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Topic Summary

Posted by: The Imp
« on: June 18, 2015, 05:40:32 AM »

... is there anyone that doesn't use it/the G3 BG2 Fixpack ?
Yes, there is. There's cases where it's necessary to NOT use it. So what Wisp does is exactly what's wanted -in my opinion. There could actually be a case where such change(the gender change) can be seen a bad too, but that's besides the point.

Yes, I am making a Amazon -like kit where the Gender plays an important role on what bonuses the kit user has.
Posted by: Wisp
« on: June 17, 2015, 02:12:24 PM »

I figured it was the nesting ToBEx couldn't handle. I'll make this change for next QP and genderswap the paladins as necessary. Thanks for looking into it.
Posted by: Simon280586
« on: June 17, 2015, 08:32:10 AM »

Hi khelban, thanks for investigating!

Quote
@Simon From what i read you have a BWP installation.

Only for testing purposes - and by the time I narrowed it down to TobEx, very few mods remained. So to test your solution I just reinstalled a minimal number of mods, having made the suggested changes to the tp2 file. I can confirm that it seems to fix the problem. Thanks!

Posted by: khelban12
« on: June 17, 2015, 04:16:40 AM »

I'd say the very big majority of BG2/BGT players use the G3 BG2Fixpack so I'd say needing it is indeed a very small price to pay to have things working correctly.

Yeah i too thought it is a very small price to pay (is there anyone that doesn't use it ?) but another way is to modify their gender in questpack so the fixpack is not needed. This is assuming the change i proposed is proven to work of course.

From what I understand to fix the problem reported by the OT, it's enough to swap

D0QPPLKA D0QPPLKB

with

D0QPPLKM

in the  questpack/tp2/quest/miscellaneous.tph file?

Yes that is what i did. This way the new effect that is appended to the spell files is directly the d0qpplkm file which changes the animation id to male animation without testing for gender.

@Simon From what i read you have a BWP installation. A quicker way than uninstalling and reinstalling is to use dltcep to modify a spell.

You can run DLTCEP and go to the Settings menu and uncheck the ReadOnly flag. Then click on the Edit menu and choose "Spell (SPL)". Click "Load Spell" and choose SPPR505 (True Seeing). Go to the "Extended Effects" tab and change Speed from 8 to 1 (just to make testing quicker. it is not necessary). You will see two "Use EFF File (177)" effects that say D0QPPLKA and D0QPPLKB. Remove one of them and edit the other. In the edit effect screen, change the "1. Resource" to say D0QPPLKM and click "Exit" to return in the edit spell screen. Click on "Save Spell As" to save it and you are done. Do the same for SPPR505D spell.

Now if you visit Windspear Hills and run True Seeing, the creatures should change to male fighter animations instead of smoke.
Posted by: Salk
« on: June 17, 2015, 02:13:42 AM »

Very interesting, khelban12.

I'd say the very big majority of BG2/BGT players use the G3 BG2Fixpack so I'd say needing it is indeed a very small price to pay to have things working correctly.

From what I understand to fix the problem reported by the OT, it's enough to swap

D0QPPLKA D0QPPLKB

with

D0QPPLKM

in the  questpack/tp2/quest/miscellaneous.tph file?
Posted by: khelban12
« on: June 16, 2015, 02:17:27 PM »

Greetings.

I tried to see if the beta 0027 version of tobex (which fixes the other EFF problems like printing the save messages multiple times) fixes the problem but i get the same behavior of creatures appearing as smoke.

I then tried to find what is the cause of the problem. If i understood correctly, a new effect is added to the "true sight" spells of the game. This effect triggers only to creatures that have 0x86 as specific and applies the D0QPPLKA/B effect. These effects trigger only for male/female gender and in turn apply D0QPPLKM/F which change the animation id.

I modified sppr505 (true seeing) to directly apply d0qpplkm and it works fine. I then tried to apply d0qpplka (which applies d0qpplkm) and again it works ok. So i thought there is a problem with the trigger of 0x86 specific and modified the original questpack spell to trigger for class 0x6 (paladin) instead of the specific and got the smoke again. I tried other combinations and i can only trigger the problem when there is a chain of 3 EFFs. Every combination of 1 and 2 EFFs worked fine in my tests.

Code: [Select]
% diff -u questpack/tp2/quest/miscellaneous.tph questpack/tp2/quest/miscellaneous.tph
--- questpack/tp2/quest/miscellaneous.tph 2014-08-10 10:00:50.000000000 +0300
+++ questpack/tp2/quest/miscellaneous.tph 2015-06-16 21:44:08.141919490 +0300
@@ -396,7 +396,7 @@
           target
           resist_dispel
       END
-      PATCH_FOR_EACH resource IN D0QPPLKA D0QPPLKB flqppaln BEGIN
+      PATCH_FOR_EACH resource IN D0QPPLKM flqppaln BEGIN
         LPF ADD_SPELL_EFFECT
           INT_VAR
             header = i
By doing the above change (to questpack 3.1) to cut out the middle-man EFFs and only apply male animations, i get the correct behavior. Because i am not very familiar with weidu and scripting, are there any other creatures that need dispelling besides PALKNI01-05 ? If not, dltcep shows all of them as male (to be precise bg2fixpack changes them all to male).

