Edited by Cerest, 11 July 2011 - 09:41 AM.
BWP 9.10 problems
#21
Posted 11 July 2011 - 09:38 AM
#22
Posted 13 July 2011 - 02:21 PM
Howto: mage in Baldur's Gate. My lame guide.
List of issues I have encountered in BWP 10.3 tactical
Stutter-fixer for Infinity Engine
While you were reading this signature, I have probably edited the post above. Twice.
#23
Posted 13 July 2011 - 11:19 PM
You can get and upload a change-log of wspatck.2da and test if ToBEx is involved by renaming tobex.dll into something else.The most fatal thing for me is still bugged attacks per round calculation. Any success finding the root of this problem?
#24
Posted 14 July 2011 - 05:39 PM
Now I have a problem where putting more than 2 proficiencies doesn't give any attack bonus. At least with Wulfgar (Rot) in Chateau Irenicus. He has 5 stars in warhammer, is 8th level, and only has two attacks. He should have three attacks.
Only if you've installed grandmastery tweak. Otherwise, not a bug.
whoa, just checked it on my current installation and noticed that my kensai has 3/2 attacks instead of 7! that's real, real bad. please do let me know if you'll discover what mod is causing this problem and how to fix it.
I didn't think Kensais get more APR than standard fighters. what level are you and what items are you wearing that increase APR? Otherwise, once again, doesn't sound like a bug to me.
I recommend what wisp says, and you can also have a look at wspatck.2da with Near Infinity to see if what you are experiencing in-game matches the file. If it looks too confusing, you can read IESDP to try and decipher it, but its not hard really. I can do it, and I'm a total noob.
#25
Posted 30 July 2011 - 12:35 AM
Some notes about installation:
There seemed to be two big world setups: bws_9-20110501.exe and BiG_World_Setup.exe. I used the first in installation i started this thread about and used the second this time. It went somewhat smoothly, only a few screw-ups like AjantisBG1-v4.zip vs AjantisBG1_v4.zip, NPC_PORTAITS__V1.9.rar vs NPC_PORTAITS_V1.9.rar and a few other easily fixable issues. Big world install went well too, only a few failed hunks, no mod fails at all(yay, my first time out of a few dozens installation attempts without a single mod failure lol).
Now about game:
I've checked those issues posted in the first post, and was able to reproduce trap-shapeshift bug and bugged attacks per round calculation. I do not know about any other bugs, because i have not tested enough yet.
About trap-shapeshift bug:
I have done as Fouinto suggested and replaced spin139.spl with its backup from aurora/backup/0 and it seems to be fixed. I was unable to get shapeshift abilities when set a trap.
About attacks per round calculation:
Strange enough, attack calculation is still bugged but in somewhat another way. In installation before they did not stack properly, now they stack fine but default fighter proficiency apr number is still wrong.
pacek
I am afraid it IS a bug since with greatmastery tweak character with five proficiency stars should have 3.5 apr, and 3 without the tweak. I have just checked and char has 3 attacks with a weapon he has a grandmastery in with a clean install TOB.Only if you've installed grandmastery tweak. Otherwise, not a bug.
my kensai(13)/mage(22) is yet another killing machine with dual katanas and five proficiency stars. He should get 3 attacks from proficiency(or 3.5 with a fix), one attack from off-hand, one attack from "Katana on unknown origin", one attack from "Gabrielle's gauntlets" and one from "Drizzt's boots". It's how it was in BWP 9.4. But he only gets 6 attacks now. Somehow he only has 5/2 attacks with dummy katana by default instead of 3-7/2. How come?I didn't think Kensais get more APR than standard fighters. what level are you and what items are you wearing that increase APR? Otherwise, once again, doesn't sound like a bug to me.
Wisp
I have --change-log'ed it, but mods are affecting it?:You can get and upload a change-log of wspatck.2da and test if ToBEx is involved by renaming tobex.dll into something else.
i have turned TobExLoader off(renamed dll), and APR number was the same.
Wow, interesting. IESDP is a very interesting site indeed. The attacks per round number table is indeed original, unaffected by mods. I have taken some another wspatck.2da that i have found with search in mod directories which has value "-3"(5/2 extra attacks) and it now works great! APR number is fixed!I recommend what wisp says, and you can also have a look at wspatck.2da with Near Infinity to see if what you are experiencing in-game matches the file. If it looks too confusing, you can read IESDP to try and decipher it, but its not hard really. I can do it, and I'm a total noob.
thanks a lot, i do appreciate your help.
Howto: mage in Baldur's Gate. My lame guide.
