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#41 Gregor

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Posted 03 March 2009 - 07:15 PM

Looks like it's the "frozen death" component that's the culprit. I played the final battle with Bodhi through a few times with everything else installed, and Bodhi turned cloudy and I was able to stake her every time. But playing through three times in succession with the "frozen death" component, each time Bodhi did not go to cloud form (or turn into a bat), and was not stakeable.
Don't ask questions best left to aged sages. Boo is quick and evasive, and there is ever so much of Minsc to search, there is no hope of getting us apart."

#42 -Guest-

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Posted 05 March 2009 - 05:03 AM

Good work, Gregor. We can only hope now that an experienced modder can come up with a solution. For the time being, I suppose we just shouldn't use the component.

#43 --Miloch--

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Posted 22 April 2009 - 03:09 AM

Dunno if this is the best place to ask, but regarding the Imprisonment spell, does the fact that you lose the loot in the vanilla game make the spell balanced? Isn't it a bit cheap if you can Imprison enemies and still get their stuff?

I dunno. What happens normally with nonmagical imprisonment? Well, all your stuff gets stripped before you get thrown in the slammer. If you're lucky and get out, you might get it back. So that effect seems pretty realistic to me.

I didn't invent this mod or that component, I just updated it. Obviously, if you think a component is unbalanced, the solution is not to use it. Seems like it'd be a rather pointless component if you removed that feature though. Or alternately, the bigg's tweaks might have a similar component without the drop feature.

I'm finding that once the vamps are killed, they are not consistently turning into their little fluffy cloud personae, and retreating back to their coffins.

Yeah, this is a problem alright, and it's not just vampires, but any creature that has a Die() trigger in its scripts. Since Die() is the last possible action (usually) a creature can take and it can only trigger once, the Frozen Death component will override any other actions with a Die() trigger (like vampires going gaseous etc.).

I'd like to blame this on crappy coding, but since I only updated pro5's original code with new code from Nythrun and the bigg, I'm not sure if there's a better solution. What can we say - the game engine sucks in a lot of respects. I guess one solution would be just to exclude anyone with a Die() trigger from this. Then maybe conditionally insert the DropInventory into some of the existing Die() blocks, if any are relevant (a lot might not even have inventory to worry about). Since NI reports about 200 script hits (and maybe 5 times that many creatures or more) that might take a while just to do the exclusion.

#44 Leomar

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Posted 12 June 2009 - 08:34 AM

Attached is the German translation of P5Tweaks.

Translator is Telperion.


[EDIT]

And we have this fix:

--- p5tweaks\lib\p5_spears.tpa	Tue Jul 01 01:18:54 2008
+++ C:\BWP Patchstudio\patched files\p5tweaks\lib\p5_spears.tpa	Wed Aug 20 10:09:30 2008
@@ -1,3 +1,4 @@
+OUTER_SET cg = 0
 OUTER_INNER_PATCH ~12341234~ BEGIN
   SAY 0 @19 //Updating description (string
   SAY 4 @20 //for

Greetings Leomar

Attached Files


Edited by Leomar, 21 June 2009 - 09:52 PM.

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#45 Miloch

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Posted 21 October 2009 - 02:35 AM

I'm finding that once the vamps are killed, they are not consistently turning into their little fluffy cloud personae, and retreating back to their coffins.

Yeah, this is a problem alright, and it's not just vampires, but any creature that has a Die() trigger in its scripts.

Well this was pretty stupid, but some small-scale testing seems to indicate a Continue() action in our script block can probably solve this problem. At any rate, it saves me from implementing some ugly hack like I'd envisioned.

Thanks to modder redundancy (:P) I need the following string translated to German and Italian:

@33 = ~An equivalent component is already installed.~


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
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


#46 ilot

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Posted 21 October 2009 - 05:07 AM

I'm finding that once the vamps are killed, they are not consistently turning into their little fluffy cloud personae, and retreating back to their coffins.

Yeah, this is a problem alright, and it's not just vampires, but any creature that has a Die() trigger in its scripts.

Well this was pretty stupid, but some small-scale testing seems to indicate a Continue() action in our script block can probably solve this problem. At any rate, it saves me from implementing some ugly hack like I'd envisioned.

Thanks to modder redundancy (:P) I need the following string translated to German and Italian:

@33 = ~An equivalent component is already installed.~



Hi Miloch,

I've sent you a PM 8)

Italian mods tanslator!!!!


#47 melkor_morgoth75

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Posted 21 October 2009 - 05:12 AM

Italian: "è stato rilevato nell'installazione un componente identico"

mm75

PS: ilot u beated me! :)

Edited by melkor_morgoth75, 21 October 2009 - 05:13 AM.

