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SR v4 Open Beta (last update 25 December 2016)


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#1171 Mike1072

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Posted 26 October 2017 - 10:02 PM

I'm having a strange bug where I have two different Dispel Magic in my 3rd level spell selection screen, and my 4th level spell selection screen has both Monster Summoning 2 (SR's version, which is present in the 2nd level spells screen as well) and Monster Summoning IV. 

 

Is there a fix?

 

Have you installed the component 'Remove Disabled Spells from Spell Selection Screens'?  If you haven't, you can expect to see some leftover spells but they should be disabled (greyed out).  What you're describing sounds a little different.



#1172 LordofBones

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Posted 26 October 2017 - 11:36 PM

Oh wow, I thought I'd installed the component already. Thanks Mike, you saved me the trouble of combing through all my mods.



#1173 Mike1072

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Posted 27 October 2017 - 03:16 AM

I'm glad that was it and not some new mod compatibility issue.

#1174 Blackthorne

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Posted 15 November 2017 - 02:29 PM

In my game Dynaheir just got access to her level 3 spells. I was stunned to realize that Lightning Bolt does 1d6 damage per level to a single target (up to 10d6) [which differs from the 1d8 outlined in the - probably dated - spell description pinned in the forum] while Fireball does 1d6 multi-target (up to 10d6). Casting time and casting range are identical. The only difference is that saves for half damage are made at -4, while in the case of Fireball they are done with merely -2.

 

Does this work as intended? Why was the 1d8 damage reversed? I feel like Lighting Bolt is really underpowered now, as I do not think that the danger of hitting allies really compensates for the overall lower damage output. As you can see this irked me enough to actually log in and post, which I do not do often. [Still great and absolutely vital mod for this amazing game 17 years down the line].



#1175 subtledoctor

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Posted 15 November 2017 - 04:58 PM

Vanilla Lightning Bolt is d6 per level, just like Fireball. Differences are:
- You can hit multiple targets if they are lined up
- You can bounce it off walls
- More enemies are resistant to fire damage than electric damage

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


#1176 Salk

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Posted 19 November 2017 - 02:27 AM

Near Infinity reports a corrupted CDDETECT.SPL (invalid signature) after installing SR.

 

Looking at the debug file I see this:

 

Copying 1 file ...
[./override/misc01.itm] loaded, 114 bytes
Copied [misc01.itm] to [override/cddetect.spl]

 

What's SR trying to do there?



#1177 Roxanne

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Posted 19 November 2017 - 03:08 AM

Near Infinity reports a corrupted CDDETECT.SPL (invalid signature) after installing SR.

 

Looking at the debug file I see this:

 

Copying 1 file ...
[./override/misc01.itm] loaded, 114 bytes
Copied [misc01.itm] to [override/cddetect.spl]

 

What's SR trying to do there?

Is this not just setting a marker in override for other mod to see that SR is installed? This is not s spell supposed to be used in game. Just guessing, though...


Edited by Roxanne, 19 November 2017 - 03:09 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*


#1178 Salk

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Posted 19 November 2017 - 04:25 AM

 

Near Infinity reports a corrupted CDDETECT.SPL (invalid signature) after installing SR.

 

Looking at the debug file I see this:

 

Copying 1 file ...
[./override/misc01.itm] loaded, 114 bytes
Copied [misc01.itm] to [override/cddetect.spl]

 

What's SR trying to do there?

Is this not just setting a marker in override for other mod to see that SR is installed? This is not s spell supposed to be used in game. Just guessing, though...

 

 

It seems it is already reported by Wisp in 2014 (!) and has to do with detectable spells. 

 

Here: http://www.shsforums...pells/?p=568139



#1179 Jarno Mikkola

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Posted 19 November 2017 - 12:53 PM

Well, onew should use an empty .spl file as the marker, instead of an .itm ! Dum ******.


Welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand.
Here's how to install all the ... mods you ever really could want to Infinity Engine games. I removed the stable word from there as Roxanne began to add BS mods that are likely to break compatibility from the BWS.

#1180 subtledoctor

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Posted Yesterday, 07:31 AM

What is the effect of this? I have a current install of v4b15 on BGEE, and have seen no problems (including installing SCS AI afterward, which is what usually turns up errors).

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


#1181 Jarno Mikkola

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Posted Yesterday, 09:10 AM

What is the effect of this? I have a current install of v4b15 on BGEE, and have seen no problems (including installing SCS AI afterward, which is what usually turns up errors).

This is because SCS itself uses the detectable spells AI enhancing things.

Don't think it would be innocent ....


Welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand.
Here's how to install all the ... mods you ever really could want to Infinity Engine games. I removed the stable word from there as Roxanne began to add BS mods that are likely to break compatibility from the BWS.

#1182 subtledoctor

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Posted Yesterday, 12:35 PM

My point is, if it doesn't stop other mods being installed, and it doesn't stop me editing things in Near Infinity, and it doesn't cause any problems in-game...

If a bug knocks over a tree in the woods and no one is there to hear it, does it make a sound?

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


#1183 Salk

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Posted Yesterday, 10:18 PM

If a bug knocks over a tree in the woods and no one is there to hear it, does it make a sound?


It must be quite a big bug to knock over a tree... :D

#1184 Jarno Mikkola

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Posted Today, 02:42 AM

My point is, if it doesn't stop other mods being installed, and it doesn't stop me editing things in Near Infinity, and it doesn't cause any problems in-game...
If a bug knocks over a tree in the woods and no one is there to hear it, does it make a sound?

It does... as my point stands... try to run this and you'll be CHEESED:
COPY_EXISTING_REGEXP GLOB ~.*\.spl$~ ~override~
  PATCH_IF (SOURCE_SIZE > 0x113) THEN BEGIN // protects against invalid files
	READ_BYTE 0x1c ~spelltype~
	PATCH_IF (spelltype = 0) BEGIN //aka is it the 'special' type
          READ_ ... plah plah plah...
	END
BUT_ONLY
As unfortunately, the source_size doesn't protect from invalid file types.
Welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand.
Here's how to install all the ... mods you ever really could want to Infinity Engine games. I removed the stable word from there as Roxanne began to add BS mods that are likely to break compatibility from the BWS.

#1185 Luke

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Posted Today, 09:40 AM

Some spell descriptions (i.e., the textual parts) are corrupted (I'm using v4 beta 15) -> it seems this mod is not UTF-8 compatible.... Do you know how to fix?

 

0o7x8qmxjh05.png


Edited by Luke, Today, 09:44 AM.




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