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#201 Lollorian

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Posted 12 September 2013 - 05:26 PM

Yup seems like ASCII patching.


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#202 Lollorian

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Posted 15 September 2013 - 10:30 AM

Small update to fix niggles (15/09/2013)

- Now inventory overhauler won't fail when it finds 2 handed stuff with shields

- 1PPv4's helm animation fix won't be installed if it's already installed

Attached Files


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#203 Lollorian

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Posted 19 September 2013 - 09:25 AM

Guess who finally managed to get the repos updated :D (damn you, new git interface!)


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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#204 ojbllny

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Posted 30 September 2013 - 09:40 PM

Hello.
During the installation of Lolfixer unexplained reasons, the installation did not go to ask for help.
the installation windows just will not be terminated.
All other parts are installed correctly.
I do not know what the problem is. I hope for quick improvement.
My debug file is attached.

Edited by ojbllny, 30 September 2013 - 09:46 PM.


#205 ojbllny

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Posted 30 September 2013 - 09:47 PM

Hello.
During the installation of Lolfixer unexplained reasons, the installation did not go to ask for help.
the installation windows just will not be terminated.
All other parts are installed correctly.
I do not know what the problem is. I hope for quick improvement.
My debug file is attached.

Attached Files



#206 Vlan

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Posted 03 October 2013 - 06:19 AM

What exactly does Majestic Spell Fixer do? Is it compatible with Spell Revision?


Edited by Vlan, 03 October 2013 - 06:20 AM.


#207 The Imp

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Posted 03 October 2013 - 07:26 AM

What exactly does Majestic Spell Fixer do? Is it compatible with Spell Revision?

Compatible yes... what it does, it make the innates spell to be level zero or was it one, this will fix some of the scripting crashes if the enemy or the player script uses them.
It fixes a few effects so they have the correct target... and so on... read the setup-lolfixes.debug file.

Yes, you suspect that this:

// horred the plague's absolutely awesomerific BCS patching code for innate crashes
COPY_EXISTING_REGEXP GLOB ~.*\.bcs$~ ~override~
  DECOMPILE_AND_PATCH BEGIN
    REPLACE_EVALUATE CASE_INSENSITIVE ~SpellCastInnate(\(.*\),\([^0].*\))~
    BEGIN
      TEXT_SPRINT z "WASTEFUL"
      TEXT_SPRINT bs "0"
      TEXT_SPRINT whynow "%MATCH2%"
      PATCH_IF ("%whynow%" STRING_EQUAL_CASE "0" != 1) BEGIN
        y = IDS_OF_SYMBOL(~spell~ ~%MATCH2%~)
        PATCH_IF (%y% > 3999) BEGIN
          y -= 4000
          PATCH_IF (y < 10) BEGIN
            TEXT_SPRINT z "SPCL00%y%"
          END ELSE PATCH_IF (y > 9) AND (y <100) BEGIN
            TEXT_SPRINT z "SPCL0%y%"
          END ELSE BEGIN
            TEXT_SPRINT z "SPCL%y%"
          END
        END ELSE PATCH_IF (%y% > 2999 AND y < 4000) BEGIN
          y -= 3000
          PATCH_IF (y < 10) BEGIN
            TEXT_SPRINT z "SPIN00%y%"
          END ELSE PATCH_IF (y > 9) AND (y <100) BEGIN
            TEXT_SPRINT z "SPIN0%y%"
          END ELSE BEGIN
            TEXT_SPRINT z "SPIN%y%"
          END
        END
      END ELSE BEGIN
        PATCH_PRINT "%SOURCE_FILE%:  Modder chose I:Spell = 0, and it slipped through the cracks somehow."
        TEXT_SPRINT z "BUGGED"
      END
      PATCH_PRINT "%SOURCE_FILE% error: Replacing SpellCastInnate(%MATCH1%,%MATCH2%) with SpellCastInnateRES('%z%',%MATCH1%)"
    END
    ~SpellCastInnateRES("%z%",%MATCH1%)~
  END
BUT_ONLY_IF_IT_CHANGES

Leads into this... but there are more things going in there...


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#208 Vlan

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Posted 03 October 2013 - 08:24 AM

Nah, the problem is, that this component of this mod also did not work on my custom installation (it almost had the same error code [parsing error] as the other one). However I did not wrote down the error code.

The MegaMod preset had no problem with this component. Do you maybe know of a mod which has incompatibilities with the MAJESTIC SPELL FIXER?

I was just asking because I REALLY REALLY REALLY want to play that god damn game now. I almost spend three days on that custom BWS installation of mine and still have some component errors during my installation. I already decided to drop some components like the reduced exp for quests (25% for monsters however to compensate it) and am still deciding to install the spell stuff from lolfixer or not (depends on how often those spell script errors can occure).

I probably will try to install the component again with some other mods deactivated, if the error occurs again, I'll write it down (HOORAY, another 5 hours of installation!).


