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


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#121 subtledoctor

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Posted 16 September 2016 - 11:13 AM

BDIMOEN.CRE use stats from the IMOEN.CRE file (level 1) when this component is installed. There should be an exception for BDIMOEN.CRE in this tweak considering she doesn't have any minimum hp items and there is scripted 20 damaged applied to her during SoD Baldur's Gate cutscene.


Weird. Why didn't they put a min1hp item on her?

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


#122 K4thos

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Posted 16 September 2016 - 11:25 AM

 

BDIMOEN.CRE use stats from the IMOEN.CRE file (level 1) when this component is installed. There should be an exception for BDIMOEN.CRE in this tweak considering she doesn't have any minimum hp items and there is scripted 20 damaged applied to her during SoD Baldur's Gate cutscene.


Weird. Why didn't they put a min1hp item on her?

my mistake, she indeed has minhp1 item. It doesn't seems to solve this issue though when this component is installed,



#123 Juanrah

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Posted 01 November 2016 - 03:01 PM

I have a question, I'm not sure if this post belongs somewhere else. I recently added mods from Tweak pack v16, can I install the latest Beta 5 without uninstalling the mods from v16? What do you recommend?

 

I am playing BG2EE from Steam. 

 

Thanks in advance


Edited by Juanrah, 01 November 2016 - 03:06 PM.


#124 Mike1072

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Posted 01 November 2016 - 03:13 PM

I'd recommend uninstalling the BG2 Tweak Pack before attempting to install Tweaks Anthology.  However, if you have a save game in progress, you may want to hold off until you finish that playthrough.



#125 Jarno Mikkola

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Posted 02 November 2016 - 10:31 AM

v4 Readme: 

Reveal City Maps
BGEE, IWDEE, BG, IWD, Tutu, IWD-in-BG2

In Baldur's Gate II, city maps were revealed as soon as you entered the area. For Baldur's Gate content, this component will reveal the maps of Baldur's Gate, Nashkel, Beregost, Candlekeep, and (if Tales of the Sword Coast is installed) Ulgoth's Beard. This tweak is not available for Baldur's Gate Trilogy as it contains this functionality by default. For Icewind Dale content, the maps of Easthaven, Kuldahar, and Lonelywood will be revealed.

Actually this is in the BGT Tweaks, and not in the default BGT-weidu game, so you probably should add the component to be available for BGT too. If it's not already that is.


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#126 K4thos

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Posted 08 January 2017 - 06:41 PM

Please remove eet from Fate Spirit Summoning tweak GAME_IS check since similar functionality is already implemented in EET by default:

BEGIN @401000 DESIGNATED 4010
GROUP @0
REQUIRE_PREDICATE     GAME_IS ~tob bg2ee eet bgt~   @25 // ToB required
=>
BEGIN @401000 DESIGNATED 4010
GROUP @0
REQUIRE_PREDICATE     GAME_IS ~tob bg2ee bgt~   @25 // ToB required

Edited by K4thos, 08 January 2017 - 06:47 PM.


#127 Salk

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Posted 08 February 2017 - 10:35 PM

I would like the "Gem and Potions require identification" component to offer a choice: Gems, Potions or Both.



#128 nullset

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Posted 20 March 2017 - 05:04 AM

There is a bug in the multiple romances option of the Romance Cheats. In the Gorion Wraith sequence, if any of Aerie/Jaheira/Viconia are in the party, are romanced, and have not been persecuted by the Wraith, their subsequent romance talks are lost along with whatever stuff goes with them. The problem is in the %tob%_rom2.baf files. Eg: for Aerie

 

IF
    !Global("LovedOne","GLOBAL",0)
    !Global("LovedOne","GLOBAL",1)
    InParty(Myself)
    Global("AerieRomanceActive","GLOBAL",2)
    Global("ExpLoveTalk","LOCALS",5)
THEN
    RESPONSE #100
        SetGlobal("ExpLoveTalk","LOCALS",6)
END

 

I have added my own _rom2.baf for each of these three which fixes this problem. I did not patch the mod because the variables here are very confusing to me, and I didn't want to screw anything else up. So, I just added an additional one which, at worst, would duplicate proper action. Eg: for Aerie

 

IF
    Global("WraithPunish","GLOBAL",3)
    !Global("LovedOne","GLOBAL",1)
    InParty(Myself)
    Global("AerieRomanceActive","GLOBAL",2)
    Global("ExpLoveTalk","LOCALS",5)
THEN
    RESPONSE #100
        SetGlobal("ExpLoveTalk","LOCALS",6)
END

 

As you can see, the only difference is in the first trigger. I have tested this, and it works. About replacing the Tweaks _rom2.baf files instead of adding the additional one, I cannot say.



