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Revised Battles v6 Released


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#41 erebusant

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Posted 14 March 2009 - 09:26 PM

During a new megamod installation, we got these errors with Revised Battles:

DS error: SCRL07.ITM is corrupted, probably by a previous mod. I'm skipping it.
DS error: POTN33.ITM is corrupted, probably by a previous mod. I'm skipping it.

Here are the change-logs of these items:

Mods affecting SCRL07.ITM:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 3 0 // BG2 Fehlerbehebungen (Hauptteil)
00001: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 3 3 // BG2 BETA Fehlerbehebungen (Hauptteil)   (schaut bitte in die Liesmich Datei!)
00002: ~SETUP-BDTOBV166.TP2~ 1 7 // Baldurdash Fix Pack for ToB, v1.66 WeiDU - BG2Fixpack adjustment
00003: ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by Demivrgvs
00004: /* from game biffs */ ~SETUP-SCS.TP2~ 2 10 // Auffindbare Zauber
00005: ~KITANYA/SETUP-KITANYA.TP2~ 0 1 // Wizardslayer Bugs Fix
00006: ~SETUP-SPELLPACKB5.TP2~ 0 0 // Spell Pack (Core Files and Graphics)
00007: ~SETUP-REVISEDBATTLES.TP2~ 2 27 // Abändern der .CRE Fertigkeiten, Fähigkeiten und Wirkungen. Dieser Bestandteil MUSS installiert werden.
00008: ~RR/SETUP-RR.TP2~ 3 7 // Zusätzliche Ausrüstung für Diebe und Barden
00009: ~SCSII/SETUP-SCSII.TP2~ 3 2000 // Zauberschlag erlauben, einen Schutz von Magischen Schriftrollen abzunehmen
00010: ~SCSII/SETUP-SCSII.TP2~ 3 6110 // Gibt Betrachter-Strahlen eine Chance, den Zauberschutz zu "durchbrennen".
00011: ~SCSII/SETUP-SCSII.TP2~ 3 6150 // Magier wirken sofort bei Kampfbeginn einige kurzzeitige Zauber, um das Wirken vorm Kampf vorzutäuschen.
00012: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 3 2170 // Zauber von Schriftrollen (und anderen Gegenstaenden) auf der Stufe des Charakters wirken 
00013: ~MIXMOD/MIXMOD.TP2~ 0 26 // Increase Scroll by 300%

Mods affecting POTN33.ITM:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 3 0 // BG2 Fehlerbehebungen (Hauptteil)
00001: /* from game biffs */ ~GAVIN/GAVIN.TP2~ 0 0 // Gavin NPC for Tutu and BGT, 14April2008
00002: ~SETUP-SPELLPACKB5.TP2~ 0 0 // Spell Pack (Core Files and Graphics)
00003: ~SETUP-REVISEDBATTLES.TP2~ 2 27 // Abändern der .CRE Fertigkeiten, Fähigkeiten und Wirkungen. Dieser Bestandteil MUSS installiert werden.
00004: ~RR/SETUP-RR.TP2~ 3 7 // Zusätzliche Ausrüstung für Diebe und Barden
00005: ~SCSII/SETUP-SCSII.TP2~ 3 6110 // Gibt Betrachter-Strahlen eine Chance, den Zauberschutz zu "durchbrennen".
00006: ~SCSII/SETUP-SCSII.TP2~ 3 6150 // Magier wirken sofort bei Kampfbeginn einige kurzzeitige Zauber, um das Wirken vorm Kampf vorzutäuschen.
00007: ~MIXMOD/MIXMOD.TP2~ 0 19 // Increase Potion by 300%

Attached is the WeiDU.log.

Greetings Leomar

Yep. Probably either item revisions or spellpack screwed the pooch with them. The first thing that runs with the Revised Battles .tp2 is standard DW Detectable Spells code, so if it spits them out, something previous to Revised Battles crapped on them, just like the DS error notates. Good news though, hopefully you'll find a copy of each of those .itm files in Revised Battles/backup/27. If they are there, then they have most likely been repaired.

