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v1.08 bugs/questions


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#1 -temujin-

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Posted 11 October 2009 - 06:05 PM

couple of minor bugs in the current version (most of these are actually pre-1.08, just couldn't get around to reporting them)


1. Setup-BGT.tp2 (line 7180)

COPY + ~override/AVARICEM.CRE~ ~override~
	   ~override/FEARM.CRE~ ~override~
	   ~override/PRIDEM.CRE~ ~override~
  WRITE_ASCII 0x280 "%SOURCE_RES%" #8
  WRITE_BYTE 0x27b 35 //Alignment

- script name doesn't get evaluated. WRITE_ASCII used instead of WRITE_EVALUATED_ASCII


2. Setup-BGT.tp2 (line 8119)

COPY + ~override/FIREB1.CRE~ ~override~
	   ~override/FIREBE.CRE~ ~override~
  WRITE_BYTE 0x6f 2 //Small sword proficiency
  WRITE_ASCII 0x280 ~%SOURCE_RES%~ #32
EXTEND_BOTTOM ~GG300.BCS~ ~BGT/Fixpack/aGG300.BAF~

- same issue as above. WRITE_ASCII used instead of WRITE_ASCIIE


3. Setup-BGT.tp2 (line 7733)

COPY_EXISTING ~NARLEN.BCS~ ~override~
  DECOMPILE_BCS_TO_BAF
  REPLACE_TEXTUALLY ~Global("NarlenMove","GLOBAL",7)
  Global("ResarAttack","GLOBAL",1)~ ~Global("NarlenMove","GLOBAL",7)
  !Dead("Resar")
  Global("ResarAttack","GLOBAL",1)~

- Narlen's script does not get converted back to BCS after applying the patch (missing COMPILE_BAF_TO_BCS at the end, otherwise this will create errors on mods which try to parse this file later)


4. BGT/Base/D_BG1/aJAHEIRAJ.d

- there is a ActionOverride("Khalid",SetDialog("KhalidP")) on line 18. but KhalidP.dlg doesn't exist. should it be "KhaliP" instead?


5. BGT/Base/D_BG1/BELAND.d (line 64)

IF WEIGHT #0 ~StateCheck(Myself,STATE_CHARMED)~ THEN BEGIN 10
  SAY @6250
  IF ~~ THEN DO ~OpenDoor("DR0600")~ EXIT
END

- no such door. could it be "Door7600" (which does exist)?


6. BGT/Compat/BGT/Replace/aIMOEN2J.D (line 39)

- typo in script name. "Reilev" --> "Rielev"


7. BGT/Base/BAF/ARW001.BAF

- there are a couple of instances of TriggerActivation("DOOR2012", ...) at lines 6 and 15. it looks like the door is spelled "DOR2012"


8. BGT/Modify/BAF/aDPLAYER2.BAF (lines 34 & 37)

IF
	CheckStat(Myself,0,DEX)
	See("Kiel")
THEN
	RESPONSE #100
		ActionOverride("Kiel",DestroySelf())
	LeaveParty()
	SetDialog("KielPC")
	SetGlobal("KielPC","GLOBAL",1)
	ChangeAIScript("",DEFAULT)
END

- script name for Kiel appears to be "KIEL2"


9. there are a number of creatures introduced by BGT that don't have proper item slots assigned. I know some of them are dealt with in the Creature Corrections component of BG1UB, but there are still many more... (you're probably aware of this already, but just in case)


10. does BGT take into account the fixes made to the worldmap by the BG2 Fixpack? or does it simply overwrite and undo all the changes?

#2 Salk

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Posted 11 October 2009 - 07:34 PM

Great job, temujin! :cheers:

#3 Jarno Mikkola

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Posted 11 October 2009 - 09:25 PM

9. there are a number of creatures introduced by BGT that don't have proper item slots assigned. I know some of them are dealt with in the Creature Corrections component of BG1UB, but there are still many more... (you're probably aware of this already, but just in case)

Do you have a good example, as the BG1s items are a bit all over the place, because of probable conceptual changes in the overall design(so they didn't want to redo every .cre files so they used what they already had).

10. does BGT take into account the fixes made to the worldmap by the BG2 Fixpack? or does it simply overwrite and undo all the changes?

Well, if you install G3BG2_Fixpack first, the BGT checks it, and uses the appropriate world map... or so the myth goes, thus the install order...

- BG2Fixpack v1 or above (install before BGT-WeiDU - installing after BGT-WeiDU causes you to get the SoA world map)


Edited by Jarno Mikkola, 11 October 2009 - 09:25 PM.

