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Lollorian's BWP8 Install


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#41 Hoppy

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Posted 24 October 2009 - 07:24 AM

I was sort of thinking this was a BP thing. And anyway, aren't you supposed to install SCS *after* BP, not vice-versa?


I think it was the SCSII after BP where SCSI will go around the final BGT/BG1 chapter mods. It doesn't matter as SCSII was overwriting everything in scripts that was signature BP. That could be a bigger issue here if BP relies on this file for its scripts which is now not being referenced.
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"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
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Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#42 Lollorian

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Posted 24 October 2009 - 09:01 AM

Ok, so I've blanked out MORALEAI.IDS and not had any more "Phailed Morales" yet :coolthumb:

But, would someone be so kind as to tell me what the purpose of this file is (besides being a missing chitin.key reference) ... if not in BGII, what does it do in the other IE games??

What are those numbers to the left?? What's the difference between "CHICKEN_SHIT" (other than the literal meaning ofc :D) and "FOOLHARDY"??

And it seems like both BGT and BP just copy the MORALEAI.IDS just to fix the chitin.key reference issue ... but only BG2Ficpack does it the "blanking" way :P

Cheers,
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#43 Miloch

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Posted 24 October 2009 - 09:50 AM

But, would someone be so kind as to tell me what the purpose of this file is (besides being a missing chitin.key reference) ... if not in BGII, what does it do in the other IE games??

It does not appear to be in any of the IE games, only BG2 and then only as a missing file. Also, I thought it was only the "Super Happy Modder" component of the Fixpack, though you may have installed that (possibly you aspire to be a Super Happy Modder, though I don't think there is such a thing :D).

So it appears to be only BP and maybe some other mods that use this for their own deviant (and perhaps buggy) purposes.

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#44 Hoppy

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Posted 24 October 2009 - 10:21 AM

I have never had these problems as Lollorian described in his/her game. I do smell some sort of incompatibility for the morale to get out of hand. BTW Kamikaze, Foolhardy in that list would be a Berserk style type of panic. Usually Minsc does this for me in my game. May have some alignment type relation. Still something else messed things up cause it happens once in a while for me and remove fear works for me unless they are a berserk or frenzied state.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#45 Jarno Mikkola

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Posted 24 October 2009 - 11:28 AM

BTW Kamikaze, Foolhardy in that list would be a Berserk style type of panic. Usually Minsc does this for me in my game. May have some alignment type relation. Still something else messed things up cause it happens once in a while for me and remove fear works for me unless they are a berserk or frenzied state.

Minsc goes berserk if his "Witch" dies, so it could be that Aerie just died, and Minsc react to that.

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#46 Lollorian

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Posted 24 October 2009 - 06:25 PM

Also, I thought it was only the "Super Happy Modder" component of the Fixpack,

It's actually in the #3: "BETA Core Fixes" Component :cheers:

Usually Minsc does this for me in my game.

Actually, Minsc did have the problem with going randomly berserk :P But I figured out that the cause was Commander Brage's 2-Handed (Cursed) Sword (which amazingly didn't have the "cursed" ... no-removing-once-equipped effect :P) Ah well :P

So about MORALEAI.IDS again, if this isn't used in any other game, how'd you guys fill this file?? :P (i'm beginning to get the hunch that even the non-blanked "CHICKEN_SHIT" version of the file is just a placeholder and probably has no effect on the game :P ... and that it was just made like it is to "mix in" with the other .ids's :lol:)

Cheers,
Lol

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#47 Hoppy

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Posted 24 October 2009 - 08:37 PM

So about MORALEAI.IDS again, if this isn't used in any other game, how'd you guys fill this file?? :P (i'm beginning to get the hunch that even the non-blanked "CHICKEN_SHIT" version of the file is just a placeholder and probably has no effect on the game :P ... and that it was just made like it is to "mix in" with the other .ids's :lol:)

Cheers,
Lol


Jarno said it was BP's file or BP's data added to the file probably for elements of BP's AI and or quests. I can't say using a blank file will not cause some other things going wrong but I believe you had an incompatibility. Miloch brought up a good point about the Morale and break on creatures so that could also play into this strangeness if other mods decreased levels or made spells more powerful.

