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> IA v5 bug thread
Sikret
post Nov 19 2009, 08:03 PM
Post #181


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Yes, it's already removed from that place in v6.


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Ralmevic
post Feb 14 2010, 11:20 PM
Post #182



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I think i read someone else complaining about this, but anyway here goes. In the De'arnise Keep the spider doesn't spawn when lowering the drawbridge.
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Sikret
post Feb 14 2010, 11:28 PM
Post #183


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QUOTE(Ralmevic @ Feb 15 2010, 03:50 AM) *
I think i read someone else complaining about this, but anyway here goes. In the De'arnise Keep the spider doesn't spawn when lowering the drawbridge.


You sent this in another thread as well and I replied there. There is no such bug in the mod. Please send the content of your WeiDu.log file to let us see what other mods you have installed. It's a text file in your main BG2 folder.


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Ralmevic
post Feb 17 2010, 05:16 AM
Post #184



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// 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]
~SETUP-EASE.TP2~ #0 #3 // True Grand Mastery (extra half-attack, etc.) (Baldurdash)
~SETUP-EASE.TP2~ #0 #9 // Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression (Blucher)
~SETUP-EASE.TP2~ #0 #14 // Multiple Strongholds (Baldurdash)
~SETUP-EASE.TP2~ #0 #15 // Bonus Merchants (Baldurdash)
~SETUP-EASE.TP2~ #0 #18 // Imoen ToB Dialogue Fix
~SETUP-EASE.TP2~ #0 #21 // Romance: Bug Fixes (required for later components).
~SETUP-TACTICS.TP2~ #0 #0 // Improved Ilyich (requires ToB)
~SETUP-TACTICS.TP2~ #0 #1 // The Ritual (requires ToB)
~SETUP-TACTICS.TP2~ #0 #4 // Improved Bodhi
~SETUP-TACTICS.TP2~ #0 #8 // "Kuroisan", the Acid Kensai
~SETUP-TACTICS.TP2~ #0 #9 // "Red Badge" Poison-Based Encounter
~SETUP-TACTICS.TP2~ #0 #10 // Gebhard Blucher's Improved Mae'Var
~SETUP-TACTICS.TP2~ #0 #11 // Gebhard Blucher's Lich in the Docks
~SETUP-TACTICS.TP2~ #0 #13 // Kensai Ryu's Tougher Kangaxx and Guardians
~SETUP-TACTICS.TP2~ #0 #14 // Kensai Ryu's Gnome Fighter/Illusionist in the Docks
~SETUP-TACTICS.TP2~ #0 #15 // Kensai Ryu's Improved Crypt King
~SETUP-TACTICS.TP2~ #0 #17 // Gebhard Blucher's Random City Encounters
~SETUP-TACTICS.TP2~ #0 #18 // Kensai Ryu's Random Wilderness Encounters
~SETUP-TACTICS.TP2~ #0 #26 // Fighter-Class Archer Kit
~SETUP-TACTICS.TP2~ #0 #27 // Anti-Paladin Kit
~SETUP-TACTICS.TP2~ #0 #31 // Mike Barnes' Improved Small Teeth Pass
~SETUP-TACTICS.TP2~ #0 #32 // Mike Barnes' Improved North Forest
~SETUP-TACTICS.TP2~ #0 #33 // Mike Barnes' Marching Mountains
~SETUP-TURNIPGOLEM.TP2~ #0 #0 // Turnip Golem Encounter
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-LONGERROAD.TP2~ #0 #0 // Longer Road v 1.5
~SETUP-LONGERROAD.TP2~ #0 #2 // Restore Irenicus's original portrait from SoA.
~SETUP-DSOA.TP2~ #0 #1 // Difficult Brown Dragon: v2.2.4
~SETUP-DSOA.TP2~ #0 #3 // Improved Crypt King: v2.2.4
~SETUP-DSOA.TP2~ #0 #4 // Ghost Shadow Dragon: v2.2.4
~SETUP-DSOA.TP2~ #0 #5 // Gnome Fighter/Illusionist Encounter: v2.2.4
~SETUP-DSOA.TP2~ #0 #6 // Grothgar the Red Dragon: v2.2.4
~SETUP-DSOA.TP2~ #0 #8 // Curse of the Underground Shade Lord: v2.2.4
~SETUP-DSOA.TP2~ #0 #0 // Kensai Ryu's Deeper Shadows of Amn: v2.2.4
~SETUP-PLANARSPHEREMOD.TP2~ #0 #0 // PlanarSphereMod v2.6c: v2.6c
~SETUP-PLANARSPHEREMOD.TP2~ #0 #1 // Planar Sphere Store: v2.6c
~SETUP-PLANARSPHEREMOD.TP2~ #0 #2 // Waukeen's Promenade Store: v2.6c
~SETUP-PLANARSPHEREMOD.TP2~ #0 #3 // Planar Sphere Return v2: v2.6c
~SETUP-OVERSIGHT.TP2~ #0 #6 // Monk High Level Abilities
~SETUP-TACTICS.TP2~ #0 #16 // Ishan's "Always Toughest Random Spawns in Dungeons"
~SETUP-TACTICS.TP2~ #0 #19 // Improved Undead
~SETUP-IMPROVEDANVIL.TP2~ #0 #0 // Improved Anvil for SOA & TOB