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#4 -temujin-

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Posted 11 October 2009 - 10:53 PM

Do you have a good example, as the BG1s items are a bit all over the place, because of probable conceptual changes in the overall design(so they didn't want to redo every .cre files so they used what they already had).

use Near Infinity's Tools --> CRE: Find items not in inventory. plenty of examples there (a lot of those creatures are from BGT). almost all of those items are just unnecessary burden for the creature to carry. either they should be removed or reassigned to a proper item slot. i don't know what you mean by 'conceptual changes' but i doubt keeping unassigned items in creatures this way is intentional (that Creature Corrections component in BG1UB specifically fixes issues similar to this, so that alone should tell you something)


Well, if you install G3BG2_Fixpack first, the BGT checks it, and uses the appropriate world map... or so the myth goes, thus the install order...


i dunno about that, Jarno. this is the code from BGT's tp2 related to worldmap:

///////////////////////////////////////////////////////
// Miscellaneous files -- worldmap v6 support included
///////////////////////////////////////////////////////

PRINT ~~
PRINT @100014

COPY ~BGT/Base/MISC~ ~override~
COPY ~BGT/Base/MUS~  ~music~

ACTION_IF FILE_EXISTS ~Worldmap/map_mods_areas.tbl~ THEN BEGIN
  COPY ~Worldmap/map_mods_areas.tbl~  ~Worldmap~
   APPEND_FILE ~BGT/Worldmap/areas.tbl~
  COPY ~Worldmap/map_mods_links.tbl~  ~Worldmap~
   APPEND_FILE ~BGT/Worldmap/links.tbl~
   
  //preliminary step - making LANGUAGE temporary file until the new WeiDU
  COPY - ~BGT/Worldmap/%LANGUAGE%/worldmap.tra~  ~tmp_worldmap.tra~
  COPY ~Worldmap/map_mods_trans.tra~  ~Worldmap~
   APPEND_FILE ~tmp_worldmap.tra~
END
ELSE BEGIN
  MKDIR ~Worldmap~
  COPY ~BGT/Worldmap/areas.tbl~ ~Worldmap/map_mods_areas.tbl~
  COPY ~BGT/Worldmap/links.tbl~ ~Worldmap/map_mods_links.tbl~
  COPY ~BGT/Worldmap/%LANGUAGE%/worldmap.tra~ ~Worldmap/map_mods_trans.tra~
  COPY ~BGT/Base/Map~ ~override~
END

where exactly does it check and install a different worldmap depending on the Fixpack? ???

there is only one worldmap.wmp and that's inside the BGT/Base/Map folder. once you install BGT after the fixpack, it will simply overwrite the existing worldmap.wmp. it doesn't care about the fixpack's presence. now what i was asking is if BGT's worldmap (BGT/Base/Map/worldmap.wmp) includes the fixes from the Fixpack's worldmap (bg2fixpack/copy/worldmap.wmp)

anyway, i found the answer and it looks like it doesn't unfortunately. it would've been much better if BGT had patched the worldmap instead...

#5 Jarno Mikkola

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Posted 11 October 2009 - 11:55 PM

Do you have a good example, as the BG1s items are a bit all over the place, because of probable conceptual changes in the overall design(so they didn't want to redo every .cre files so they used what they already had).

use Near Infinity's Tools --> CRE: Find items not in inventory. plenty of examples there (a lot of those creatures are from BGT). almost all of those items are just unnecessary burden for the creature to carry. either they should be removed or reassigned to a proper item slot. i don't know what you mean by 'conceptual changes' but i doubt keeping unassigned items in creatures this way is intentional (that Creature Corrections component in BG1UB specifically fixes issues similar to this, so that alone should tell you something)

I have and I know, but I told you why the items might have been on the .cre in the first place, for example, it might have been intended for Tarnesh to have a script that updates his items when the chapter changes, if he is still alive. So in chapter 1 and 2, he would have normal items, while in Chapter 3(after the Nashkel Mines have been cleared, so Chapter 4 in BGT), he would have +1 items. The item replacement script was never implemented, but the items stayed on the .cre... making room for BG1UB to do that. ;)

This is all of course, an assumption... that the design was to make such a script.

And the worldmap, I think you need to install the Worldmap mod anyway, so patching or not, you still have the correct corrections.

And how the cheese would you patch an update for the BG2 world map so it would include all the BG1 areas ?

Edited by Jarno Mikkola, 13 October 2009 - 12:54 AM.

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#6 Hoppy

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Posted 11 October 2009 - 11:55 PM

IF
	CheckStat(Myself,0,DEX)
	See("Kiel")
THEN
	RESPONSE #100
		ActionOverride("Kiel",DestroySelf())
	LeaveParty()
	SetDialog("KielPC")
	SetGlobal("KielPC","GLOBAL",1)
	ChangeAIScript("",DEFAULT)
END

- script name for Kiel appears to be "KIEL2"



The original game had a KIEL.CRE (script name KIEL) and a KIEL2.CRE (script name KIEL2). The KIEL creature also had a dialog file in the original, KIEL.DLG. Also the original DPLAYER2.BCS has KIEL for the script name and would be verbatim in BGT and like you posted. However there is no KIEL.CRE in a BGT install but maybe there should be.