#129 jvs3

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Posted 26 March 2017 - 03:15 AM

The 'Reveal City Maps When Entering Area' does not work on my EasyTutu installation, both Candlekeep and Beregost are not revealed.

The old component from BG2Tweaks used to work in an identical installation if that is any help.

I have pasted my WeiDU.log below, let me know if you need any other information.

Spoiler


I Just installed the exact same installation order with only bg2_tweaks 'Reveal city maps' component instead of cdtweaks 'Reveal city maps' component and that still works.

Edited by jvs3, 26 March 2017 - 10:07 AM.


#130 Graoumf

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Posted 26 March 2017 - 07:18 AM

We are also waiting to an update of Anthology to include french translation, made by Isaya. :)

Edited by Graoumf, 26 March 2017 - 07:20 AM.


#131 jvs3

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Posted 15 April 2017 - 04:04 AM

The component 'Taerom Makes Additional Ankheg Armor' still has the original game behaviour of any shells being rotted after showing the the first shell to Taerum after a 10 day limit.

From what I've read after you show the first shell to Taerom a time limit of 10 days starts after which any shells will be rotted, even shells from ankhegs you just killed.

During the beginning of the game I got an ankheg shell made into armor, after picking up this armor I got another fresh shell from an ankheg but Tearom tells me it is rotted, I would assume this component is supposed to remove the above time limit otherwise there is not much point.

#132 ALIENQuake

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Posted 06 June 2017 - 01:57 PM

I have request: please revert keys for various subcomponent selection ( for eg. romance cheat option selection  ) to:

1 for option 1
2 for option 2
...

instead current implementation( using letters: a,b) Keys 1 and 2 are close to each other and there is no reason to be different than all other mods.

I hope that you won't forget about this during you next update.


You cannot have progress without changes...


#133 jastey

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Posted 09 June 2017 - 09:16 AM

Would it be possible to give the possibility to uninstall all components in one go? (I just run the installer three times through all components until I managed to really deinstalled all of them.)



#134 CamDawg

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Posted 09 June 2017 - 11:06 AM

 

The mod sets some flags in those triggers to Zero, regardless of their function, i.e. no scripts attached to those kind of triggers will ever work in the game. (Famous example: Jaheira detects the dead Khalid >>> she steps on a trigger near the table where he lies and this triggers the script to start her dialogue - or not, when you disable traps)

It's not that blunt--it only 'untraps' region traps if it's a detectable trap (difficulty is 1-99), so stuff like the dead Khalid trigger are unaffected. (Dead Khalid in particular is just a scripted region, not a trap, so it's doubly unaffected.)

After a bit of testing myself I think I've discovered the problem they were referring to: disabling traps also disables undead spawning in after their respective tombs are looted. In SoD's starting dungeon, Korlasz' family tomb, this can lock the player out of certain quests, as the undead that spawn after popping open the sarcophagi never appear (the mummy on the first floor who wants you to drive the mercenaries off; the spirit on the second floor who wants the broken staff, etc). Not sure if other areas or quests are similarly affected, as I only had time to check out the first dungeon, but I thought I should give you a heads-up.

Alright, this is something I can work with. For whatever reason, the original did not have the same checks (e.g. a detectable trap) for container and door traps. We could do the same for key-required doors.

 

 
... and this is done. I did find a small bug where it was writing LONGs where it should have been SHORTs, which may have been causing the additional stupidity.
 

Thanks for the great work. One incompatibility I've run into is w/ shamans. They loose spell casting at lvl 31 and I've had problems with hit points and leveling. The first problem I assume to be the need for a spell table running to lvl 50. The second I'm not sure about. This is w/ the current steam version of bg2. The other problems I haven't been able to replicate to give better suggestions for.

 
The shaman spell tables are now extended as they should be.
 

