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Gibson

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  1. So your proposed restrictions would only apply to entries using the Ident parameter, correct? If so, those restrictions seem fine to me. Just to make sure there would be no problem doing things like this: (bg1item.2da - remove ring from early area hidey hole): ring06 blank ar2800.are 26 13 x 100% (bg1location.2da - 10% to include same location for different tier): 2 x1 container3 ar2800 x 10% (or however the inclusion formatting would be) Note that in this case the item should still be removed and added to tier 26, regardless of the result of the check for the same location. That's the idea, anyhow. If doing this would not be possible even without the Ident link, then perhaps the idea would not be as useful as I proposed.
  2. I know isn't a trivial suggestion/feature request, but I think it would add alot of flexibility to the existing behavior. After thinking at length about some of the other ideas I had inquired about in the DIY discussion thread, I think those ideas could easily be achieved with this proposed change. I'd like to see an additional parameter added to the item and location lists files which is simply a percentage chance of including (or excluding) the given line item/location. All current entries could simply default to 100% (or 0% for exclusion). For example, for location lists of a given tier: a simple random check would be performed, and if failed the location would not be added to the tier location list at all. For items list, if the check was failed the item could either remain unrandomized (if from another location), or else be entirely omitted (if an addition). This would allow the addition of perhaps easier locations for a given tier but make it less than certain (or even very rare) it would be used. It would also allow the chance of adding (but not guaranteeing) extra items.
  3. Hopefully you can get it all straightened out. From my casual glances, I had assumed the script change was much more mundane than you describe. Apparently there is more to it than that. If resolving this would allow mode 1 to function under BG1, that would be great as well. I must be in the extreme minority of folks still playing BG1 under the old engine - otherwise I'm sure this bug would have surfaced much earlier. Let me know if I can help.
  4. After having discovered your DIY Manual and some experimentation, I have determined it is the Safana trigger/script with the randomization of the Manual of Bodily Health which is the problem. First, I removed the Manual completely from the randomization tables ... no hang. Other items are randomized correctly, Manual remains untouched. Second, I added Manual back in (as per your guide explains) but changed the reference of safana.fl in weidu_bg1item.2da (baf\flrsafan.baf appears to be the modified script dealing with her getting impatient and leaving? I assumed this must be the reference). Used container1 instead as was referenced in another list location for that same container ... no hang. Took me three re-randomizations before the Manual was not randomly assigned that same location, and experienced no hangs without it being present. Not sure what happens with Safana, however. I'm not sure if the *.fl references in general are the incompatibility with the BG1 engine or just this specific case, as I haven't gotten far enough to test the later ones. Any way to verify this? I can still provide the files from override folder, but i am guessing after this new information those won't be much help. Let me know.
  5. Thanks for the quick fix on scrolls. Unfortunately I seem to have found another more serious bug (using v6.8 prior to scroll price fix). Again, this is for BG1 and Tales without BGT or Tutu (mode 2). It seems with Randomiser installed, entering the golem cave near on the siren coast causes the game to hang with a return to desktop (not a crash, game is still running but unresponsive). Not sure if this is related to a specific component of mod. I determined that the crash was mod-related by uninstalling the Randomiser and re-entering cave, which works fine. If it would help, I can submit any mod files for your inspection. Thanks for your continued work on this terrific mod!
  6. Not sure if this is still being monitored, but wanted to post a bug report (and see if there is an easy solution) for the latest version of Item Randomiser: With original BG1 and TotSC (no Tutu or BGT), using mode 2 randomization: Enabling "Component: Randomize scrolls" causes scrolls randomized into vendors to sell for 1g each. Hopefully there is a workaround for this; the randomization is great but being able to buy lvl 3-4 scrolls for 1g kinda ruins the challenge. Otherwise, great mod!
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