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[Testers Wanted] Tweaks is dead. Long live Tweaks!


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#151 Roxanne

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Posted 04 July 2017 - 12:03 PM

Component 3183 // Romance Cheats

can create bugs (endless loops + stuttering) in relation to mod added romances,

 

The no_kill additions to the vanilla NPC's override scripts reset romance status to 1 whenever it is !1 and respective LoveTalk is below the value for romance=2,

If a mod NPC romance reaches status 2, it may set other romances to 3 (as it is not captured by tweaks) - example Isra mod - however the tweaks code sets it back to 1 and so on and so on.

 

See this example http://www.shsforums...ce/#entry595643


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*


#152 CamDawg

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Posted 04 July 2017 - 03:51 PM

Yes, this is explicitly warned about in the readme. Twice.


I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.


#153 Mirrorman95

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Posted 04 July 2017 - 08:42 PM

I posted this on the Tweaks Anthology Beamdog topic a few days ago, but I've since had no reply, so I'm posting it here in the hopes I'll receive a response.

 

I recently tried to install Tweaks Anthology v1 to my copy of PsT:EE, but I had to stop, because I kept getting asked if I wanted to install mods that the current readme says are incompatible with Planescape. To be fair, the installer did identify some of the incompatible mods and skipped them as it should. But when it kept asking me if I wanted to install incompatible mods it should have skipped, like Remove Helmet Animations, Avatar Morphing, BG Casting Graphics, and IwD Casting Graphics, I quit the installer and re-ran it just long enough to uninstall the few mods I had installed with it. I figured if the installer was behaving this way, it might not be fully compatible with Planescape Enhanced yet.
Can someone fix the Tweaks Anthology to correctly skip all the mods PsT:EE isn't compatible with? If that isn't possible at this time, could someone at least assure me of whether or not the installer is in fact working properly, so I can at least still install the Anthology by skipping all the incompatible mods manually during installation?



#154 Roxanne

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Posted 04 July 2017 - 11:50 PM

Yes, this is explicitly warned about in the readme. Twice.

Yes it is. Twice.

So unless somebody can identify the mods that can conflict with this component (the warning is just a general disclaimer), it may be best to remove this from BWS installs?


Edited by Roxanne, 04 July 2017 - 11:51 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*


#155 CamDawg

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Posted 08 July 2017 - 04:56 PM

I posted this on the Tweaks Anthology Beamdog topic a few days ago, but I've since had no reply, so I'm posting it here in the hopes I'll receive a response.
 
I recently tried to install Tweaks Anthology v1 to my copy of PsT:EE, but I had to stop, because I kept getting asked if I wanted to install mods that the current readme says are incompatible with Planescape. To be fair, the installer did identify some of the incompatible mods and skipped them as it should. But when it kept asking me if I wanted to install incompatible mods it should have skipped, like Remove Helmet Animations, Avatar Morphing, BG Casting Graphics, and IwD Casting Graphics, I quit the installer and re-ran it just long enough to uninstall the few mods I had installed with it. I figured if the installer was behaving this way, it might not be fully compatible with Planescape Enhanced yet.
Can someone fix the Tweaks Anthology to correctly skip all the mods PsT:EE isn't compatible with? If that isn't possible at this time, could someone at least assure me of whether or not the installer is in fact working properly, so I can at least still install the Anthology by skipping all the incompatible mods manually during installation?

I saw the post, and I am looking into it. IIRC, the GAME_IS wasn't detecting PSTEE very well on the WeiDU version that v1 shipped with so I went with a combo of PsT + some file checks. It's probably detecting correctly now, which means those checks now work correctly and my workaround fails.  
 

 

Yes, this is explicitly warned about in the readme. Twice.

Yes it is. Twice.
So unless somebody can identify the mods that can conflict with this component (the warning is just a general disclaimer), it may be best to remove this from BWS installs?

 

It will conflict with pretty much any NPC mod with a romance, if the player pursues a romance with the mod NPC and any of the Bioware/Beamdog romances.

Even absent the conflicts, it never should have been recommended.


I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.


#156 Opipo

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Posted 11 July 2017 - 02:50 AM

Hi so this is the successor to the BG-Tweak pack?, because i installed it (bg tweak pack on bg2ee and it broke the shaman, the bg tweak pack did, not this mod, which i have not yet installed)



#157 ALIENQuake

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Posted 27 July 2017 - 02:04 PM

// This variable will remove the racial requirement if set to 1// e.g. a value of 1 will allow Viconia to romance gnomes, or Aerie half-orcs
OUTER_SET romance_racial_requirements = 0


// This variable will remove the gender-based requirements for romances if set to 1
// e.g. a value of 1 will allow Anomen to romance males or Jaheira to romance females
OUTER_SET romance_gender_requirements = 0
 

please add "remove_" to variable names:

romance_racial_requirements > remove_romance_racial_requirements
romance_gender_requirements > remove_romance_gender_requirements

 

Otherwise, 0/1 are interpreted using inverted logic.


Edited by ALIENQuake, 27 July 2017 - 02:07 PM.

You cannot have progress without changes...


#158 CamDawg

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Posted 27 July 2017 - 02:32 PM

Hi so this is the successor to the BG-Tweak pack?, because i installed it (bg tweak pack on bg2ee and it broke the shaman, the bg tweak pack did, not this mod, which i have not yet installed)

Yep, and that specific bug is already fixed in Anthology.

