Jump to content


Photo

Planar Sphere


  • Please log in to reply
7 replies to this topic

#1 ScuD

ScuD
  • Member
  • 492 posts

Posted 31 October 2009 - 06:03 PM

Supporting Hoppy's idea about FR/RoV...

I've made quite a big collection of CRE and BAF fixes basing on BG2 Creature Inventory Checker and NI. Feel free to download and use it.
And also put any mod bugs here.

Edit: Removed this update, uploaded a new one.

Edited by ScuD, 09 March 2010 - 06:24 PM.


#2 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1912 posts

Posted 03 November 2009 - 11:50 PM

Supporting Hoppy's idea about FR/RoV...

I've made quite a big collection of CRE and BAF fixes basing on BG2 Creature Inventory Checker and NI. Feel free to download and use it.
And also put any mod bugs here.

Would be nice to see a Version History/Changelog of your changes, within the RAR, as well as within a post.

#3 ScuD

ScuD
  • Member
  • 492 posts

Posted 04 November 2009 - 11:55 AM

Here's the BG2 CRE Inventory Checker results for the Planar Sphere creatures:
ItemErr in PSELMIN.cre: Bad index in Selected Weapon slot: 1000
ItemErr in PSGLOBE1.cre: Invalid Helmet: MISC45.itm
ItemErr in PSGLOBE2.cre: Invalid Helmet: MISC44.itm
ItemErr in PSGLOBE3.cre: Invalid Helmet: MISC43.itm
ItemErr in PSGLOBE4.cre: Invalid Helmet: MISC42.itm
ItemErr in PSGLOBE5.cre: Invalid Shield: MISC41.itm
ItemErr in PSHELM.cre: Bad index in Selected Weapon slot: 1000
ItemErr in PSINFER.cre: Invalid Weapon1 and is selected: PSSPL03.itm
ItemErr in PSION1.cre: Bad index in Selected Weapon slot: 1000
ItemErr in PSION2.cre: Bad index in Selected Weapon slot: 1000
ItemErr in PSION3.cre: Bad index in Selected Weapon slot: 1000
ItemErr in PSION4.cre: Bad index in Selected Weapon slot: 1000
ItemErr in PSKNIFE.cre: Invalid Weapon1 and is selected: PSCRE08.itm
ItemErr in PSLORDAO.cre: Invalid Gloves: GHOST2.itm
ItemErr in PSLOTHAN.cre: Bad index in Selected Weapon slot: 1000
ItemErr in PSMABJU.cre: Invalid Weapon1: PSSPL14.itm
ItemErr in PSMCONJ.cre: Invalid Weapon1: PSSPL17.itm
ItemErr in PSMELI.cre: Invalid Weapon1 and is selected: CLCK18.itm
ItemErr in PSMENCH.cre: Invalid Weapon1: PSSPL18.itm
ItemErr in PSMILLU.cre: Invalid Weapon1: PSSPL02.itm
ItemErr in PSMINVO.cre: Invalid Helmet: PSSPL13.itm
ItemErr in PSMINVO.cre: Invalid Weapon1 and is selected: PSBOOK02.itm
ItemErr in PSMINVO.cre: Invalid Weapon2: PSSPL17.itm
ItemErr in PSMNECR.cre: Invalid Weapon1: PSSPL13.itm
ItemErr in PSMYSEND.cre: Bad index in Selected Weapon slot: 1000
ItemErr in PSMYSTRA.cre: Invalid Weapon1 and is selected: GLOBRING.itm
ItemErr in PSNARR.cre: Invalid Weapon1 and is selected: MAGE01.itm
ItemErr in PSPAIN.cre: Invalid Amulet: IMMCHS.itm
ItemErr in PSPNIGHT.cre: Two-hand weapon and offhand equipped
ItemErr in PSSPLIT1.cre: Unused item: POTN55.itm
ItemErr in PSSPLIT2.cre: Unused item: POTN55.itm
ItemErr in PSSPLIT3.cre: Invalid Quiver1: HELM06.itm
ItemErr in PSSPLIT3.cre: Invalid Quiver2: RING07.itm
ItemErr in PSSPRST.cre: Unused item: SLNG01.itm
ItemErr in PSSPTAR1.cre: Invalid Weapon1 and is selected: PSCRE06.itm
ItemErr in PSSPTAR2.cre: Invalid Weapon1 and is selected: PSCRE06.itm
ItemErr in PSSPTAR3.cre: Invalid Weapon1 and is selected: PSCRE06.itm
ItemErr in PSSPTAR4.cre: Invalid Weapon1 and is selected: PSCRE06.itm
ItemErr in PSSPTAR5.cre: Invalid Weapon1 and is selected: PSCRE06.itm
ItemErr in PSTALOS.cre: Bad index in Selected Weapon slot: 1000
I have also applied the creature/effect reindexer and checked which files were changed. Added them as well after checking them manually.
For the script fixes, PSCUT12.BAF was missing PSGLOBE numbers, PSWEIL.BAF had invalid Dead triggers.

#4 Leomar

Leomar
  • Member
  • 1720 posts

Posted 03 December 2009 - 10:52 PM

Because of a gamer problem, Miloch checked the Planar Sphere mod and I only want to put it in the correct thread.

