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Bug Reports for v3.01


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#41 the bigg

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Posted 31 July 2007 - 03:47 PM

Maybe you right but still DR HLAs got many fans so I think it's not a big deal to add option on WeiDU installation to ask about each class high level abilities installation rather than install all of them at once. I will be thankfull if you could upload setup-refinements.tp2 with this option included.

I don't see the point to, given that various tables depend on shared files (making it hard to build a working version with split classes). Your thankfulness is irrelevant.

BTW. 1 question. Are Ref's HLAs work with new kits added by TDD and DR?

Only if they fall back to the default table. Your modder will be clearer than I can be.

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
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#42 Logitech

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Posted 01 August 2007 - 03:30 AM

What about workaround that someone posted on G3?
http://forums.gibber...amp;#entry92964
Are there any problems with Refinements if I delate those *.2DA files from cleric, druid & multiclass folder before installation or it's not save at all?

#43 the bigg

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Posted 01 August 2007 - 03:33 AM

You can do it, or merge the two 2da files.

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.


#44 -RS-

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Posted 17 December 2007 - 12:37 AM

(from version 3.02, so may already be fixed)
There looks to be a bug with tg#mdre.spl(Resist Magic Damage), in as much as the passive +10% Magic Damage Resistance doesns't seem to last. Whether it is being dispelled, or just has a limited duration, it works for a time and then just disappears. I'm assuming it's something with the spell itself rather than anything else, though I could be wrong.

Maybe the fact that it's setup is different to tg#toug.spl(Toughness), being another passive HLA, has some relation to the problem?

#45 -Milby-

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Posted 20 December 2007 - 09:05 AM

I read somewhere that quite a few of the HLAs have something like 'Permanent until death' instead of 'Permanent' assigned to them, so that they stop working if you die and are then raised. I think GeN1e is supposed to be looking into this.

#46 the bigg

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Posted 20 December 2007 - 09:09 AM

(from version 3.02, so may already be fixed)
There looks to be a bug with tg#mdre.spl(Resist Magic Damage), in as much as the passive +10% Magic Damage Resistance doesns't seem to last. Whether it is being dispelled, or just has a limited duration, it works for a time and then just disappears. I'm assuming it's something with the spell itself rather than anything else, though I could be wrong.

Maybe the fact that it's setup is different to tg#toug.spl(Toughness), being another passive HLA, has some relation to the problem?

It's true permanent Permant (9) for me.

I read somewhere that quite a few of the HLAs have something like 'Permanent until death' instead of 'Permanent' assigned to them, so that they stop working if you die and are then raised. I think GeN1e is supposed to be looking into this.

Unless you provide proof, I'll assume that somebody will have noticed in the three years the mod has been out.

Edited by the bigg, 20 December 2007 - 09:11 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.


#47 Caedwyr

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Posted 20 December 2007 - 04:21 PM

I've been doing a lot of looking at the timing effects of Refinements HLAs recently, and I can say fairly confidently that the druid, ranger, mage, cleric ones at least are almost always Permanent (9) when appropriate.
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#48 -RS-

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Posted 20 December 2007 - 04:44 PM

Since the details for tg#mdre.spl's magic damage resistance and tg#toug.spl's max hp were different, I tried changing the former to like the latter, though it didn't seem to change anything(I had 2 of 3 for the resist magic damage HLA when I made the change, then gained 3/3 after but that still ended up not lasting).

I might not be remembering things correctly as I edited tg#mdre.spl(after this happened, not before), though originally I think it was [Duration: Instant/Permanent After Bonuses (9), Dispel/Resistance: Not dispel/Not bypass resistance (2)] compared to [Duration: Instant/Permanent (1), Dispel/Resistance: No dispel/Bypass resistance (0)]for tg#toug.spl. I don't know what all the variables mean, so the strangeness I've experienced could easily be something else about the Resist Magic Damage HLA or even something completely unrelated. If it means anything, the resist magic damage bonus did not last although I'm not able to pick more than the limit of 3 for the HLA.

Whether or not 'Permanent until death' is true, that isn't related to what I've had happen as there have been no deaths and resurrections - single character F/M/C.

#49 the bigg

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Posted 20 December 2007 - 05:04 PM

The correct duration is Instant/Permanent after Bonuses(9), but dispel/resistance should be 0 (not dispel/bypass).

Also, the icon disappears after 30 seconds, but the actual resistance is permanent.

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.


#50 Discordia

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Posted 13 November 2008 - 07:45 PM

hopefully this is the correct thread...

i cant install revised hla abilities...

at first i supposed it was because of the monk which i already changed with the oversight mod, so i uninstalled that and tried again. maybe its one of the many new kits i installed...

the error is "nth" btw, no idea what that means, but i hope you can get sth from the debug file...