List of issues I have encountered in BWP 10.3 tactical
Stutter-fixer for Infinity Engine
While you were reading this signature, I have probably edited the post above. Twice.
#26
Posted 31 July 2011 - 06:48 AM
It helps if you spell it right .I have --change-log'ed it, but mods are affecting it?:You can get and upload a change-log of wspatck.2da and test if ToBEx is involved by renaming tobex.dll into something else.
Mods affecting WSPATK.2DA:
D:\games\BGII - SoA>
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
#27 -max-
Posted 05 August 2011 - 07:26 AM
Do you remember which file you used?
I found wspatck.2da files in:
1)bdash\grandm
2)darkhorizons\level40
3)vault\2da
4)bg2_tweaks\2da
5)vecna\2da\lv50
#28
Posted 05 August 2011 - 11:58 PM
Edit: you can look at 2da files in any text editor - notepad etc., might help to turn off line breaks to read it better.
Edited by Miloch, 05 August 2011 - 11:59 PM.
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
#29 -max-
Posted 09 August 2011 - 04:54 PM
I was referring to the attacks per round problem which Suslik fixed in his install.
When I looked at the listed files in the BG2 folder none of them were in the backup folder. They were located in the individual mods 2da folder. Which is weird because like you said there should be the previous version in the backup.
I have to uninstall a few things at the end of install including BG2 Grandmastery, then try the files one by one. Then reinstall the GMastery tweak.
#30 -Suslik-
Posted 21 August 2011 - 04:57 AM
Aldeth Sashenstar(merchant's League) problem:
Problem: Aldeth trows a script error while trying to turn in dopplegangers quest and fails to open a shop.
Reason: ALDETH.DLG is somehow messed up: "etGlobal" instead of "SetGlobal", "tartShop" instead of "StartShop" and so on. weird.
Solution: restored some backup of ALDETH.DLG.
Old problem with "Scribe Scrolls"
Problem: default mage ability to scribe scrolls is lost when exporting BGII character to BG1.
Reason: ability is added to a characted when local value "flAddScribeScrolls" is set to 1(default for mages) in dplayer3.bcs, and then it is set to 0. After starting BG1 the ability is removed and flAddScribeScrolls is still 0, wich will prevent "Scribe Scrolls" from reappearing.
Workaround: replace "GetGlobal("flAddScribeScrolls", "LOCALS", 1)" condition in dplayer3.bcs with "!HaveSpellRES("fl#MSCRL")". Notice that after this addition any main character(thief, fighter) will recieve this ability. Will not harm, but it will be useless. Better solutions are accepted.
"Gloves of spell speed"(fwbrac06.itm) reduces spell casting speed instead of increasing
Reason: "Amount" value in "Increase casting speed factor(189)" is set to -3
Solution: replace "-3" with "3".
Mage/Thief dual does not receive "Improved alacrity" as a high level ability
Reason: i wonder if it is as intender to or not
Solution: but if you want this ability desperately, restore "lumt0.2da" from a backup.
Number of attacks per round table is messed
Reason: wspatck.2da is somewhat strange
Solution: restore from a backup.
"Improved alacrity"(spwi921.spl) does not work if a characted previously had this ability as a 9lvl spell
Reason: this ability(like energy blades, summon planetar and such) is now treated as a special ability and no more memorized like a spell, character gets it as a special ability. If a character already has it, it fails to work properly.
Solution: easiest solution is to restore spwi921.spl from a backup, it will be treated as a regular spell again.
Protection from magic energy(spwi606.spl) does not work properly
Reason: magic damage resistance 100% does not reduce magic damage at all.
Solution: set "Apply Concentration Check On Damage" and "No Spell Interruption On Zero Damage" to 0 in "TobExTweak.ini". Note that setting any of this values to 1(default) causes this weird error.
Spell protections work as not intended to
Reason: any spell protections(minor spell turning, spell deflection and such) work properly only after first time usage after game starts(or like that). If the spell is cast multiple times or game loaded, the spell will absorb infinite amount of spells and spell-turning spells will not reflect them back.
Solution: not found.
Additional info: this error appeared somewhere between BWP 9.4 and 9.10, because all spell protections work perfectly well in BWP 9.4.
I hope this may help someone. And please if someone will find a solution to that last problem, let me know.
#31 -Suslik-
Posted 21 August 2011 - 04:57 AM
Aldeth Sashenstar(merchant's League) problem:
Problem: Aldeth trows a script error while trying to turn in dopplegangers quest and fails to open a shop.
