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help with icons - now live in Revised Specialist Wizard Kits

subtledoctorsubtledoctor Member Posts: 11,398
edited April 2018 in General Modding
Okay, I'm throwing this out to the crowd: I have a system in place that allows specialists to do spontaneous casting with spells in their specialty school. Like, your Illusionist can memorize Acid Arrow and Blur and Web; but if you get into a tight spot you use a special ability, and suddenly you can choose from between Blur and Invisibility, and you cast Invisibility to escape the trouble. Then your memorized spells will go back to Acid Arrow/Blur/Web (minus the slot you used to cast Invisibility - so if you used the first one, now your memorized spells will be Blur/Web).

I think it's super cool. But I have one aesthetic issue: I need icons to represent each spell level. So, when you use the "spontaneous" ability, all of your memorized spells have their icons converted to a generic "cast a specialty spell of this level" icon. Acid Arrow, Blur, and Web will all look like this:


Once upon a time, DreamSlaveOne over at Gibberlings3 made these icons for me, for a different mod. Unfortunately that mod only went up to 6th level, so I only have 6 icons:


I'm no good with image editing... does anyone want to pitch in and help me make three more of these, for spell levels 7, 8, and 9? I guess by grafting roman numerals VII, VIII, and IX into them?

I have them in white as well, if that's easier to work with:


Alternatively, having read about the application, does anyone have other ideas for how to easily and clearly display 1) that you are doing spontaneous casting, and 2) which spell level you are going to choose from?

Here is a link to a video of the spontaneous casting in action.

In this video Imoen is an Illusionist with Spook, Reflected Image, Grease, and Armor memorized. (Armor is a 2nd level spell in this install.) She uses the spontaneous toggle, and now she has 3 instances of "Spontaneous I," and 1 instance of "Spontaneous II." She toggles the spontaneous spells on and off, to show that you can go back and forth; and then she casts Invisibility, which she did not have memorized up to that point. Afterward, Armor will no longer be momorized, because she used her only 2nd-level slot to cast Invisibility.

Post edited by subtledoctor on
Aquadrizzt

Comments

  • ArunsunArunsun Member Posts: 1,581
    edited April 2018
    Here's what I could come up with. I had to trim a bit on the left of the image on the first two (more "characters" than the rest of them, and reducing size is tough when working on so few pixels) so the second small star is kinda covered by them now, and I'm not entirely satisfied with the X which I find too large for its height. I could work some more on them if you'd want, just tell me what you want to change. By the way these have white background (as the images you gave), but you'll probably want them with transparent background.





    Post edited by Arunsun on
    semiticgodRaduzielContemplative_HamsterGrammarsalad
  • semiticgodsemiticgod Member, Moderator Posts: 13,889
    edited April 2018
    @subtledoctor getting help? Instead of giving it? What's going on here?

    ArunsunContemplative_HamsterRaduziel
  • subtledoctorsubtledoctor Member Posts: 11,398
    @Arunsun Thank you!! This is so great.

    As far as perfecting them: honestly, I'm not a perfectionist in this regard, so I'm not the best one to ask. I would be perfectly happy playing with those icons in my game; if anyone would not, or has constructive criticism, then by all means speak up. But I say, if you have those three in .BAM format throw them up here and I'll use them.

    I think the X is fine - it should be pretty big.

    I'm probably not going to use green for the final color... but I am adept enough at changing colors in NI's BAM Editor. I wonder if I should use a single uniform color (blue or red or white, like the vanilla game icons), or if maybe there should be a gradient, like white for 1st-level spells and then moving toward purple or something for 9th-level spells. So that there is another distinguishing characteristic to show you which level spell slot you are using, besides the roman numeral... something like this (with substitutions for the last three, of course):

  • ArunsunArunsun Member Posts: 1,581
    There you go. I included a second version of the level 9 icon, with a slightly bigger IX, use whichever you prefer!

    I like the gradient idea. The roman numerals might be somewhat hard to distinguish given how small they are, so this would definitely help!

    Grammarsalad
  • subtledoctorsubtledoctor Member Posts: 11,398
    edited April 2018
    Arunsun said:

    There you go.