Strangely, there is a KIEL.DLG in a BGT game that is exactly like the original game one that went with KIEL.CRE. Perhaps there is a missing KIEL.CRE resource.
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#7 Ascension64

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Posted 13 October 2009 - 12:34 AM

Fixed 1, 2, 3.
Fixed 4, although this does not change anything since the dialogue state isn't used.
Fixed 5 - this was supposedly already fixed, but there is no door in the Hall of Wonders, so I re-fixed this by removing the entire action
Fixed 6.
7 is supposed to be like that. There is a difference between a trigger and a door. Both are named correctly.
8 looks like left-over script that was never used in BG. Stays in in case someone decides to restore Kiel. Kiel is not used in-game (note the Kiel you see is the doppleganger version DOPKIE).
9. Yes, there are unused items because BGT imports CREs directly from BG1. I am not inclined to remove these unused items just for cleanliness sake, no matter what Cam's Inventory Checker tell you. The BG1UB work was not mine.
10. Does BGT take into account the fixes made to the worldmap by the BG2 Fixpack? No.

Edited by Ascension64, 13 October 2009 - 12:34 AM.

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#8 -temujin-

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Posted 13 October 2009 - 02:09 AM

7 is supposed to be like that. There is a difference between a trigger and a door. Both are named correctly.

if that's supposed to be the trigger, then there is still no such trigger called Door2012 in BGT (see ARW001.are). the correct name for it is DoorW012.

by the way, the new version creates a minor compatibility issue with BG1NPC while fixing Gerde's ankheg quest. looks like the script name for ankhegg.cre gets changed to 'AnkhegG'. but BG1NPC reverts it back to 'Ankheg' (probably BG1NPC needs to be adjusted now)


Does BGT take into account the fixes made to the worldmap by the BG2 Fixpack? No.

hmmm... so why deliberately overwrite the worldmap? :(

#9 Miloch

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Posted 13 October 2009 - 06:36 PM

9. Yes, there are unused items because BGT imports CREs directly from BG1. I am not inclined to remove these unused items just for cleanliness sake, no matter what Cam's Inventory Checker tell you.

We had a discussion in the BG1 Fixroom as to whether these were bugs that should be fixed or redundancies that should be ignored or removed. My opinion is that there are probably both cases intermingled in BG1 (and definitely more of the latter) but I don't think we ever got around to sorting them out.

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#10 Ascension64

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Posted 14 October 2009 - 12:24 AM

If there is a mod that tries to make use of such items, then I would be inclined to leave them as is. If not, I still wonder whether appeasing error-checking utilities for something that doesn't actually result in a game error is a task that is worth anyone's time.

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#11 -temujin-

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Posted 14 October 2009 - 03:36 AM

...maybe because by not "appeasing" error-checking utilities just because they don't result in a game error is exactly how things potentially lead to corrupted resources and incompatibility issues?

an area file, for instance, that has its offsets or vertex indices ordered in a nonstandard format may work just fine in-game without any errors, but if you don't listen to that error-checking utility that tells you this area file is "corrupt" (even though it's not), there is a good chance things will eventually end up becoming corrupt when another mod comes along and patches that same area file assuming its ordered in the standard way.

i also wonder why someone, on one hand, would claim clearing out most of these unused items is bad for compatibility reasons, then ends up overwriting the existing worldmap without a legitimate reason on the other...

#12 Jarno Mikkola

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Posted 14 October 2009 - 03:41 AM

Yes, this will sound like a ... but for the defense of Ascension64.

And how the cheese would you patch an update for the BG2 world map so it would include all the BG1 areas ?

i also wonder why someone, on one hand, would claim clearing out most of these unused items is bad for compatibility reasons, then ends up overwriting the existing worldmap without a legitimate reason on the other...

Take also note that also the (G3)BG2 Fixpack overwrites, not patches the Worldmap.

I think you need to install the Worldmap mod anyway, so patching or not, you still have the correct corrections.

So in conclusion, if you have any 2 of these mods, you need the Worldmap mod; BGT, SoBH, DSotSC, NTotSC, Drizzt Saga, BG2Fixpack, TDD (v1.1x), SoS, CtB, RoT, G3 Anniversary mod...

Edited by Jarno Mikkola, 14 October 2009 - 03:51 AM.

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#13 -temujin-

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Posted 14 October 2009 - 04:08 AM

umm... you patch the worldmap the same way you patch just about any other resource - by inserting/deleting bytes, and updating offsets, and adjusting link indices if necessary, etc.. it's a bit more delicate and involved than patching a creature or item file, but it shouldn't be too difficult (see the IESDP to learn more about WMP files). i don't think Ascension was asking how to patch the worldmap. he's a smart guy, he knows how to do this...


