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Langjicour

Member Since 06 Oct 2017
Offline Last Active Oct 15 2017 02:23 PM

Posts I've Made

In Topic: Sandrah Saga for EET (Bug and Support Forum)

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.

In Topic: Sandrah Saga for EET (Bug and Support Forum)

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.

In Topic: Sandrah Saga for EET (Bug and Support Forum)

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.