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Sandrah Saga for EET (Bug and Support Forum)

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#801 Roxanne

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Posted 05 October 2017 - 09:44 PM

Hi Roxanne,
first of all I want to thank you for your great work with this mod!

I'm overwhelmed by all this new, and interesting content.

 



I want to report 2 smaller Bugs:

The first is, when Sandrah is in my group the Inventory is lagging after I click on an Item. There is a lag of a few millisec.
Not every item is affected, gems and unidentified items work like they should.
Every Item that can be equipped (not if unidentified) lags.
The other items work just normal.
My Inventory bug is not game braking, but sometimes the music stops playing for a millisec, too and that's a bit annoying while cleaning up.

The whole inventory works normal when Sandrah is not in the Group.

 



The second bug is:

Haiass is missing and I can't call him back.
As I blow the whistle it just says “Haiass is already nearby. There is no need to whistle for him.”

Or “Preeeeeet” one time and after that only “Haiass is already nearby. There is no need to whistle for him.” again.

No matter where I am, I tried a lot of different areas.

I like the idea with the pet companion and it feels like I'm missing something when I play without the wolf.

Is there a way to get him back?

 



I'm playing on windows 10 with enough power for the game.
My installation is the EET, installed via BWS, with all the other Megamods but no additional Item or Spell mods.

Tell me when you need additional information, I will try my best to give it to you.

Thanks again for your outstanding mod work!
 

The first bug is a known issue of the original game, It becomes visible more early when she is in the party due to her personal items, but it also happens without her once you gather more and unique inventory. This may be fixed when the game itself gets the next patch. It is caused by how the game identifies which NPCs it highlights to show who can use an item that you pick up from inventory.

 

With respect to Haiass, I suggest that you post a savegame so I can take a look. This might be some random glitch that maybe has happened during some area transition.

 

PS - you did not tell Haiass to hide in shadow? He has a dialogue option for that.


Edited by Roxanne, 06 October 2017 - 12:05 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#802 Timbo0o0o0

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Posted 06 October 2017 - 06:37 AM

Maybe I misklicked and told him to hide in shadow, but I dont understand how to tell him to change that when I cant see and talk to him.

True Sight wont help, so i gues he isnt there.

 

Here is a Savegame, I hope its okay to link mediafire here.

 

https://www.mediafir...000043-Save.rar

 

 

Thank you for your quick response.



#803 -Langjicour-

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Posted 06 October 2017 - 07:08 AM

Had the same Problem as Thrawn_1986 and maybe others.

Even on a minimal-BWS-setup with the Sandrah-mods and all prefered mods and the Sphere-System of Faith and Powers Sandrahs Items do not belong to her. Just joked around a little bit. And found a solution. You can install all priests and all other kits from Faith and Power, But if you try to use the Sphere-System, the problem shows up. Even if you install only Sphere-System or try to change installation order or use the older 0.64 version of Faith and Power, Sandrahs personal items are all unusable.

Because the problem first occured in a megainstall with Sandrah, Rot, CtB and many more - even tactical or red selections in BWS - its a nice gift, as I first sold all armor, weapons, rings etc. and bought some interesting equipment for my team. But I was not very happy with Jaheiras Spellbook that looks a bit unsorted and gains too much spells for level 1 - so I looked around, read about Sandrah and found, that the unusable items are not a gift for the poor adventurer but should belong to herself.

As far as I've seen, you are not only the modder for Sandrah and others, you also work on BWS - or is this not correct - so I think you can change the dependecies, that Sphere-System of F&P is not only a mess but could not be used with Sandrah.



#804 Thrawn_1986

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Posted 06 October 2017 - 08:05 AM

@Langjcour

 

Did you report this in a Faith&Powers thread? I'd assume this is not an intended effect.



#805 Roxanne

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Posted 06 October 2017 - 08:09 AM

Maybe I misklicked and told him to hide in shadow, but I dont understand how to tell him to change that when I cant see and talk to him.

True Sight wont help, so i gues he isnt there.

 

Here is a Savegame, I hope its okay to link mediafire here.

 

https://www.mediafir...000043-Save.rar

 

 

Thank you for your quick response.

I hope this repair helps

Attached File  000000043-SaveHaiass.rar   549.5K   128 downloads


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#806 Roxanne

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Posted 06 October 2017 - 08:19 AM

Had the same Problem as Thrawn_1986 and maybe others.

Even on a minimal-BWS-setup with the Sandrah-mods and all prefered mods and the Sphere-System of Faith and Powers Sandrahs Items do not belong to her. Just joked around a little bit. And found a solution. You can install all priests and all other kits from Faith and Power, But if you try to use the Sphere-System, the problem shows up. Even if you install only Sphere-System or try to change installation order or use the older 0.64 version of Faith and Power, Sandrahs personal items are all unusable.