I think you need to install the Worldmap mod anyway, so patching or not, you still have the correct corrections.

that is not a good approach. you don't deliberately overwrite something without justifying it and then say, "install that other mod and that will re-add the fixes back"


Take also note that also the (G3)BG2 Fixpack overwrites, not patches the Worldmap.

yes, that is also something i don't agree with, but in the case of the fixpack, it's one of (if not THE) first mods that should be installed immediately after the official patch, not the case for BGT.

#14 melkor_morgoth75

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Posted 14 October 2009 - 07:51 AM

Fixed 1, 2, 3.
Fixed 4, although this does not change anything since the dialogue state isn't used.
Fixed 5 - this was supposedly already fixed, but there is no door in the Hall of Wonders, so I re-fixed this by removing the entire action
Fixed 6.
7 is supposed to be like that. There is a difference between a trigger and a door. Both are named correctly.
8 looks like left-over script that was never used in BG. Stays in in case someone decides to restore Kiel. Kiel is not used in-game (note the Kiel you see is the doppleganger version DOPKIE).
9. Yes, there are unused items because BGT imports CREs directly from BG1. I am not inclined to remove these unused items just for cleanliness sake, no matter what Cam's Inventory Checker tell you. The BG1UB work was not mine.
10. Does BGT take into account the fixes made to the worldmap by the BG2 Fixpack? No.


Sorry asc64,

are those fixed just implemented and the current available version of BGT?

tx,
mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#15 Ascension64

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Posted 15 October 2009 - 04:03 AM

...maybe because by not "appeasing" error-checking utilities just because they don't result in a game error is exactly how things potentially lead to corrupted resources and incompatibility issues?

an area file, for instance, that has its offsets or vertex indices ordered in a nonstandard format may work just fine in-game without any errors, but if you don't listen to that error-checking utility that tells you this area file is "corrupt" (even though it's not), there is a good chance things will eventually end up becoming corrupt when another mod comes along and patches that same area file assuming its ordered in the standard way.

I disagree with the analogy because I am not making a generalisation. The existing BG1 resources have the correct order of fields and having redundant items (in a release version, I might add) is not going to cause crashes verbatim. In fact, a scenario where removing all the redundant items from a CRE that uses no items anyway while put the CRE file at risk of corruption because it introduces a 0-sized block. Where corruption does occur, and happened with Hard Times patching SoBH stores, is when modders mistakenly mess up the order of files. Don't get me wrong - error-checking utilities can be very useful in finding potential places where resources can get corrupted and incompatibility issues can be generated, but not in this particular case.

i also wonder why someone, on one hand, would claim clearing out most of these unused items is bad for compatibility reasons, then ends up overwriting the existing worldmap without a legitimate reason on the other...

This is a case where large-scale changes would be required, with an extreme potential for error, for very little change. Would you spend a heck load of time to code something that effects a tiny change? Academically speaking, that would the ideal, but in reality, one has to get their priorities right. Note that if the BG2Fixpack team ever thinks about dynamically coding the change to their worldmap.wmp, then I can happily mimic the change so that the fixes are actualised upon installation of BGT.

are those fixed just implemented and the current available version of BGT?

Not at the moment. For future releases of BGT, I plan to simply re-upload v1.08 with the date of update indicated in the VERSION field. Call me slack, but RL calls.

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#16 Jarno Mikkola

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Posted 15 October 2009 - 04:30 AM

Not at the moment. For future releases of BGT, I plan to simply re-upload v1.08 with the date of update indicated in the VERSION field. Call me slack, but RL calls.

Can't you at least call it v1.08b or v1.08.1 for us the mega modders...

Edited by Jarno Mikkola, 15 October 2009 - 04:30 AM.

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#17 -temujin-

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Posted 15 October 2009 - 08:19 AM

I disagree with the analogy because I am not making a generalisation. The existing BG1 resources have the correct order of fields and having redundant items (in a release version, I might add) is not going to cause crashes verbatim. In fact, a scenario where removing all the redundant items from a CRE that uses no items anyway while put the CRE file at risk of corruption because it introduces a 0-sized block. Where corruption does occur, and happened with Hard Times patching SoBH stores, is when modders mistakenly mess up the order of files. Don't get me wrong - error-checking utilities can be very useful in finding potential places where resources can get corrupted and incompatibility issues can be generated, but not in this particular case.

i'm not too sure about that. i firmly believe it's better to take preemptive measure and fix such issues beforehand, rather than simply dismiss that no potential issues can occur and fix it after something has happened. anyway, while most of those unused items can be ignored, there are some that have convincing cases to suggest those items should be re-assigned a proper item slot, hence, suitable candidates for 'Creature Corrections'. but since you say it's not your work, i won't insist you do something about that.

also, let's look at this from another angle.

besides BGT, currently BG1UB includes at least three of its own creatures (bg1ub/BGT/cre/cowled.cre, bg1ub/BGT/cre/ogregrsu.cre, bg1ub/BGT/cre/tasloisu.cre and possibly more on the tutu/BG side) that bundle such arbitrary, unused items for no reason.

now, if every modder starts bloating creatures unnecessarily with several such items and then say, "just ignore them, they don't create in-game errors", can you honestly say it's a good practice?


