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chargen innate difference infinity/gemrb


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#1 bnoabody

bnoabody
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Posted 26 March 2018 - 07:33 AM

FYI:  Innate spells have multiple levels in game data but are capped at level 1 by Infinity Engine.  GemRB doesn't behave similarly.

Why is this important?  A character generated (chargen), or saved, by gemrb with an innate level other than 1 has compatibility issues between IE/GemRB/EE-Keeper/NearInfinity.  It seems this is a very well known issue within the dev/modding community but practically unknown outside.

There are at least four user created fixes which normalize (patch) the innate level, in game data, to 1.  Currently Lolfixer "Majestic Spell Fixer" is recommended by BiG World Setup.  Any user that intends to use a save between game engines should absolutely apply this patch.


To illustrate the difference I'll use characters generated by GemRB and IE.

BG2/BGT (Fighter/Mage/Thief multi-class):
 

GemRB chargen EE Keeper Memorization tab:
Type      Level     Max Can Memorize
Innate      1               3
Innate      2               0
Innate      3               0
Innate      4               1
Infinity chargen EE Keeper Memorization tab:
Type      Level     Max Can Memorize
Innate      1               2

EE Keeper (1.0.3.2) can edit saves with the innate disparity but trying to load them into GemRB causes an immediate crash:
 

gemrb/plugins/CREImporter/CREImporter.cpp:1352: void GemRB::CREImporter::ReadInventory(GemRB::Actor*, unsigned int): Assertion `k < MemorizedSpellsCount' failed.

The "innate debate" even touched upon Beamdog's Enhanced Editions.  It's not a "bug", not something that should be handled by "unhardcoded", but it does have a profound effect on the gaming experience (interoperability) and all users should be aware. 

 

As such, the FYI is for them.


Edited by bnoabody, 17 April 2018 - 06:56 AM.




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