I used a clean install with just tobex -> bg2fixpack -> questpack -> dungeonbegone and ran it through wine on linux but i don't think it makes any difference.

@Simon can you test if this works on your install ?

@Everyone If cutting the 3rd EFF works, is needing bg2fixpack a big price to pay ?

Thank you for your time.
Posted by: Simon280586
« on: June 16, 2015, 05:19:37 AM »

Found it!

It's TobExCore.ini > Effect Opcodes > Use EFF File Fix

If set to =0, the illusion can be dispelled as intended.

If set to =1, you get the spinning clouds of smoke.

Here's a relevant thread on the fix: http://www.shsforums.net/topic/54617-complete-use-eff-file-fix-and-polymorph-fix/

Quote:
Quote
Use EFF File (177) didn't properly store values of the child effect if data was saved via the effect opcode in the child effect itself (e.g. if the effect opcode procedure actually modifies param1, param2, or stores data in param3 or param4 for later use). This is fixed in TobEx beta 0024 by storing certain information from the child opcode into the Use EFF File opcode unused structure members. However, it may break other opcodes that have compensated for this somehow.

This is beyond my understanding, but hopefully useful to others.
Posted by: Simon280586
« on: June 16, 2015, 04:34:22 AM »

Fair enough. It's a very minor issue anyway, easily solved by not dispelling the illusion. I just like to get to the bottom of these things :)

And while I was typing this, The Imp replied... I'm happy to test further if it will be of use. Will report back.
Posted by: The Imp
« on: June 16, 2015, 04:22:52 AM »

There's little to nothing I can do about ToBEx.
... with the knowledge you now posses, no doubt about it.
Meaning, that you just need a hell of a lot more... :P So...

After I uninstalled these components, I was able to dispel the illusion.
Can you please try ? And reinstall all the ToBEx components and try to isolate the fault to a single setting in the two tobex files, them being the TobExTweak.ini and TobExCore.ini in the TobEx_ini folder. ???
Or anyone else ?!?

@Salk; yeah, well, the ToBEx does a lot of things that the original didn't and thus it can do things, be they good or bad, depends totally from the context of their usage.
The ToBEx could see a usage of an additional component that insures the proper behavior of a few tweaks it does, like patching every one of the creatures to use the CRE files sound files 70-74 instead of the 69-73 as their EXISTENCE dialogs, but it needs to be installed after all the other .cre related additions and fixes, as a patch.
Posted by: Wisp
« on: June 15, 2015, 01:38:18 PM »

There's little to nothing I can do about ToBEx.
Posted by: Salk
« on: June 15, 2015, 12:19:13 AM »

Let's hope Wisp can take a look at this... Lately I am finding out a good number of ToBEx fixes are causing more problems than they solve...
Posted by: Simon280586
« on: June 13, 2015, 12:00:23 PM »

Okay, so by uninstalling mods one by one I narrowed the issue down to ToBEx.

Here's the relevant part of my Weidu log:

// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0026
// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0026
// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: Beta 0026
// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0026
// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0026
// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #108 // Allow Equipping Armor in Combat: Beta 0026
// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0026
// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0026
// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0026
// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0026
// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0026
// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0026
// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: Beta 0026
// Recently Uninstalled: ~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0026

After I uninstalled these components, I was able to dispel the illusion.
Posted by: Bill Bisco
« on: June 13, 2015, 11:47:32 AM »

Repost in http://www.shsforums.net/forum/193-mega-mod-help/  they're the best for multimod problems.  Include your weidu log there.  Also, you should download the repository version which is the most up to date version of Big World Setup.

I'm suprised thr fixpack hasn't already solved this issue.  Hopefully they can assist you and we can have one less bug.
Posted by: Simon280586
« on: June 12, 2015, 04:02:57 PM »

Okay, so as suggested I recreated my installation using the BWP setup program on a fresh installation. I selected only the components I had installed previously (other than Refinements' Revised Armor and Shields, which is for some reason absent from the list of options). The program only flagged one minor incompatibility to do with weapon proficiency rebalancing, and completed successfully.

I started a new game, made straight for the Windspear Hills, and gave myself the True Sight wizard spell using Shadowkeeper. The result was as before - spinning smoke clouds. I also tried using the Oracle spell, but the same thing happens.

Any suggestions as to what to try next? I was thinking of uninstalling one mod at a time to see if I can find the cause of the problem.
Posted by: Bill Bisco
« on: June 11, 2015, 07:05:42 PM »

Please use the Big World Setup Program to install your mods.  Then check this issue again.