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#42 jon-eli

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Posted 14 March 2009 - 09:45 PM

SpellPack did it. Run Nythrunfix after SpellPack and things should be peachy.

#43 Leomar

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Posted 03 April 2009 - 09:00 PM

Thanks for the answers. We'll try it. :)



[EDIT]

I've posted this issue in the SpellPack forum:
http://forums.blackw...?showtopic=4512

Greetings Leomar

Edited by Leomar, 03 April 2009 - 09:51 PM.

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#44 -yago-

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Posted 07 April 2009 - 06:43 AM

I encountered a problem with Component 20: Knights of Dark Renown which ended in not beeing able to do this quest.
Guess I allready found the solution for this which is playing the german Version without memoryaccess=100.
The problem itself: Everything went fine until the Lord isnt able to harm any of the kids resulting in the cutsequenzes the be broken
I activated the Bloodoption by now, but well this quest is over so I cant do further testing

There may still be some sort of workaround like leting the installer modify the baldur.ini and set memoryacess=100 or actually let the cutsequenz continue without the slavekids needed to be dead.

#45 ScuD

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Posted 22 April 2009 - 05:11 PM

Found a typo in mencar\baf\pookpar.baf.

CreateVisualEffectObject("SPDIMNDR","b#pkydad") and CreateVisualEffectObject("SPDIMNDR","b#pkymom")

should be

CreateVisualEffectObject("SPDIMNDR","b#pdad") and CreateVisualEffectObject("SPDIMNDR","b#pmom")

respectively.

#46 erebusant

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Posted 22 April 2009 - 08:35 PM

Found a typo in mencar\baf\pookpar.baf.

CreateVisualEffectObject("SPDIMNDR","b#pkydad") and CreateVisualEffectObject("SPDIMNDR","b#pkymom")

should be

CreateVisualEffectObject("SPDIMNDR","b#pdad") and CreateVisualEffectObject("SPDIMNDR","b#pmom")

respectively.

Fixed locally...

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#47 Hoppy

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Posted 02 May 2009 - 08:27 AM

Is it possible for Lug to not spawn in any type of city area? He will spawn in Hlondeth if the triggers (Level?) are right. Can't make it to the Slums in Samildanach's timer which is one day or maybe two. Just a suggestion for megamod worldmap installs.
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#48 erebusant

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Posted 03 May 2009 - 10:01 AM

Is it possible for Lug to not spawn in any type of city area? He will spawn in Hlondeth if the triggers (Level?) are right. Can't make it to the Slums in Samildanach's timer which is one day or maybe two. Just a suggestion for megamod worldmap installs.

I'll look at it when I get there.

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#49 mercurier

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Posted 23 May 2009 - 06:51 AM

A minor bug/exploit:
Should .\drizzt\itm\b#robe01.itm (another robe of vecna) be droppable? In 6.3 it is...

#50 Leomar

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Posted 21 June 2009 - 11:01 PM

We use Taimon's "Creature Offset Checker" to correct offsets for better compatibilities in megamods. By Revised Battles there were the followings:

Zeroed effects offset in [RevisedBattles\drizzt\cre\c6bruen.cre]
Zeroed effects offset in [RevisedBattles\drizzt\cre\c6bruen2.cre]
Zeroed effects offset in [RevisedBattles\drizzt\cre\c6catti.cre]
Zeroed effects offset in [RevisedBattles\drizzt\cre\c6catti2.cre]
Zeroed effects offset in [RevisedBattles\drizzt\cre\c6regis.cre]
Zeroed effects offset in [RevisedBattles\drizzt\cre\c6regis2.cre]
Zeroed effects offset in [RevisedBattles\drizzt\cre\c6wulf.cre]
Zeroed effects offset in [RevisedBattles\drizzt\cre\c6wulf2.cre]
Zeroed effects offset in [RevisedBattles\jaellat\cre\copy\jael03.cre]
Zeroed effects offset in [RevisedBattles\jaellat\cre\copy\jael04.cre]
The cre's are o.k., but it could give problems, if another mod want to change the cre's later (if it want to use the same offset).