Here is what he wrote:

But I looked at the spell in the Planar Sphere mod. It definitely looks buggy. There is one spell (spcl668.spl) that supposedly does what you describe, though even that looks suspect. There is another one (spcl667.spl) that looks even worse. That applies another spell as an innate ability. That spell is psqsor.spl which applies a permanent creature summoning effect of psq04.eff, which in turn summons pssorc.cre, some sort of invisible stalker with 1000hp, which has a script of pssorc.bcs, which in turn is supposed to, oddly, force the player to initiate a dialogue with himself. The creature itself has no dialogue. I'm not sure what it's actually supposed to do.

Additional he saw this:

Why in hells does this mod back up the entire override folder? Great way to bloat up disk space and search speed for no good reason.

Here is the gamer problem described:
http://www.shsforums...showtopic=43482



In this mod-resurrections forum there are some threads with problems/bugs. The mod really needs an update. ;)

Greetings Leomar

Edited by Leomar, 03 December 2009 - 10:55 PM.

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.
- Chevalier

BiG World Project - Big Baldur's Gate World

#5 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 04 December 2009 - 06:34 PM

Because of a gamer problem, Miloch checked the Planar Sphere mod and I only want to put it in the correct thread.

Here is what he wrote:

But I looked at the spell in the Planar Sphere mod. It definitely looks buggy. There is one spell (spcl668.spl) that supposedly does what you describe, though even that looks suspect. There is another one (spcl667.spl) that looks even worse. That applies another spell as an innate ability. That spell is psqsor.spl which applies a permanent creature summoning effect of psq04.eff, which in turn summons pssorc.cre, some sort of invisible stalker with 1000hp, which has a script of pssorc.bcs, which in turn is supposed to, oddly, force the player to initiate a dialogue with himself. The creature itself has no dialogue. I'm not sure what it's actually supposed to do.

Additional he saw this:

Why in hells does this mod back up the entire override folder? Great way to bloat up disk space and search speed for no good reason.

Here is the gamer problem described:
http://www.shsforums...showtopic=43482



In this mod-resurrections forum there are some threads with problems/bugs. The mod really needs an update. ;)

Greetings Leomar


Ugghh. I still have nightmares from the transiton/update to 2.6c. I hope Duality can do it or someone that knows the quests and can take apart spells, items, creatures and fix the bugs.

I might be able to spend some time on this when I have the translation updates for TDD and CtB. Maybe the backups were an old feature from the original version?
?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

#6 Leomar

Leomar
  • Member
  • 1720 posts

Posted 05 December 2009 - 01:50 AM

Why in hells does this mod back up the entire override folder? Great way to bloat up disk space and search speed for no good reason.

White Agnus told me, that the following must be commented out of the TP2:

COPY + ~chitin.key~ ~PlanarSphereMod/chitin.psm~
COPY_LARGE + ~dialog.tlk~ ~PlanarSphereMod/dialog.psm~
MKDIR ~PlanarSphereMod/over.bak~
COPY_LARGE + ~override~ ~PlanarSphereMod/over.bak~
The backup is only needed, if the mod biffs itself, but the mod doesn't do it.

Greetings Leomar
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.
- Chevalier

BiG World Project - Big Baldur's Gate World

#7 ScuD

ScuD
  • Member
  • 492 posts

Posted 09 March 2010 - 06:22 PM

OK, another update for the mod.
ARPSQ2.ARE was reported as corrupted in NI. Fixed by loading to DLTCEP and saving the area.
PSFURN.DLG was reported corrupted because of misplace DO~~. Fixed.
A number of items was reported by NI as missing the used up item or non-existing effect. Fixed that stuff by changing the effects to logical (and existing) ones, adding (or removing completely) the broken item BAM.
Reviewed all CRE files again by checking them in both NI and DLTCEP.
I really think someone should review the spells, as they are too buggy and unbalanced. I, personally, would remove them completely - the Spell Revisions has an excellent set of spells for the whole game.
Attached File  planarspheremod_update.rar   27.69K   313 downloads


#8 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 10 March 2010 - 03:21 PM

OK, another update for the mod.
ARPSQ2.ARE was reported as corrupted in NI. Fixed by loading to DLTCEP and saving the area.
PSFURN.DLG was reported corrupted because of misplace DO~~. Fixed.
A number of items was reported by NI as missing the used up item or non-existing effect. Fixed that stuff by changing the effects to logical (and existing) ones, adding (or removing completely) the broken item BAM.
Reviewed all CRE files again by checking them in both NI and DLTCEP.
I really think someone should review the spells, as they are too buggy and unbalanced. I, personally, would remove them completely - the Spell Revisions has an excellent set of spells for the whole game.
Attached File  planarspheremod_update.rar   27.69K   313 downloads



Well we could make a separate component for the spells which sounds great on paper but we would have to change scripts, creatures and stores to accommodate not having the new spells for that component. I don't really like the idea of removing tons of items/spell content just because we can. Also, I am not 100% sold that Spell Revisions is the "be all end all" "all together now" spell adding mod. Planar sphere mod does what it does and Spell Revisions does what it does.

Maybe balancing the spells would be better or even making the spells harder to acquire through higher prices or tactical means?


EDIT: by "we" I mean the royal "we". I think Duality is still the maintainer here.

Edited by Hoppy, 10 March 2010 - 03:22 PM.

?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