Edited by Vlan, 03 October 2013 - 08:49 AM.


#209 Lollorian

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Posted 06 October 2013 - 02:24 AM

Gimme the error code and I'll try really hard to get stuff sorted out :)

 

Although I remember, the MAJESTIC spellfixer does seem to have had this unexplained bug at one time - seems like it never vanished :doh:


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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#210 ojbllny

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Posted 06 October 2013 - 04:49 AM

You asked me to code.
What exactly would happen if I file?

#211 Lollorian

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Posted 06 October 2013 - 05:21 AM

I think there's an issue at my end but your DEBUG file doesn't seem to have the part where the lolfixer errors out :( (it's incomplete for some reason)


"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#212 ojbllny

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Posted 06 October 2013 - 06:49 AM

My debug file was uploaded to the above post.
See it if you will.

#213 Lollorian

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Posted 07 October 2013 - 09:21 AM

I'm sorry but you misunderstand - I got that DEBUG file. But it doesn't contain any errors that I may use to debug :unsure:

 

I think this is a problem at my end (that it downloads an incomplete file) so if someone can download the file for me and post the erroring code in spoilers in a post, I'd be grateful :)


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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#214 Miloch

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Posted 07 October 2013 - 10:28 AM

BG1 proficiencies work perfectly fine in the BG2 engine and many creatures use them to good effect. OTOH, if you convert them to their BG2 counterparts you'll likely run into issues. I.e. let's say you decide to convert BG1's Large Sword proficiency into BG2's 2-Handed Sword proficiency but the creature in question is actually wielding a Bastard Sword. Now you have a creature that is not proficient with the weapon it's wielding. To put bluntly, if it ain't broke... don't fix it.

Not exactly true anymore, as we've found. In other words, BG2 proficiences ftw.

 

So does this mod have a list of stuff that should be fixed in other mods?


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#215 CamDawg

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Posted 07 October 2013 - 11:41 AM

Yeah, I wrote an ugly-but-effective macro to convert the BG fields to their BG2 equivalents. Strictly speaking, it will give them more stars than they deserve because something like BG's large sword prof will get mapped to equal stars in long swords, katanas, bastard swords, 2h swords, and scimitars. This is really only for non-joinables:
DEFINE_PATCH_FUNCTION CONVERT_BG_PROFS
  INT_VAR debug = 0
  BEGIN

  READ_BYTE 0x6e prof_large_sword // Bastard swords, Two handed swords, Long Swords, and Scimitars (added katanas)
  READ_BYTE 0x6f prof_small_sword // Daggers and Short swords
  READ_BYTE 0x70 prof_bow         // Long bows, Composite Long bows, and Short bows
  READ_BYTE 0x71 prof_spear       // Spears and Halberds
  READ_BYTE 0x72 prof_blunt       // Maces, Clubs, Warhammers, and the Staff
  READ_BYTE 0x73 prof_spiked      // flails and morning stars
  READ_BYTE 0x74 prof_axe         // axes
  READ_BYTE 0x75 prof_missile     // Slings, Darts, and Crossbows
  PATCH_IF (prof_large_sword > 0) BEGIN
    PATCH_IF prof_large_sword > 4 THEN BEGIN SET stars = 5 END ELSE BEGIN SET stars = prof_large_sword END
    PATCH_FOR_EACH prof IN 89 90 93 95 94 BEGIN
      LPF ADD_CRE_EFFECT INT_VAR opcode = 233 parameter1 = stars parameter2 = prof timing = 9 END
    END
  END
  PATCH_IF (prof_small_sword > 0) BEGIN
    PATCH_IF prof_small_sword > 4 THEN BEGIN SET stars = 5 END ELSE BEGIN SET stars = prof_small_sword END
    PATCH_FOR_EACH prof IN 91 96 BEGIN
      LPF ADD_CRE_EFFECT INT_VAR opcode = 233 parameter1 = stars parameter2 = prof timing = 9 END
    END
  END
  PATCH_IF (prof_bow > 0) BEGIN
    PATCH_IF prof_bow > 4 THEN BEGIN SET stars = 5 END ELSE BEGIN SET stars = prof_bow END
    PATCH_FOR_EACH prof IN 104 105 BEGIN
      LPF ADD_CRE_EFFECT INT_VAR opcode = 233 parameter1 = stars parameter2 = prof timing = 9 END
    END
  END
  PATCH_IF (prof_spear > 0) BEGIN
    PATCH_IF prof_spear > 4 THEN BEGIN SET stars = 5 END ELSE BEGIN SET stars = prof_spear END
    PATCH_FOR_EACH prof IN 98 99 BEGIN
      LPF ADD_CRE_EFFECT INT_VAR opcode = 233 parameter1 = stars parameter2 = prof timing = 9 END
    END
  END
  PATCH_IF (prof_blunt > 0) BEGIN
    PATCH_IF prof_blunt > 4 THEN BEGIN SET stars = 5 END ELSE BEGIN SET stars = prof_blunt END
    PATCH_FOR_EACH prof IN 97 101 102 115 BEGIN
      LPF ADD_CRE_EFFECT INT_VAR opcode = 233 parameter1 = stars parameter2 = prof timing = 9 END
    END
  END
  PATCH_IF (prof_spiked > 0) BEGIN
    PATCH_IF prof_spiked > 4 THEN BEGIN SET stars = 5 END ELSE BEGIN SET stars = prof_spiked END
    LPF ADD_CRE_EFFECT INT_VAR opcode = 233 parameter1 = stars parameter2 = 100 timing = 9 END
  END
  PATCH_IF (prof_axe > 0) BEGIN
    PATCH_IF prof_axe > 4 THEN BEGIN SET stars = 5 END ELSE BEGIN SET stars = prof_axe END
    LPF ADD_CRE_EFFECT INT_VAR opcode = 233 parameter1 = stars parameter2 = 92 timing = 9 END
  END
  PATCH_IF (prof_missile > 0) BEGIN
    PATCH_IF prof_missile > 4 THEN BEGIN SET stars = 5 END ELSE BEGIN SET stars = prof_missile END
    PATCH_FOR_EACH prof IN 103 106 107 BEGIN
      LPF ADD_CRE_EFFECT INT_VAR opcode = 233 parameter1 = stars parameter2 = prof timing = 9 END
    END
  END
  WRITE_ASCII 0x6e ~~ #8
  PATCH_IF ((debug != 0) AND
            ((prof_large_sword > 0) OR
             (prof_small_sword > 0) OR
             (prof_bow > 0) OR
             (prof_spear > 0) OR
             (prof_blunt > 0) OR
             (prof_spiked > 0) OR
             (prof_axe > 0) OR
             (prof_missile > 0))) BEGIN
    READ_STRREF 0x08 name
    PATCH_PRINT "%SOURCE_FILE% (%name%) has been updated."
  END