Because the problem first occured in a megainstall with Sandrah, Rot, CtB and many more - even tactical or red selections in BWS - its a nice gift, as I first sold all armor, weapons, rings etc. and bought some interesting equipment for my team. But I was not very happy with Jaheiras Spellbook that looks a bit unsorted and gains too much spells for level 1 - so I looked around, read about Sandrah and found, that the unusable items are not a gift for the poor adventurer but should belong to herself.

As far as I've seen, you are not only the modder for Sandrah and others, you also work on BWS - or is this not correct - so I think you can change the dependecies, that Sphere-System of F&P is not only a mess but could not be used with Sandrah.

 

 

@Langjcour

 

Did you report this in a Faith&Powers thread? I'd assume this is not an intended effect.

In the past, a lot of effort has already been made to achieve compatibility between FnP and Sandrah (but it also affects other mods and NPCs, in most cases Sandrah is just the first joining NPC who shows the issues). The main problem is the constantly changing nature of FnP with sometimes multiple updates per week. It works one day and the next you again have issues.

You can spend time and look into the history of this thread here - we tried almost anything. Sandrah mod has a FnP compatibility portion installed and it worked for a time, at least until a recent update broke everything again.

 

The suggestion to mark FnP's nature accordingly in BWS is not new. It has been done at a time. It resulted in a hate attack claiming I would misuse my BWS access to discredit another mod, etc.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#807 datachild

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Posted 06 October 2017 - 11:15 AM

Hello Roxanne,

after your help with the installation I'm enjoying the first hours of you mod, thank you for that. I wanted to report the following point even if I'm not entirely sure if all of these points are a result of your mod:

- Imoen has greatly inflated stats (17 str, 18 dex, 16 con, 17 int, 11 wis and 16 cha). While this is fine by me I was wondering if these stats where intended to be so high (especially the 17 strength)?

- After defeating the mage/assassin at the friendly arm in in chapter 1, Imoen got the ability to scribe scrolls which is usually a HLA for thieves. Again this is fine by me but since Imoen is only a level 2/2 thieve/mage in my game it seems to me a little bit early to recieve this HLA. Is this intended?

- Already reported once in this threat: While wandering through Beregost the Golem's Construction Manual magically appeared in my inventory. To be specific (reproduced three times), as soon as I entered the second floor of Mirianne's house in Beregost the log says I received a new item (the Golem's Construction Manual) without any interaction from my part. There is no explanation why I was awarded this book at this time and place or how it magically appeared in my inventory. Sandra is reacting to the content of the book (as designed) but has nothing to say about the magical appearance ether.



#808 -Langjicour-

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Posted 06 October 2017 - 11:49 AM

@Langjcour

 

Did you report this in a Faith&Powers thread? I'd assume this is not an intended effect.

 

Done -

 

Had the same Problem as Thrawn_1986 and maybe others.

Even on a minimal-BWS-setup with the Sandrah-mods and all prefered mods and the Sphere-System of Faith and Powers Sandrahs Items do not belong to her. Just joked around a little bit. And found a solution. You can install all priests and all other kits from Faith and Power, But if you try to use the Sphere-System, the problem shows up. Even if you install only Sphere-System or try to change installation order or use the older 0.64 version of Faith and Power, Sandrahs personal items are all unusable.

Because the problem first occured in a megainstall with Sandrah, Rot, CtB and many more - even tactical or red selections in BWS - its a nice gift, as I first sold all armor, weapons, rings etc. and bought some interesting equipment for my team. But I was not very happy with Jaheiras Spellbook that looks a bit unsorted and gains too much spells for level 1 - so I looked around, read about Sandrah and found, that the unusable items are not a gift for the poor adventurer but should belong to herself.

As far as I've seen, you are not only the modder for Sandrah and others, you also work on BWS - or is this not correct - so I think you can change the dependecies, that Sphere-System of F&P is not only a mess but could not be used with Sandrah.

 

 

@Langjcour

 

Did you report this in a Faith&Powers thread? I'd assume this is not an intended effect.

In the past, a lot of effort has already been made to achieve compatibility between FnP and Sandrah (but it also affects other mods and NPCs, in most cases Sandrah is just the first joining NPC who shows the issues). The main problem is the constantly changing nature of FnP with sometimes multiple updates per week. It works one day and the next you again have issues.

You can spend time and look into the history of this thread here - we tried almost anything. Sandrah mod has a FnP compatibility portion installed and it worked for a time, at least until a recent update broke everything again.

 

The suggestion to mark FnP's nature accordingly in BWS is not new. It has been done at a time. It resulted in a hate attack claiming I would misuse my BWS access to discredit another mod, etc.

 

 

:lol2: I feel like coming home again. :lol2:

 

I remeber my long ago visits in this and other modding-forums. It was Leonardos BWP - version 9 - and it ended up in an 30 GB installation, hand by hand, try by try, based on Leonardos handbook and some mods not mentioned there -  so trhat BWP was a book of hints, but no solution.