Here it is. Sorry about the multyposting, I just refreshed a lot and still didn't see my post and thought that maybe something had gone wrong. Since it's not a known bug, there must be probably something with the other mods I have installed, though the upgrades are mostly just new creature spawns. Also, keep up the goood work with v6. Hope it's out there soon biggrin.gif

Btw, I have never used a cheat and have saved the game afterwards so that couldn't be it either.
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Sikret
post Feb 17 2010, 06:23 AM
Post #185


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Your installation is not valid. You should have checked the "Installation" document before installing.

Tactics (all components), Ascension (all components), Deeper Shadows of Amn (all components), Planar Sphere mod, and Oversight mod are all incompatible with Improved Anvil and should be uninstalled.

Longer Road has never been tested with IA and we don't know whether it is compatible or not. I don't know what TurnipGolem mod is (these two mods may be compatible, but since we aren't sure, it's probably better to uninstall them-- if you want to keep them, do it on your own risk).

It's necessary to start a new game after amending your installation.

If you want, you can send your WeiDu.log again after the new installation to be checked here before you start your game.


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Improved Anvil




Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating.
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bulian
post Feb 17 2010, 10:59 PM
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Sikret,

This probably shows my ignorance of modding, but what causes the incompatibilities with the portions of the tactics mod (or other mods) that just add extra encounters (kuroisian, F/I at the docks, etc.)? Is it just the additional items and balance issues? Shouldn't the IA scripts install over any scripts the mods, erm, modify?

Since my last post, I've tried the 'Soulafein' mod and 'tower of deception' in conjunction with IA, and besides the additional items, the IA enemies and non-IA enemies seemed to work fine. The 'soulafein' mod did have one encounter where an enemy 'cheated' by using 3 SIs (Bodhi Ch 6), in a trigger or contingency, so perhaps that encounter was slightly easier than intended.

Thanks!

PS I've never played tactics/ascension/DSoA etc, so if the two listed examples aren't appropriate, i'm sure there are numerous others
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Sikret
post Feb 18 2010, 12:14 AM
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Well, apart from the balance issues caused by items (which is by itself an adequate reason), most of those mods (Ascension, Tactics, Kelsey and et al) tamper with some of the game's key files (IDs files in particular) in their core components. Consequently, they either completely break IA's scripts or at least make enemies behave sub-optimally.

Also, they sometimes add their new content by extending certain game scripts which can sometimes collide with IA's changes to the same scripts. The most obviouse example is the Ascension mod. If you install ascension before IA, IA will not even install properly; if you install Ascension after IA, it will completely break IA's scripts and enemies will not behave as intended; the EDE encounter in IA will also never trigger due to the conflict between IA and Ascension changes to the script assinged to the exit of the pocket plane area in TOB (both mods extend the top of the same script and IA requires its block to be at the top; so, if you install Ascension after IA, the block added by IA won't remain at the top; sorry if this technical explanation may look a bit confusing for the ordinary players).

The same is true of the Kelsey NPC; it (unnecessarily) changes one of the game's IDS files and will break IA's scripts regardless of the order of installation. The best way to make Kelsey and IA compatible with each other was to apply a small change to the Kelsey mod, but the mod doesn't look to be actively supported any more. I have made the two mods compatible in IA v6. Ascension, however, remains incompatible.

Examples of that type of incompatibilities are many. Some of those mods are even mutually incompatible with each other even if played without IA (though their authors either aren't aware of the conflicts or think that the issues are minor and not worth mentioning in public documents wink.gif ).

