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#1 aVENGER

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Posted 01 August 2009 - 08:25 PM

Just noticed something, the "Beta Core Fixes" component of the G3 BG2 Fixpack nulls the XP value of Nishruu and Hakeshars which will currently prevent the "Restore the Dispel Magic vulnerability to Nishruu and Hakeashars" component of aTweaks component from working.

I'll fix this in the next maintenance release.

#2 -Guest-

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Posted 17 January 2010 - 05:11 PM

a couple of spells (spwi707, spwi807, spwi905, spwi703) that add new effects to abilities give an incorrect update to the number of effects (abil_fx_num) if the number of abilities (abil_num) happen to be more than 1, and therefore corrupts the spell.


i think changing the lines (4 occurences) that say

WRITE_SHORT ("%abil_off%" + 0x1e + (0x28 * "%index%")) ("%abil_fx_num%" + %delta%)

to

WRITE_SHORT ("%abil_off%" + 0x1e + (0x28 * "%index%")) ("%abil_fx_num%" + 3)


would fix the problem. since value of %delta% may keep accumulating from previous abilities, i'm not sure it's appropriate to sum it together with abil_fx_num. (number of effects added is always fixed --> 3)

could you please check and confirm this?




rr#dabis.itm is supposed to replace the default weapon for demabi01.cre but the item never gets copied over into the game (~aTweaks/ITM/RR#DABIS.ITM~)



rr#dptou.spl (paralytic touch) is relying on a nonexistent EFF - RR#DPTOU

#3 aVENGER

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Posted 17 January 2010 - 05:56 PM

a couple of spells (spwi707, spwi807, spwi905, spwi703) that add new effects to abilities give an incorrect update to the number of effects (abil_fx_num) if the number of abilities (abil_num) happen to be more than 1, and therefore corrupts the spell.


Confirmed and fixed as of aTweaks v3.01. Note: this could not happen in the unmodded game, but if some other mod had given additional extended headers to those spells, they would have become corrupted.


rr#dabis.itm is supposed to replace the default weapon for demabi01.cre but the item never gets copied over into the game (~aTweaks/ITM/RR#DABIS.ITM~)


rr#dptou.spl (paralytic touch) is relying on a nonexistent EFF - RR#DPTOU


Both confirmed and fixed.

Thanks for the detailed bug reports, wish I had you on my beta testing team :)

#4 Igneous

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Posted 06 February 2010 - 06:38 PM

Hello, aVENGER! :lol:

I've been having problems with your 'Slightly expanded storage capacity for containers' component of aTweaks. The component installs fine and there isn't any indication anything's wrong in the WeiDU log or debug file. But when I actually get around to playing the game, the storage capacities of various in-game containers haven't been increased. No matter how many times I tried re-installing, this component simply refuses to... well, do anything, regardless of whether I go with the recommended value (999) or manually input one.

At first, I thought it might be some sort of compatibility conflict with Unique Containers, but the problem persisted after I uninstalled that particular mod. I then tried uninstalling 'Slightly expanded storage capacity' and opted for the 'Bottomless Bags' component of BG2 Tweaks, and that did work. Now somewhat confused, I opened up the respective .tp2's of aTweaks and BG2 Tweaks to compare the code of both components. I'll attempt to reproduce them below.

aTweaks:
/////////////////////////////////////////////////////
// Slightly expanded storage capacity for containers
/////////////////////////////////////////////////////

BEGIN @501 DESIGNATED 500 // Use the recommended storage capacity value
SUBCOMPONENT @500  // Slightly expanded storage capacity for containers
GROUP @4 // Miscellaneous tweaks
REQUIRE_PREDICATE FILE_EXISTS_IN_GAME ~mel01.cre~ @90                              // ToB installation check

// This tweak raises the storage capacity of all containers in the game to 999, but only in case the container's capacity is currently lower than that

COPY_EXISTING_REGEXP GLOB ~^.+\.sto$~ ~override~                                  // parses through all stores in the game (even those added by mods)
PATCH_IF (%SOURCE_SIZE% > 0xb4) THEN BEGIN                                        // file size sanity check (filters out 0 byte files i.e. ALLOW_MISSING)
  READ_LONG 0x08 "itemtype" ELSE 0                                                // check store type
  PATCH_IF ("%itemtype%" = 5) BEGIN                                               // if the store is a container
    READ_SHORT 0x22 "capacity"                                                    // check the storage capacity
    PATCH_IF ("%capacity%" < 999) BEGIN                                           // if the storage capacity is lower than 999
      WRITE_SHORT 0x22 999                                                        // set the storage capacity to 999
    END
  END
END                                                                               // end file size sanity check
BUT_ONLY_IF_IT_CHANGES