I installed the improved multiplayer kick dialog, it says it was installed successfully but it just does not seem to do anything, the dialog options when I kick a premade npc do not change. I tried the beta tweaks and the V16 tweaks and they don't work.
I am using Bg2 EE gog version 2.0


Did you have player AI turned on at the time?
 

 

Beta 4 Changelog

  • Change Experience Point Cap should now work on Siege of Dragonspear
I can confirm that Beta 4 seem to have fixed the issue where the transition to SoD was nerfing your XP down to 500,000. That is excellent. However, I am experiencing more (possibly indirect) issues with this component.

Using Tweaks Anthology Beta 4 and SoD v2.1.63.2, attempting to level up a character past a certain level (usually around 3,000,000 XP) results in you getting stuck in the menus. You are unable to dismiss or complete the level up dialog, and so must quit the game. This seems to occur whenever the character would have been given a choice of HLAs, but the HLA files do not exist in BGEE or SoD so the menus hang. Here is what it looks like in SoD v2.1.63.2. Note that the "Done" button is greyed out and can not be selected.
attachicon.gifBaldr003.png

In BGEE v2.2.66.0, you no longer get stuck in the menus when trying to level up, but there are still no HLAs in the game, so you end up with this fugly screen:
attachicon.gifBaldr004.png

However, these modifications to the level up menus do not seem to have made it to SoD v2.2.66.0, so it still hangs on level up.

Even in BGEE v2.2 where you can successfully dismiss the blank HLA menu, transferring your game to BG2EE will not retroactively give you the X number of HLAs you missed in BG1/SoD because of missing files. This isn't good, and it doesn't seem true to the spirit of the Change Experience Point Cap -> Remove completely component. Can Tweaks Anthology do anything about these issues? Including the HLAs from BG2EE should be fairly straightforward, it's modifying the UI that is a bit more complex.

 


Tweaks will now fix lunumab for games that have HLA tables but no HLAs, e.g. BGEE and SoD.
 

Error reported in Unique Containers component during BGEE install:

Installing [Unique Containers -> Unique icons and names] [Beta 4 BWP Fix]

...

ERROR locating resource for 'COPY'
Resource [scrlcase.sto] not found in KEY file:
[./chitin.key]


Fixed.
 

 

I think that's because the paw is meant to be used in the main-hand slot...?

Yep. It should be a two handed item.

 


Fixed.
 

I have request: please revert keys for various subcomponent selection ( for eg. romance cheat option selection ) to:

1 for option 1
2 for option 2
...
instead current implementation( using letters: a,b. Keys 1 and 2 are close to each other and there is no reason to be different than all other mods.

 


Done. Also available via config file.
 

 

I installed ToB style npc on my EE game and since I didn't level imoen, BDIMOEN has 6 hp which makes her chunked during the cutscene where she gets attacked in SoD.

I'm not sure what's the best way to fix it but here's the discussion about it on the EET forum : http://gibberlings3....=28161&&page=31

to be more precise - BDIMOEN.CRE uses the same DV as any other IMOEN CRE file in both BG:EE and EET. It doesn't matter if you level her up during BG1 or not since BDIMOEN.CRE use stats from the IMOEN.CRE file (level 1) when this component is installed. There should be an exception for BDIMOEN.CRE in this tweak considering she doesn't have any minimum hp items and there is scripted 20 damaged applied to her during SoD Baldur's Gate cutscene. Problem is not unique to EET. Same would happen on vanilla BG:EE+SoD.

 


Dammit, what pack of incompetents coded SoD anyway?
 

v4 Readme: 

Reveal City Maps
BGEE, IWDEE, BG, IWD, Tutu, IWD-in-BG2
In Baldur's Gate II, city maps were revealed as soon as you entered the area. For Baldur's Gate content, this component will reveal the maps of Baldur's Gate, Nashkel, Beregost, Candlekeep, and (if Tales of the Sword Coast is installed) Ulgoth's Beard. This tweak is not available for Baldur's Gate Trilogy as it contains this functionality by default. For Icewind Dale content, the maps of Easthaven, Kuldahar, and Lonelywood will be revealed.

Actually this is in the BGT Tweaks, and not in the default BGT-weidu game, so you probably should add the component to be available for BGT too. If it's not already that is.