Reason: ALDETH.DLG is somehow messed up: "etGlobal" instead of "SetGlobal", "tartShop" instead of "StartShop" and so on. weird.
Solution: restored some backup of ALDETH.DLG.
Old problem with "Scribe Scrolls"
Problem: default mage ability to scribe scrolls is lost when exporting BGII character to BG1.
Reason: ability is added to a characted when local value "flAddScribeScrolls" is set to 1(default for mages) in dplayer3.bcs, and then it is set to 0. After starting BG1 the ability is removed and flAddScribeScrolls is still 0, wich will prevent "Scribe Scrolls" from reappearing.
Workaround: replace "GetGlobal("flAddScribeScrolls", "LOCALS", 1)" condition in dplayer3.bcs with "!HaveSpellRES("fl#MSCRL")". Notice that after this addition any main character(thief, fighter) will recieve this ability. Will not harm, but it will be useless. Better solutions are accepted.
"Gloves of spell speed"(fwbrac06.itm) reduces spell casting speed instead of increasing
Reason: "Amount" value in "Increase casting speed factor(189)" is set to -3
Solution: replace "-3" with "3".
Mage/Thief dual does not receive "Improved alacrity" as a high level ability
Reason: i wonder if it is as intender to or not
Solution: but if you want this ability desperately, restore "lumt0.2da" from a backup.
Number of attacks per round table is messed
Reason: wspatck.2da is somewhat strange
Solution: restore from a backup.
"Improved alacrity"(spwi921.spl) does not work if a characted previously had this ability as a 9lvl spell
Reason: this ability(like energy blades, summon planetar and such) is now treated as a special ability and no more memorized like a spell, character gets it as a special ability. If a character already has it, it fails to work properly.
Solution: easiest solution is to restore spwi921.spl from a backup, it will be treated as a regular spell again.
Protection from magic energy(spwi606.spl) does not work properly
Reason: magic damage resistance 100% does not reduce magic damage at all.
Solution: set "Apply Concentration Check On Damage" and "No Spell Interruption On Zero Damage" to 0 in "TobExTweak.ini". Note that setting any of this values to 1(default) causes this weird error.
Spell protections work as not intended to
Reason: any spell protections(minor spell turning, spell deflection and such) work properly only after first time usage after game starts(or like that). If the spell is cast multiple times or game loaded, the spell will absorb infinite amount of spells and spell-turning spells will not reflect them back.
Solution: not found.
Additional info: this error appeared somewhere between BWP 9.4 and 9.10, because all spell protections work perfectly well in BWP 9.4.
I hope this may help someone. And please if someone will find a solution to that last problem, let me know.
#32
Posted 21 August 2011 - 05:04 AM
Howto: mage in Baldur's Gate. My lame guide.
List of issues I have encountered in BWP 10.3 tactical
Stutter-fixer for Infinity Engine
While you were reading this signature, I have probably edited the post above. Twice.
#33
Posted 21 August 2011 - 12:14 PM
Old problem with "Scribe Scrolls"
Problem: default mage ability to scribe scrolls is lost when exporting BGII character to BG1.
Reason: ability is added to a characted when local value "flAddScribeScrolls" is set to 1(default for mages) in dplayer3.bcs, and then it is set to 0. After starting BG1 the ability is removed and flAddScribeScrolls is still 0, wich will prevent "Scribe Scrolls" from reappearing.
Workaround: replace "GetGlobal("flAddScribeScrolls", "LOCALS", 1)" condition in dplayer3.bcs with "!HaveSpellRES("fl#MSCRL")". Notice that after this addition any main character(thief, fighter) will recieve this ability. Will not harm, but it will be useless. Better solutions are accepted.
Expand on "exporting BGII character to BG1." Is it something I should support?
But flAddScribeScrolls is not used. You receive the ability from the CLAB file of your kit/class upon hitting level 9.
flAddScribeScrolls is just something I added as a convenient way of getting the ability if you don't have it but think you should; simply CLUA the variable to 1 and ding. A fail-safe device, if you will.