END

You could write something more targeted (I'm pretty sure SCS does something like this, but based on the weapon being actually used by the cre file) but this will allow for functional equivalency.

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#216 Lollorian

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Posted 09 October 2013 - 07:17 AM

Oh Miloch, what arcane secrets have you unearthed about them BG1 proficiencies? :D (seriously though, if there's a public discussion about this somewhere, I'd like a lookie)

 

Thanks for the code CamDawg :cheers: I'll try doing this proper this time (I think I had some rudimentary code at the start of the lolfixer's life - huzzah for github :D)

 

@PARSE ERROR victims:

If your error had something saying KSONG in it, it's caused by Tashia, Kelsey and KelseyToB using J#BLANK.MUS with different IDs in the SONGLIST.2DA. I think Wisp is going to fix it in the next WeiDU so... err, wait for the next WeiDU :ermm:


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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#217 Miloch

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Posted 09 October 2013 - 07:49 AM

CamDawg probably knows more than I do about that. I only found out the news recently that the Enhanced engine apparently ignores BG1-style .cre file proficiencies, which was big news to me. I don't know if that also is relevant to the BG2 engine, but it wasn't the case last time I checked. One question I have (and I don't know if anyone present can answer this) is: *if* BG1 proficiencies are present *and* checked on a .cre file, do they override BG2-style EFF proficiencies or vice versa?


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#218 Wigzy

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Posted 01 November 2013 - 06:36 PM

I am having trouble with a few aspects of Lolfixer. The first is the MAJESTIC Area Fixer. It will not load. The following is the debug file.

 

 

 

WeiDU v 23113 Log


Spoiler


Edited by Wigzy, 02 November 2013 - 03:26 AM.


#219 Lollorian

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Posted 01 November 2013 - 07:52 PM

Hi there :)

 

Please attach the AAR003.ARE in your override here - probably some broken structure that needs to be accounted for by the lolfixer :P

 

Also, please edit your last post and surround your debug with spoiler tags:

[spoiler]XXX[/spoiler]

 

So it looks like this:

Spoiler

:cheers:


"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#220 Wigzy

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Posted 01 November 2013 - 11:50 PM

Hi there :)

 

Please attach the AAR003.ARE in your override here - probably some broken structure that needs to be accounted for by the lolfixer :P

 

Also, please edit your last post and surround your debug with spoiler tags:

 

[spoiler]XXX[/spoiler]

 

 

So it looks like this:

Spoiler

:cheers:


Attached File  AAR003.ARE   16.18K   218 downloads

 

Cheers for the fast reply. Hope this helps.

 

I also have a problem with the game freezing when meeting Tethtoril with [Creature Stuff - Inventory Overhauler (moves invalid but equippable items to inventory and equips anything in the inventory to a free slot)] enabled.

 

I have Near Infinity but I am a complete novice when it comes to to fault finding.


Edited by Wigzy, 01 November 2013 - 11:54 PM.