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Polymorph self after snare


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#1 RoBoBOBR

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Posted 11 April 2011 - 01:56 PM

Yesterday i installed latest BWP, using clean bg1 and bg2 installs. Started as a fighter/thief and noticed that every time i cast a snare i get some polymorph self spells in my special abilities, and get polymophed into myself (Polymorph self:%character_name%). Is that supposed to happen? The only thing I changed after install was running bg2 tweaks, to switch off traps limits and multi-class proficiency kimits.

#2 RoBoBOBR

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Posted 13 April 2011 - 12:31 PM

Some Near Infinity digging gave me the answer - Set Snare has an added effect, where i cast a Polymorph Self spell. Can anyone tell ? what mod adds that?

#3 -Guest from the west-

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Posted 14 June 2011 - 02:22 PM

I get the same. Every time a thief - Imoen, Jan or myself - uses the 'set snare' ability, it triggers a polymorph self, and adds shape change abilities to my abilities. Not the this is a gigantic problem, but still a small annoyance.

I have done a clean intall of BG1+2+all expansions, plus the recommended settings from a BWP install.

#4 -Jimmy the Destroyer-

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Posted 16 June 2011 - 09:59 PM

same here. duno whut cauzed it but its prety retarded yo

#5 -Badgermilk-

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Posted 03 August 2011 - 04:08 AM

Got the same, did anyone find what causes this?

#6 Jarno Mikkola

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Posted 03 August 2011 - 04:17 AM

Got the same, did anyone find what causes this?

It's SCSII & 1PP or Infinity Animations using the same exact innate spell for their effects... if my memory is correct.
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.

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#7 -Badgermilk-

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Posted 03 August 2011 - 04:21 AM

First question, Can it be fixed reliably without a reinstall? ( Dreading the answer =) )

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 Jarno Mikkola

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Posted 03 August 2011 - 05:38 AM

First question, Can it be fixed reliably without a reinstall? ( Dreading the answer =) )

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.

Second, Could you give some guidelines how I should fix it, if a reinstall is needed.

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...

Edited by Jarno Mikkola, 03 August 2011 - 05:39 AM.

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#9 -Badgermilk-

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Posted 03 August 2011 - 06:01 AM

Im trying to piece together how all the mods interact with eachother and I am quite impressed with how much works lies in the BiG World Project =)

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 aVENGER

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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-

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Posted 03 August 2011 - 07:12 AM

Reinstalling now =)
Will get back with results but it seems promising :D

#12 Miloch

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Posted 03 August 2011 - 09:09 AM

Skipping the Aurora mod on a reinstall would be the correct course of action.

No it wouldn't. Your first suggestion would be the correct course of action after the install.

Go to the aurora\backup folder, locate SPIN139.SPL inside one of the subfolders there and copy that file to your override folder.

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).

This issue is caused by Aurora overwriting spell files.

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?

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#13 Hamstermilk

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Posted 03 August 2011 - 10:12 AM

Hello again!

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 Miloch

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Posted 03 August 2011 - 10:20 AM

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 =)

It probably won't break anything; it just might have a very small chance of functioning other than originally intended.
Spoiler
If I can't get a new release out soon, I'll try to see if I can revise the patch to rename SCS's resource so Aurora's will function as intended, but until then the workaround is replacing that one file, which should be fairly safe.

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
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"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 Hamstermilk

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Posted 03 August 2011 - 10:47 AM

Thank you all for your help!!
Thank you Miloch for a workaround =)

#16 Jarno Mikkola

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Posted 03 August 2011 - 11:08 AM

This issue is caused by Aurora overwriting spell files.

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?

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...

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. :devil:

Edited by Jarno Mikkola, 03 August 2011 - 11:09 AM.

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#17 Miloch

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Posted 03 August 2011 - 12:39 PM

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...

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).

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.

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).

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 Hamstermilk

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Posted 03 August 2011 - 12:44 PM

The BiG World Project and all everything with it is such a gargantuan project and I am deeply impressed with all the passion and sweat that has gone in to this.

Kudos to all involved for giving me the best gameing experience I have ever had =)
Hope more people get to enjoy these gems!

#19 Hamstermilk

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Posted 03 August 2011 - 02:43 PM

Update before its time to sleep!

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 :P

#20 Fouinto

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Posted 04 August 2011 - 10:34 AM

Hi,

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).