BG2 Tweaks:
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
/////                                                  \\\\\
///// Make Misc Bags of Holding Bottomless             \\\\\
/////                                                  \\\\\
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\

BEGIN @304000 DESIGNATED 3040
GROUP @4
GROUP @19
REQUIRE_PREDICATE ((NOT FILE_EXISTS_IN_GAME ~_sw1h01.itm~) OR (FILE_EXISTS_IN_GAME ~c!ammo.sto~))  @2 // requires bags of holding on Tutu

// this file does nothing, it just allows other mods to detect this component
COPY_EXISTING ~sw1h01.itm~ ~override/cdt03040.g3~

PRINT @1
COPY_EXISTING_REGEXP GLOB ~^.+\.sto$~ ~override~
  READ_LONG 0x08 "itemtype" ELSE 0
  PATCH_IF ("%itemtype%" = 5) BEGIN
    WRITE_SHORT 0x22 32767
  END
  BUT_ONLY_IF_IT_CHANGES

Now, I'm not the most code-literate person on the planet, but apart from the file size sanity and container storage capacity checks, there doesn't seem to be any substantive difference. So, I tried commenting out the storage capacity check. No difference, the component still had no in-game effect. Next, I tried commenting out the file size sanity check. Voila! The storage capacity of in-game containers increases.

So... err, is there something wrong with the file size check? A typo, perhaps? Or perhaps a freak mishap on my own machine?

Anyway, hope this helps. Thanks for the great mod! :)

WeiDU.log
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~A6XPPATCH/SETUP-A6XPPATCH.TP2~ #0 #0 // Correct reporting of experience (EXE patch): 2
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~SETUP-TACTICS.TP2~ #0 #1 // The Ritual (requires ToB)
~SETUP-TACTICS.TP2~ #0 #8 // "Kuroisan", the Acid Kensai
~SETUP-TACTICS.TP2~ #0 #9 // "Red Badge" Poison-Based Encounter
~SETUP-TACTICS.TP2~ #0 #28 // Göran Rimén's Improved Nymphs
~SETUP-TACTICS.TP2~ #0 #30 // SimDing0's Improved Oasis
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v8
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells (required for most other components): v11
~SCSII/SETUP-SCSII.TP2~ #0 #1010 // Allow enemy AI to detect the party's magic items: v11
~SCSII/SETUP-SCSII.TP2~ #0 #1020 // Bugfix: Fix the Mirror Image spell so it doesn't block area-effect magic: v11
~SCSII/SETUP-SCSII.TP2~ #0 #1030 // Bugfix: Fix the Dispel Magic spell so it correctly allows for caster's level: v11
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v11
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v11
~SCSII/SETUP-SCSII.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility -> Only Spell Thrust, Secret Word and Ruby Ray get areas of effect (default option): v11
~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v11
~SCSII/SETUP-SCSII.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v11
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v11
~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v11
~SCSII/SETUP-SCSII.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v11
~SCSII/SETUP-SCSII.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v11
~SCSII/SETUP-SCSII.TP2~ #0 #3070 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v11
~SCSII/SETUP-SCSII.TP2~ #0 #3080 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v11
~SCSII/SETUP-SCSII.TP2~ #0 #3520 // Remove unrealistically convenient ammunition from certain areas -> Only remove nonmagical ammo from random containers: v11
~SCSII/SETUP-SCSII.TP2~ #0 #4001 // Increase the price asked by Gaylan Baele -> Gaylan wants 60,000 gold pieces: v11
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v11
~SCSII/SETUP-SCSII.TP2~ #0 #4020 // Make Watchers' Keep accessible between SoA and ToB: v11
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v11
~SCSII/SETUP-SCSII.TP2~ #0 #4061 // Make the cleric stronghold available to all classes: v11
~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter stronghold available to all classes: v11
~SCSII/SETUP-SCSII.TP2~ #0 #4064 // Make the paladin stronghold available to all classes: v11
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v11
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v11
~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v11
~SCSII/SETUP-SCSII.TP2~ #0 #6111 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6123 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod): v11
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6150 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6180 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7031 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved d'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v11
~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not fight or complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v8
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Consistently spell-like Bhaalpowers: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring (Pit Fiends omitted): v3.02
~FREEACT/SETUP-FREEACT.TP2~ #0 #10 // PnP Free Action: Beta 1
~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Randomise with WeiDU. No items are lost: v3
~RANDOMISER/RANDOMISER.TP2~ #0 #10200 // Remove Protection from Undead scrolls from stores -> All scrolls from 9 out of 10 stores: v3
~WARDEN/SETUP-WARDEN.TP2~ #0 #0 // Warden Kit for Baldur's Gate II: v0.1
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any other components): v1.2eib9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1201 // Aerie: v1.2eib9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1205 // Haer'Dalis: v1.2eib9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1207 // Jaheira: v1.2eib9
~LAVICONIA/SETUP-LAVICONIA.TP2~ #0 #0 // La'Viconia Tweak: Viconia Cleric/Assasin
~LAVICONIA/SETUP-LAVICONIA.TP2~ #0 #1 // Portrait that matches Viconia's thief animation (recoloured hood)
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v2.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v3.02


#5 aVENGER

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Posted 06 February 2010 - 10:36 PM

I'm unable to reproduce this behavior, both varieties of that component work fine on my local install. For reference, the results can be seen by opening the STO file of a container (i.e. BAG04.STO) with an editor like Near Infinity and checking the storage capacity value.

