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iiSpellSystemAdjustments


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#41 Leonardo Watson

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Posted 15 November 2011 - 12:11 AM

Until now I could mostly install Packmule and Virtue after Vecna. But from time to time it happens that I could not install Packmule after Vecna. The installation failed and I got the message:

[./override/ar6800.are] loaded, 15288 bytes
Extending game scripts ...
[./override/AR6800.BCS] loaded, 16834 bytes
override/ar6800.bcs copied to w_PackMule/backup/0/ar6800.bcs, 16834 bytes
Extended script [ar6800.bcs] with [.../script.baf]

Each time this happens, I was also neither able to install Virtue nor iiSpellSystemAdjustments after Vecna. The installation procedure with iiSpellSystemAdjustments aborts like described above.

I don't think that it's a failure from Vecna. I thought any mod corrupts the ar6800.bcs file before but I cannot figure out which mod it could be. Maybe it's a fault from the WeiDU installer itself. I used WeiDU 229 because WeiDU 230 is buggy and WeiDU 231 is not available yet.
With WeiDU 230 I could not install the the SpellpackB6 component Fog Cloud, however, without SpellpackB6 in that test I could install the order Vecna - Packmule - Virtue.

SpellpackB6 however is also not the cause for the trouble because I had installed the order Vecna - Packmule - Virtue together with SpellpackB6 several times before.

Now I am absolutely confused.

@Lollorian: The upcoming install.bat will also install iiSpellSystemAdjustments automatically.

#42 i30817

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Posted 16 November 2011 - 06:10 PM

Yes, there was a bug with 230.

DISABLE_FROM_KEY was buggy and it's fixed in git (i think vecna uses it).

You can just use 229 until bigg releases 231.

Maybe grep for DISABLE_FROM_KEY and examine if area ar6800 is skipped by some reason?

Edited by i30817, 16 November 2011 - 06:12 PM.


#43 prowler

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Posted 25 November 2011 - 11:41 PM

Russian translation by Silent!

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#44 Jarno Mikkola

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Posted 26 November 2011 - 02:04 AM

Russian translation by Silent!

Thank you, thank you, thank you... erhm, could you download the current new version(7.1) and check that I didn't break anything within the .tra file, so your operation system can still read it as Russian ? :Bow:

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#45 prowler

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Posted 26 November 2011 - 10:03 AM

Works good, all is ok :)

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#46 Jarno Mikkola

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Posted 26 November 2011 - 11:07 AM

Works good, all is ok :)

Thanks for the conformation.

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#47 Cerest

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Posted 13 March 2012 - 02:23 AM

Casting Identify from the inventory screen does not count as a casting, and thus, there is no refresh. Is this an oversight or is it intended? :)

BTW: This is great!

Edited by Cerest, 13 March 2012 - 02:23 AM.


#48 -devicem-

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Posted 06 April 2012 - 02:21 PM

In my BWP install, cleric(divine) spells don't get refreshed. Is this a known bug or ? I don't see anyone else complaining about this, so I guess it works for everybody else?

#49 Lollorian

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Posted 06 April 2012 - 07:24 PM

They do refresh... but they take a friggin HUGE amount of time to :tease: Not iiSSAM's problem :P

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#50 -devicem-

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Posted 07 April 2012 - 01:00 AM

Oh, I see. I must have accidentally missed that post. Very thankful for the clarification. Now I can have meals in between and do housework while waiting. :D

#51 Sasha Al'Therin

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Posted 26 April 2012 - 06:51 AM

just ran this for the first time. It was inside a test run of the BWS Beta tool
Since the readme wasn't offered during the process, I was unclear about what to do.

In the spell refresh components, the first part made some sense as in you pick 1 thru 4 to affect the type of timer used. but then it just showed a single line saying "Set *constant* for all levels" This didn't make sense to me as I thought I'd already picked that with choosing 1 in the previous selection and I was waiting for it to continue on. Partly a fault with the tool in that there is no cursor flashing to show input is needed. And partly a lack of descriptive text to indicate specific type of input is needed.


I would change it to something more like the following

Please enter the length of game time for the *constant*
Examples: 5 real minutes = 240; 1 game hour = 300; 8 game hours = 2400


Using the word 'enter' indicates textually that input is required. the word 'set' can mean that its already been done and you are just showing feedback on screen.

