Heh, I do not understand.*casts summon Cassandra*
Bugs for v2.00
#61
Posted 10 April 2005 - 05:46 AM
#62
Posted 10 April 2005 - 05:52 AM
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#63
Posted 10 April 2005 - 06:07 AM
Sorry the bigg, I was responding to drake127 and we cross-posted. I was trying to figure out why drake127 thought I would be advocating that Refinements not fix bugs, not trying to get on your case.Let me rephrase what I said:I expect modders to fix bugs found in their mods. I am not advocating that Refinements ignore this.
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.
#64
Posted 10 April 2005 - 06:10 AM
Ah, OK thenSorry the bigg, I was responding to drake127 and we cross-posted. I was trying to figure out why drake127 thought I would be advocating that Refinements not fix bugs, not trying to get on your case.
Edited by the bigg, 10 April 2005 - 06:11 AM.
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#65
Posted 10 April 2005 - 06:14 AM
Well, time to redress it :w00t:
#66
Posted 10 April 2005 - 06:21 AM
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#67
Posted 10 April 2005 - 09:29 AM
Both true probably, but at least the first one is justified, since V2 has been released just a few days agoWell, I am starting to think that nobody has actully played Sword Angel in Refinements v2.x Or at least nobody really use Merciful Fighting... (Littiz must be really sorrowful )
Merciful Fighting worked correctly in V1, but the implementation was quite different.
I thought a smoother version would prove a better choice, so I changed it.
Besides, I did test the ability, I saw the animation stopping at the right moment and penalties applied when needed, and bothered no more.
Lesson: bugs show up *even* when you test things, if you don't go deep enough :glare:
Thanx @drake and @sevencreature, I'll check this out.
I used the time setting "9" (which is actually labelled as "Permanent After Bonuses" in NI), since with that I'm sure bonuses will stack correctly. I must verify that the value "1" won't create problems of other kind, otherwise I'll have to backtrack to the previous implementation....
Hm.Well another question: how many effects '0' (bonus to AC) with value '1' should have Sword Angel at level 7? I have created SA, started game, paused and exported (well best stats I have probably ever rolled ) and he had AC 3 (DEX 18)... But then when I tested that dmg problem I created another SA, again DEX 18 and he had AC 5...
SA with AC 3 has 3 instances of effect '0' - all with bonus to AC=1, SA with 5 only one instance... Of course, according to kit description, there should be only one, AC 5, but how is that first case possible?
SA gets a -2 bonus to AC at start, then -1 AC/ +1 THAC0 every six levels.
Those are handled via CLAB, and I can't see how it could possibly glitch.
Right now I can only think about a problem with the export feature...
Ever forward, my darling wind...
#68
Posted 10 April 2005 - 09:59 AM
first had AC 3 - 3 instances of effect '0' each had AC bonus = 1
second had AC 5 - 1 instance of effect '0'
third had AC 4 - 2 instances of effect '0'
fourth had AC 5 again
all have had DEX 18...
You can check first and (I think) second exported .CREs here: http://havy.wz.cz/swan_cre.zip
P.S. In the kit description isn't anything about -2 AC bonus at creation
Edited by sevencreature, 10 April 2005 - 10:00 AM.
#69 -Guest-
Posted 10 April 2005 - 10:00 AM
I am sure that TM 1 has same function as 9. Only difference can be if character dies. Probably these effects would be removed but engine (of your mod) could think that MerFig is still active.I must verify that the value "1" won't create problems of other kind, otherwise I'll have to backtrack to the previous implementation....
I am also sure that TM 9 cannot be deleted by 221 effect. I tested it many times because I have same trouble months ago.
#70
Posted 10 April 2005 - 10:07 AM
#71
Posted 10 April 2005 - 11:00 AM
I studied the files a bit and I'm quite confused.You can check first and (I think) second exported .CREs here:
This really seems a problem with the engine: the second CRE was treated as an 18th level character!
