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BP_s_and_h_Patch v5 released


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#1 seanas

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Posted 25 January 2005 - 01:40 AM

version 5 of the s_and_h patch is now available, from my site and soon from the usual mirrors.

with any luck, this will be the last version of this patch in this form - my dream is that the next incarnation of the patch will be as a re-built BP-BGT-NEJ patch (3.14? 4.0?) or even a rebuilt installer. at any rate, i'm reasonably sure we've fixed every identified problem in a BP-BGT-NEJ install, and so there should be no compelling need for a version 6.

new features in version 5 include extensive proof-reading, a handy version-checker (nicked from Greyfain's Ashes of Embers v22) which uninstalls earlier versions (some of which had less-than-optimal fixes), and a whole raft of new fixes from horred.

other new features in version 5 include:
  • corrected Dakkon's streaming blade fix
  • corected the Simyaz' allies fix, so that it actually works.
  • fixed unresurrectable Sime problem
  • fixed Sime's wolf figurine stutterbug
  • fixed the Irenicus fight transition in Spellhold for those users who didn't want to lose their euipement but didn't want to play on EASIEST difficulty.
  • fixed the Saradush guards turning hostile and the slum inhabitants turning hostile bugs.
  • fixed the Beastmaster-is-really-an-Elder-Orb bug
  • fixed - really, this time - the Kiser Jhaeri basement crash
  • added certain .IDS files to the override, to prevent other mods (no names, no pack drills) erroneously overiding them and causing BP and its variants to fail - thanks, the bigg.
  • fixed Shar-teel's armour so that it no longer gets stuck in inventory when she leaves the party.
  • corrected all of the TDD spells for a raft of small errors.
    The spell fixes, the Saradush guards fix, the Kiser Jhaeri fix and the Sime resurrection fix all came from horred the plague.
  • an array of area fixes, string fixes, dialogue fixes and script fixes for BGT from Ascension64.
as always, it is best to install this as part of a fresh install, but it will happily install over previous versions, and patch installation will not require you to start a new game. post bugs/ problems/ suggestions to the Big Picture or the BP+BGT forums, and we'll get to them as soon as possible.

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#2 Sir Kalthorine

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Posted 25 January 2005 - 01:48 AM

OOPSY! :blink:

hehe... sorry about the new thread I started enquiring about this, seanas, and which I was busy writing while you were posting THIS thread :blush:

A couple of questions in my thread I would be grateful for your help with tho.

Oh... and GREAT WORK matey. Seriously, you and the rest of the team who worked on this deserve a medal.

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#3 horred the plague

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Posted 29 January 2005 - 12:40 AM

OOPSY!  :blink:

hehe... sorry about the new thread I started enquiring about this, seanas, and which I was busy writing while you were posting THIS thread  :blush:

A couple of questions in my thread I would be grateful for your help with tho.

Oh... and GREAT WORK matey.  Seriously, you and the rest of the team who worked on this deserve a medal.

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Errrrm, thanks for the medal, but I see a SERIOUS problem with this patch!

It overwrites a couple KEY BP IDS files--namely, Spell and Stats.

Spell contains some IMMY spellreferrences, that overwrite existing game resources and/or spell.ids entries. Unnecessarily, too--there is plenty of room in the 3100 range for all of it.

Stats.ids is the old, broken "enhanced" one from way-back. Absolutely incompatible with BP! I just had a talk about this file earlier, when addressing ascension and "the new face of BP" ---and here it is.

#4 seanas

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Posted 29 January 2005 - 03:02 AM

crap on a stick - here's a version of the Setup-BP_s_and_h_Patch.tp2 with the IDS additions taken out - i've updated the version on my site to this effect as well. you'l want to uninstall v5 and then do a fresh install of v5 for these errors to be removed.

if someone want to email me the correct IDS files, or post them here, i'll do a quick release version 6.

Attached Files


Edited by seanas, 29 January 2005 - 03:17 AM.

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#5 Ascension64

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Posted 29 January 2005 - 04:19 AM

Ouchies :o :o :o

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#6 Suluku

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Posted 29 January 2005 - 05:59 AM

Uninstalling the old V5 causes Weidu to uninstall and re-install all other Weidu mods (including CTB) and for some reason this has wrecked my game - it now crashes on loading any saved game. Along with the herds of Veters, not a good gaming week :angry:

#7 horred the plague

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Posted 29 January 2005 - 08:08 AM

Check yer E-Mail, Seanas. ;)

#8 hlidskialf

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Posted 29 January 2005 - 11:53 AM

Seanas, if you're just looking to place those IDS values in the override for other mod compatibility, you don't need to provide them. Just use:
COPY_EXISTING ~Spell.IDS~ ~Override/Spell.IDS~

It's a much better solution, and you can even write to them at this point if need be. Better to mod them than replace them!