    Excellent! I'm including this in my personal fork of Tome & Blood, as part of a pretty extensive revision of a bunch of components. It's not quite ready for public dissemination - I'm still mucking around with invisibility - but it could be soon. I'll let you know.

    Post edited by subtledoctor on
  • subtledoctorsubtledoctor Member Posts: 11,398
    edited August 2018
    Okay! I've incorporated these icons into my fork of the Tome & Blood mod. @Aquadrizzt is actively working on the main branch, but I've made extensively refinements to several components, and I want to make that stuff available. You can find it here:

    https://github.com/subtledoctor/TomeAndBlood/releases

    NOTE: much of this is fairly untested. I think any glitches should be minor - an extra innate ability here, a spare spell slot there. And I think I stamped most of that stuff out. But it's possible I missed something. Buyer beware.

    Here are the major changes from the official main-branch release to this one:

    - With Revised Specialists, any specialist can now cast any spell - including Necromancy spells. Necromancers have their own unique abilities - including the improved "Chill/Ghoul/Vampire Touch" spells an an at-will toggleable Rebuke Undead aura.

    - Revised Specialists can now use any memorization slot to spontaneously cast any spell from their specialty school, instead of the memorized spell. An innate ability will toggle spontaneous casting on, and you can turn it off if you change your mind.

    - Armored casting for bards and the Magus uses a new, simpler method, which is portable and compatible with my other mods that have armored casting, like Might & Guile.

    - Stat bonuses for spell slots is now dynamic. :smiley: This is the most recent and experimental change. It might require the 2.4 patch or above... but I think it should work on v2.3. Also, this component is more tightly integrated with the "Level 1 Cantrips" component, to make sure that your at-will cantrip slots are seriously restricted. (You get more, and earlier, level 2 slots to make up for it.)

    - The Spell Tweaks component is broken into 3 pieces:
    -- General Spell Tweaks is just a few random tweaks to 4-5 spells: Luck, Energy Drain, a couple others. Minor stuff.
    -- Illusionary Clone Tweaks turns Mislead and Project Image into variants of Simulacrum ("Shadow Clone" and "Misleading Clone"). The difference between them is the extent of your clone's spellcasting abilities. A Shadow Clone can cast up to 2nd-level spells, a misleading Clone can cast up to 4th-level spells, and a Simulacrum can cast up to 9th-level spells. This component also adds a powerful 9th-level variant that has full spellcasting AND no level drain.
    -- Invisibility Tweaks does a couple things:
    1) It merges the Sanctuary effect into Invisibility (from the 2nd-level spell and from items). This means you can do a few more non-hostile actions without breaking invisibility than before (mage/thieves go crazy opening containers!). It also means that when someone casts the 2nd-level "Detect Invisible" spell, only that person will be able to see you. The caster of that spell can detect and target you, but you will still be Sanctuaried from, and thus untargetable by, other enemies. (But you of course will become targetable if you take a hostile action.)
    2) It replaces the horrible "rippling cylinder" visual effect in the actual Sanctuary spell (sppr109.spl) with an Invisibility-style translucency. :smiley: It also adds a stealth bonus to the spell - useful for rangers and cleric/thieves!
    3) If you have SR installed, it replaces Expeditious Retreat with "Chameleon," which makes you "improved" invisible (4-point bonus to AC and saves, translucent, targetable by weapons but not spells) and gives you a bonus to Stealth and Pick Pockets, for 5 rounds... but if you cast any spell or strike any being, you become fully invisible.