 


It's now available for BGT. 
 

Please remove eet from Fate Spirit Summoning tweak GAME_IS check since similar functionality is already implemented in EET by default:

BEGIN @401000 DESIGNATED 4010
GROUP @0
REQUIRE_PREDICATE     GAME_IS ~tob bg2ee eet bgt~   @25 // ToB required
=>
BEGIN @401000 DESIGNATED 4010
GROUP @0
REQUIRE_PREDICATE     GAME_IS ~tob bg2ee bgt~   @25 // ToB required

 


Done. 
 

I would like the "Gem and Potions require identification" component to offer a choice: Gems, Potions or Both.


Done.  
 

There is a bug in the multiple romances option of the Romance Cheats. In the Gorion Wraith sequence, if any of Aerie/Jaheira/Viconia are in the party, are romanced, and have not been persecuted by the Wraith, their subsequent romance talks are lost along with whatever stuff goes with them. The problem is in the %tob%_rom2.baf files. Eg: for Aerie
 
IF
    !Global("LovedOne","GLOBAL",0)
    !Global("LovedOne","GLOBAL",1)
    InParty(Myself)
    Global("AerieRomanceActive","GLOBAL",2)
    Global("ExpLoveTalk","LOCALS",5)
THEN
    RESPONSE #100
        SetGlobal("ExpLoveTalk","LOCALS",6)
END
 
I have added my own _rom2.baf for each of these three which fixes this problem. I did not patch the mod because the variables here are very confusing to me, and I didn't want to screw anything else up. So, I just added an additional one which, at worst, would duplicate proper action. Eg: for Aerie
 
IF
    Global("WraithPunish","GLOBAL",3)
    !Global("LovedOne","GLOBAL",1)
    InParty(Myself)
    Global("AerieRomanceActive","GLOBAL",2)
    Global("ExpLoveTalk","LOCALS",5)
THEN
    RESPONSE #100
        SetGlobal("ExpLoveTalk","LOCALS",6)
END
 
As you can see, the only difference is in the first trigger. I have tested this, and it works. About replacing the Tweaks _rom2.baf files instead of adding the additional one, I cannot say.

 
So, the idea here is that the wraith will randomly (edit: not random, the highest number) pick one of the love interests to torment; LovedOne gets set depending on who gets taunted--Aerie is 1, Jaheira 2, Viccy 3, Anomen 4 and Valygar 5 (yes, really). Whoever the wraith selected would have their normal post-wraith freakout talk, and these blocks were designed to have the rest of them quietly skip the freakout and move to the next lovetalk in the sequence. The !0 trigger was basically so that this skip wouldn't fire until you met the wraith at least. This is a better solution though--I had forgotten the new EE romances don't even use this variable, causing the !0 check to fail.
 

The 'Reveal City Maps When Entering Area' does not work on my EasyTutu installation, both Candlekeep and Beregost are not revealed.

The old component from BG2Tweaks used to work in an identical installation if that is any help.

I have pasted my WeiDU.log below, let me know if you need any other information.

I Just installed the exact same installation order with only bg2_tweaks 'Reveal city maps' component instead of cdtweaks 'Reveal city maps' component and that still works.


This has been redone slightly and I think we should be sorted.  
 

The component 'Taerom Makes Additional Ankheg Armor' still has the original game behaviour of any shells being rotted after showing the the first shell to Taerum after a 10 day limit.

From what I've read after you show the first shell to Taerom a time limit of 10 days starts after which any shells will be rotted, even shells from ankhegs you just killed.

During the beginning of the game I got an ankheg shell made into armor, after picking up this armor I got another fresh shell from an ankheg but Tearom tells me it is rotted, I would assume this component is supposed to remove the above time limit otherwise there is not much point.


Was this on Tutu? Taerom's scripting to reset the armor count also resets the timer, but it wasn't checking for the Tutu version of the item.


Edited by CamDawg, 09 June 2017 - 11:11 AM.

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.


#135 CamDawg

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Posted 09 June 2017 - 11:07 AM

Would it be possible to give the possibility to uninstall all components in one go? (I just run the installer three times through all components until I managed to really deinstalled all of them.)

setup-cdtweaks --uninstall

The --uninstall will get rid of everything installed by a mod.


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.




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