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#9 mavere

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Posted 29 January 2005 - 10:03 PM

Regarding the Stats.ids, I was looking around and found out that installing the Kelsey NPC installs the exact same stats.ids as the old v5 patch. The Kelsey NPC is listed as compatible so I am wondering how would stats.ids affect my game?

Edited by mavere, 29 January 2005 - 10:08 PM.


#10 horred the plague

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Posted 30 January 2005 - 09:17 AM

Regarding the Stats.ids, I was looking around and found out that installing the Kelsey NPC installs the exact same stats.ids as the old v5 patch. The Kelsey NPC is listed as compatible so I am wondering how would stats.ids affect my game?

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All of the smart targetting procedures in the BP enemy AI system depend on their custom STATS.IDS entries. With that old STATS.IDS, a check like:

CheckStatGT(LastSeenByMyself,0,WIZARD_FIRE_SHIELD) would not work. That means, if your opponent has targetted you for attack, and you have a Fire Shield
spell up and running(Red or Blue, even Wall of Thorns!)--this can be determined by the CheckStat command also:
1= Fire Shield Red, Wall of Fire, Aura of Flaming Death
(balshld, sppr519, spwi418, sppr730)
2= Fire Shield Blue (spwi403)
3= Wall of Thorns (sppr527)

With my STATS.IDS, the opponent can react appropriately (like, backing up and using their bow, or choosing a different target). Without it, the poor sod will hack away and burn as he goes, not even knowing why.

This is not the only spell effect that my stats.ids checks for, coincidentally. And the one in Kelsey (and several other mods) was determined to be 'broken' by Avenger and I. All those entries between 166 and 175 will have adverse side effects, such as "feet circle removal". Entries over 182 should be meaningless (in answer to the next question: no, I don't use STONESKINSGOLEM in any of my scripts--can't even remember why I left it there).

Perhaps the Kelsey .tp2 file should have a check for custom IDS entries before overwriting in-game resources. Not hard to do, for someone as well-versed in weidu as JC. e.g.--no standard STAS.IDS has an entry at 180. I've never used Kelsey before--perhaps until this is corrected Kelsey should be listed as Incompatible?

Edited by horred the plague, 30 January 2005 - 09:22 AM.


#11 Yazzuie

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Posted 04 February 2005 - 08:51 PM

Perhaps the Kelsey .tp2 file should have a check for custom IDS entries before overwriting in-game resources. Not hard to do, for someone as well-versed in weidu as JC. e.g.--no standard STAS.IDS has an entry at 180. I've never used Kelsey before--perhaps until this is corrected Kelsey should be listed as Incompatible?

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OK, I have no life at the moment and actually looked into this...a little. Kelsey does copy it's own STAS.IDS into /override by way of the .tp2 file. The Kelsey STAS.IDS has entries up to 200. So am I correct in assuming Horred is right and it's not compatible?
"To err is human, so be something else."

#12 horred the plague

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Posted 04 February 2005 - 09:57 PM

Perhaps the Kelsey .tp2 file should have a check for custom IDS entries before overwriting in-game resources. Not hard to do, for someone as well-versed in weidu as JC. e.g.--no standard STAS.IDS has an entry at 180. I've never used Kelsey before--perhaps until this is corrected Kelsey should be listed as Incompatible?

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OK, I have no life at the moment and actually looked into this...a little. Kelsey does copy it's own STAS.IDS into /override by way of the .tp2 file. The Kelsey STAS.IDS has entries up to 200. So am I correct in assuming Horred is right and it's not compatible?

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Unfotunately, Horred IS right. It will cause all the spellcaster's detection of various states to disfunction, rendering the improved AI worthless in this respect.

Did you look at the scripts in Kelsey? Does JC actually use much of the custom entries, or was it added because it was the best available at the time?

You could manually put BP's stats.ids from the script compiler folder into the override (copy/paste), and things should be fine--from a BP perspective at least...

#13 Yazzuie

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Posted 05 February 2005 - 06:54 AM

You could manually put BP's stats.ids from the script compiler folder into the override (copy/paste), and things should be fine--from a BP perspective at least...

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Forgive my lack of modding knowledge...I know how to use NI (in a mostly inept kindof way), what I don't know is can I look at Kelsey's scripts without actually installing it, if so what file do I look at? If neccessary I can install it to check.

Assuming he doesn't use anything past 180, if we put in Kelsey installation instructions with the last step being making a copy of BP's STATS.IDS in /override, you thing that would make it compatible?

