[BG2:ToB] TobEx Release Thread
#481 -Grond0-
Posted 03 July 2011 - 08:27 AM
#482
Posted 03 July 2011 - 01:52 PM
"Disable_TobEx 0" (default) is the one where TobEx gets installed along with SCS/SCSII. MDR doesn't work properly (for me) in this case.
"Disable_TobEx 1" is the one where TobEx doesn't get installed along with SCS/SCSII. MDR works properly (for me) in this case.
#483
Posted 03 July 2011 - 11:14 PM
@Monty/SoS: I think you've got "Disable_TobEx 0" and "Disable_TobEx 1" the wrong way round in that last post.
"Disable_TobEx 0" (default) is the one where TobEx gets installed along with SCS/SCSII. MDR doesn't work properly (for me) in this case.
"Disable_TobEx 1" is the one where TobEx doesn't get installed along with SCS/SCSII. MDR works properly (for me) in this case.
Sorry about that. I interchanged them as I was already too sleep to check it out. Anyway, the combinations stand. Right now, though, I used the following set-up and stuck with it:
Fresh BG2 install --> other mods --> SCSII v19 with ToBEx enabled --> renamed ToBEx.dll to ToBExdisable.dll.
This works perfectly as I can just turn it on or off depending on what I want to do.
#484 -T-
Posted 06 July 2011 - 07:59 PM
#485
Posted 07 July 2011 - 10:33 PM
--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#486 -T-
Posted 08 July 2011 - 05:00 AM
#487
Posted 08 July 2011 - 08:34 PM
I'm pretty sure it isn't Damage Fix that is the issue
In my game, on a clean install + TobEx core v0020, this issue is present i.e. Magic Damage resistance doesn't protect against Magic Missile and such. This can be easily tested with spawning a copy of SCRL7J.ITM (grants 100% resistance to magical damage) and casting Magic Missile on the protected character.
If I disable the Damage Fix option, the problem disappears.
Edited by aVENGER, 08 July 2011 - 08:39 PM.
#488
Posted 08 July 2011 - 08:47 PM
I haven't been able to reproduce this, but I did find a small typo in the code that may fix this issue. Please test the test release and report if it fixes the problem.Hello Ascension64!
I'll continue a thing that Frustrated7 started about container's bug.
This bug occures in multiplayer on the client side. This bug occures when I speak to someone who has a store.ASSERTION FAILED! Return Address: 0x6444E0 File: CStore.cpp Line: 241 Expression: pData != NULL Message: (null)
This bug stopped when I setOptimise Bag Search Code=0in TobExCore.ini.
So it's definitely TobEx issue.
I hope this information is helpful.
RYUchan
--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#489 -twh-
Posted 31 August 2011 - 08:23 AM
(Next time I'll backup everything after installation...damn you WeiDU. I don't even want to play anymore, it's so annoying to replay something you already done. So next time will be a year or so. Still I want to be prepared for that so I'm not making the same mistake twice :-))
#490
Posted 21 September 2011 - 12:29 PM
#491
Posted 22 September 2011 - 10:35 PM
Quo vadis? As I mentioned in your mods' forii, why not just REQUIRE_PREDICATE MOD_IS_INSTALLED ~tobex~ instead of including it? Seems to cause more problems than it's worth, particularly since TobEx should be installed early and SCSes fairly late (for example, it causes a crash in Fishing for Trouble unless the main component that includes TobEx is installed before it).Can someone advise me where we've got to with ToBEx?
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
#492
Posted 23 September 2011 - 12:31 AM
Quo vadis? As I mentioned in your mods' forii, why not just REQUIRE_PREDICATE MOD_IS_INSTALLED ~tobex~ instead of including it? Seems to cause more problems than it's worth, particularly since TobEx should be installed early and SCSes fairly late (for example, it causes a crash in Fishing for Trouble unless the main component that includes TobEx is installed before it).Can someone advise me where we've got to with ToBEx?
Because I don't want to require people to install a separate mod to get the intended functionality of SCS. (For more detailed discussion see the original thread - back in February - where I advocated the virtues of using ToBEx this way.)
#493
Posted 23 September 2011 - 02:08 PM
But you could go ahead and include TobEx v20 or whatever, and then take another break from modding. At which point, Ascension64 could resurface and release a v21 that is incompatible with mods that include previous versions (though otherwise probably backward-compatible) and so on. Mod inclusion isn't very efficient unless one mod actually takes on the maintenance of the other.Because I don't want to require people to install a separate mod to get the intended functionality of SCS.
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
#494
Posted 23 September 2011 - 03:19 PM
Besides if a (working) mod downloader/order expert system is ever finally made, the slight inconvenience disappears.
Or maybe the bigg knows of a way to test if TobEx is already installed and skip it then? Or is that normal behavior already?
Edited by i30817, 23 September 2011 - 03:19 PM.