Would you spend a heck load of time to code something that effects a tiny change? Academically speaking, that would the ideal, but in reality, one has to get their priorities right.

ok, fair enough. it's just that when i understood the reality of this situation, i.e. one mod (Fixpack) fixes... then another mod (BGT) un-fixes... then another mod (Worldmap) re-fixes, it just seemed a little weird... like we were going in circles. but you're right. it's probably not worth it at this stage to address this issue.

#18 Ascension64

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Posted 15 October 2009 - 04:22 PM

also, let's look at this from another angle.

besides BGT, currently BG1UB includes at least three of its own creatures (bg1ub/BGT/cre/cowled.cre, bg1ub/BGT/cre/ogregrsu.cre, bg1ub/BGT/cre/tasloisu.cre and possibly more on the tutu/BG side) that bundle such arbitrary, unused items for no reason.

now, if every modder starts bloating creatures unnecessarily with several such items and then say, "just ignore them, they don't create in-game errors", can you honestly say it's a good practice?

I will have to make another specific comment - that is, there have been compatibility issues associated with mods assigning redundant items to the CREs in vanilla BG1 installations. The example that I know best is redundant dialogue in most DLG files, which you could easily argue that they should also be removed. In order to make sure that such mods still work, I want to preserve the original structure as much as possible so that there is no chance of causing problems with those mods. Since these redundancies also do not cause problems in-game and have been packaged with a retail version of the game, there are also no issues with leaving the redundancies in. This is the approach that both BG1UB and BGT take.

I would agree with you that modders should avoid leaving redundant items in their CREs because it is cleaner and reduces file size, whatever that may be worth. But when you start working with a template (CREs packaged with the retail patched version of the game) that is common to the majority of modders, I don't intend to force them to work off a second template (a modded version of the CRE) unless I really had to (the mod makes massive changes to the file).

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#19 DrAzTiK

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Posted 17 October 2009 - 07:15 PM

iron crisis don't affect weapons in my game .


