Don't try to use or take stuff from BP Ascension in any way please. It is a very very bad mod. No one should suggest it and I can't even understand why it wasn't still wiped off from internet.
Don't try to use or take stuff from BP Ascension in any way please. It is a very very bad mod. No one should suggest it and I can't even understand why it wasn't still wiped off from internet.
Please do not use my thread to bash other mods, I do not appreciate the behavior.
@Endarire, it does not. You have to apply the hotfix manually. I'm not very keen to add any code to force anything into @DavidW's content.
EDIT: Updated the beta release to include further translation changes/additions. Thanks to @Aedan and @Edvin
How well does this Ascension version work with BG2EE patch 2.3? What about the latest Sword Coast Strategems (SCS)?
I [i]just[/i] finished BG2EE: Shadows of Amn and am about to start Throne of Bhaal for my FIRST TIME. (PLEASE, NO TOB SPOILERS!) Should I wait for an Ascension update before installing BG2EE, SCS, and Ascension?
Will I safely be able to import a save file with my current save file from BG2EE 1.2, SCS, and various mods?
@JediMindTrix - I have Wheels of Prophecy compatibility problems. WOP won't install on BG2EE v2.3 after Ascension (the newest one as of yesterday) installed..
I don't think Wheels of Prophecy has been updated since the big 2.0 update, though - given everything that's changed, there might be larger compatibility problems at work with that particular mod.
The only error that i'm getting right now is that everytime I turn into the Slayer or the Ravager (over 6 million XP) and I turn back into normal form I keep getting damage and I eventually die.
It could be because of some other mods I have but when I uninstall Ascencion it fixes it. Oh by the way I am using EE.
Before I used to have the Ease of Use pack but I uninstalled it once I got the Tweak Pack. I have modified a few things with Shadow Keeper, and I installed it on a save game during the Underdark, before ToB.
It was there when I tried it prior to patch 2.3 as well. I wasn't using any other mods and just started ToB to see if the slayer issue was still there. I used the BP ascension override file found in that other thread to fix it though, but I didn't mention anything back then in case it was just an issue with my install.
It was there when I tried it prior to patch 2.3 as well. I wasn't using any other mods and just started ToB to see if the slayer issue was still there. I used the BP ascension override file found in that other thread to fix it though, but I didn't mention anything back then in case it was just an issue with my install.
Oh well just adding another voice to it I guess.
I'll fix it in the next release. I know exactly what causes it and how to prevent the effect from occurring.
I'm also having the issue where I die immediately after transforming back to normal from the Slayer form. Understand you're going to fix this for the next version, just adding my voice here as well.
The Slayer form also doesn't seem to be benefiting from upgrades. I'm at around three million experience, but the slayer form only has 100 hp. Not sure if there are any other upgrades it should be receiving at that point. From what I understand, it upgrades at two million, four million, and six million.
Is it safe to uninstall until this issue is fixed?
Thanks,
Edit: Forgot to mention. When I transform into the Slayer, I get a dialogue option to either resist it or give in and transform into the slayer. If I transform, I immediately get a journal update that says:
"Your journal has been updated: Invalid: 103500"
I think this is probably the first time I've transformed into the Slayer after Spellhold. Guessing this might have something to do with getting the journal update.
Edit 2: I realized I didn't have the latest version. The journal entry message seems to be fixed in the most updated version (looks like it's related to the Slayer form being upgraded), but the form itself still doesn't have any more hitpoints, and my character also dies immediately after resting following transforming into the Slayer.
I don't recall ever finding documentation that precisely described exactly what upgrades the slayer form received, does anyone know where I can find some?
You may be able to use EE Keeper to figure it out. Could just create a savegame where you're transformed into the Slayer and then transform back.
My understanding, from looking at other posts on this, is that the root of the bug is that the cumulative damage effects of the Slayer form are remaining active even after the character transforms back. So while you can rest after transforming back because you're not in Slayer form, you're still taking damage while you rest, and as a result you immediately die once you wake up.
There's a png file attached to the last post in this thread that might help you out.
I've made a variety of different slayer forms for my Imoen Romance mod patterned off the original Ascension slayer files so i ran into the same problems.
For the spell file that you would use to revert back to human form, you can use the new EE-effect 'Remove effects by Resource' and link the Slayer resource file with all the effects (periodic damage, polymorph to slayer etc etc) this will cleanly stop the periodic damage affects.
