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Friends and Neighbors => Weimer Republic (WeiDU.org) => Other Weimer Mods => Topic started by: Xukuth on July 24, 2013, 02:26:22 AM

Title: An (Interesting) Issue With Daystar +4
Post by: Xukuth on July 24, 2013, 02:26:22 AM
Oddly enough, Daystar +4 is damaging my characters when they equip it.  Even more interesting is that it seems to be a constant amount that varies per character - CHARNAME and Keldorn take 2 damage, but Edwin takes 2 damage and then 1 additional damage for a total of 3 damage. The Imp's changelog tool shows the following:

Mods affecting C2SW1H01.ITM:
00000: /* from game biffs */ ~SETUP-ITEMUPGRADE.TP2~ 0 0 // Shadows Of Amn Item Upgrades -> Original list version: v39
00001: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 1000 // Initialise mod (all other components require this): v22(BETA)
00002: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 2170 // Cast Spells from Scrolls (and Other Items)
at Character Level: v11
00003: ~LEVEL1NPCS/LEVEL1NPCS.TP2~ 0 1 // Tweak weapon proficiencies for some classes
(a la Ashes of Embers and aVENGER's Rogue Rebalancing): v1.9

However, replacing the c2sw1h01.itm file from its original source (Item Upgrade) doesn't fix the issue.

Any ideas on what's causing this and/or how to fix it?

e: Perhaps unsurprisingly, the un-upgraded Daystar doesn't exhibit this behavior.

Also, the upgraded version's melee ability is weird - it has two effects, one of which calls DBLDEAD as I might expect:

Type: Use EFF file (177)
Targettype: TargetPresetTarget (2)
Power: 0
IDS target: General.IDS - 3 / UNDEAD - 4
Duration: Instant/Permanent (1)
Dispel/Resistance: Not dispel/Not bypass resistance (2)
Time: 0
Probability 1: 100
Probability 2: 0
Resource: DBLDEAD.EFF
# dice / Max level: 0
Dice size / Min level: 0
Savetype: ( No save )
Save bonus: 0
Unknown: 00 00 00 00 h

and this one, which I have no idea what it does or is supposed to do

Type: Hold creature type (175)
Targettype: TargetPresetTarget (2)
Power: 0
IDS target: Unknown - 0 / Unknown value - 4
Duration: Instant/Limited (0)
Dispel/Resistance: Dispel/Not bypass resistance (1)
Time: 30
Probability 1: 100
Probability 2: 0
Unknown: 00 00 00 00 00 00 00 00 h
# dice / Max level: 0
Dice size / Min level: 0
Savetype: ( No save )
Save bonus: 0
Unknown: 00 00 00 00 h




Meanwhile the original Daystar has 3 effects on its melee ability, none of which are surprising:

Type: Use EFF file (177)
Targettype: TargetPresetTarget (2)
Power: 0
IDS target: Align.IDS - 8 / MASK_EVIL - 3
Duration: Instant/Permanent (1)
Dispel/Resistance: Not dispel/Not bypass resistance (2)
Time: 0
Probability 1: 100
Probability 2: 0
Resource: EVILDAM2.EFF
# dice / Max level: 0
Dice size / Min level: 0
Savetype: ( No save )
Save bonus: 0
Unknown: 00 00 00 00 h

Type: Use EFF file (177)
Targettype: TargetPresetTarget (2)
Power: 0
IDS target: General.IDS - 3 / UNDEAD - 4
Duration: Instant/Permanent (1)
Dispel/Resistance: No dispel/Bypass resistance (0)
Time: 0
Probability 1: 100
Probability 2: 0
Resource: DAYSTAR1.EFF
# dice / Max level: 0
Dice size / Min level: 0
Savetype: ( No save )
Save bonus: 0
Unknown: 00 00 00 00 h

Type: Use EFF file (177)
Targettype: TargetPresetTarget (2)
Power: 0
IDS target: General.IDS - 3 / UNDEAD - 4
Duration: Instant/Permanent (1)
Dispel/Resistance: Not dispel/Not bypass resistance (2)
Time: 0
Probability 1: 100
Probability 2: 0
Resource: DBLDEAD.EFF
# dice / Max level: 0
Dice size / Min level: 0
Savetype: ( No save )
Save bonus: 0
Unknown: 00 00 00 00 h


Title: Re: An (Interesting) Issue With Daystar +4
Post by: Azazello on July 28, 2013, 02:55:02 PM
If this is similar to this report: http://forums.gibberlings3.net/index.php?showtopic=16479 - it should be fixed in G3 BG2 Fixpack.

If it's not, maybe mod install order problem?
Title: Re: An (Interesting) Issue With Daystar +4
Post by: CamDawg on July 28, 2013, 04:30:59 PM
The problem is that the EFFs called by (the normal) Daystar get changed by the Fixpack to fix a whole host of issues. The upgraded Daystar is probably referencing the same EFFs, expecting them to be the old opcode. It's an easy fix, but something that should be fixed in Item Upgrade itself.
Title: Re: An (Interesting) Issue With Daystar +4
Post by: Xukuth on July 29, 2013, 03:56:28 PM
The problem is that the EFFs called by (the normal) Daystar get changed by the Fixpack to fix a whole host of issues. The upgraded Daystar is probably referencing the same EFFs, expecting them to be the old opcode. It's an easy fix, but something that should be fixed in Item Upgrade itself.

Do you think if I changed Daystar +4 to use the ordinary Daystar effs I could fix the issue without screwing anything up too badly?

It looks like this is the upshot of the Fixpack-modified Daystar effects:

First off, the base +dmg/+thac0 of Daystar is +2, which makes sense, since these are the appropriate global bonuses

Then the effects applied on melee hit:





While looking at Daystar +4, I noticed that it perhaps is applying more-or-less the correct effects (EVILDAM2 and DAYSTAR1), but it's calling them globally instead of on melee hit, which I gather is a deprecated use since it applies the bonuses if the item is equipped in the offhand.  It also has some quite unusual other global effects, like a Charisma bonus of 0, a max HP bonus of 0, an Attack Roll penalty against self vs evil of 0, protection from creature type: summoned_demon (I assume this is supposed to simulate Protection from Evil as listed in the description).

Since I haven't the foggiest what most of these global effects are supposed to do or whether they're working correctly, I won't mess with them other than the ones I understand.


If I wanted to change C2SW1H01.ITM (Daystar +4) to a more-or-less correct implementation, could I:
here (http://www.shsforums.net/topic/45358-nearinfinity/)) search through Override before baked-in BIFs for EFF files? It's been kind of a pain opening these EFFs since the View/Edit interface from the item no longer automatically pulls up the EFFs from the Override like Jon Olav Hauglid's latest version (out-of-date though it may be). I have made sure that "Ignore Override Files" is not checked in the Options.
Title: Re: An (Interesting) Issue With Daystar +4
Post by: CamDawg on July 29, 2013, 04:07:40 PM
It's an easy enough fix; I'll be pushing a new version to JC soon-ish.
Title: Re: An (Interesting) Issue With Daystar +4
Post by: Xukuth on July 29, 2013, 06:36:31 PM
Aha! The miscellaneous non-bonuses (Charisma, HP) appear to have been basically a side-effect.  It looks like Weimer just copied the global effs wholesale from the Sensate Amulet (WA2AMU) and set the non-desired bonuses to zero.  I will worry about it no more.