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SR V4 Beta 16


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How would I go about updating from v15 to v16? I installed everything via 'EE Mod Tool' where it took care of installation order and such for me.

It would be difficult to do so if everything is already installed. Theoretically, you can simply update your spell_rev folder and reinstall, which should uninstall all the mods installed after SR and then update it and then reinstall, but that almost always fails me in some way or another when dealing with a large amount of components, so I wouldn't necessarily recommend it. I'm not sure how the EE Mod Tool works, but if it's anything like the BWS, you basically would want to remove the version of Spell Revisions that it extracts and replace it with your own that's the newest update. Alternatively, politely ask the maintainer of EE Mod Tool to update EE Mod Tool while pointing to the latest version of SR.

Edited by Bartimaeus
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Would it. Be feasible to add that code to Sr at install to just assign the Sr spells IDS entries at install?

 

Yup. I use it partially in MnG (just the Animal Summoning spells, for the Meistersinger), and then SCS does again. It would be easy to throw it into /lib and call the function at the end of main_component. It wouldn't fix everything, but it would fix some things.

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How would I go about updating from v15 to v16? I installed everything via 'EE Mod Tool' where it took care of installation order and such for me.

It would be difficult to do so if everything is already installed. Theoretically, you can simply update your spell_rev folder and reinstall, which should uninstall all the mods installed after SR and then update it and then reinstall, but that almost always fails me in some way or another when dealing with a large amount of components, so I wouldn't necessarily recommend it. I'm not sure how the EE Mod Tool works, but if it's anything like the BWS, you basically would want to remove the version of Spell Revisions that it extracts and replace it with your own that's the newest update. Alternatively, politely ask the maintainer of EE Mod Tool to update EE Mod Tool while pointing to the latest version of SR.

 

Thanks, that's what I'll do. Btw I suppose there's no way of using SRR with a EE Mod Tool install and just copy-pasting over some files? I don't really use anything big anything apart from SR, IR and SCS and some tweaks.

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I don't really use anything big anything apart from SR, IR and SCS and some tweaks.

 

If you're only using a handful of mods, why bother dealing with BWS and its spawn? Seems like it would be a lot simpler to just install them manually. SCS might take an hour or so, needing input every 15 minutes... but that's really not the end of the world IMHO.

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There are even more wrong or missing strings than I'm used to with SR installed.

E.g.

-Find Familiar item

-Summoned monster names

-Greater Malison effect

 

This is on EE

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 16
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #1040 // Revised Armor -> With Movement Speed Penalties: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #2 // Allow Spellcasting in Armor -> With a Chance of Arcane Casting Failure: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Allow Thieving Skills in Armor -> Stealth is Penalized by Armor: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #1090 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics Only: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #15 // PnP Equipment for Druids -> Druids Only: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10 (Revised 1.2.2)
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 10 (Revised 1.2.2)
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3040 // Reduce the number of Arrows of Dispelling in stores -> Remove Arrows of Dispelling from stores: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v31
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There are even more wrong or missing strings than I'm used to with SR installed.

E.g.

-Find Familiar item

-Summoned monster names

-Greater Malison effect

"More" should be literally impossible since strings have been added in several places, and none have been taken away.

 

This is because when SR was developed, BG1 was not really a viable target for mods like this. Everyone was playing BG2, and if you wanted to use mods on BG1 you played Tutu or BGT. Those were BG1 in the BG2 engine, with the BG2 dialog.tlk file. In contrast, BGEE is something like Tutu but it uses the old BG1 dialog.tlk fike as its base. So a bunch of the strings SR relies on are different in BGEE.

 

So it's not exactly bugs in SR; it's that SR is not designed with BGEE in mind. AFAIK it works fine with Tutu, BGT, BG2EE, and EET.

 

The way to add strings for BGEE is a bit labor-intensive. We need to identify every missing string, find out what it's supposed to be, and add it manually. To that end, we need as complete a list as possible. So specifically noting each and every instance that needs to be added (rather than just a few examples) would be the most effective way to get this fully compatible.

Edited by subtledoctor
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There are even more wrong or missing strings than I'm used to with SR installed.

E.g.

-Find Familiar item

-Summoned monster names

-Greater Malison effect

"More" should be literally impossible since strings have been added in several places, and none have been taken away.

 

This is because when SR was developed, BG1 was not really a viable target for mods like this. Everyone was playing BG2, and if you wanted to use mods on BG1 you played Tutu or BGT. Those were BG1 in the BG2 engine, with the BG2 dialog.tlk file. In contrast, BGEE is something like Tutu but it uses the old BG1 dialog.tlk fike as its base. So a bunch of the strings SR relies on are different in BGEE.

 

So it's not exactly bugs in SR; it's that SR is not designed with BGEE in mind. AFAIK it works fine with Tutu, BGT, BG2EE, and EET.

 

The way to add strings for BGEE is a bit labor-intensive. We need to identify every missing string, find out what it's supposed to be, and add it manually. To that wnd, we need as complete a list as possible. So specifically noting each and every instance that needs to be added (tather than just a few examples) would be the most effective way to get this fully compatible.

 

Of course, now I understand what's happening. I'll add to this post:

 

-"Protection from Electricity" - after casting the Wizard spell: invalid string

-"Find Familiar pocket item" - wrong strings. Afaik this affects most, probably all of them.

-"Summon names" - wrong strings. Hobgoblins, Shadows,

-"Greater Malison" - effect: invalid string

-"Melfs Meteors quickslot item" - invalid string

-"Vampiric Touch" - status message after casting: invalid string

Edited by Incantatar
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Hi I am giving v4 a spin and I see that contingency/spell matrix/sequencer etc have been moved from special abilities to the far end of my memorized spell list -- unfortunately when trying to cast any of those spells to "create" said sequencer etc, the character does not do anything. 

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16 minutes ago, kev666 said:

Hi I am giving v4 a spin and I see that contingency/spell matrix/sequencer etc have been moved from special abilities to the far end of my memorized spell list -- unfortunately when trying to cast any of those spells to "create" said sequencer etc, the character does not do anything. 

Something else is going on... Thise aren't special abilities, they are spells. The Sequencer dpells create special abilities, but Contingency does not. So, I'm not really clear on what you're describing. 

Maybe something to do with another mod? I know of two that change the Sequencer/Contingency spells into special abilities...

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