-------------------------------------------------

Tower of Deception (upto v 3.2) is completely compatible with IA. Its v3.3 is for players who do not play IA anyway and is out of the question here.

My memory of the Solaufein mod is very vague and unclear; even if it doesn't touch the game's IDS files (which I'm not sure), it has serious balance issues.


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Improved Anvil




Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating.
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Ralmevic
post Feb 18 2010, 02:49 AM
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Funny that you should mention the acsension mod, because, if I am correct the readme says something like:

25- The following components of "Ascension":
- Tougher Illasera
- Tougher Cromnir
- Tougher Yaga-Shura
- Tougher Abazigal

Anyway, since those components are in such a conflict with IA, i guess i should uninstall them. If I don't see any error messages during the installation process the game should be bugfree, right?

Also, are baldurdash's tougher abazigal and demogorgon compatible with IA?
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bulian
post Feb 18 2010, 03:21 AM
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Thanks for the thorough reply. It makes sense that mods affecting the same encounter would be incompatible, but its too bad some of the older mods have these incompatibilities. As a player who enjoys the difficulty enhancements of IA, it would certainly be attractive to be able to experience some of the other famous encounters in a single playthrough. I installed the Soulafein mod precisely because I read about the unbalanced encounters and wanted to try them.

But, its definitely not your job to fix everyone else's mod, and the new content and encounters in IA are all very well balanced and challenging, so I'll stop distracting you from putting the finishing touches on v6.

Also, I'm embarrassed to admit that I accidentally installed the newest version of ToD (3.3), but everything seemed to work fine. I was at first confused and then disappointed when the Ustrain fight triggered earlier than anticipated - the 3.2 fight sounded very challenging. Anyway, my point is they seemed technically compatible.
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Sikret
post Feb 18 2010, 08:13 AM
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QUOTE(Ralmevic @ Feb 18 2010, 07:19 AM) *
Funny that you should mention the acsension mod, because, if I am correct the readme says something like:

25- The following components of "Ascension":
- Tougher Illasera
- Tougher Cromnir
- Tougher Yaga-Shura
- Tougher Abazigal

Anyway, since those components are in such a conflict with IA, i guess i should uninstall them.


Actually, you should uninstall ALL components of Ascension.

QUOTE
If I don't see any error messages during the installation process the game should be bugfree, right?
No, not necessarily.

QUOTE
Also, are baldurdash's tougher abazigal and demogorgon compatible with IA?


Never heard of these two. Which Baldurdash mod are you referring to?


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Improved Anvil




Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating.
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matti
post Feb 18 2010, 08:29 AM
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QUOTE(Ralmevic @ Feb 18 2010, 03:49 AM) *
Anyway, since those components are in such a conflict with IA, i guess i should uninstall them. If I don't see any error messages during the installation process the game should be bugfree, right?

Also, are baldurdash's tougher abazigal and demogorgon compatible with IA?


You should uninstall everything except Ease of use and Tougher Demogorgon (the one and only component of Ascension compatible with IA).



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matti
post Feb 18 2010, 08:44 AM
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QUOTE(Sikret @ Feb 18 2010, 09:13 AM) *
QUOTE
Also, are baldurdash's tougher abazigal and demogorgon compatible with IA?


Never heard of these two. Which Baldurdash mod are you referring to?



These components are still hosted on Baldurdash homepage, but, of course, they're not part of the Baldurdash patch.
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Ralmevic
post Feb 18 2010, 09:39 AM
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QUOTE(Ralmevic @ Feb 18 2010, 02:49 AM) *
Also, are baldurdash's tougher abazigal and demogorgon compatible with IA?


Sorry for the typo guys, I meant tougher Balthazar. Of course Abazigal is in conflict with IA, it even says so in the part of the readme i just copied. Anyway, the improved balthazar is just some CRE files to be copied in the override folder so I guess it's no big deal wink.gif

I decided to keep LR and test it-should it fail at least we will know if it is incompatible.
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Sikret
post Feb 19 2010, 10:30 AM
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QUOTE(Sikret @ Feb 18 2010, 04:44 AM) *
Ascension, however, remains incompatible.