#495
Posted 23 September 2011 - 11:30 PM
Already can do that (like I said, REQUIRE_PREDICATE MOD_IS_INSTALLED ~tobex~ or whatever).Or maybe the bigg knows of a way to test if TobEx is already installed and skip it then? Or is that normal behavior already?
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
#496
Posted 24 September 2011 - 12:18 AM
Ascension64 was kind enough to code an install framework for ToBEx according to which this isn't a problem. If you have v20 of ToBEx installed when you install SCS, the ToBEx v19 that ships with SCS should just get skipped. Effectively, ToBEx is behaving like WEIDU.But you could go ahead and include TobEx v20 or whatever, and then take another break from modding. At which point, Ascension64 could resurface and release a v21 that is incompatible with mods that include previous versions (though otherwise probably backward-compatible) and so on. Mod inclusion isn't very efficient unless one mod actually takes on the maintenance of the other.Because I don't want to require people to install a separate mod to get the intended functionality of SCS.
@i30817: actually, plenty of people (at the Bioware boards, for instance) play SCS as part of quite a small set of mods, not including ToBEx. By no means everyone megamods.
Conversely, if your megamod installation requires ToBEx earlier, that's fine: just install it. SCS won't mind.
Edited by DavidWallace, 24 September 2011 - 12:19 AM.
#497
Posted 03 October 2011 - 08:39 AM
I've been running the latest public test release (from the "Public test releases" thread) without much issue (the file is labeled TobEx_Beta0021_test_110709.rar ). I had to put in "Strength Mod=0" to avoid weirdness with the STR tome in BG1, but otherwise haven't discovered any game-breaking issues.Can someone advise me where we've got to with ToBEx? - should I be shipping v20 with SCS(II) or is v19 still the stablest extant version? And are there things I should be turning off? (I'm aware of the MDR problem.)
At the top of that thread, Ascension64 says that one shouldn't redistribute the test versions, but this has been the most stable/usable one for me as of yet. Maybe he could be nudged into a "final" v21 beta?
I think the magic damage resistance issue is a complete game-breaker with SCS II, so my vote would have to go towards the 110709 version (or some 'stable' version based on it).
#498
Posted 03 October 2011 - 09:46 AM
I totally agree, I've had no issues so far.I've been running the latest public test release (from the "Public test releases" thread) without much issue (the file is labeled TobEx_Beta0021_test_110709.rar ). I had to put in "Strength Mod=0" to avoid weirdness with the STR tome in BG1, but otherwise haven't discovered any game-breaking issues.
Can someone advise me where we've got to with ToBEx? - should I be shipping v20 with SCS(II) or is v19 still the stablest extant version? And are there things I should be turning off? (I'm aware of the MDR problem.)
At the top of that thread, Ascension64 says that one shouldn't redistribute the test versions, but this has been the most stable/usable one for me as of yet. Maybe he could be nudged into a "final" v21 beta?
I think the magic damage resistance issue is a complete game-breaker with SCS II, so my vote would have to go towards the 110709 version (or some 'stable' version based on it).
Cheers
#499
Posted 04 October 2011 - 02:03 AM
I totally agree, I've had no issues so far.
I've been running the latest public test release (from the "Public test releases" thread) without much issue (the file is labeled TobEx_Beta0021_test_110709.rar ). I had to put in "Strength Mod=0" to avoid weirdness with the STR tome in BG1, but otherwise haven't discovered any game-breaking issues.
Can someone advise me where we've got to with ToBEx? - should I be shipping v20 with SCS(II) or is v19 still the stablest extant version? And are there things I should be turning off? (I'm aware of the MDR problem.)
At the top of that thread, Ascension64 says that one shouldn't redistribute the test versions, but this has been the most stable/usable one for me as of yet. Maybe he could be nudged into a "final" v21 beta?
I think the magic damage resistance issue is a complete game-breaker with SCS II, so my vote would have to go towards the 110709 version (or some 'stable' version based on it).
Cheers
I'm fairly reluctant to distribute v21 against its author's express request.
I agree that the MDR issue is unacceptable. I find that I can fix it in v20 by disabling "Damage Fix" from ToBEx core, and "Concentration not broken on zero damage" [or whatever it's actually called] from ToBEx tweaks. So at the moment I'm leaning towards distributing v20 and making those deactivations in the install code - but noting that people who want to run v21 are welcome to. Thoughts welcomed, though.
#500
Posted 04 October 2011 - 08:47 PM
I'm fairly reluctant to distribute v21 against its author's express request.
I'm rather surprised about that. Where did A64 write he'd not want it redistributed in favor of an older version?
Anyway, like all the others, my personal feedback lean heavily towards recommending v21 which, in my experience, has been the most stable and bug-free so far. I am hoping to see A64 back to finalize it into a non-beta but it seems he's been very busy in these latest months.
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