Not only the AC bonus is applied three times, but everything is augmented accordingly, including weapon proficiencies!
I'm really clueless here. Besides, all seems perfectly OK with the code (and it's entirely standard stuff, too): you specify the spells in the intended slots in the 2DA, and then let the engine assign them when it's time.
Are you trying this in a "safe" environment? No program in background, or stuff like that? Sorry if I ask, but when everything fails, I can only think about a fault from the engine.
I'll try and consider it furthermore, anyway.
Ah, memory failed me.P.S. In the kit description isn't anything about -2 AC bonus at creation
It was present in the first implementation, then removed
Actually I had to fix it in the past (from 1 to 9), since "1" doesn't seem to stack correctly with items or other effects.I am sure that TM 1 has same function as 9. Only difference can be if character dies. Probably these effects would be removed but engine (of your mod) could think that MerFig is still active.
Might not be the case here, though...
Edited by Littiz, 10 April 2005 - 11:05 AM.
Ever forward, my darling wind...
#72
Posted 10 April 2005 - 11:20 AM
Yes, These TModes behave differently in different effects but I think that problem should not be in this case.Actually I had to fix it in the past (from 1 to 9), since "1" doesn't seem to stack correctly with items or other effects.I am sure that TM 1 has same function as 9. Only difference can be if character dies. Probably these effects would be removed but engine (of your mod) could think that MerFig is still active.
Might not be the case here, though...
e. g. changing stats - 1 is white, 9 is red. I think trouble is also in setting (not increasing or decresing abilities) like str, dex, ... ,AC, THAC0.
Edited by drake127, 10 April 2005 - 11:22 AM.
#73
Posted 10 April 2005 - 11:51 AM
Nonetheless, it took another two trials before correct SA was created - first had AC bonus two times, but other effects were ok...
So I sense some sort of problem here...
Btw. what exactly do these effect (and why are they there?), in LI#SET.SPL :
Unknown Effect (139) (313)
and
"Missile Weapon Damage Bonus" value 3
Why Missile Weapons??
Edited by sevencreature, 11 April 2005 - 01:05 AM.
#74
Posted 10 April 2005 - 01:43 PM
Strange indeed. Still no clue. But I'm quite positive I shouldn't be the cause, this time..Hmmm, as I said, strange... That was btw. my first rolled SA (and damn good stats IMO - well, probably best char I've ever rolled )
Ah, sometimes users shouldn't ask too many questionsBtw. what exactly do these effect (and why are they there?), in LI#SET.SPL :
Prevents Death Field to be pickable as an HLA in case you dual a SA to mage (and if you have the HLA component installed).Unknown Effect (139) (313)
The regular Necromantic spells cannot be learned because of the kit's "unusables" combo.
I couldn't use the Melee Damage Bonus effect to set the -3 kit malus (crashes the game if you hit negative values - or something... while the generic effect leaves a minimum of 1 damage)."Missile Weapon Damage Bonus" value 3
Now, since SA can't use ranged weapons, this isn't much of a point. But it does have an effect in rare circumstances like when a dualled Sword Angel/Mage uses Melf's Meteors. In the end, I decided that the malus shouldn't be applied in such cases, so I countered it
Edited by Littiz, 10 April 2005 - 01:46 PM.
Ever forward, my darling wind...
#75
Posted 11 April 2005 - 01:04 AM
#76
Posted 11 April 2005 - 05:12 AM
One advice: if you're playing indeed with a Sword Angel, add to your short list of mods at least Sim's Virtue. It's always a must imho, but particularly in this case
Ever forward, my darling wind...
#77
Posted 11 April 2005 - 09:45 AM
#79
Posted 11 April 2005 - 12:23 PM
#80
Posted 11 April 2005 - 02:54 PM
Exactly how is Virtue using that new alignment system? Killing of G characters lowers Virtue?
(hmmm, I've just got complete override backup, so I'm probably gonna give it a try )