Edited by Yazzuie, 05 February 2005 - 07:08 AM.

"To err is human, so be something else."

#14 horred the plague

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Posted 05 February 2005 - 07:04 AM

Assuming he doesn't use anything past 180, if we put in Kelsey installation instructions with the last step being making a copy of BP's STATS.IDS in /override, you thing that would make it compatible?

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Without checking the scripts==flip a coin :lol:

Worst case would be, some of his spellcasters won't be at 100% functionality.

#15 Yazzuie

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Posted 05 February 2005 - 07:09 AM

I might have figured it out...I opened up KELSEYAI.BS and found this line...
   CheckStatLT(Myself,1,185)

In the STATS.IDS, line 185 reads WIZARD_PROTECTION_FROM_MAGIC_WEAPONS

Is this what you're looking for?

Edited by Yazzuie, 05 February 2005 - 07:09 AM.

"To err is human, so be something else."

#16 Yazzuie

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Posted 05 February 2005 - 10:23 AM

OK, I'm bored today...I did a line-by-line "stare'n'compare" of the STATS.IDS from Kelsey and BP.  Kelsey does not change any lines, only adds lines as shown below:

165 WIZARD_IMPROVED_ALACRITY                            
166 PROTECTION_FROM_EVIL        
167 TRUE_SIGHT                  
168 CLERIC_CHAOTIC_COMMANDS  
169 CLERIC_MAGIC_RESISTANCE  
170 CLERIC_INSECT_PLAGUE  
171 CLERIC_BLADE_BARRIER  
172 CLERIC_PHYSICAL_MIRROR  
173 CLERIC_SHIELD_OF_THE_ARCHONS  
174 CLERIC_REGENERATION
175 CLERIC_CREEPING_DOOM
  

176 WIZARD_PROTECTION_FROM_PETRIFICATION
177 WIZARD_SPELL_SHIELD
178 WIZARD_RESIST_FEAR
179 WIZARD_PROTECTION_FROM_NORMAL_MISSILE
180 WIZARD_GREATER_MALISON                
181 WIZARD_PROTECTION_FROM_NORMAL_WEAPONS
182 WIZARD_TENSERS_TRANSFORMATION        
183 WIZARD_PROTECTION_FROM_MAGIC_ENERGY
184 WIZARD_MISLEAD  
185 WIZARD_PROTECTION_FROM_MAGIC_WEAPONS
186 WIZARD_SPELL_IMMUNITY
187 WIZARD_PROTECTION_FROM_THE_ELEMENT

199 STONESKINSGOLEM
200 LEVELDRAIN

So if it's not changing any lines that BP uses, would it not be compatible?  Or am I missing something as usual...
"To err is human, so be something else."

#17 horred the plague

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Posted 05 February 2005 - 12:51 PM

So if it's not changing any lines that BP uses, would it not be compatible?  Or am I missing something as usual...

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Yep ;)

109 CLERIC_HALLOW
110 CLERIC_ARMOR_OF_FAITH

116 WIZARD_SPELL_DEFLECTION
117 PROTECTION_FROM_EVIL
118 TRUE_SIGHT
119 CLERIC_CHAOTIC_COMMANDS
120 CLERIC_INSECT_PLAGUE
121 CLERIC_BLADE_BARRIER
122 CLERIC_PHYSICAL_MIRROR
123 CLERIC_SHIELD_OF_THE_ARCHONS
124 CLERIC_REGENERATION
125 WIZARD_FIRE_SHIELD
126 WIZARD_PROTECTION_FROM_MAGIC_ENERGY
127 WIZARD_MISLEAD
128 WIZARD_PROTECTION_FROM_MAGIC_WEAPONS
129 WIZARD_SPELL_TURNING
130 WIZARD_PROTECTION_FROM_THE_ELEMENTS
131 CLERIC_FREE_ACTION
132 WIZARD_KHELBANS_WARDING_WHIP
133 CLERIC_DEFENSIVE_HARMONY

You should have EXTRAPROFICIENCY in these slots, from Kelsey's.

Some of these I use a lot (127, e.g.)

Attached File  BPDetectStats_Documentation.txt   10.4K   13 downloads

This is a more precise guide of the BP stats.IDS, for anyone interested. It includes support for many TDD spells, also.

Note: Slots 166-175 were found to be overwriting noticeable in-game effects (e.g. either 166 or 167-can't remember which- if set to 1, would remove your feet circle (the green ring))

#18 Yazzuie

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Posted 05 February 2005 - 02:55 PM

Yup, I missed it.  Ok, so Kelsey's STATS.IDS sure 'nuff ain't gonna work with BP.  I'll mark it as not compatible in the install guide :)
"To err is human, so be something else."