I just wanted to chime in to say that, after reading this thread, I can confirm everything you guys said about sw1h19. Good job figuring out this problem between Item Revisions and the changes I proposed for setup-BGT.tp2. (Specifically: By only accepting exactly 2 effects on the melee ability, BGT unintentionally checked for its own vanilla/SoA version of sw1h19 - that's what I missed when I changed the sourcing of the item to COPY_EXISTING.) I'm sorry I wasn't aware of that. It's kind of ironic - I try to fix BGT so as to preserve any previously modified items, only to find that a previously modified item then causes BGT's installation to fail because the modified item doesn't qualify for getting blatantly overwritten anymore. In any case, Turambar's wonderful solution is the way to go. It accomplishes exactly what I intended, but without unnecessary conditions in the code.
Actually, you shouldn't thank me, but the bigg and whoever helped him in introducing all those "magic" functions into
WeiDU: until some time ago, everyone had to write the code to add opcodes on his own, while now you just need to set some variables and there it goes!
Of course, modernizing the code of every mega-mod would be really difficult, but there are cases where it should be done.
BTW, I remind (as a lover of sorcerers, who can't learn spells but when they're levelling up, and therefore suffer most for that reason) that the way spells are added to the game by mods is sometimes very chaotic.
It's not something which can be easily fixed, and it must be done in a very precise order, but I'll describe the problem here, since it's one of the few places where we talk about compatibility between mods. You can find other discussions about this topic
here.
The number of "playable" wizard spells per level (
ie, spells you can select at character creation and that sorcerers can chose when they level up) is pretty limited: they must be in the form SPWI[level][1-99]. Since most "Spell" script actions have their RES counterpart (which allows to cast spell ith any resource name, such as TU_SPELL.spl), so it would be nice to use prefixes for all spells which should not be used by players, and the ADD_SPELL .tp2 action in order to add new playable spells to the game (note there's an order requirement here, ADD_SPELLing mods must go after any mod which just COPIes new spells to SPWI[number]).
I'm also working on a "spell fixer" mod, which should "clean" all spells which have the "spwi..." form and are not real wizard spells, and fix their references all around the game (for example, it's almost impossible to add new level 9 spells now, since vanilla
BG2 has many special spells from
bg1, such as the spell wich turns cultists into Aec'Letec in Ulgoth's Beard, occupying those places. Moreover, sorcerers can even select one of those spells, which will never work in game but will occupy one of their very limited known spells slots).
Edited by Turambar, 17 October 2011 - 04:23 AM.