    - Finally, the Spell School Rebalancing is broken out into a separate component. It tries to makes sure there are 2+ good spells in every school at every level. Here's an example of the list including IWD and Spell Revisions spells:

    ABJURATION
    SPWI102 => abjuration // Mage Armor
    SPWI114 => abjuration // Shield
    SPWI210 => abjuration // Resist Fear
    SPWI227 => abjuration // Protection from Petrification [iwd]
    SPWI318 => abjuration // Minor Spell Deflection
    SPWI321 => abjuration // Spell Thrust
    SPWI323 => abjuration // Dispel Magic [bg2]
    SPWI326 => abjuration // Dispel Magic [iwd]
    SPWI406 => abjuration // Minor Globe of Invulnerability
    SPWI413 => abjuration // Otiluke's Resilient Sphere
    SPWI419 => abjuration // Secret Word
    SPWI510 => abjuration // Spell Immunity
    SPWI513 => abjuration // Breach
    SPWI514 => abjuration // Lower Resistance
    SPWI519 => abjuration // Spell Shield
    SPWI522 => abjuration // Minor Spell Turning
    SPWI602 => abjuration // Globe of Invulnerability
    SPWI606 => abjuration // Protection from Magic Energy
    SPWI608 => abjuration // Pierce Magic
    SPWI610 => abjuration // Antimagic Shell
    SPWI611 => abjuration // Protection from Magical Weapons
    SPWI618 => abjuration // Spell Deflection
    SPWI701 => abjuration // Spell Turning
    SPWI702 => abjuration // Protection from the Elements
    SPWI704 => abjuration // Ruby Ray of Reversal
    SPWI705 => abjuration // Khelben's Warding Whip
    SPWI708 => abjuration // Mantle
    SPWI802 => abjuration // Mind Blank
    SPWI803 => abjuration // Protection from Energy
    SPWI805 => abjuration // Pierce Shield
    SPWI902 => abjuration // Spell Trap
    SPWI903 => abjuration // Spellstrike
    SPWI907 => abjuration // Absolute Immunity

    ALTERATION
    SPWI106 => alteration // Obscuring Mist (bg2)
    SPWI108 => alteration // Protection from Petrification (bg2)
    SPWI115 => alteration // Shocking Grasp
    SPWI126 => alteration // Expeditious Retreat
    SPWI207 => alteration // Battering Ram
    SPWI213 => alteration // Stinking Cloud
    SPWI214 => alteration // Strength
    SPWI219 => alteration // Vocalize
    SPWI225 => alteration // Cat's Grace
    SPWI303 => alteration // Flame Arrow
    SPWI305 => alteration // Haste
    SPWI311 => alteration // Protection from Normal Missiles
    SPWI312 => alteration // Slow
    SPWI319 => alteration // Protection from Fire
    SPWI320 => alteration // Protection from Cold
    SPWI403 => alteration // Acid Sheath
    SPWI408 => alteration // Stoneskin
    SPWI415 => alteration // Polymorph Other
    SPWI416 => alteration // Polymorph Self
    SPWI422 => alteration // Beltyn's Burning Blood
    SPWI426 => alteration // Resist Elemental Energy
    SPWI431 => alteration // Shout
    SPWI508 => alteration // Waves of Fatigue
    SPWI511 => alteration // Protection from Normal Weapons
    SPWI512 => alteration // Protection from Electricity
    SPWI517 => alteration // Protection from Acid
    SPWI526 => alteration // Acid Sheath
    SPWI603 => alteration // Tenser's Transformation
    SPWI604 => alteration // Flesh to Stone
    SPWI613 => alteration // Improved Haste
    SPWI614 => alteration // Acid Fog
    SPWI625 => alteration // Stone to Flesh
    SPWI632 => alteration // Trollish Fortitude
    SPWI726 => alteration // Suffocate
    SPWI814 => alteration // Iron Body
    SPWI806 => alteration // Great Shout
    SPWI904 => alteration // Death Fog
    SPWI909 => alteration // Time Stop
    SPWI916 => alteration // Shapechange

