Polymorph self after snare
#1
Posted 11 April 2011 - 01:56 PM
#2
Posted 13 April 2011 - 12:31 PM
#3 -Guest from the west-
Posted 14 June 2011 - 02:22 PM
I have done a clean intall of BG1+2+all expansions, plus the recommended settings from a BWP install.
#4 -Jimmy the Destroyer-
Posted 16 June 2011 - 09:59 PM
#5 -Badgermilk-
Posted 03 August 2011 - 04:08 AM
#6
Posted 03 August 2011 - 04:17 AM
It's SCSII & 1PP or Infinity Animations using the same exact innate spell for their effects... if my memory is correct.Got the same, did anyone find what causes this?
There's a moding "solution" for this... but the mod code needs updates, and it's not always easy to make the adjustments. And I would still prefer a SPINxxxx.spl list like this one, but there isn't one.
Edited by Jarno Mikkola, 03 August 2011 - 05:21 AM.
Deactivated account. The user today is known as The Imp.
#7 -Badgermilk-
Posted 03 August 2011 - 04:21 AM
Second, Could you give some guidelines how I should fix it, if a reinstall is needed.
Should I Completely omit the SCS from the install procedure?
Do you think SCSII is safe?
Thanks for the help!!
#8
Posted 03 August 2011 - 05:38 AM
In a completely free world where it wouldn't be about the money, time and effort, yeah ... but I am not going to give you the fix, as it needs the things mentioned.First question, Can it be fixed reliably without a reinstall? ( Dreading the answer =) )
Either skip both of the SCS'es or the Galactygon's Avatar Switching mods, that is if my memory is correct at this point... as you should understand, neither is optimal...Second, Could you give some guidelines how I should fix it, if a reinstall is needed.
Edited by Jarno Mikkola, 03 August 2011 - 05:39 AM.
Deactivated account. The user today is known as The Imp.
#9 -Badgermilk-
Posted 03 August 2011 - 06:01 AM
Reading the BiG World v10 PDF I see that 1pp: Thieves Galores v1.1 contains :
Install Component 3 [1ppv3: Improved Improved Galactygon's Avatar Switching]? [I]nstall
Is that the component you have in mind? =)
#10
Posted 03 August 2011 - 07:05 AM
First question, Can it be fixed reliably without a reinstall? ( Dreading the answer =) )
Try this.
Go to the aurora\backup folder, locate SPIN139.SPL inside one of the subfolders there and copy that file to your override folder.
Either skip both of the SCS'es...
SCS is not at fault here. This issue is caused by Aurora overwriting spell files. Skipping the Aurora mod on a reinstall would be the correct course of action.
#11 -Badgermilk-
Posted 03 August 2011 - 07:12 AM
Will get back with results but it seems promising
#12
Posted 03 August 2011 - 09:09 AM
No it wouldn't. Your first suggestion would be the correct course of action after the install.Skipping the Aurora mod on a reinstall would be the correct course of action.
Why would you suggest a reinstall when you've already given the correct advice to avoid a reinstall (which is definitely *not* easy for BWP).Go to the aurora\backup folder, locate SPIN139.SPL inside one of the subfolders there and copy that file to your override folder.
This isn't strictly true either, as I've explained in those other threads. Aurora has a long-established precedent for using those files, since there was no previous claim to them. SCS(2) came along rather later (quite recently I assume, since these reports only started cropping up lately) and used one innate to trigger an innate that Aurora happens to have used already. I don't quite understand why that's necessary. I will change it in Aurora, but it is no easy patch as it requires both .tp2 and .itm changes. My question is: why can't SCS do the same thing - use its own prefixes for its own innates?This issue is caused by Aurora overwriting spell files.
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
#13
Posted 03 August 2011 - 10:12 AM
Reinstall without Aurora Boots did indeed fix the problem, though I would really like to use that mod as it seems pretty intresting to me from what I've been reading.
So, I wouldn't mind reinstalling again ( thankfully I have a decent computer =) ) if I can integrate it fully by simply replacing that file.
BUT, would I brake something in the Aurora mod by replacing that file?
Im assuming its put in there by the mod for a reason =)
Thanks!
#14
Posted 03 August 2011 - 10:20 AM
It probably won't break anything; it just might have a very small chance of functioning other than originally intended.BUT, would I brake something in the Aurora mod by replacing that file?
Im assuming its put in there by the mod for a reason =)
Edited by Miloch, 03 August 2011 - 10:33 AM.
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
#15
Posted 03 August 2011 - 10:47 AM
Thank you Miloch for a workaround =)
#16
Posted 03 August 2011 - 11:08 AM
To answer your question, it has to do with the script-ability of the SPINxxxx.spl files that the ADD_SPELL solution comes in WeiDU's v221 and later...This isn't strictly true either, as I've explained in those other threads. Aurora has a long-established precedent for using those files, since there was no previous claim to them. SCS(2) came along rather later (quite recently I assume, since these reports only started cropping up lately) and used one innate to trigger an innate that Aurora happens to have used already. I don't quite understand why that's necessary. I will change it in Aurora, but it is no easy patch as it requires both .tp2 and .itm changes. My question is: why can't SCS do the same thing - use its own prefixes for its own innates?This issue is caused by Aurora overwriting spell files.
I would of course assume there is an easily made ADD_ITEM_EFFECT function that allows Miloch to use his own added spell as in the effected item... but aVENGER or someone else would need to show that to us.
Yeah, sorry, I didn't remember which mod it was, as there's 300+ of them... but I said that I didn't.
Edited by Jarno Mikkola, 03 August 2011 - 11:09 AM.
Deactivated account. The user today is known as The Imp.
#17
Posted 03 August 2011 - 12:39 PM
I don't know of any reason why *SpellRES wouldn't work where a *Spell action would in a script, but I'll post in that thread - maybe Galactygon has hit some glitches (aVENGER said in the thread he linked it works for everything he uses).To answer your question, it has to do with the script-ability of the SPINxxxx.spl files that the ADD_SPELL solution comes in WeiDU's v221 and later...
This isn't necessary (though I use such functions quite a bit elsewhere) as it is our own item, so we don't need to patch it. But I can't just upload an item patch with different references as the tp2 has already assigned the SPIN* references, so a fix is more complex (therefore the file copy workaround is 'good enough' for now).I would of course assume there is an easily made ADD_ITEM_EFFECT function that allows Miloch to use his own added spell as in the effected item... but aVENGER or someone else would need to show that to us.
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
#18
Posted 03 August 2011 - 12:44 PM
Kudos to all involved for giving me the best gameing experience I have ever had =)
Hope more people get to enjoy these gems!
#19
Posted 03 August 2011 - 02:43 PM
Placing : *\BGII - SoA\aurora\backup\0\spin139.spl
in : BGII - SoA\override
Produces a Crash to Desktop when you leave Candlekeep as it starts to load the area where Saravok ambushes you.
Removing the spin139.spl from the override folder stops it from Crashing but then the Polymorph bug is back
#20
Posted 04 August 2011 - 10:34 AM
Let me precise something : The polymorph "bug" is NOT annoying ! It does NOT prevent you to play ! Just do NOT use the polymorph ability.
I am currently playing up to half of ToB (BWP10) with almost no problem (only few known bugs).