#34
Posted 21 August 2011 - 01:27 PM
Well, the problem is that "Scribe scrolls" is removed when I export the character to BG1. And failsafe system with flAddScribeScrolls fails to work, because the value is set to 0 as if character still has that ability added, but he does not:
dplayer3.bcs
IF Global("flAddScribeScrolls","LOCALS",1) THEN RESPONSE #100 SetGlobal("flAddScribeScrolls","LOCALS",0) AddSpecialAbility("fl#MSCRL") // Scribe Scrolls ENDi think a local variable is not a very good way of tracking whether the ability was added to a character or not, because ability may be removed, but local variable would be still 0.
my workaround:
IF !HaveSpellRES("fl#MSCRL") // Scribe Scrolls THEN RESPONSE #100 AddSpecialAbility("fl#MSCRL") // Scribe Scrolls END
i am currently working on a stable build of BWP 9.10 so that my fellow comrades may play it without installing the whole thing and messing with scripts later. i can easily modify the script for myself, but i do not wish them to do it.simply CLUA the variable to 1 and ding. A fail-safe device, if you will.
btw how can i clua "LOCALS" variable? SetGlobal("flAddScribeScrolls", "LOCALS", 1) did not seem to work
Howto: mage in Baldur's Gate. My lame guide.
List of issues I have encountered in BWP 10.3 tactical
Stutter-fixer for Infinity Engine
While you were reading this signature, I have probably edited the post above. Twice.
#35
Posted 21 August 2011 - 03:02 PM
Why would you do that?Well, the problem is that "Scribe scrolls" is removed when I export the character to BG1.
Besides, special abilities getting removed is normal behaviour and is not a problem with scribe scrolls, other than that it, too, is a special ability.
You still don't understand how this works. flAddScribeScrolls is COMPLETELY meaningless unless you yourself set it to 1. It doesn't do anything and it doesn't serve any purpose other than as a "cheat" for getting the ability. Nor does its value mean anything other than that when it's 1 you gain one use of the ability. If you set it to 1 two times in a row you get two uses of it.And failsafe system with flAddScribeScrolls fails to work, because the value is set to 0 as if character still has that ability added, but he does not:
dplayer3.bcsIF Global("flAddScribeScrolls","LOCALS",1) THEN RESPONSE #100 SetGlobal("flAddScribeScrolls","LOCALS",0) AddSpecialAbility("fl#MSCRL") // Scribe Scrolls ENDi think a local variable is not a very good way of tracking whether the ability was added to a character or not, because ability may be removed, but local variable would be still 0.
my workaround:IF !HaveSpellRES("fl#MSCRL") // Scribe Scrolls THEN RESPONSE #100 AddSpecialAbility("fl#MSCRL") // Scribe Scrolls END
You hover the mouse cursor over the character you want to set the local variable on and then use the command.btw how can i clua "LOCALS" variable? SetGlobal("flAddScribeScrolls", "LOCALS", 1) did not seem to work
Edited by Wisp, 21 August 2011 - 03:15 PM.
#36
Posted 21 August 2011 - 03:06 PM
#37
Posted 21 August 2011 - 04:04 PM
Finally, reinstalled BWP.
Some notes about installation:
There seemed to be two big world setups: bws_9-20110501.exe and BiG_World_Setup.exe. I used the first in installation i started this thread about and used the second this time. It went somewhat smoothly, only a few screw-ups like AjantisBG1-v4.zip vs AjantisBG1_v4.zip, NPC_PORTAITS__V1.9.rar vs NPC_PORTAITS_V1.9.rar and a few other easily fixable issues. Big world install went well too, only a few failed hunks, no mod fails at all(yay, my first time out of a few dozens installation attempts without a single mod failure lol).
Are these problems solved for BWP v10?
Also, which "Bith World Setup" are we supposed to use for v10? Like Suslik pointed out, there's two:
http://www.shsforums...ds&showfile=963
and
http://www.shsforums...ds&showfile=752
Would someone give a direct link to the right one to use for BWP v10 please? It'd also be nice if someone took down, or labelled as "Deprecated", the incorrect one.
Thanks!
#38
Posted 21 August 2011 - 05:52 PM
These reports are only really helpful if you do a weidu --change-log aldeth.dlg and so on (there's a pinned topic on doing this also), so you can find out which mod(s) screwed the files in question, and so report the issues in those mods' forums so the modders can fix them (hopefully). Since you've already narrowed down which files are the problem, the rest should be easy.Solution: restored some backup of ALDETH.DLG.
...
Edit: this is particularly important since no one seems to be maintaining the BWFixpack (not actively at least) - the best chance is by fixing the problematic mods anyway.
Edited by Miloch, 21 August 2011 - 05:54 PM.
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
#39
Posted 21 August 2011 - 06:06 PM
#40
Posted 21 August 2011 - 08:37 PM
The BWPFixpack only fixes things it can identify as the same as the non fixed code, so if there's a difference in the code, the fix is not applied...Will the bwpfixpack corrupt mods that were fixed on the source but have a fix also on the current version or is there some kind of version check in BWPFixpack?
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