Actually, now that I'm checking again, it seems that even the Ascension mod will be compatible with IA v6. The same new feature in IA v6 which resolves the compatibility issues with Kelsey NPC, makes Ascension compatible as well provided that you install them before Improved Anvil. If you install them after IA, they will overwrite the IDS files again and will corrupt the installtion. You will just need to follow the general rule that IA should be the last mod you install.

It looks interesting that despite the huge amount of new content in IA v6 (compared to v5), the list of incompatible mods will actually be shorter. smile.gif


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Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating.
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zuras
post Mar 16 2010, 06:49 PM
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That spl file link isn't working, least not in IE or firefox.
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Sikret
post Mar 16 2010, 07:37 PM
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QUOTE(zuras @ Mar 16 2010, 11:19 PM) *
That spl file link isn't working, least not in IE or firefox.


Seems that the forum has got problem with files with .spl extension as attachments. Thanks for the report. Just attached the spell in .rar format to the same post. You will just need to unzip the file before using it.


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Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating.
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zuras
post Mar 21 2010, 03:01 AM
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Enchanted weapon spell not working-- bug or intended?
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Sikret
post Mar 21 2010, 04:45 AM
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QUOTE(zuras @ Mar 21 2010, 07:31 AM) *
Enchanted weapon spell not working-- bug or intended?


The spell works without problems.

Copy and paste the content of your WeiDu.log file (it's a text file in your BG2 folder) and describe what exactly happens when you cast the spell.


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zuras
post Mar 21 2010, 02:11 PM
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I should have reposted before I went to sleep. Umm, its kind of weird. I immediately bought the enchanted weapon spell after I gave the head to the dao and then killed him in tradesmeet. Then I scribed it, went to the mayor to become a hero, then when I came out after filling up 3 slots with the spell and rested. Cast the first one, and the casting effect was there like normal, but it didn't give me the option to choose a weapon, so nothing happened. Then I took off my staff, tried again cast again, and same thing happened, so then I took off my sling too and cast again and the same thing happened. I thought maybe the spell had been disabled, since it's a pretty powerful spell for an early party. Then I made that post. Little while later I reloaded the game from an earlier save just before I killed the dao because I wanted to try casting the spell as a scroll on my sorc and my mage. And it worked for both of them. Then i reloaded and scribed it this time and worked casting it from the book, too. Confusing. The only things diffent I did in that in that second save where it worked was: i didn't go the mayor before i used it, and when I handed the head to the dao I didn't kill him just before he teleported away.

~SETUP-EASE.TP2~ #0 #0 // Infinite Weapon, Potion and Ring/Amulet Stacking
~SETUP-EASE.TP2~ #0 #1 // Infinite Weapon, Potion Stacking (ToB)
~SETUP-EASE.TP2~ #0 #2 // Multi-Class Grand Mastery
~SETUP-EASE.TP2~ #0 #3 // True Grand Mastery (extra half-attack, etc.) (Baldurdash)
~SETUP-EASE.TP2~ #0 #4 // Shut Up "You Must Gather Your Party Before Venturing Forth"
~SETUP-EASE.TP2~ #0 #5 // Faster Chapter 1&2 Cut-Scenes and Dreams (Karzak, Blucher) (SEE WARNINGS)
~SETUP-EASE.TP2~ #0 #6 // Wear Magical Armor AND Magic Rings (etc.)
~SETUP-EASE.TP2~ #0 #9 // Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression (Blucher)
~SETUP-EASE.TP2~ #0 #10 // XP Cap Remover
~SETUP-EASE.TP2~ #0 #14 // Multiple Strongholds (Baldurdash)
~SETUP-EASE.TP2~ #0 #15 // Bonus Merchants (Baldurdash)
~SETUP-EASE.TP2~ #0 #16 // Keep Drizzt's Loot, Disable Malchor Harpell
~SETUP-EASE.TP2~ #0 #17 // No Drow Avatars On Party In Underdark
~SETUP-EASE.TP2~ #0 #18 // Imoen ToB Dialogue Fix
~SETUP-IMPROVEDANVIL.TP2~ #0 #0 // Improved Anvil for SOA & TOB
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Sikret
post Mar 21 2010, 04:40 PM
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QUOTE(zuras @ Mar 21 2010, 06:41 PM) *
Confusing. The only things diffent I did in that in that second save where it worked was: i didn't go the mayor before i used it, and when I handed the head to the dao I didn't kill him just before he teleported away.


None of these things can affect how a spell works in the game. If the problem can't be re-produced, ignore it and continue your game.


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