Attached Files


Edited by Discordia, 13 November 2008 - 07:50 PM.


#51 Leomar

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Posted 17 November 2008 - 11:41 AM

You have installed the following components of Rogue Rebalancing before Refinements:

Install Component 2 [Thief High Level Ability revisions]
Install Component 5 [Bard High Level Ability revisions]

These components must be installed after Refinements, now.
See here for more information.

Greetings Leomar

Edited by Leomar, 17 November 2008 - 11:42 AM.

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#52 Taimon

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Posted 17 November 2008 - 01:51 PM

Sounds familiar.

#53 Azazello

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Posted 13 December 2008 - 12:03 PM

This is not a bug but a feature request...

Request:
- component-ize Revised Celestials

Reason:
- To allow for more flexibility with other (AI) mods.
Revised Celestials creates specialized CREs and SPLs for the summons; the spellcasting AI in mods like gMinion won't work because of the specialized spells.

Workaround:
Since gMinion doesn't revise Solars, here are the edits I use that allows Revised Celestials to modify only the Solars:

/* Revised Celestials */
// REM'd so as not to interfere with gMinion mod
COPY ~refinements/Hlab/_celestials/_shared~	 ~override~
// COPY ~refinements/Hlab/_celestials/Deva~	 ~override~
// COPY ~refinements/Hlab/_celestials/Fallen Deva~	 ~override~
// COPY ~refinements/Hlab/_celestials/Fallen Planetar~	 ~override~
COPY ~refinements/Hlab/_celestials/Fallen Solar~	 ~override~
// COPY ~refinements/Hlab/_celestials/Planetar~	 ~override~
COPY ~refinements/Hlab/_celestials/Solar~	 ~override~

// /_scripts/ overwrites the default AI of all the Celestials...
// COMPILE ~refinements/Hlab/_celestials/_scripts~ USING ~refinements/languages/%s/miscscripts.tra~
// ...so compile only the scripts for Solars
COMPILE ~refinements/Hlab/_celestials/_scripts/tb#sole.BAF~ USING ~refinements/languages/%s/miscscripts.tra~
COMPILE ~refinements/Hlab/_celestials/_scripts/tb#solg.BAF~ USING ~refinements/languages/%s/miscscripts.tra~

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#54 -Fennek-

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Posted 13 February 2010 - 03:05 PM

Is it possible that an incompatibility between

Refinements - Heal on shifting back to human (Default)

and Every Mod and Dog, Moxen-Quest?

If one accepts this quest, a wulf spawns in the Umar Hills and the problems start (ctd etc.), since apparently this wolf has a (corrupted/damaged) Wolfm.itm. As it seems, the Wolfm.itm in the backup of Refinements works, the one afterwards not.

(Was posted in the German forum... I hope the statement of the player is correct... http://kerzenburg.ba...3&postcount=162)

#55 10th

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Posted 24 October 2010 - 05:14 AM

@Fennek
wolfm.itm is exlusively used for shapeshifting in the unmodded game. Emad simply uses it for one its creatures, without exploring other weapon options. P1-8m1.itm for instance. Refinements modifies wolfm.itm for its shapeshifting overhaul, there's nothing damaged or corrupted, simply another mod using an item reserved and created for shapeshifting.

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#56 -Guest-

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Posted 14 May 2011 - 01:30 AM

When I use scribe scrolls to get stone skin, I get dimension door instead. I have spell revisions installed before refinements. Not sure which one is the cause.

#57 Fennek

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Posted 19 June 2011 - 02:45 AM

A player at Kerzenburg Forum mentioned that some of the HLA would cause some very minor problems:

TG#HOLA (Holy Aura) --> doesn't seem to work (or is the effect not shown via SK)?

TG#ACRO (Acrobatic) --> Timing Mode of the AC-Bonus should be 9 (permanent) instead of 1 (permanent until death), but it works, nevertheless

TG#SLIP (Slippery Mind) --> Timing Mode of all effects should be 9 instead of 1; player is quite convinced that at the monment the effects vanish after death

TG#AMBI (Improved Ambidexterity) --> Timing Mode of the Off-Hand THAC0 bonus should be 9 instead of 1; the bonus vanishes after the character died

TG#AMB2 (Improved Ambidexterity) --> same as above (TG#AMBI)

#58 cbarchuk

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Posted 12 September 2011 - 11:15 AM

-The paralyze portion of the assassin's nerve poison ability doesn't work it seems. The paralyze effect will go off but the monster continues to chase me around. I've tried it several times and get the same problem everytime.

-The raging mind poison causes the game to crash

p.s. Update this damn thing for crying out loud...lol

Edited by cbarchuk, 15 September 2011 - 07:49 PM.