This new EE-effect however does not exist in vanilla BG2, so don't use it if you want to be compatible with vanilla BG2, the old bad workaround iirc was the spell that reverts you to human form would set resistance to 100 for a time equal to however long the periodic damage was going to happen to stop it happening.
I have a fixed version (in regards to the never-ending damage) on my harddrive that somehow never made it into any of the releases, taking into account that Remove effects by Resource is EE only. I'll have to spend some time fixing the bonuses, though.
Update: I have an untested solution for experience levels not resulting in more powerful versions of the slayer. I have a tentative solution, for both versions of the game, for the 'slayer kills you'. My proposed solution is to completely wipe away all damage effects from the equation, and instead use the following method:
On the conversation that prompts you to choose between Slayer/Ravager/Not Giving In To The Taint, when 'Change to Ravager/Slayer' is selected, the .dlg file sets a globaltimer for x seconds (depending on level of slayer). If the globaltimer expires and the player is still in slayer form, they are instantly killed. A second globaltimer is also set for x + 10 seconds, when this timer expires, the player regains the innate ability 'Slayer Change' and can change forms again.
In poking around the files, it appears that the second and third 'levels' of the slayer form had a unique weapon designed for them (it's the same as the Ravagers). However, they are not actually used, though the files are still present in the mod. I'm not sure if it's a bug, or intentional.
Here's a pastebin detailing most of the effects/stats for different slayer changes: http://pastebin.com/NXbKLt3C If a stat is undefined, it's because it's the same as the previous files.
You actually don't need a convo prompt to change into slayer, and in fact in mine i don't have that since its unecessarily redundant.
The code in the script file that is triggered when you use slayer spell, instead of triggering a convo with yourself, just replace that with the dialogue file code that actually executes the spell to transform you into the slayer.
Makes it nice and seamless, click change to slayer form and you change instead of having to go through a talk.
For more powerful slayer forms, you can just make different slayer spell files for the different forms, and they trigger in that script file code dependant on level/experience.
Something like
IF Global("TurnToSlayer","GLOBAL",1) XP(Player1,10000) THEN RESPONSE #100 ReallyForceSpellRES("slayerform1",Myself) END
IF Global("TurnToSlayer","GLOBAL",1) XP(Player1,20000) THEN RESPONSE #100 ReallyForceSpellRES("slayerform2",Myself) END
In fact this is how it was generally done in vanilla code from the dialogue file.
I believe it's in place to give the player a chance to backout of the reputation drop.
And also to later allow the player to choose between Slayer and Ravager forms (since the Ravager comes with a heavier Rep drop). Although I guess you could get around that by having the transformations be separate abilities?
I believe it's in place to give the player a chance to backout of the reputation drop.
And also to later allow the player to choose between Slayer and Ravager forms (since the Ravager comes with a heavier Rep drop). Although I guess you could get around that by having the transformations be separate abilities?
Main problem for player1.dlg, is that the dialogue file can be de-coupled from the CRE file of the player, seemingly randomly at times though i suspect dreams have something to do with it.
This can be mitigated by force setting the dlg file to player1 at some point shortly before a dialogue talk with player1 is about to fire, , though this is not a sure thing since it depends on how fast scripts are getting executed, but it does make it very unlikely.
This seemed to be a known problem in the old modding community since alot of mods that extern to player1.dlg almost always set the dlg file beforehand.
Main problem for player1.dlg, is that the dialogue file can be de-coupled from the CRE file of the player, seemingly randomly at times though i suspect dreams have something to do with it.
I feel like this is already done by using the Slayer Change, as I've never heard of the conversation not starting when you do.
Comments
@Endarire, it does not. You have to apply the hotfix manually. I'm not very keen to add any code to force anything into @DavidW's content.
EDIT: Updated the beta release to include further translation changes/additions. Thanks to @Aedan and @Edvin
I [i]just[/i] finished BG2EE: Shadows of Amn and am about to start Throne of Bhaal for my FIRST TIME. (PLEASE, NO TOB SPOILERS!) Should I wait for an Ascension update before installing BG2EE, SCS, and Ascension?
Will I safely be able to import a save file with my current save file from BG2EE 1.2, SCS, and various mods?
If you want to see ToB with Ascension, you should install it now, then install SCS.
Can I import my saves from BG2EE Shadows of Amn and have them work?
Can I import my saves from BG2EE Shadows of Amn and have them work?
Details here: http://gibberlings3.net/forums/index.php?showtopic=28125
It could be because of some other mods I have but when I uninstall Ascencion it fixes it. Oh by the way I am using EE.
I have:
G3 BG2 Tweak Pack (XP Cap Removed)
Flirt Pack
Spell 50
Before I used to have the Ease of Use pack but I uninstalled it once I got the Tweak Pack. I have modified a few things with Shadow Keeper, and I installed it on a save game during the Underdark, before ToB.
Oh well just adding another voice to it I guess.
The Slayer form also doesn't seem to be benefiting from upgrades. I'm at around three million experience, but the slayer form only has 100 hp. Not sure if there are any other upgrades it should be receiving at that point. From what I understand, it upgrades at two million, four million, and six million.
Is it safe to uninstall until this issue is fixed?
Thanks,
Edit: Forgot to mention. When I transform into the Slayer, I get a dialogue option to either resist it or give in and transform into the slayer. If I transform, I immediately get a journal update that says:
"Your journal has been updated: Invalid: 103500"
I think this is probably the first time I've transformed into the Slayer after Spellhold. Guessing this might have something to do with getting the journal update.
Edit 2: I realized I didn't have the latest version. The journal entry message seems to be fixed in the most updated version (looks like it's related to the Slayer form being upgraded), but the form itself still doesn't have any more hitpoints, and my character also dies immediately after resting following transforming into the Slayer.
My understanding, from looking at other posts on this, is that the root of the bug is that the cumulative damage effects of the Slayer form are remaining active even after the character transforms back. So while you can rest after transforming back because you're not in Slayer form, you're still taking damage while you rest, and as a result you immediately die once you wake up.
There's a png file attached to the last post in this thread that might help you out.
I've made a variety of different slayer forms for my Imoen Romance mod patterned off the original Ascension slayer files so i ran into the same problems.
For the spell file that you would use to revert back to human form, you can use the new EE-effect 'Remove effects by Resource' and link the Slayer resource file with all the effects (periodic damage, polymorph to slayer etc etc) this will cleanly stop the periodic damage affects.
This new EE-effect however does not exist in vanilla BG2, so don't use it if you want to be compatible with vanilla BG2, the old bad workaround iirc was the spell that reverts you to human form would set resistance to 100 for a time equal to however long the periodic damage was going to happen to stop it happening.
I have a tentative solution, for both versions of the game, for the 'slayer kills you'. My proposed solution is to completely wipe away all damage effects from the equation, and instead use the following method:
On the conversation that prompts you to choose between Slayer/Ravager/Not Giving In To The Taint, when 'Change to Ravager/Slayer' is selected, the .dlg file sets a globaltimer for x seconds (depending on level of slayer). If the globaltimer expires and the player is still in slayer form, they are instantly killed. A second globaltimer is also set for x + 10 seconds, when this timer expires, the player regains the innate ability 'Slayer Change' and can change forms again.
In poking around the files, it appears that the second and third 'levels' of the slayer form had a unique weapon designed for them (it's the same as the Ravagers). However, they are not actually used, though the files are still present in the mod. I'm not sure if it's a bug, or intentional.
Here's a pastebin detailing most of the effects/stats for different slayer changes: http://pastebin.com/NXbKLt3C
If a stat is undefined, it's because it's the same as the previous files.
The code in the script file that is triggered when you use slayer spell, instead of triggering a convo with yourself, just replace that with the dialogue file code that actually executes the spell to transform you into the slayer.
Makes it nice and seamless, click change to slayer form and you change instead of having to go through a talk.
For more powerful slayer forms, you can just make different slayer spell files for the different forms, and they trigger in that script file code dependant on level/experience.
Something like
IF
Global("TurnToSlayer","GLOBAL",1)
XP(Player1,10000)
THEN
RESPONSE #100
ReallyForceSpellRES("slayerform1",Myself)
END
IF
Global("TurnToSlayer","GLOBAL",1)
XP(Player1,20000)
THEN
RESPONSE #100
ReallyForceSpellRES("slayerform2",Myself)
END
In fact this is how it was generally done in vanilla code from the dialogue file.
This can be mitigated by force setting the dlg file to player1 at some point shortly before a dialogue talk with player1 is about to fire, , though this is not a sure thing since it depends on how fast scripts are getting executed, but it does make it very unlikely.
This seemed to be a known problem in the old modding community since alot of mods that extern to player1.dlg almost always set the dlg file beforehand.