no TotSC)
-BG1-EasyTutu
-BG2-ToB
-BG2-SoA
-BG2-Classic Adventures
-BGT/BWP

Then there's both IWDs and PST which I really haven't gotten around to yet. But I support all of the above, at least as far as my mods. If I had HD space for more "versions" I'd have them too, but I'm pretty much pushing maximum capacity right now after adding CA. I do tend to favour Tutu and unmodded BG2 as far as developing and testing, just because they're easier and quicker (have fewer resources/cutscenes to bog down the speed). But that's just a convenience factor - I don't even have a real opinion on one platform being "better" than another, after seeing everything I've seen.

Anyway, attached is an archive with 3 versions of spcl814.spl - from Tutu, unmodded BG2 and BGT/BWP. You'll notice quite a difference, and a lot of it *does* have to do with the Fixpack I'd say. But in the case of the Tutu spell (theoretically identical to the BG2-Fixpacked spell) it doesn't have that poison affect, that I can see. I would just rename that and put it in your override, then see if you come across other oddities in BGT. Or you could just delete that 1 effect from the BGT version. Should end up with pretty much the same results either way.
Attached File  spcl814.zip   907bytes   119 downloads

Edit: Well if what you say is true, someone might want to compare the BG2-Fixpacked version of the spell with the BGT-Fixpacked version and the non-Fixpacked versions, before jumping to any hasty conclusions about which mod is responsible...

Edited by Miloch, 16 September 2009 - 12:09 AM.

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Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#17 Salk

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Posted 16 September 2009 - 12:23 AM

Edit: Well if what you say is true, someone might want to compare the BG2-Fixpacked version of the spell with the BGT-Fixpacked version and the non-Fixpacked versions, before jumping to any hasty conclusions about which mod is responsible...


When one spell gains the effect173 (together with many other properties) after installing the G3 BG2 Fixpack on a clean BG2 installation I don't think there is anything hasty about the conclusion.

#18 Jarno Mikkola

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Posted 16 September 2009 - 12:27 AM

(a quality that should gain only at level 11).

Mystery resolved, are you sure you are not referring to this?

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#19 Salk

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Posted 16 September 2009 - 12:53 AM

(a quality that should gain only at level 11).

Mystery resolved, are you sure you are not referring to this?


I don't have that mod installed. I have reported how the problem exists on a clean BG2 installation + BG2 Fixpack.

The list of the monk's advantages at that link you provide include many that are already present in the default monk's kit.

#20 Jarno Mikkola

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Posted 16 September 2009 - 01:01 AM

I don't have that mod installed. I have reported how the problem exists on a clean BG2 installation + BG2 Fixpack.

The list of the monk's advantages at that link you provide include many that are already present in the default monk's kit.

Yeah, that's probably the idea of the mod... to clear out the Class description, as it wasn't actually said that at which levels the immunities come in the original description(this might be sort of it), or that's my belief so far as I can't open the game now...

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