 

Even today, nothing changed. You can use tools like BWS, but there will be some mods not inside BWS - and all these mods will be installed last or first... I think it*s time to open my mind and start  - after years - reading tp2s, looking fpr dlctep and that damned java-editor. It was easier in the past with the old ie-tools and beamdog...



#809 -Langjicour-

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Posted 06 October 2017 - 11:50 AM

@Langjcour

 

Did you report this in a Faith&Powers thread? I'd assume this is not an intended effect.

 

Done -

 

Had the same Problem as Thrawn_1986 and maybe others.

Even on a minimal-BWS-setup with the Sandrah-mods and all prefered mods and the Sphere-System of Faith and Powers Sandrahs Items do not belong to her. Just joked around a little bit. And found a solution. You can install all priests and all other kits from Faith and Power, But if you try to use the Sphere-System, the problem shows up. Even if you install only Sphere-System or try to change installation order or use the older 0.64 version of Faith and Power, Sandrahs personal items are all unusable.

Because the problem first occured in a megainstall with Sandrah, Rot, CtB and many more - even tactical or red selections in BWS - its a nice gift, as I first sold all armor, weapons, rings etc. and bought some interesting equipment for my team. But I was not very happy with Jaheiras Spellbook that looks a bit unsorted and gains too much spells for level 1 - so I looked around, read about Sandrah and found, that the unusable items are not a gift for the poor adventurer but should belong to herself.

As far as I've seen, you are not only the modder for Sandrah and others, you also work on BWS - or is this not correct - so I think you can change the dependecies, that Sphere-System of F&P is not only a mess but could not be used with Sandrah.

 

 

@Langjcour

 

Did you report this in a Faith&Powers thread? I'd assume this is not an intended effect.

In the past, a lot of effort has already been made to achieve compatibility between FnP and Sandrah (but it also affects other mods and NPCs, in most cases Sandrah is just the first joining NPC who shows the issues). The main problem is the constantly changing nature of FnP with sometimes multiple updates per week. It works one day and the next you again have issues.

You can spend time and look into the history of this thread here - we tried almost anything. Sandrah mod has a FnP compatibility portion installed and it worked for a time, at least until a recent update broke everything again.

 

The suggestion to mark FnP's nature accordingly in BWS is not new. It has been done at a time. It resulted in a hate attack claiming I would misuse my BWS access to discredit another mod, etc.

 

 

:lol2: I feel like coming home again. :lol2:

 

I remeber my long ago visits in this and other modding-forums. It was Leonardos BWP - version 9 - and it ended up in an 30 GB installation, hand by hand, try by try, based on Leonardos handbook and some mods not mentioned there -  so trhat BWP was a book of hints, but no solution.

 

Even today, nothing changed. You can use tools like BWS, but there will be some mods not inside BWS - and all these mods will be installed last or first... I think it*s time to open my mind and start  - after years - reading tp2s, looking fpr dlctep and that damned java-editor. It was easier in the past with the old ie-tools and beamdog...



#810 Roxanne

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Posted 06 October 2017 - 12:06 PM

Hello Roxanne,

after your help with the installation I'm enjoying the first hours of you mod, thank you for that. I wanted to report the following point even if I'm not entirely sure if all of these points are a result of your mod:

- Imoen has greatly inflated stats (17 str, 18 dex, 16 con, 17 int, 11 wis and 16 cha). While this is fine by me I was wondering if these stats where intended to be so high (especially the 17 strength)?

Sandrah does not change stats on Imoen. The way the mage or thief/mage Imoen in Sandrah is created is by copy of the existing one. Here *existing one* means, the Imoen2.cre file as it is by the time the Sandrah mod is installed. This is intended, as by this method, the copied Imoen has all the stats that may have been introduced by mods installed before.

- After defeating the mage/assassin at the friendly arm in in chapter 1, Imoen got the ability to scribe scrolls which is usually a HLA for thieves. Again this is fine by me but since Imoen is only a level 2/2 thieve/mage in my game it seems to me a little bit early to recieve this HLA. Is this intended?

Imoen's scroll ability is not exactly the thieves HLA one but a minor version. You will see when you try it out. With her background in the Candlekeep library, her intelligence and the friendship to the priestess of Mystra, Imoen is able to remember and write down scrolls she knows from Candlekeep. It is the beginning for her career as mage, like she will be in SoD and after Spellhold. The intention of the Sandrah mod is to make this development a bit more continuous and logical, especially on the background of her friendship and assistance from Sandrah.

- Already reported once in this threat: While wandering through Beregost the Golem's Construction Manual magically appeared in my inventory. To be specific (reproduced three times), as soon as I entered the second floor of Mirianne's house in Beregost the log says I received a new item (the Golem's Construction Manual) without any interaction from my part. There is no explanation why I was awarded this book at this time and place or how it magically appeared in my inventory. Sandra is reacting to the content of the book (as designed) but has nothing to say about the magical appearance ether.

The intention is that you found this book, not that it appears by magic. Does it come across like that really? You search through some houses and occasionally find a strange item. You may find this book in several places, sometimes it is in a shelf or container, sometimes it just appears as if you picked it up.

If it is really too bad, I may improve it one day. I put it on the to-do list.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#811 Langjicour

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Posted 07 October 2017 - 07:11 AM

I do not exactly know, what changes are used - but it looks very strange and very amusing.

First: There seems zo be a little bug in your d5_class.2da script. CVMYSTRA is FIGHTER_CLERIC when I met her at LIONS WAY, you defined her as CLERIC inside d5_class.2da.

 

2DA      V1.0
ALL
         CLASS
CVMYSTRA CLERIC

 

should be

 

2DA      V1.0
ALL
         CLASS
CVMYSTRA FIGHTER_CLERIC

 

when I compare it with a the complete file after installing F&P.

 

But this seemed to be only one part of the problem.

 

I inspected SANDRAH in DLTCEP and changed item restrictions. The easy way is to remove all class restrictions. But this will make them usable by everyone with required str, con, wis,,, So I only added the three classic kits (I think I will need NI again even if I don't like it, in DLCTEP I did not find the new kits as an option for items) Selecting cleric-kits makes the armor usable, but for the rings I needed full selection. I think this is no great problem - because you are using a script, that all items will be deleted and restored, when anyone else puts them in his inventory.

Just not more than a brutal workaround and I do not know if these changings will have consequences in the game - but it seems to be a possible solution for the coexistence of SANDRAH and F&P.

 

And if you would edit the items set there prices to zero. I have quitted my MegaInstallation shortly after I sold SANDRAHS items - now I have manually edited the restrictions for her inventory and opened my safegame - short time after selling everything she wear in the temple in FRIENDLY ARM. I only want to look, if all items are now useable and wander: they are in the store and some of them in her backpack. Running around, all showed up again. A very simple trick for making money without cheating. 


Edited by Langjicour, 07 October 2017 - 07:45 AM.


#812 subtledoctor

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Posted 07 October 2017 - 07:36 AM

In the past, a lot of effort has already been made to achieve compatibility between FnP and Sandrah (but it also affects other mods and NPCs, in most cases Sandrah is just the first joining NPC who shows the issues).


Curious why you would say that. Do you have any actual information about bugs that you are not disclosing to us? (Because, y'know, that makes sense. :huh: ) Or are you just throwing shade for no reason other than to attack the work of others, without basis, as usual?

We have not received any word about any issues with other mods/NPCs, so please do tell.
 

The main problem is the constantly changing nature of FnP with sometimes multiple updates per week. It works one day and the next you again have issues.


What are you talking about? FnP hasn't been updated in several months. I'm readying a small update soon but not one that will break anything or require any changes from you or any other modders. If it did have any such effect, I would let you know and give you help with compatibility, as I have time and time again.  I've given you all the code and corrections you need to make the mods compatible, and in such a way that it will not have any effect on Sandrah if FnP is not installed... I'm not sure what else I can do, here. 

Because, after all, the Sandrah mod asks to be installed very late, and for better or worse that means compatibility is up to the Sandrah mod. That's not my rule, it's just how Weidu works. If the tables were turned and Sandrah was installed earlier, I would certainly take it upon myself to handle compatibility. But as things stand, I can't do that.

 

By the way, the latest version of the FnP compatibility code can be found here:

https://github.com/U...P-Compatibility
 

The suggestion to mark FnP's nature accordingly

 
Out of curiosity, why is there any need to "mark" FnP at all? It only ever seems to be Sandrah that has problems... that, notwithstanding that Sandrah is installed later and has the responsibility of compatibility. FnP works fine with everything else... what is it about Sandrah that is so fragile? Why not mark Sandrah with a warning?


Edited by subtledoctor, 07 October 2017 - 07:51 AM.


#813 subtledoctor

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Posted 07 October 2017 - 08:02 AM

By the way, as to the spell memorization issue mentioned at some point - if there is indeed a spell memorization issue - but here is how to ensure it's not a problem. I see the sandrah .cre file is installed after the CVMystra kit is installed, so you can't include this with the rest of the FnP code. But after copying the .cre file you would simply add this:

ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
  COPY_EXISTING  ~my_npc.cre~ ~override~
    REMOVE_MEMORIZED_SPELLS
  BUT_ONLY
END

Alternatively, within the COPY command that installs the .cre, just add this:

PATCH_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
    REMOVE_MEMORIZED_SPELLS
END

 

First: There seems zo be a little bug in your d5_class.2da script. CVMYSTRA is FIGHTER_CLERIC when I met her at LIONS WAY, you defined her as CLERIC inside d5_class.2da.


Looking at the Sandrah code on Github, it seems like Roxanne does indeed set the variable as FIGHTER_CLERIC... are you using an older version of the mod?



 

I inspected SANDRAH in DLTCEP and changed item restrictions. The easy way is to remove all class restrictions.


Out of curiosity Roxanne, why are you setting item restrictions in this way at all?  Sandrah is for EET only, right? Which means the mod is only usable on v2.0+ of the game engine.  In that case, why not remove the item restictions, and add an equipping effect with opcode 319? Set Parameter2 to 11 and Resource to Sandrah's scripting name, and then the equipment will only be usable by her.  That's how the 2.0 games handle special NPC equipment like Valygar's armor and Haer-Dalis' swords etc. I think that would solve this compatibility issue completely.


Edited by subtledoctor, 07 October 2017 - 08:05 AM.


#814 Roxanne

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Posted 07 October 2017 - 09:31 AM


Out of curiosity Roxanne, why are you setting item restrictions in this way at all?  Sandrah is for EET only, right? Which means the mod is only usable on v2.0+ of the game engine.  In that case, why not remove the item restictions, and add an equipping effect with opcode 319? Set Parameter2 to 11 and Resource to Sandrah's scripting name, and then the equipment will only be usable by her.  That's how the 2.0 games handle special NPC equipment like Valygar's armor and Haer-Dalis' swords etc. I think that would solve this compatibility issue completely.

1. Sandrah was among the first mods in EE to use opcode 319 for personal item restrictions and remove old-type scripting used before. Neither Valygar's armor nor Haer-Dalis' swords use it, but for vanilla items the only ones using it are new EE NPCs (Corwin's bow, Neera's staff). Use NI's extended search function to look up items using opcode 319. Most are from converted mods (Drizzt Saga, DSotSC, mods I have converted),

Overall, opcode 319 restricts the use of an item to a specific individual. This is completely independent from classes, kits or any other restriction that may be defined for that item (e,g, even if only NPC A is allowed to use the item, there may still be a restriction that he only use it as a thief but not as a mage. Or only if above level x.)

 

2. Install sequence is a lame excuse for compatibility issues here. When global configuration files like 2da files for item/class relation or general scripts are changed, ALL mods will use those changed files regardless whether they are installed before or after. These files are not used during install but upon starting the game and their rules are applied at that time and not during compilation. SCS for example is installed by BWS prior to Sandrah, but all the enemies spawned in Sandrah quests use the SCS AI which resides in standard scripts or creatures.

 

3. It is nor clear how REMOVE_MEMORIZED_SPELLS impacts item use? Why is it necessary to remove custom spells from an NPC when the NPC is supposed to have them memorized upon joining the party and not waiting for party rest to restore them? This cannot be required as a means to achieve compatibility, it restricts the use of spells an NPC can apply upon joining to those approved by F&P.

 

...and just while discussing this, the F&P compatibility package has changed again...


Edited by Roxanne, 07 October 2017 - 11:46 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#815 -Langjicour-

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Posted 07 October 2017 - 11:51 AM

By the way, as to the spell memorization issue mentioned at some point - if there is indeed a spell memorization issue - but here is how to ensure it's not a problem. I see the sandrah .cre file is installed after the CVMystra kit is installed, so you can't include this with the rest of the FnP code. But after copying the .cre file you would simply add this:
ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN  COPY_EXISTING  ~my_npc.cre~ ~override~    REMOVE_MEMORIZED_SPELLS  BUT_ONLYEND
Alternatively, within the COPY command that installs the .cre, just add this:
PATCH_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN    REMOVE_MEMORIZED_SPELLSEND
 



First: There seems zo be a little bug in your d5_class.2da script. CVMYSTRA is FIGHTER_CLERIC when I met her at LIONS WAY, you defined her as CLERIC inside d5_class.2da.

Looking at the Sandrah code on Github, it seems like Roxanne does indeed set the variable as FIGHTER_CLERIC... are you using an older version of the mod?
 


I inspected SANDRAH in DLTCEP and changed item restrictions. The easy way is to remove all class restrictions.

Out of curiosity Roxanne, why are you setting item restrictions in this way at all?  Sandrah is for EET only, right? Which means the mod is only usable on v2.0+ of the game engine.  In that case, why not remove the item restictions, and add an equipping effect with opcode 319? Set Parameter2 to 11 and Resource to Sandrah's scripting name, and then the equipment will only be usable by her.  That's how the 2.0 games handle special NPC equipment like Valygar's armor and Haer-Dalis' swords etc. I think that would solve this compatibility issue completely.
My downloaded version was the last, today about 3 to 5 am. Somehow difficult to say, if it is last. Archivesize about 150 MB. The archive I used before was about 190 MB. Do not know, if there is a newer one. And F&P is 0.74m.
Maybe SANDRAH-EET was changed later, as I posted about the error.
But this is not the problem. And I do not think that there will be a reason for starting a flame-war about releases and the new ways to handle restrictions in the EE-versions, my experiences are rather old (first steps before WEIDU, last contact with BGT 9.04). So I try to find solutions for maximum compatibility. Modding is no solo - it`s teamwork.
@Roxanne: why not changing item-restrictions if it is possible.
@subtledoctor: why not looking for a solution inside your mod that could be less restrective. The more you use 2da the more you must look for all items, restrictions, characters, kits that will loose compatibility. You will make new rules - the old SCS and BP problem - so your mod should be installed as last as possible.
@both: I do not know who makes the rules for installation-order, but I have tried both orders. And there is no difference which one will be installed first. SANDRAH-EET - > F&P or F&P -> SANDRAH-EET results in the same errors and in the same solutions.
(And I hate german configured I-pads for english posts!!!!)

#816 Roxanne

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Posted 07 October 2017 - 12:35 PM

1 - @Roxanne: why not changing item-restrictions if it is possible.
2- @subtledoctor: why not looking for a solution inside your mod that could be less restrective. The more you use 2da the more you must look for all items, restrictions, characters, kits that will loose compatibility. You will make new rules - the old SCS and BP problem - so your mod should be installed as last as possible.
3 - @both: I do not know who makes the rules for installation-order, but I have tried both orders. And there is no difference which one will be installed first. SANDRAH-EET - > F&P or F&P -> SANDRAH-EET results in the same errors and in the same solutions.
(And I hate german configured I-pads for english posts!!!!)

regarding 1 -  My mod uses opcode 319 already since it was introduced. But this code serves a different purpose:

Opcode 319 restricts the use of an item to a specific individual. This is completely independent from classes, kits or any other restriction that may be defined for that item (e,g, even if only NPC A is allowed to use the item, there may still be a restriction that he only use it as a thief but not as a mage. Or only if above level x.) So this is not a solution for a different problem.

 

regarding 3 (but also of course relates to 2) . When global configuration files like 2da files for item/class relation or general scripts are changed, ALL mods will use those changed files regardless whether they are installed before or after. These files are not used during install but upon starting the game and their rules are applied at that time and not during compilation.

 

The sequence between Sandrah and F&P is not directly derived from the two mods involved but from other dependencies:

ANN; Sandrah after scales_of_balance;122  >>> this might change if SoB finds a way to filter NPCs correctly
ANN; Sandrah after SCS 1000, 4110, 4120, 4190  >>> these are content changing SCS components even if included in *strategems"
ANN; Sandrah after xpmod  >>> the mod does not recognise Sandrah, so Sandrah needs to do an own xp-balancing for its massive own contents afterwards
ANN; Sandrah after EET_Tweaks 3030, 2060-70  >>> The selections here impact the Sandrah ToB part and the sequels directly and need to be taken into account

 

>>Even though the above are tweak/rule mods, the respective components (out of order) change game contents which may directly affect Sandrah contents and (if installed) requires another option to be used. These other mods again have internal dependencies that define their install order. And they all install after F&P. Thus Sandrah after F&P is the result of a number of other dependencies and not something to be somehow agreed between those two. (More or less we all arrange around SCS 1000 until someone breaks that monolith to digestable pieces - e.g. many issues could be solved if contents-related SCS components could be installed earlier together with the contents mods.)


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#817 Langjicour

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Posted 07 October 2017 - 01:00 PM

At last: After reading the posts above I started a new BIGMOD installation. Including ROT, CtB, most NPCs, all big Quests, SCS, many upcoming issues and so on. And one small portion will be: manually patched SANDRAH-EET before F&P. Will give feedback on installation-issues about late monday or thursday. Information will be posted here and on beamdog F&P. Because of SCS installation may last about 4 to 6 hours . And I am sure that I will run in problems, so I count 3 installs, 4 hours map-jumping and talking to NPCs, about 30 minutes for Sarevok and Jon - they are easy to kill if you entered level 25/25/25 and earn a (very old and modded) sword named  Stormbringer and your Familiar is a sized down Firkraag. Yeah, you could make interesting items and creatures with very old tools and I hope, they could be imported in new EE as easy as in BGT . As far as I remember I only need a few globals to clua Sarevok in Candlekeep. Or - for SANDRAH - slaughter him in front of Ellminster.