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#52 Jarno Mikkola

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Posted 13 September 2012 - 11:39 AM

Casting Identify from the inventory screen does not count as a casting, and thus, there is no refresh. Is this an oversight or is it intended? :)

It's a clear oversight... and I don't know how to solve it...

just ran this for the first time. It was inside a test run of the BWS Beta tool
Since the readme wasn't offered during the process, I was unclear about what to do.

In the spell refresh components, the first part made some sense as in you pick 1 thru 4 to affect the type of timer used. but then it just showed a single line saying "Set *constant* for all levels" This didn't make sense to me as I thought I'd already picked that with choosing 1 in the previous selection and I was waiting for it to continue on. Partly a fault with the tool in that there is no cursor flashing to show input is needed. And partly a lack of descriptive text to indicate specific type of input is needed.


I would change it to something more like the following

Please enter the length of game time for the *constant*
Examples: 5 real minutes = 240; 1 game hour = 300; 8 game hours = 2400


Using the word 'enter' indicates textually that input is required. the word 'set' can mean that its already been done and you are just showing feedback on screen.

Well, but the saving factor in this should be that you get to confirm the length of times, normally, as you'll next go into the next screen that shows for each level revision timers and asks if you want to use them in your install. I also tried to use all the same terms for the description of the function... Yeah, this could use little better-ment, but I haven't had the inclinations to do that as I have been taking pause from moding, and came to this just today... but the mod seems to be working as there's no huge line of bug reports after it was included and corrected in the BWS inputs.

Edited by Jarno Mikkola, 13 September 2012 - 11:40 AM.

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#53 i30817

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Posted 02 February 2013 - 03:30 PM

I have a somewhat evil suggestion for this mod...

 

See if it's possible to code a component to disable resting (except in inns, genies etc).

 

edit: lol nvm, haven't played so long i forgot this was a option on the tweakpack right?


Edited by i30817, 02 February 2013 - 03:31 PM.


#54 Jarno Mikkola

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Posted 02 February 2013 - 09:38 PM

See if it's possible to code a component to disable resting (except in inns, genies etc).
 edit: lol nvm, haven't played so long i forgot this was a option on the tweakpack right?
Well, there's one in the SCSII that disables that in the BG2 start dungeon, I have no clue on how it even does this. And then there's the disables it in the (.are)map file, but that's for me over the top in my opinion, and besides you still need to rest to gain the extra spell slots you gain from the level up.
I might try to code it up at some point, hmm.

Thanks for interest.

Edited by Jarno Mikkola, 02 February 2013 - 09:39 PM.

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#55 Bloodbane

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Posted 30 May 2013 - 09:55 PM

This is truly the most excellent mod ever made.

 

However, the new version seems to be missing one feature of the old one. You used to be able to manually set the timers for each spell level, which I'd always set to 60*(spell level^2).

 

This seems to be impossible in the new version, and I've tried multiple formula's but nothing comes close. Is there a way I can manually edit the values, or can u send me the old version of the mod?

 

Cheers! :D



#56 The Imp

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Posted 31 May 2013 - 12:58 AM

Dah, of course I forgot that...
The new configuration is probably going to be like this:

@3 = ~So in:
1) timer = constant + spell level * level multiplier + exponent multiplier * spell level ^ (exponent/root)
2) timer = ???~

This way you can zero portions of that and get the old configuration options.
And you get the final on the above post. And nope, I have no memory of the above.

A*level^(D/E) + B*level + C

 

Bad news, I'll abandon this project... but the good news is that I will come up with some more imp-ish legal spell system adjustments.


Edited by The Imp, 06 November 2013 - 12:58 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
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#57 composter

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Posted 16 November 2013 - 04:29 AM

Is it works on baldur's gate enhanced edition ?



#58 The Imp

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Posted 16 November 2013 - 05:45 AM

Is it works on baldur's gate enhanced edition ?

No idea... in principle, if you get the newest weidu.exe from here and rename it as the setup-ImplicitSpellAdjustments.exe, :devil: ups, whahahahhahah erhm, Setup-iiSpellSystemAdjustments.exe after removing the original it should work with the EE versions of the games, but as I don't have either of them, I cannot say for sure.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#59 composter

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Posted 16 November 2013 - 11:57 PM

thank you, it work!!!



#60 -Gidpo-

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Posted 30 October 2014 - 12:56 PM

I can't seem to get this to work for IWD2. I even updated to the newest Wiedu.

 

I have it working for BG:EE and BG2:EE at the moment.

 

Anyone get it work for IWD2?