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


#48 Kaeloree

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Posted 22 October 2009 - 10:22 PM

Moved your post to this topic, Leomar, at Miloch's request. :cheers:

#49 Miloch

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Posted 22 October 2009 - 11:33 PM

Version 3 of P5Tweaks is available. It contains the following changes:

- Fixed a couple glitches in Frozen Death component
- Fixed WeiDU glitch in Spears component
- Added German and Italian translations


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
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


#50 Azazello

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Posted 24 October 2009 - 04:07 AM

Version 3 of P5Tweaks is available. It contains the following changes:

- Fixed a couple glitches in Frozen Death component
- Fixed WeiDU glitch in Spears component
- Added German and Italian translations

Miloch, big-thanks for keeping the mod updated.

And thanks to everyone's contributions to finding/solving the bugs.

"I gladly simp for jastey" -- Aza
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"You ever notice that "What the hell?!" is the answer to just about everything?"
==========================================================

"Girls are like phones, they like to be held and talked too, but if you press the wrong button, you will be disconnected!" DJ Nikodemus
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Community Contributions
* Level 1 NPCs * gMinion: expanded TP2 for MegaInstalls * PSM (PSQM): expanded scripts for Melanthium * Shar Nadal (DSotSC-BGT) revision * non-detectable Cloak of Non-Detection ?? * Weimer's-Tactics: revised TP2 for MegaInstalls * a directory of Mega-Installation Guides *

   
   
   


#51 prowler

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Posted 31 January 2010 - 09:21 AM

I want to translate this mod. ^_^
But please, I need to know which lines used *in-game* and which lines used *to display components*.
By the first view, I believe that NO lines used *in-game*. Correct me if I'm wrong.

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Work with SHS, PPG, G3, CoM, Dragon's Hoard, Sorcerer's Place, RPG Dungeon


#52 Miloch

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Posted 01 February 2010 - 07:05 AM

By the first view, I believe that NO lines used *in-game*. Correct me if I'm wrong.

That is correct - it is all DOS/WeiDU text. There is some hardcoded replacement text in lib/p5_spears.tpa but I think it is fine for Russian since it appears to use the same syntax as English for damage text (1D6 => 1D8).

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
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


#53 prowler

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Posted 01 February 2010 - 09:19 AM

Translation is ready :)

Attached Files


Edited by prowler, 01 February 2010 - 09:20 AM.

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Work with SHS, PPG, G3, CoM, Dragon's Hoard, Sorcerer's Place, RPG Dungeon


#54 Miloch

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Posted 07 February 2010 - 02:47 PM

Updated to v4:

Version 4: 7 Feb 2010
- Added Russian translation; updated German and Italian translations
- Fixed glitch in spell targeting for illusionary creatures and such
- Moved images to images subfolder

Download
Readme

(I can't update this topic title, so it still says v3 :\.)

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
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


#55 prowler

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Posted 07 February 2010 - 03:04 PM

Yes! Thanks Miloch! :cheers:

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Work with SHS, PPG, G3, CoM, Dragon's Hoard, Sorcerer's Place, RPG Dungeon


#56 ScuD

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Posted 28 February 2010 - 09:20 PM

I do not know the reason, but I've found out that in my installation 4 files start to be reported as corrupted by NI after installation of the "Drop Items on Petrification" component.
File: CBUHGVSD.ITM  Offset: 2eah  Error message: 48 unused bytes after Unknown(2e6h)
File: CDSW2H07.ITM  Offset: 25ah  Error message: 48 unused bytes after Unknown(256h)
File: RR#STON.ITM  Offset: 25ah  Error message: 48 unused bytes after Unknown(256h)
File: RR#STON2.ITM  Offset: 25ah  Error message: 48 unused bytes after Unknown(256h)
It is strange that none of any other items are affected in this way.
Miloch, could you have a look at the issue?

Update: They cannot be read by DLTCEP at all (after all mods).

Edited by ScuD, 01 March 2010 - 07:34 PM.


#57 Miloch

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Posted 03 March 2010 - 02:42 PM

I do not know the reason, but I've found out that in my installation 4 files start to be reported as corrupted by NI after installation of the "Drop Items on Petrification" component.

Damn stupid bugs. Who the hell wrote this dismal code anyway? :whistling:

Try this version. I actually tested it with RR's Stonesmasher or whatever it is, which will make a stone golem drop whatever it's carrying when it explodes it into a million pieces, should you actually find one that has any droppable items.

Attached File  p5tweaks-v5.rar   636.42K   365 downloads

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
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


#58 ScuD

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Posted 03 March 2010 - 06:09 PM

I confirm the issue has disappeared. Thank you very much!!!

#59 ScuD

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Posted 03 March 2010 - 08:10 PM

It seems I was too fast... The issue is disappeared - true. But if before RR#STON.ITM was affected only by component 40, now it is affected by 20, 30 and 40. Components 20 and 30 add only effects 27.SPL to the melee ability. Probably another bug...

#60 ScuD

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Posted 06 March 2010 - 07:18 AM

Looks like I've found the problem. The
END
from line 182 should be moved down after line 191
WRITE_SHORT (hs * i1 + hf + 0x1e) fc //Update effect count
Attached is the updated p5tweaks\lib\p5_spl_eff_copy.tpp. Now everything seems to work correctly.
Attached File  p5_spl_eff_copy.tpp   8.41K   458 downloads