[codebox]// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~CORRECFR/CORRECFR.TP2~ #0 #0 // Correction des fautes mineures pour Baldur's Gate II - Shadows of Amn
~CORRECFR/CORRECFR.TP2~ #0 #1 // Correction des fautes mineures pour Baldur's Gate II - Throne of Bhaal
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #0 // BG2 Fixpack - Correctifs principaux: v8
~SETUP-BGT.TP2~ #3 #0 // Baldur's Gate Trilogy - Composant principal: 1.08
~SETUP-BGTMUSIC.TP2~ #2 #0 // Baldur's Gate Trilogy - Musique -> Musique integrale de Baldur's Gate
~SETUP-GUI.TP2~ #0 #2 // Game Graphical User Interface (GUI) -> "Baldur's Gate Trilogy" (Elminster wielding staff)"
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2 (Hotfix 20091009)
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #0 // 1PP: Avatar fixes * female elves w. leather armour [EFB2]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #1 // 1PP: Avatar fixes * female elves w. chain mail [EFB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #2 // 1PP: Avatar fixes * female elven cleric w. plate armour [EFC4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #3 // 1PP: Avatar fixes * female elven fighter w. plate armour [EFF4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #4 // 1PP: Avatar fixes * female human unarmoured [HFB1]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #5 // 1PP: Avatar fixes * female human w. leather armour [HFB2]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #6 // 1PP: Avatar fixes * female human w. chain mail [HFB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #7 // 1PP: Avatar fixes * female human cleric w. plate mail [HFC4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #8 // 1PP: Avatar fixes * female human fighter w. plate mail [HFF4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #9 // 1PP: Avatar fixes * female human unarmoured mage [HFW1]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #10 // 1PP: Avatar fixes * female human mage w. light robe [HFW2]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #11 // 1PP: Avatar fixes * fixed halfling progression [IFB1, IFB2, IFB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #12 // 1PP: Avatar fixes * fix frame error on cleric plate [IFC4]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #13 // 1PP: Avatar fixes * dwarves w. chain mail [DMB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #14 // 1PP: Avatar fixes * male elves w. chain mail [EMB3]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #15 // 1PP: Avatar fixes * male human w. leather armour [HMB2]
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #0 #16 // 1PP: Avatar fixes * male human w. chain mail [HMB3]
~1PP_FEMALE_DWARVES/SETUP-1PP_FEMALE_DWARVES.TP2~ #0 #0 // Separate Avatars for Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #1 // 1ppv3: Unique Thief Avatars (patch) -> BGII - Unique Thief Avatars (patch)
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #2 // 1ppv3: Unique Thief Avatars (content)
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #3 // 1ppv3: Improved Improved Galactygon's Avatar Switching
~1PP_EXT_PAL/1PP_EXT_PAL.TP2~ #0 #0 // 1PP: Extended palette entries
~SETUP-BGTTWEAK.TP2~ #2 #100 // Eldoth rappelle d'aller recuperer la rancon de Skie: 9
~SETUP-BGTTWEAK.TP2~ #2 #1900 // Restauration de l'XP de BG2 pour les pieges, serrures et parchemins: 9
~SETUP-BGTTWEAK.TP2~ #2 #2600 // Empecher l'acces a la Tour de Durlag par les zones adjacentes: 9
~SETUP-BGTTWEAK.TP2~ #2 #2700 // Mettre l'Epee du chaos +2 dans l'inventaire de Sarevok: 9
~BG1UB/SETUP-BG1UB.TP2~ #3 #0 // Restitution du deuxieme niveau de l'Ile de Glace: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #1 // La fiole mysterieuse: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #2 // Rencontre supplementaire avec Elminster: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #3 // Angelo remarque Shar-Teel: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #4 // Quete de la caravane de Kagain finissable: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #5 // Coran et les wyvernes: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #6 // Kivan et Tazok: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #7 // Branwen et Tranzig: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #8 // Safana la flirteuse: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #9 // Recompense appropriee pour Albert et Rufie: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #10 // Placer Entar Ecudargent dans sa demeure: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #11 // Scar et la fille des Sashenstar: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #12 // Quoningar le Clerc: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #13 // Shilo Chen et les Ogres-mages: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #14 // Edie, la postulante de la Ligue des Marchands: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #15 // Renforts de mercenaires du Poing Enflamme: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #16 // Corrections de creatures: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #17 // Restitutions de creatures: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #18 // Restitutions de noms de creatures: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #19 // Restitutions mineures de dialogues: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #20 // Restitutions audio: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #21 // Reparations et restitutions de magasins, tavernes et auberges: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #23 // Corrections et restitutions de lieux: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #24 // Cadavres permanents: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #25 // Immunite raciale des Elfes au charme et au sommeil: 7