    CONJURATION
    SPWI101 => conjuration // Grease
    SPWI107 => conjuration // MS I
    SPWI118 => conjuration // Chromatic Orb
    SPWI121 => conjuration // ???
    SPWI122 => conjuration // ???
    SPWI123 => conjuration // Find Familiar
    SPWI211 => conjuration // Melf's Acid Arrow
    SPWI215 => conjuration // Web
    SPWI226 => conjuration // MS II
    SPWI309 => conjuration // Monster Summoning III
    SPWI325 => conjuration // Melf's Minute Meteors
    SPWI402 => conjuration // Dimension Door
    SPWI407 => conjuration // Monster Summoning II
    SPWI421 => conjuration // Teleport Field
    SPWI423 => conjuration // MS IV
    SPWI432 => conjuration // Vitriolic Sphere
    SPWI504 => conjuration // Monster Summoning V
    SPWI516 => conjuration // Conjure Fire Elemental
    SPWI520 => conjuration // Conjure Air Elemental
    SPWI521 => conjuration // Conjure Earth Elemental
    SPWI527 => conjuration // Conjure Water Elemental
    SPWI529 => conjuration // Conjure Earth Elemental
    SPWI531 => conjuration // Conjure Fire Elemental
    SPWI532 => conjuration // Conjure Earth Elemental
    SPWI533 => conjuration // Conjure Water Elemental
    SPWI534 => conjuration // Conjure Air Elemental
    SPWI605 => conjuration // Banishment
    SPWI619 => conjuration // MS VI
    SPWI624 => conjuration // Summon Nishruu
    SPWI627 => conjuration // Monster Summoning IV
    SPWI706 => conjuration // Monster Summoning V
    SPWI717 => conjuration // Summon Efreeti
    SPWI718 => conjuration // Summon Djinni
    SPWI719 => conjuration // Summon Hakeashar
    SPWI724 => conjuration // MS VII
    SPWI807 => conjuration // Summon Fiend
    SPWI813 => conjuration // Maze
    SPWI901 => conjuration // Monster Summoning VII
    SPWI905 => conjuration // Gate
    SPWI910 => conjuration // Imprisonment
    SPWI917 => conjuration // Freedom

    DIVINATION
    SPWI110 => divination // Identify
    SPWI111 => divination // Infravision
    SPWI113 => divination // Protection from Evil
    SPWI202 => divination // Detect Evil
    SPWI203 => divination // Detect Invisibility
    SPWI208 => divination // Know Alignment
    SPWI209 => divination // Luck
    SPWI301 => divination // Clairvoyance
    SPWI322 => divination // Detect Illusion
    SPWI412 => divination // Greater Malison
    SPWI424 => divination // Farsight
    SPWI425 => divination // Wizard Eye
    SPWI515 => divination // Oracle
    SPWI528 => divination // Contact Other Plane
    SPWI609 => divination // True Sight
    SPWI617 => divination // Contingency
    SPWI722 => divination // Limited Wish
    SPWI725 => divination // Seven Eyes
    SPWI808 => divination // Moment of Prescience
    SPWI811 => divination // Symbol: Fear
    SPWI816 => divination // Symbol: Stun
    SPWI817 => divination // Symbol: Death
    SPWI908 => divination // Chain Contigency
    SPWI919 => divination // Wish

    ENCHANTMENT
    SPWI104 => enchantment // Charm Person
    SPWI116 => enchantment // Sleep
    SPWI220 => enchantment // Power Word: Sleep
    SPWI302 => enchantment // Remove Magic
    SPWI306 => enchantment // Hold Person
    SPWI316 => enchantment // Dire Charm
    SPWI410 => enchantment // Break Enchantment
    SPWI411 => enchantment // Emotion: Hopelessness
    SPWI417 => enchantment // Enchanted Weapon
    SPWI420 => enchantment // Minor Sequencer
    SPWI427 => enchantment // Emotion: Courage
    SPWI428 => enchantment // Emotion: Fear
    SPWI429 => enchantment // Emotion: Hope
    SPWI506 => enchantment // Domination
    SPWI507 => enchantment // Hold Monster
    SPWI509 => enchantment // Feeblemind
    SPWI612 => enchantment // Power Word: Silence
    SPWI710 => enchantment // Spell Sequencer
    SPWI715 => enchantment // Power Word: Stun
    SPWI716 => enchantment // Mordenkainen's Sword
    SPWI809 => enchantment // Spell Trigger
    SPWI815 => enchantment // Power Word: Blind
    SPWI912 => enchantment // Power Word: Kill
    SPWI915 => enchantment // Black Blade of Disaster

