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Public test release feedback


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#41 the bigg

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Posted 08 March 2011 - 06:58 AM

If your first instinct is to ask here (rather than on a certain site whose name starts with G) you aren't able to make the fix yourself.

Italian users: help test the Stivan NPC!

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#42 rajman

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Posted 08 March 2011 - 07:06 AM

If your first instinct is to ask here (rather than on a certain site whose name starts with G) you aren't able to make the fix yourself.


Point taken. But I checked already, and I was looking for a free version, only to be a lil overwhelmed by the microsoft page. That's scary enough anyway, guess I can declare the OT dead and wait for the next version.

#43 GeN1e

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Posted 09 March 2011 - 11:33 AM

Beta 20.3.6

Proficiency Modifier Mod
If activated, it yields this when loading a save, about at 2" of the bar progress

ASSERTION FAILED! Return Address: 0x636D63 File: CRuleTables.cpp Line: 5655 Expression: FALSE Message: (null)


Edited by GeN1e, 09 March 2011 - 11:35 AM.

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#44 Ascension64

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Posted 09 March 2011 - 09:38 PM

Thanks for mentioning build number as requested in first post of this thread.
This is the build not liking Detectable Spells, which I have fixed for the next test build.

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#45 Maanape

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Posted 10 March 2011 - 01:32 PM

Spoiler

Well, just made a clean install with TobEx Beta 0019 and Spellpack v6, and the same issue is occurring: although the visual layers do appear, webs aren't working. Everyone can pass throught without being held, and this behavior only stops when I set the option "Repeating Effect Fix" to 0. Just like it was before, with TobEx 0017 and Spellpack v5, which means this issue remained untouched by both mods.

Edited by Maanape, 10 March 2011 - 03:53 PM.


#46 Ascension64

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Posted 11 March 2011 - 02:57 AM

Well, just made a clean install with TobEx Beta 0019 and Spellpack v6, and the same issue is occurring: although the visual layers do appear, webs aren't working. Everyone can pass throught without being held, and this behavior only stops when I set the option "Repeating Effect Fix" to 0. Just like it was before, with TobEx 0017 and Spellpack v5, which means this issue remained untouched by both mods.

Thanks. My fault: another typo that makes permanent timings of the repeating effect opcode not work properly. Fixed for next release.

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#47 Galactygon

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Posted 13 March 2011 - 03:53 AM

The select spell in contingency works (as of beta 0.20.3.12), but crashes if I:
- Go to level 8 spells and switch to priest (it should then go to level 7 spells)
- Go to level 8 spells after switching back and forth between mage/priest spells

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#48 rajman

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Posted 13 March 2011 - 01:04 PM

beta20, when enabled the ''save vs breath/wands/etc.. type'' components revert the default behaviour when it comes to adding a bonus or giving a penality; for example, a ring of protection +1 now lowers the saves, because it adds 1 to the base value.

#49 Ascension64

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Posted 13 March 2011 - 04:06 PM

The select spell in contingency works (as of beta 0.20.3.12), but crashes if I:
- Go to level 8 spells and switch to priest (it should then go to level 7 spells)
- Go to level 8 spells after switching back and forth between mage/priest spells

-Galactygon

Thanks. My bad mathematics caught the program in an infinite loop.
I also fixed an issue with spells using Use EFF File, which I forgot to check that the sub-effect had the right opcode (e.g. Creature Summoning III shows up as 4 blanks).

beta20, when enabled the ''save vs breath/wands/etc.. type'' components revert the default behaviour when it comes to adding a bonus or giving a penality; for example, a ring of protection +1 now lowers the saves, because it adds 1 to the base value.

Oops, let's do minus instead of plus. Thanks.

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#50 Galactygon

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Posted 13 March 2011 - 08:36 PM

This is still from the previous version, but it's unlikely it was fixed by today's release: externalize spell hiding does not work.

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#51 Illasera The Quick

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Posted 17 March 2011 - 08:27 AM

I have some idea, not necessarily easy, but you're definiatelly one of few ppl able to do such thing. Namely, add option of adding kits to classes which doesn't have any. I mean here Barbarian, Invoker and Monk (yet Imma not sure 'bout monk). If u add this like u already empowered kit-picking with your slider/zipper (?) other modders would be able to breathe some life into these dull classes. If it already exists somewhere and I don't know about it, tell em but I think it would be something compelatelly new thus so positive.

Edited by Illasera The Quick, 18 March 2011 - 04:31 AM.