Also, note that this component cannot work properly on a game in progress. You need to start a new game in order to see any effect.

#6 Igneous

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Posted 06 February 2010 - 11:22 PM

I'm unable to reproduce this behavior, both varieties of that component work fine on my local install. For reference, the results can be seen by opening the STO file of a container (i.e. BAG04.STO) with an editor like Near Infinity and checking the storage capacity value.

Very strange. I suppose another mod must be the cause of the issue, although I'm not sure how that could be... I'll try a fresh, minimalist install of the game tomorrow, and see if that makes a difference. I may very well have to resort to a process of elimination.

Also, note that this component cannot work properly on a game in progress. You need to start a new game in order to see any effect.

Yes, I know. Thanks for the reply. :)

#7 Jarno Mikkola

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Posted 07 February 2010 - 12:16 AM

Very strange. I suppose another mod must be the cause of the issue, although I'm not sure how that could be... I'll try a fresh, minimalist install of the game tomorrow, and see if that makes a difference. I may very well have to resort to a process of elimination.

--change-log the .sto file. How? Here's the answer, #6.

Deactivated account. The user today is known as The Imp.


#8 Mike1072

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Posted 07 February 2010 - 12:29 AM

I'm unable to reproduce this behavior, both varieties of that component work fine on my local install. For reference, the results can be seen by opening the STO file of a container (i.e. BAG04.STO) with an editor like Near Infinity and checking the storage capacity value.

Your sanity checks are a little too aggressive. According to the IESDP, the .sto header is 156 bytes long, and you're checking that it's greater than 180. On a mostly-clean install, I'm getting these containers skipped by the component when they shouldn't be:

BAG02 (Gem Bag)
BAG02B (Gem Bag)
BAG02C (Gem Bag)
BAG02D (Gem Bag)
BAG02E (Gem Bag)
BAG02F (Gem Bag)
BAG02G (Gem Bag)
BAG02H (Gem Bag)
BAG02I (Gem Bag)
BAG02J (Gem Bag)
BAG03 (Scroll Case)
BAG03B (Scroll Case)
BAG03C (Scroll Case)
BAG03D (Scroll Case)
BAG03E (Scroll Case)
BAG03F (Scroll Case)
BAG03G (Scroll Case)
BAG03H (Scroll Case)
BAG03I (Scroll Case)
BAG05 (Ammo Belt)
BAG06 (Potion Case)
BAG06B (Potion Case)
BAG06C (Potion Case)
BAG06D (Potion Case)

#9 aVENGER

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Posted 07 February 2010 - 12:42 AM

Your sanity checks are a little too aggressive. According to the IESDP, the .sto header is 156 bytes long, and you're checking that it's greater than 180.


Confirmed, thanks.

I'll change the check to a lower value in the next maintenance release.

#10 Igneous

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Posted 07 February 2010 - 01:40 AM


Your sanity checks are a little too aggressive. According to the IESDP, the .sto header is 156 bytes long, and you're checking that it's greater than 180.

Confirmed, thanks.

I'll change the check to a lower value in the next maintenance release.

Ah, so my own sanity has been vindicated, dubious a notion as that may be. ^_^

In the meantime, I assume replacing the check with something along these lines...

PATCH_IF (%SOURCE_SIZE% > 0x96) THEN BEGIN                                        // file size sanity check (filters out 0 byte files i.e. ALLOW_MISSING)
... would suffice for fixing the files currently excluded?

#11 aVENGER

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Posted 07 February 2010 - 01:42 AM

In the meantime, I assume replacing the check with something along these lines...


Not quite. The fixed line should look like this:

PATCH_IF (%SOURCE_SIZE% > 0x9b) THEN BEGIN                                        // file size sanity check (filters out 0 byte files i.e. ALLOW_MISSING)


#12 Igneous

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Posted 07 February 2010 - 01:47 AM

Not quite. The fixed line should look like this:

PATCH_IF (%SOURCE_SIZE% > 0x9b) THEN BEGIN                                        // file size sanity check (filters out 0 byte files i.e. ALLOW_MISSING)

Thank you very much, kind sir. :)

#13 Miloch

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Posted 07 February 2010 - 02:27 PM

At first, I thought it might be some sort of compatibility conflict with Unique Containers, but the problem persisted after I uninstalled that particular mod.

Now why would you want to do that? :P There should be no compatibility conflicts - it is just the SOURCE_SIZE check here as indicated.

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#14 Igneous

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Posted 07 February 2010 - 03:25 PM

At first, I thought it might be some sort of compatibility conflict with Unique Containers, but the problem persisted after I uninstalled that particular mod.

Now why would you want to do that? :P There should be no compatibility conflicts - it is just the SOURCE_SIZE check here as indicated.

Ha! Don't worry, Miloch; I've seen the error of my ways. Unique Containers will always have a special place in my install order. :Bow:

#15 rajman

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Posted 02 March 2011 - 05:14 PM

pit fiends, c150.tpa:

newth value is set at 13, not at 7 ( loss of 6 thaco )

after the .ACTION_FOR_EACH ~file~ IN

dempitsu wasn't placed inside ~~

#16 Wisp

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Posted 02 March 2011 - 05:28 PM

pit fiends, c150.tpa:

newth value is set at 13, not at 7 ( loss of 6 thaco )

Thanks.

after the .ACTION_FOR_EACH ~file~ IN

dempitsu wasn't placed inside ~~

Putting everything in strings is largely an antiquated practice today.

#17 rajman

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Posted 05 March 2011 - 12:25 PM

Looks like balor's swords still have 15% vorpal chance.

"Distinctive creature coloring" component doesn't seem to affect the gated demons ( I noticed that with a balor summoning two nabassus )

While I'm at it, do you mind give the details of how the fiend summoning does work? When does it trigger? Can you interrupt it? My guesses are it triggers at low hp and can be interrupted and that makes me worry about never been able to see a weak succubus complete the spell, while I'd love to see that :P

Edited by rajman, 05 March 2011 - 12:29 PM.


#18 Wisp

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Posted 05 March 2011 - 09:22 PM

Looks like balor's swords still have 15% vorpal chance.

That'd be weird (I think I'm wiping all the old effects and re-adding them from scratch). I'll have a look.

"Distinctive creature coloring" component doesn't seem to affect the gated demons ( I noticed that with a balor summoning two nabassus )

Will fix.

While I'm at it, do you mind give the details of how the fiend summoning does work? When does it trigger? Can you interrupt it? My guesses are it triggers at low hp and can be interrupted and that makes me worry about never been able to see a weak succubus complete the spell, while I'd love to see that :P

It's different for different fiends. Gating is uninterruptable but takes 1 round. Greater baatezu and true tanar'ri have a random chance once they are below 50 % HP and the rest have a random chance once they are below 30 % HP. Additionally, Succubi will attempt to gate, regardless of HP, if they can't charm and make out with someone.
But I'm certainly open to tweaking it, should that de desirable.

#19 rajman

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Posted 25 March 2011 - 02:27 AM

3.50

The quasits in the WK room that afaik had fun cast wild magic now stand immobile; no words, no action.

Vanilla oversight that becomes a issue with atweaks: in the planar sphere the tanarri summon a mix of quasits and imps, with blood war conflict.

Ka'rashur ( the named pit fiend ) and Tahazzar ( the named balor ) stands blue circle after his speech; I'm 99% sure I didn't force-talk him, but you can never know :D I actually allied with the balor, the pit fiend talked to me and only allies went hostile. Back to the balor I got my reward, force-attacked one of his minions, everybody but him went hostile

Aasgareth the cambion stops talking to me after the first card has been drawn: I took 'strife', he took 'construct', the tieflings fought the adamantine golem and then nothing happened ( he stands still the whole fight as well); if I click on him no dialogue pops up. I tried again, 'strife' followed by'triumph', same results.

Edited by rajman, 25 March 2011 - 03:23 AM.


#20 Wisp

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Posted 26 March 2011 - 09:27 AM

3.50

The quasits in the WK room that afaik had fun cast wild magic now stand immobile; no words, no action.

Vanilla oversight that becomes a issue with atweaks: in the planar sphere the tanarri summon a mix of quasits and imps, with blood war conflict.

Ka'rashur ( the named pit fiend ) and Tahazzar ( the named balor ) stands blue circle after his speech; I'm 99% sure I didn't force-talk him, but you can never know :D I actually allied with the balor, the pit fiend talked to me and only allies went hostile. Back to the balor I got my reward, force-attacked one of his minions, everybody but him went hostile

Aasgareth the cambion stops talking to me after the first card has been drawn: I took 'strife', he took 'construct', the tieflings fought the adamantine golem and then nothing happened ( he stands still the whole fight as well); if I click on him no dialogue pops up. I tried again, 'strife' followed by'triumph', same results.

Fixed in 3.52. Thanks.