~BG1UB/SETUP-BG1UB.TP2~ #3 #27 // Corrections du journal de Sarevok: 7
~SETUP-SIRINESCALL.TP2~ #2 #0 // Le Chant des Sirènes: v8
~SETUP-TGC1E.TP2~ #6 #0 // Le Clan Gris Episode Un : A la Lumière d'une Bougie, BGT-WeiDU edition v1.8 -> Edition normale
~SETUP-SCS.TP2~ #4 #10 // Sorts detectables: v13
~SETUP-SCS.TP2~ #4 #20 // Permettre a l'IA ennemie de deceler les objets magiques du groupe: v13
~SETUP-SCS.TP2~ #4 #30 // Correction d'erreurs diverses sur les races, les classes, etc...: v13
~SETUP-SCS.TP2~ #4 #1040 // Reduire la puissance de la dissipation de la magie des inquisiteurs -> Dissipation des inquisiteurs à 1,5 fois leur niveau (pas deux fois leur niveau): v13
~SETUP-SCS.TP2~ #4 #2010 // Remplace de nombreuses armes magiques par de meilleures -> Les armes magiques sont affectees par la crise du fer: v13
~SETUP-SCS.TP2~ #4 #2020 // Reintroduction des potions de soins majeurs: v13
~SETUP-SCS.TP2~ #4 #3001 // Standardisation des sorts : BG1 vs BG2 -> Introduction des parchemins de sorts de BG2 dans BG1: v13
~SETUP-SCS.TP2~ #4 #3010 // Ours plus rapides: v13
~SETUP-SCS.TP2~ #4 #3020 // Permettre au joueur de choisir les competences et capacites des PNJ: v13
~SETUP-SCS.TP2~ #4 #3050 // Meilleure gestion des PNJ: v13
~SETUP-SCS.TP2~ #4 #3060 // Permettre a Yeslick d'utiliser les haches: v13
~SETUP-SCS.TP2~ #4 #3070 // Deplacer les PNJ a des endroits plus accessibles: v13
~SETUP-SCS.TP2~ #4 #3080 // Métamorphose amelioree: v13
~SETUP-SCS.TP2~ #4 #3090 // Empecher les membres du groupe de mourir de maniere irreversible: v13
~SETUP-SCS.TP2~ #4 #4000 // Passer Chateau-Suif: v13
~SETUP-SCS.TP2~ #4 #4020 // Carapaces d'ankhegs, peaux de loup des glaces et tetes de wyvernes empilables: v13
~SETUP-SCS.TP2~ #4 #4030 // Deplacer Bouh de l'emplacement des objets rapides dans le sac de Minsc: v13
~SETUP-SCS.TP2~ #4 #4050 // IA du joueur plus simple: v13
~SETUP-SCS.TP2~ #4 #5000 // IA generale plus efficace: v13
~SETUP-SCS.TP2~ #4 #5010 // Meilleurs appels a l'aide: v13
~SETUP-SCS.TP2~ #4 #5025 // Potions pour PNJ -> Toutes les potions laissees tombees par les ennemis tues se brisent et sont perdues: v13
~SETUP-SCS.TP2~ #4 #5031 // Mages plus intelligents -> Les mages utilisent des sorts de BG1 et BG2 ; les mages ne se preparent pas: v13
~SETUP-SCS.TP2~ #4 #5043 // Pretres plus intelligents -> Les pretres utilisent des sorts de BG1 et BG2 ; les pretres se preparent: v13
~SETUP-SCS.TP2~ #4 #5050 // Deploiement plus intelligent: v13
~SETUP-SCS.TP2~ #4 #5060 // Araignees geantes et de phase plus coriaces: v13
~SETUP-SCS.TP2~ #4 #5070 // Sirenes et dryades plus intelligentes: v13
~SETUP-SCS.TP2~ #4 #5080 // Vers charognards legerement plus coriaces: v13
~SETUP-SCS.TP2~ #4 #5090 // Basilics plus intelligents: v13
~SETUP-SCS.TP2~ #4 #6000 // Dopplegangers ameliores: v13
~SETUP-SCS.TP2~ #4 #6010 // Gardes des Griffes Noires et du Trone de Fer plus coriaces: v13
~SETUP-SCS.TP2~ #4 #6020 // Deploiements des groupes d'assassins ameliores: v13
~SETUP-SCS.TP2~ #4 #6030 // Amelioration des kobolds basee sur Dark Side of the Sword Coast: v13
~SETUP-SCS.TP2~ #4 #6040 // Chasseurs de primes deplaces: v13
~SETUP-SCS.TP2~ #4 #6050 // Ulcaster ameliore: v13
~SETUP-SCS.TP2~ #4 #6060 // Ile de Balduran amelioree: v13
~SETUP-SCS.TP2~ #4 #6070 // Tour de Durlag amelioree: v13
~SETUP-SCS.TP2~ #4 #6080 // Fanatiques du culte du demon ameliores: v13
~SETUP-SCS.TP2~ #4 #6090 // Druides de Bois-Manteau ameliores: v13
~SETUP-SCS.TP2~ #4 #6100 // Bassilus ameliore: v13
~SETUP-SCS.TP2~ #4 #6110 // Groupe de Drasus ameliore: v13
~SETUP-SCS.TP2~ #4 #6120 // Mages Rouges ameliores: v13
~SETUP-SCS.TP2~ #4 #6130 // Groupe d'Ombre-ville ameliore: v13
~SETUP-SCS.TP2~ #4 #6140 // Rencontres mineures ameliorees: v13
~SETUP-SCS.TP2~ #4 #6150 // Combat de fin du chapitre deux plus difficile: v13
~SETUP-SCS.TP2~ #4 #6160 // Combat de fin du chapitre trois plus difficile: v13
~SETUP-SCS.TP2~ #4 #6170 // Combat de fin du chapitre quatre plus difficile: v13
~SETUP-SCS.TP2~ #4 #6180 // Combat de fin du chapitre cinq plus difficile: v13
~SETUP-SCS.TP2~ #4 #6190 // Combat de fin du chapitre six plus difficile: v13
~SETUP-SCS.TP2~ #4 #6200 // Combat final ameliore: v13
~RR/SETUP-RR.TP2~ #1 #0 // Mise a jour du Combat a deux armes pour les voleurs et les bardes: v4.30
~RR/SETUP-RR.TP2~ #1 #1 // Revisions des kits des voleurs: v4.30
~RR/SETUP-RR.TP2~ #1 #2 // Revisions des capacites de haut niveau du voleur: v4.30
~RR/SETUP-RR.TP2~ #1 #3 // Ajustements raciaux propres pour les capacites de voleur: v4.30
~RR/SETUP-RR.TP2~ #1 #4 // Revisions des kits des bardes: v4.30
~RR/SETUP-RR.TP2~ #1 #5 // Revisions des capacites de haut niveau des bardes: v4.30
~RR/SETUP-RR.TP2~ #1 #6 // Progression des sorts propre aux bardes: v4.30
~RR/SETUP-RR.TP2~ #1 #10 // Revisions des roublards -> Garder les potions par defaut et empecher leurs effets de se cumuler.: v4.30
~RR/SETUP-RR.TP2~ #1 #11 // Rencontre avec les Elus de Cyric: v4.30
~RR/SETUP-RR.TP2~ #1 #12 // Amelioration des Voleurs de l'Ombre: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #100 // Restaurer l'infravision innee des personnages demi-orques: v2.62