I have never had my games with BP installed behave this erratically when it comes to fear type effects happening often. I notice it most when I perform a little test like the one I mentioned to you or playing on difficulties where players die irreversibly (amount of damage). What is your difficulty setting at? Dunno if that may affect things too.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#48 Wisp

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Posted 25 October 2009 - 03:52 AM

Moraleai.ids probably just does transformations, like other IDS files. Supposedly the file is used together with the SetMoraleAI action, but if this works at all, it probably just allows you to write SetMoraleAI(WIMP) rather than SetMoraleAI(175) in your script and still have the script compile properly.

Edited by Wisp, 25 October 2009 - 04:06 AM.


#49 Lollorian

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Posted 25 October 2009 - 04:28 AM

Moraleai.ids probably just does transformations, like other IDS files. Supposedly the file is used together with the SetMoraleAI action, but if this works at all, it probably just allows you to write SetMoraleAI(WIMP) rather than SetMoraleAI(175) in your script and still have the script compile properly.

Ah, that does explain it. Cheers :cheers:

(Though I fail to see how typing "SCARED_SHITLESS" is seemingly easier than "200" :lol:)

Ok, like I mentioned in me last post, Commander Brage's 2-Handed Sword +3 was supposed to be cursed ... but not in my game :P A changelog gave me:

Mods affecting SW2H03.ITM:
00000: /* from game biffs */ ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by Demivrgvs
00001: /* from game biffs */ ~SETUP-REVISEDBATTLES.TP2~ 0 0 // Improved Battles - "erebusant's Patching Version" v6
00002: ~SCSII/SETUP-SCSII.TP2~ 0 1000 // Detectable spells (required for most other components)
00003: ~ITEM_REV/ITEM_REV.TP2~ 0 14 // Remove Cleric Weapon Restrictions from Multi-classed Clerics
00004: ~ITEM_REV/ITEM_REV.TP2~ 0 18 // Backstabbing Penalties Only
00005: ~CURSED_ITEMS/CURSED_ITEMS.TP2~ 0 0 // Salk's cursed items revisions
00006: ~LEVEL1NPCS/LEVEL1NPCS.TP2~ 0 1 // Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing?
And looking at the backups that got formed during the changelog, all versions of SW2H03.ITM until 00005: ~CURSED_ITEMS/CURSED_ITEMS.TP2~ 0 0 // Salk's cursed items revisions have the Cursed flag set. The 00006 one doesn't have the Cursed thing checked :P

So is the culprit L1NPCs (00006) or Salk's Cursed items (00005)?? ... In other words, I'm asking whether the backups I see were created "before" the numbered mod changed it, or "after" it got changed??

Cheers,
Lol

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#50 Jarno Mikkola

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Posted 25 October 2009 - 04:40 AM

And looking at the backups that got formed during the changelog, all versions of SW2H03.ITM until 00005: ~CURSED_ITEMS/CURSED_ITEMS.TP2~ 0 0 // Salk's cursed items revisions have the Cursed flag set. The 00006 one doesn't have the Cursed thing checked :P

The --change-log copies the mods backup, so the Cursed Items mod is indeed the mod that removes the flag. Now, of course this might be 'a wanted action' by the modder, as he also remakes the item description etc. and I think it is, so if you equip the sword you need to remember where it came from, just like all the other cursed items modified by the mod. Or are you going to put the belt on that gives you +20 to lore... without assuming to know where the knowledge comes from. ^_^

Edited by Jarno Mikkola, 25 October 2009 - 04:45 AM.

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#51 Lollorian

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Posted 25 October 2009 - 06:12 AM

Thanz :cheers:

Hmmm ... but the description in my sword says "No sane person would ever want to part from such a charming weapon once it has been wielded". I thought it was a metaphor for the "cursed" effect :P (unless Cursed Items has another description which apparently didn't get updated in my install :D)

And speaking of the Girdle of Cognizance, it doesn't have the cursed flag set either in my game :unsure: Come on, something that gives you lore (and a small boost at that too <_<), by doing something that's almost equivalent to dramatic (magical :rolleyes:) surgery isn't cursed??

Cheers,
Lol

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod