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Bugs for v1.x


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#361 Odolon

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Posted 30 November 2004 - 01:35 AM

Hi

I recently downloaded the Refinements Mod and I liked it. I know this incompatibility has been Posted by the_bigg, but I don't know/ haven't found anything, if you going to fix it or not.

If you play as Druidic Sorcerer ( my favourite ) and you install Refinements HLA. The DS HLA gets overwritten. Do you intent to fix it? Kind of " new HLA File" for Sorcerer ?
Therefore both Mods could be used together.
The new HLA's are great and it would be a shame to deinstall them if you want to play as DS.

Thanks
Odolon

#362 T.G.Maestro

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Posted 30 November 2004 - 02:54 AM

In all honesty, the DS kit is quite alien both in the original and the Refinements HLA systems. It has its very own concept and design for HLAs, one that clearly unbalances both existing systems - integrating it into any of these would mean the heavy revision of the DS HLA table, and thats definitely the perogative (and duty) of the author of that mod.
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#363 Odolon

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Posted 30 November 2004 - 04:26 AM

Thank you for the fast responds.
I had no Idea it is so alien.
I will go and see if I can get the autor doing the revision.
In the meantime I deinstall one Mod or the other. Depence on my main Char.

Btw, I can't wait for the v2.0. Keep up your good work ( all of you ). :P
Odolon

#364 T.G.Maestro

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Posted 30 November 2004 - 05:52 AM

V2 will have truly awesome additions, I say it is worth the wait. :thumbsup:
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#365 Littiz

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Posted 30 November 2004 - 08:44 AM

Possibly installing DS after Refinements would simply overwrite our sorc table...
I take it DS replaces the entire sorc class?
You might try it and see what happens, WeiDU allows to undo messes anyway.

Anyway, this is not about bugs :) (just to save the form :))

Ever forward, my darling wind...


#366 hlidskialf

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Posted 30 November 2004 - 09:49 AM

It's actually just a replacement of the HLA for Sorcs to a custom HLA table: LUSO0.2da table. The class itself isn't replaced at all, just a bunch of abilities and scripts/spells are run on the character at game start when the class is switched from the original druid to sorc. ;)

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#367 -nick-

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Posted 22 December 2004 - 10:56 AM

I have a bug problem. ive played this part of the game many times so i know i didnt make a mistakes it is a bug fo sure: in jon irecnes's dungen, the sewage golem thet opens the door was activated and left to unlock the door. i came back to the room later and he was back! i can talk to him, but the doors to th otugh are still locked, can someone fix this?

#368 the bigg

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Posted 22 December 2004 - 01:52 PM

What the hell does this have to do with refinements?

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

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#369 T.G.Maestro

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Posted 23 December 2004 - 12:05 AM

Most assuredly nothing at all.
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#370 -Moo-

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Posted 08 January 2005 - 06:43 PM

Recently downloaded this mod. The magic golems edwin can make are not imune to magic weapons, making them rather sucky.

#371 the bigg

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Posted 09 January 2005 - 04:48 AM

I don't know if this is a bug or not but something odd is deffinately going on: when Tsujatha casts summon dark planetar, it serves well until all foes are slain - then it continues to whack my party!! The planetar is "green" (party member) and I can give commands to it, but then it just attacks again (which is not good). It's not confused, charmed etc. Any clues what may have caused this? I haven't encountered this bug before.

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Solved :)

  Recently downloaded this mod. The magic golems edwin can make are not imune to magic weapons, making them rather sucky.

I believe it's done because otherwise they would be too strong (hey, they could be used to divert Improved Bodhi, letting you kill her too easily! :ph34r: )

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#372 -Guest-

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Posted 10 January 2005 - 02:20 PM

I believe it's done because otherwise they would be too strong (hey, they could be used to divert Improved Bodhi, letting you kill her too easily! :ph34r: )

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Currently they can't even take on a skeleton warrior. Am I missing something that would make it worth to use magic golems?

#373 the bigg

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Posted 10 January 2005 - 02:34 PM

I believe it's done because otherwise they would be too strong (hey, they could be used to divert Improved Bodhi, letting you kill her too easily! :ph34r: )

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Currently they can't even take on a skeleton warrior. Am I missing something that would make it worth to use magic golems?

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I honestly don't know, but...

*casts the ancient spell of wisdom found in the back page of the Nether Scroll, Conjure TGM*
*awaits the results*
*remembers the audience TGM is busy ATM and could take a lot of time to reply*

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#374 T.G.Maestro

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Posted 11 January 2005 - 12:57 AM

*with a thundering boom and a cloud of brimstone, TGM appears in the center of the summoning circle*

The magic golems edwin can make are not imune to magic weapons, making them rather sucky.

If it is truly so, then it is a bug. Magic Golems should be immune to ALL magic weapons. I'd check it if I had some time ATM, but I think I won't be available till the end of this month. If one of the other moderators (Littiz, Bigg) have some time, it only needs an easy fix with the opcodes.

*a great flash, and TGM returns to his home plane*
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Refinements v2 has been released!
Go and visit the website or the forum for more info!

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#375 the bigg

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Posted 11 January 2005 - 02:37 AM

Rename this file to tg#magg.cre and slap it in the refinements/hlab/wizard/copy folder and reinstall.
If you're lazy, rename and slap it into the override :)

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#376 Littiz

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Posted 15 January 2005 - 01:51 AM

The absence of "#" was kinda misleading, you know <_< :whistling:

Ever forward, my darling wind...


#377 -Guest-

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Posted 24 February 2005 - 05:43 AM

Well, your guess if I had ever tested the HLAs I sent you (I don't think I ever cast, even incidentally, summon planetar). Probalby it has something to do with my tries to make the script work both as a green or red summon (and not like Imp Ilych's Fallen Deva healing the party).
Minnaamarit, the plans were attacking first enemies, then party, or both at the same moment?

Sorry I'm a bit late with my reply... :unsure:

I still have the planetar problem, although I did what Maestro suggested and chose other spells first from the HLA table (greater boneguard + dark pact in Tsujatha's case). Fallen planetars attack all enemies first, and then, when there isn't anyone left to attack, it turns against my party. So, my group is safe as long there's any foes.
Other mages or Jaheira in my group don't have 9th level spells yet so I can't test if this happens with Planetars and Devas as well.

It was interesting to test "pacted" Bonegueards defending abilities against the Fallen Planetar, though. Boneguard totally rocked. :P

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I do have the same problem with any celestial summon, they all attack me unless there is an enemy to attack :(

please help me, i need this mod ...

#378 T.G.Maestro

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Posted 25 February 2005 - 01:41 AM

To answer in one word: v2.

In a few weeks I hope. ;)
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#379 -Guest-

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Posted 25 February 2005 - 07:18 AM

To answer in one word: v2.

In a few weeks I hope. ;)

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well .. then i have to wait :(

i guess i can be happy that you're working on it :D

thx

#380 the bigg

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Posted 25 February 2005 - 09:00 AM

To answer in one word: v2.

In a few weeks I hope. ;)

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well .. then i have to wait :(

i guess i can be happy that you're working on it :D

thx

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Download the attachment, rename it to scripts.zip and unzip its contents into the {bg2}\override directory :)

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.