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #101 // Empecher les morts-vivants squelettiques d'etre affectes par l'attaque Devorer le cerveau des Illithids: v2.62
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #201 // Incantation immediate pour les capacites innees du guerrier: v2.62
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #303 // Donner aux Tertres Errants leur propre jeu de sons: v2.62
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #310 // Coloration distinctive des creatures: v2.62
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #500 // Capacite de stockage des contenants legerement etendue. -> Utiliser la capacite de stockage recommandee (999): v2.62
~SETUP-XPMOD.TP2~ #2 #0 // Reduction de l xp des creatures -> Reduire a 75%
~SETUP-XPMOD.TP2~ #2 #9 // Reduction de l xp liee aux Serrures, aux Pieges et aux Sorts -> Reduire a 10%
~SETUP-XPMOD.TP2~ #2 #10 // Pas d XP pour la memorisation des parchemins
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #50 // Script de changement d'avatar: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1010 // Davantage d'interjections: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1020 // Modifier la valeur limite des points de vie pour les dialogues des PNJs blesses: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1035 // Rendre disponibles les zones de Bois-Manteau en avance -> Seulement la premiere zone: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #1140 // Identification obligatoire des gemmes et potions: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2170 // Lancement les sorts depuis les parchemins (et autres objets) au niveau du personnage: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #2192 // Limiter la capacite des vendeurs a identifier les objets -> Methode hybride: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3000 // Plus de points de vie a la montee de niveau -> Maximum: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3010 // Points de vie maximum pour les PNJs (the bigg) -> Pour toutes les creatures du jeu: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3030 // Apprentissage des sorts assoupli -> 100% de chance d'apprendre un sort: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3090 // Empilement illimite des gemmes et des bijoux: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3110 // Empilement illimite des parchemins: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3125 // Rendre heureux les personnages neutres lorsque la reputation est moyenne: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #3170 // Pas d'avatar Elfe Noir sur le groupe en Ombre-Terre: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4090 // Transformer Montaron en Assassin (Andyr): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4100 // Changer l'alignement de Korgan en "Neutre Mauvais": v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #2 #4110 // Donner à Kagain 19 de constitution: v7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any other components): v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1212 // Minsc: v1.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1221 // Coran: v1.2
~TXTMUSIC/TXTMUSIC.TP2~ #2 #0 // Musique retablie sur les ecrans textes pour BG1TuTu, EasyTutu et BGT-WeiDU
~SETUP-BGSPAWN.TP2~ #0 #0 // BGSpawn system based on levels & party members (NOTE: Baldur's Gate Trilogy - BGT required): 1.03
~SETUP-BGSPAWN.TP2~ #0 #2 // Vampiric Wolf Lord (inspired to DavidW Wolf of Ulcaster) NOTE: this changes some Vampiric Wolf in the game. It's used by BGSpawn-system: 1.03
~ITEM_REV/ITEM_REV.TP2~ #0 #3 // Spellcasting in Armor -> Allow Spellcasting in Armor with Casting Speed Penalties for Arcane Casters: v2 (Hotfix 20091009)
~ITEM_REV/ITEM_REV.TP2~ #0 #6 // Heavy Armor Encumbrance -> Movement Speed and Dexterity Penalties in Heavy Armor: v2 (Hotfix 20091009)
~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Allow Thieving Skills in Armor: v2 (Hotfix 20091009)
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: v2 (Hotfix 20091009)
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: v2 (Hotfix 20091009)
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: v2 (Hotfix 20091009)
~ITEM_REV/ITEM_REV.TP2~ #0 #13 // Halberds Can Slash, Too: v2 (Hotfix 20091009)
~ITEM_REV/ITEM_REV.TP2~ #0 #14 // Remove Cleric Weapon Restrictions from Multi-Classed Clerics: v2 (Hotfix 20091009)
~ITEM_REV/ITEM_REV.TP2~ #0 #15 // Prevent Druids from Wearing Helmets: v2 (Hotfix 20091009)
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // Restrict Fighter/Druids to Armor that Druids Can Wear: v2 (Hotfix 20091009)
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: v2 (Hotfix 20091009)
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Backstabbing Penalties for Inappropriate Weapons -> Backstabbing Penalties Only: v2 (Hotfix 20091009)
~SETUP-LIGHTMAPS.TP2~ #3 #0 // Modification de l'eclairage des egouts de la Porte de Baldur pour BG TuTu/BGT/Baldur's Gate
[/codebox]

Edited by DrAzTiK, 17 October 2009 - 07:15 PM.


#20 Mike1072

Mike1072
  • Modder
  • 539 posts

Posted 17 October 2009 - 08:02 PM

iron crisis don't affect weapons in my game .

I think this is a BGT/IR compatibility issue that presents when IR is installed after BGT. We could probably duplicate the item shattering code within IR and apply it to our items when BGT is detected as installed.