 

// This variable will remove the racial requirement if set to 1// e.g. a value of 1 will allow Viconia to romance gnomes, or Aerie half-orcs
OUTER_SET romance_racial_requirements = 0


// This variable will remove the gender-based requirements for romances if set to 1
// e.g. a value of 1 will allow Anomen to romance males or Jaheira to romance females
OUTER_SET romance_gender_requirements = 0
 

please add "remove_" to variable names:

romance_racial_requirements > remove_romance_racial_requirements
romance_gender_requirements > remove_romance_gender_requirements

 

Otherwise, 0/1 are interpreted using inverted logic.

 

There are explanations adjacent to the variables that explain exactly what they're doing. I'm not going to bother making cosmetic variable name changes to working code.


I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.


#159 khelban12

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Posted 28 July 2017 - 12:56 PM

Greetings.

I noticed that in my current playthrough i can rest in the "slaver stockade" building in the Slums whereas i think that i was not supposed to be able to rest there. I tracked it down to the "Disable non-hostile spawns" component that i have installed (i do not have its previous component "rest everywhere" installed of course)

From what i understood, the file lib/rest_spawns.tpa has a code that enables bit7 for byte 0x48 that controls resting because component 3190 "rest everywhere" needs it but lacks a "if" clause to only set it when 3190 is installed ?

I am sorry if i misunderstood the description and it works as it is supposed to. Also take notice that i haven't upgraded to v2 and still use v1 but from a quick diff with v2, the relevant code is the same so the behavior should be the same with v2 too.

Thank you for your time.

#160 CamDawg

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Posted 28 July 2017 - 02:12 PM

Yep, that's a bug. All of the rest spawn alterations will provide Rest Anywhere, which they shouldn't.


I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.


#161 khelban12

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Posted 30 July 2017 - 12:49 PM

Obviously i have misunderstood something about this, but there is something that has bugged me for years. Maybe i have asked about it before and i do not remember.

Isn't Grand Mastery supposed to give one full bonus attack from being proficient (or half an attack over specialization-high mastery) ?

The original BG2 wspatck table has -1 for levels < 7, 1 for 7 <= level < 13, -2 for level >= 13. So we get half an attack bonus over being just proficient which is correct up until high mastery.

If i haven't misunderstood, GM should give half an attack over that. So the "true GM" table should become 1, -2, 2 (So the character would get a total of 2, 2.5, 3 attacks respectively depending on his level) but instead the table installed by the mod has -2, 2, -3 and thus it gives half an attack more that it should give.

What am i understanding wrongly ? Thank you.

#162 subtledoctor

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Posted 03 August 2017 - 05:26 AM

Isn't Grand Mastery supposed to give one full bonus attack from being proficient (or half an attack over specialization-high mastery) ?

The original BG2 wspatck table has -1 for levels < 7, 1 for 7 <= level < 13, -2 for level >= 13. So we get half an attack bonus over being just proficient which is correct up until high mastery.

If i haven't misunderstood, GM should give half an attack over that. So the "true GM" table should become 1, -2, 2 (So the character would get a total of 2, 2.5, 3 attacks respectively depending on his level) but instead the table installed by the mod has -2, 2, -3 and thus it gives half an attack more that it should give.


What you describe in the 1st part is how BG2, BGEE, and BG2EE do indeed work. What you describe in the 2nd part is how IWD and IWDEE work.

The "true" grandmastery component should rather be titled "true according to one guy who happened to make s mod and call it 'true.'" :p

Actually, honestly, the mod should probably not editorialize like that. Why not have two alternate components:
- Extra 1/2 APR for Grandmastery (BG2 style)
- Extra full APR for Grandmastery (IWD style)

The former would not be available on BG2/BGEE, and the latter would not be available on IWD/IWDEE.

More options, less confusion.


Edited by subtledoctor, 03 August 2017 - 08:10 PM.

Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE


#163 khelban12

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Posted 03 August 2017 - 10:29 AM

Isn't Grand Mastery supposed to give one full bonus attack from being proficient (or half an attack over specialization-high mastery) ?

The original BG2 wspatck table has -1 for levels < 7, 1 for 7 <= level < 13, -2 for level >= 13. So we get half an attack bonus over being just proficient which is correct up until high mastery.

If i haven't misunderstood, GM should give half an attack over that. So the "true GM" table should become 1, -2, 2 (So the character would get a total of 2, 2.5, 3 attacks respectively depending on his level) but instead the table installed by the mod has -2, 2, -3 and thus it gives half an attack more that it should give.


What you describe in the 1st part is how BG2, BGEE, and BG2EE do indeed work. What you describe in the 2nd part is how IWD and IWDEE work.

The "true" grandmastery component should rather be titled "true according to one guy who happened to make s mod and call it 'true.'" :p


Thank you for answering. I didn't know about this discrepancy between BG2 and IWD.

I, of course, do not know what steps the original modder took, but from what i read in IESDP, BG1 provides the version with the 1/2 attack more, so i guess it wasn't an error by the original modder. He just copied the BG1 version which was the de facto "correct" one. Maybe i was wrong wanting to change wspatck. Maybe wspatck is correct and it is the "GM table" that is shown here and there on fora and sites that is wrong ?

Now, that we write about APR, there is a thing that i always wanted to be implemented in BG2 but i do not know if the engine doesn't permit it. Is it possible to limit APR based on the weapon's SF ? I find ridiculous that in a combat round which is split in 10 segments, you can get 4 APR with a two-handed sword that has a SF of 9 or something. I would love it if you needed a SF <=5 in order to get 2 APR, a SF <=3 to get 3 APR and so on.



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