#818 Langjicour

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Posted 07 October 2017 - 04:27 PM

1 - @Roxanne: why not changing item-restrictions if it is possible.
2- @subtledoctor: why not looking for a solution inside your mod that could be less restrective. The more you use 2da the more you must look for all items, restrictions, characters, kits that will loose compatibility. You will make new rules - the old SCS and BP problem - so your mod should be installed as last as possible.
3 - @both: I do not know who makes the rules for installation-order, but I have tried both orders. And there is no difference which one will be installed first. SANDRAH-EET - > F&P or F&P -> SANDRAH-EET results in the same errors and in the same solutions.
(And I hate german configured I-pads for english posts!!!!)

regarding 1 -  My mod uses opcode 319 already since it was introduced. But this code serves a different purpose:
Opcode 319 restricts the use of an item to a specific individual. This is completely independent from classes, kits or any other restriction that may be defined for that item (e,g, even if only NPC A is allowed to use the item, there may still be a restriction that he only use it as a thief but not as a mage. Or only if above level x.) So this is not a solution for a different problem.
 
regarding 3 (but also of course relates to 2) . When global configuration files like 2da files for item/class relation or general scripts are changed, ALL mods will use those changed files regardless whether they are installed before or after. These files are not used during install but upon starting the game and their rules are applied at that time and not during compilation.
 
The sequence between Sandrah and F&P is not directly derived from the two mods involved but from other dependencies:
ANN; Sandrah after scales_of_balance;122  >>> this might change if SoB finds a way to filter NPCs correctly
ANN; Sandrah after SCS 1000, 4110, 4120, 4190  >>> these are content changing SCS components even if included in *strategems"
ANN; Sandrah after xpmod  >>> the mod does not recognise Sandrah, so Sandrah needs to do an own xp-balancing for its massive own contents afterwards
ANN; Sandrah after EET_Tweaks 3030, 2060-70  >>> The selections here impact the Sandrah ToB part and the sequels directly and need to be taken into account
 
>>Even though the above are tweak/rule mods, the respective components (out of order) change game contents which may directly affect Sandrah contents and (if installed) requires another option to be used. These other mods again have internal dependencies that define their install order. And they all install after F&P. Thus Sandrah after F&P is the result of a number of other dependencies and not something to be somehow agreed between those two. (More or less we all arrange around SCS 1000 until someone breaks that monolith to digestable pieces - e.g. many issues could be solved if contents-related SCS components could be installed earlier together with the contents mods.)


For dependecies may exist solutions. Again - as often mentioned - have you ever tried to crop your mod in pieces? As far as I understand, you created an interesting character and a new view in the realms with this char. There are parts, that can not work, if installed in front of existing rulesets and there are rulesets needed / wanted  and many modders that do not talk with each other.
I have not looked inside the unused or unusable or cruel new features included in BigMods. But in the past existed xp-mod, alternatives in nearly every BigMod, kits, kits everywhere, flames why we should exclude the kits in ROT or TDD, endless discussions around content ... no SCS problem - you could simply ignore the SCS content, cause BP or the everloved/hated ASCENSION included better content or alternatives - with the same problem for BP: the ruleset has died, the content is smaller. Now SCS is standard for gameplay.
You understand what I mean: it’s an endless discussion.
And most modders share their room with one or two others. The user must search at gibberlings, spellhold, pocketplane and so on closed small groups, arguing this is not my mod. Talk to, post at...
One simple question: who is the actual modder for xpmod? Have you talked to him to include your xp-rulesets? Or asked him to use his code, to create a damn fork to break his position as standard.
Q: anyone here that uses dingos xp anymore...
subtledoctors has opened a github-thread where he tries to define a standard for all modders, that may use his F&P. Looks interesting.
Q: is there a defacto standard how the folders are organized or does this depend on everymodders believe?
There are different solutions for older problems. In classic bg it was normal, using the restrictions. Now there - as I understand - exists a mix between opcodes, classic restrictions and newer rulesets. Am I right, that opcode 319 defines, the item belongs to Edwin, and he can almost use it after changing to Edwina but you can define rules that Edwina can not use it?

On my quickturn on SANDRAHS items I have seen, that restrictions even allow usage depending on level and the classic options - a very easy way, to stop the use of tools like npc-ee, if someone changes my chars god, all his equipment becomes crap. Opens the mind for nice ideas. Even a small mod with my classic Elric - configured as NPC - when you meet him he looks marvelous. Join him before your first Kobold - but if you level him up - his XP’s are about 9999 - he loses str, con, wis... because he can no longer use his marvelous ring, that totally manages his current thac0, his armorclass, his speed.... the one bang hero in easy steps.

Back to dependings.
SCS rulesets are phantstic. Not the content parts. They are only relevant because of the rules. But - as Leonardo tested - and his testings are another quasi-standard for BGT, BWS and the complete IEET - you can change order of F&P, M&G and SCS - nobody tries cause SCS is standard. And some rules might change by selecting another order.
Donˋt know about SoB and his dependecies, the same for EET-tweaks - as I walked through the components, there is only the keying, do not stop if CHARNAME is killed (was soluted as you posted on another question) the rest looks again like let’s try a new way for a standardized, established mod.
So why not ask SCS, to remove the content parts? Or even try to extract them that they can be installed in the mini-quest section? A very classic discussion - but not for this topic.