#52 Viktor

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Posted 18 March 2011 - 10:37 PM

Hello Ascension, the tweak "Weapon Specialisation Number of Attacks Mod" is not proposed during the install (version 20.3.14).

PS: Thanks for adding "Disable End On Player1 Dead". ;)

#53 Salk

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Posted 19 March 2011 - 07:45 AM

PS: Thanks for adding "Disable End On Player1 Dead". ;)


The problem with it is that the game over sequence does not trigger once all party members are dead.

#54 the bigg

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Posted 19 March 2011 - 08:02 AM

Hello Ascension, the tweak "Weapon Specialisation Number of Attacks Mod" is not proposed during the install (version 20.3.14).

Asc said that he'll leave enabling it to tb#tweaks.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#55 Viktor

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Posted 19 March 2011 - 08:05 AM

The problem with it is that the game over sequence does not trigger once all party members are dead.

Ok, I don't tested, just discovered that yesterday.

Asc said that he'll leave enabling it to tb#tweaks.

Ok thanks TB.

Edited by Viktor, 19 March 2011 - 08:27 AM.


#56 Ascension64

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Posted 21 March 2011 - 10:37 PM

This is still from the previous version, but it's unlikely it was fixed by today's release: externalize spell hiding does not work.

-Galactygon

Can you describe further? I was able to hide Magic Missile (SPWI112) successfully from the chargen mage spell selection by adding it to hidespl.2da.

-----400 Externalise Mage Spell Hiding [C, M, X]
(Different implementation to, and clashes with tob_hacks, Spell Revisions)
Externalises the spells excluded from display in chargen and sorcerer level-up spell selection to hidespl.2da
These spells are also excluded from the auto-picker
Allows the NEXT/DONE button to be clicked in chargen even if not all spells are chosen
Note that specialist mages (including wild mages) still require at least one school spell per level
Warning: If all spells are excluded from a single level for a specialist mage, chargen cannot continue



I have some idea, not necessarily easy, but you're definiatelly one of few ppl able to do such thing. Namely, add option of adding kits to classes which doesn't have any. I mean here Barbarian, Invoker and Monk (yet Imma not sure 'bout monk). If u add this like u already empowered kit-picking with your slider/zipper (?) other modders would be able to breathe some life into these dull classes. If it already exists somewhere and I don't know about it, tell em but I think it would be something compelatelly new thus so positive.

Has been requested, I don't think it is doable.
In furutre, please put requests like this in the wish list http://www.shsforums...obex-wish-list/

The problem with it is that the game over sequence does not trigger once all party members are dead.

Correct. That is a limitation at the moment.

Edited by Ascension64, 21 March 2011 - 10:56 PM.

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#57 Galactygon

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Posted 22 March 2011 - 12:54 PM


This is still from the previous version, but it's unlikely it was fixed by today's release: externalize spell hiding does not work.

-Galactygon

Can you describe further? I was able to hide Magic Missile (SPWI112) successfully from the chargen mage spell selection by adding it to hidespl.2da.


I was able to hide Magic Missile (SPWI112), but was unable to unhide Dimension Door (SPWI402).

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#58 Miloch

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Posted 22 March 2011 - 02:37 PM

I have some idea, not necessarily easy, but you're definiatelly one of few ppl able to do such thing. Namely, add option of adding kits to classes which doesn't have any. I mean here Barbarian, Invoker and Monk (yet Imma not sure 'bout monk). If u add this like u already empowered kit-picking with your slider/zipper (?) other modders would be able to breathe some life into these dull classes. If it already exists somewhere and I don't know about it, tell em but I think it would be something compelatelly new thus so positive.

Has been requested, I don't think it is doable.
In furutre, please put requests like this in the wish list http://www.shsforums...obex-wish-list/

Barbarians and invoker are already kits, technically. Not sure if monks are kittable (though if sorcerers are, I don't know why not).

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#59 Ascension64

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Posted 22 March 2011 - 11:37 PM

I was able to hide Magic Missile (SPWI112), but was unable to unhide Dimension Door (SPWI402).

?

I removed SPWI402 from hidespl.2da.

DimDoor.jpg

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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)


#60 Galactygon

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Posted 23 March 2011 - 12:34 AM

Aha, I've removed SPWI402 from HIDESPL.2da, and now it shows. The reason it didn't was because I've set it's HIDESPL.2da entry to 0 (equivalent of the ToB Hacks implementation).

So this means the ToBEx implementation doesn't care about the second column is (which is more elegant than Hacks). You might as well remove the second column entirely when distributing the next version to prevent modder confusion.

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