Attached are the corrected cre-files.

Greetings Leomar

Attached Files


A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
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#51 ScuD

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Posted 01 August 2009 - 10:37 AM

Firkraag. b#fir03.cre has a local identifier firkra02 assigned to it, so in the area AR1200 no Firkraag appears on CreateCreature("b#fir03",[4123.959],10). I think it should be changed to CreateCreature("firkra02",[4123.959],10). Otherwise, changing the creature identifier spoils the paladin stronghold final dialog later.

#52 quinlan

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Posted 26 November 2009 - 10:50 AM

Greetings,

I have installed a megamod with revised battles inside. I am at the beginning, at the dungeon of Irenicus. I think i have spotted a bug, and if it isn't a bug, then it is a mistake in conception. While i was fighting the greater otyughs after the sewage golem opened the locked doors, one of them summoned a small beholder, a gauth. I don't mind the extra danger which by the way makes the dungeon more make-believable, but some things according to AD&D rules are not possible. Otyughs summoning is one of them. I mean, if Illych had summoned the beholder, i wouldn't mind because it would be believable.

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#53 Lollorian

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Posted 18 March 2010 - 09:06 AM

Heya :)

RevisedBattles.tp2 checks for FR_ROV (I think :unsure:) in line 1939. Slight problem cause the extension isn't provided :P
ACTION_IF NOT FILE_EXISTS_IN_GAME ~deitm011~ THEN BEGIN
should probably have been
ACTION_IF NOT FILE_EXISTS_IN_GAME ~deitm011.itm~ THEN BEGIN

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#54 prowler

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Posted 25 January 2011 - 12:36 PM

I have russian translation for this mod :) Any chance to update and include it into release?

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#55 Miloch

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Posted 25 January 2011 - 02:56 PM

I have russian translation for this mod :) Any chance to update and include it into release?

You might just want to attach it here... erebusant hasn't been around for a while (I sent him a PM over a month ago and he hasn't read it) but someone else might pick it up.

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
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Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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#56 prowler

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Posted 26 January 2011 - 10:02 AM

Well. Here it is.

Attached Files


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#57 Sergio

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Posted 25 August 2014 - 03:32 AM

I've got a problem with improved firkraag. He uses the dimension door, then flees. What am I supposed to do ?


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#58 The Imp

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Posted 25 August 2014 - 04:18 AM

The primary v6.3 archive has several .tp2 files, this is usually a bad sign... and the primary .tp2 file is out of the mod folder. The next version should definitely fix this.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#59 Sergio

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Posted 25 August 2014 - 04:39 AM

Don't tell me that :\
Who is supposed to fix that, seen and considered that Erebusant seems AWOL?

X.X

It seems also that it should be already fixed...

~SETUP-REVISEDBATTLES.TP2~ #0 #0 // Improved Battles - "erebusant's Patching Version" v6: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #1 // Improved Drizzt: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #2 // Improved Mencar Pebblecrusher: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #3 // Improved Mad Cleric: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #4 // Improved House Jae'llat: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #5 // Improved Lord Roenall: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #6 // Improved Master Brain: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #7 // Improved Wraith Sarevok: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #8 // Improved Cohrvale, Bregg & Alamas: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #9 // Improved Firkraag: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #13 // Improved Fire Giants (requires ToB): v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #14 // Improved Shade Lord: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #15 // Improved Trademeet Crypt: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #16 // Improved Dungeon: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #17 // Much Improved Temple Sewers Party: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #18 // Improved Kiser Jhaeri (requires ToB): v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #19 // Improved Falahar: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #20 // Improved Drow Pit Fights: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #21 // Improved Chromatic Demon: v6.3 BWP Fix

The BWP fix must mean something..

 


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#60 The Imp

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Posted 25 August 2014 - 05:00 AM

Don't tell me that :\

...
The BWP fix must mean something..

The original posts were unrelated <_< , the BWS does nothing to my issue... or the text would be starting with: ~RevisedBattles/SETUP-REVISEDBATTLES.TP2~ #... -_-


Edited by The Imp, 25 August 2014 - 05:00 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.