I can hear your answer: no chance.

But I think it is time to open up old discussions again - and even if modding is mostly a very personal hobby, if I create mods for public use, I need to find a good organized community, a very clear installation-order: rule-base, areas, persons, animals, monsters, party, love, sex and crime, stories and then rule-changes, expansions, enhancement, at last: my personal like.

And over all resists the BHAAL of the community and tries to make one big package.


#819 subtledoctor

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Posted 07 October 2017 - 05:00 PM

 1. Sandrah was among the first mods in EE to use opcode 319 for personal item restrictions and remove old-type scripting used before.


This does not seem to be true. If you were using opcode 319, then Langjicour's experience would not be as he reported - i.e. by adding class/kit usability to the items, they would not be "usable by everyone." His report, quoted below, suggests that you are not using opcode 319. Again I make a friendly suggestion that you might think about using it, since it is purpose-built to achieve what you seem to want, i.e. restrict items to a certain NPC.
 

I inspected SANDRAH in DLTCEP and changed item restrictions. The easy way is to remove all class restrictions. But this will make them usable by everyone with required str, con, wis,,, So I only added the three classic kits (I think I will need NI again even if I don't like it, in DLCTEP I did not find the new kits as an option for items) Selecting cleric-kits makes the armor usable, but for the rings I needed full selection. I think this is no great problem - because you are using a script, that all items will be deleted and restored, when anyone else puts them in his inventory.
Just not more than a brutal workaround and I do not know if these changings will have consequences in the game - but it seems to be a possible solution for the coexistence of SANDRAH and F&P.

 
 

Neither Valygar's armor nor Haer-Dalis' swords use it, but for vanilla items the only ones using it are new EE NPCs (Corwin's bow, Neera's staff).

False. See attached images. (You really have a penchant for making untrue claims in these forums.)

 

 

2. Install sequence is a lame excuse for compatibility issues here. When global configuration files like 2da files for item/class relation or general scripts are changed, ALL mods will use those changed files regardless whether they are installed before or after.


I honestly don't understand what you're talking about here. 
 

3. It is nor clear how REMOVE_MEMORIZED_SPELLS impacts item use? Why is it necessary to remove custom spells from an NPC when the NPC is supposed to have them memorized upon joining the party and not waiting for party rest to restore them? This cannot be required as a means to achieve compatibility, it restricts the use of spells an NPC can apply upon joining to those approved by F&P. 


I never said the memorized spells has anything to do with items. It is completely unrelated. I noticed that some players reported difficulty with blank spells slots and the like. Typically, you responded with something like "blah blame FnP whatever." I have no interest in being blindly defensive; if there is an issue with FnP I want to know about it, and solve it. I hypothesize that there could be a problem... consider, as an example, Slow Poison. FnP prevents the spell from automatically being added to cleric spellbooks, the same way the game prevents druid spells from doing so. Theoretically, if an NPC has Slow Poison memorized, but it is not added to their spellbook, then it could cause a problem with an unusable spell slot.

To be fair, I really have no idea if the game engine works this way - this is just conjecture. But IF the game does work this way, then the problem could be addressed by removing the memorized spells from clerics. Such clerics would still have spells added to their spellbooks by the sphere system, and by their particular kit abilities, when they join the party. Then the player can choose what to memorize, use that "mystery scroll" discussed a page back, which simply refreshes your spell memorization ("mystery" solved! ;) ), and the NPC is good to go with memorized spells, within seconds of joining the party.
 
 

...and just while discussing this, the F&P compatibility package has changed again... 

Umm, false again. Neither FnP nor its compatibility code has changed since sometime in July or August. I gave you all the information you need several months ago, and nothing has changed since. All I've done is upload the compatibility stuff to GitHub so that other modders can have easier access to it. (ZOMG, I'm trying to make things easier for people, what a horrible person I am!)  :rolleyes:

Attached Images

  • Screen Shot 2017-10-07 at 8.30.45 PM.png
  • Screen Shot 2017-10-07 at 8.45.02 PM.png


#820 subtledoctor

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Posted 07 October 2017 - 05:04 PM

The sequence between Sandrah and F&P is not directly derived from the two mods involved but from other dependencies:

ANN; Sandrah after scales_of_balance;122  >>> this might change if SoB finds a way to filter NPCs correctly

 

Apart from anything else, I'm not sure what this dependency is about but I think you can remove it.  SoB no longer changes joinable NPCs the way it used to.  (I assume you are referring to the way it would reduce NPCs to level 1?  If so, it doesn't do that anymore.)