    EVOCATION
    SPWI103 => evocation // Burning Hands
    SPWI112 => evocation // Magic Missile
    SPWI204 => evocation // Snilloc's Snowball Swarm
    SPWI216 => evocation // Decastave
    SPWI217 => evocation // Aganazzar's Scorcher
    SPWI223 => evocation // Sound Burst
    SPWI304 => evocation // Fireball
    SPWI308 => evocation // Lightning Bolt
    SPWI327 => evocation // Icelance
    SPWI328 => evocation // Lance of Disruption
    SPWI404 => evocation // Ice Storm
    SPWI418 => evocation // Fireshield (Red)
    SPWI430 => evocation // Mordenkainen's Force Missiles
    SPWI503 => evocation // Cone of Cold
    SPWI523 => evocation // Sunfire
    SPWI524 => evocation // Shroud of Flame
    SPWI615 => evocation // Chain Lightning
    SPWI628 => evocation // Otiluke's Freezing Sphere
    SPWI709 => evocation // Malavon's Rage
    SPWI712 => evocation // Delayed Blast Fireball
    SPWI714 => evocation // Prismatic Spray
    SPWI810 => evocation // Incendiary Cloud
    SPWI812 => evocation // Abi-Dalzim's Horrid Wilting
    SPWI911 => evocation // Meteor Swarm

    ILLUSION
    SPWI105 => illusion // Color Spray
    SPWI120 => illusion // Reflected Image
    SPWI201 => illusion // Blur
    SPWI206 => illusion // Invisibility
    SPWI212 => illusion // Mirror Image
    SPWI224 => illusion // Glitterdust
    SPWI307 => illusion // Invisibility, 10 ft Radius
    SPWI310 => illusion // Non-detection
    SPWI317 => illusion // Ghost Armor
    SPWI401 => illusion // Confusion
    SPWI405 => illusion // Improved Invisibility
    SPWI505 => illusion // Shadow Door
    SPWI518 => illusion // Phantom Blade
    SPWI525 => illusion // Demi-Shadow Monsters
    SPWI607 => illusion // Mislead
    SPWI601 => illusion // Invisible Stalker
    SPWI629 => illusion // Shades
    SPWI703 => illusion // Project Image
    SPWI721 => illusion // Mass Invisibility
    SPWI804 => illusion // Simulacrum
    SPWI818 => illusion // Bigby's Clenched Fist
    SPWI913 => illusion // Wail of the Banshee
    SPWI918 => illusion // Bigby's Crushing Hand

    NECROMANCY
    SPWI117 => necromancy // Chill Touch
    SPWI119 => necromancy // Larloch's Minor Drain
    SPWI125 => necromancy // Spook
    SPWI205 => necromancy // Horror
    SPWI218 => necromancy // Ghoul Touch
    SPWI221 => necromancy // Ray of Enfeeblement
    SPWI313 => necromancy // Skull Trap
    SPWI314 => necromancy // Vampiric Touch
    SPWI315 => necromancy // Wraithform
    SPWI324 => necromancy // Hold Undead
    SPWI409 => necromancy // Contagion
    SPWI414 => necromancy // Spirit Armor
    SPWI501 => necromancy // Summon Shadow
    SPWI502 => necromancy // Cloudkill
    SPWI530 => necromancy // Animate Dead
    SPWI616 => necromancy // Disintegrate
    SPWI623 => necromancy // Skeleton Warrior
    SPWI626 => necromancy // Lich Touch
    SPWI630 => necromancy // Darts of Bone
    SPWI631 => necromancy // Soul Eater
    SPWI707 => necromancy // Death Knight
    SPWI713 => necromancy // Finger of Death
    SPWI720 => necromancy // Control Undead
    SPWI801 => necromancy // Ghostform
    SPWI914 => necromancy // Energy Drain


    You can easily edit these designations to your own liking: the above text is copied directly from /TomeandBlood/data/core/spell_list_sr.tpa... you can simply write in a different school for a spell in that file or in spell_list_base.tpa (the latter if you don't have SR installed), and that is how the spell will be when the mod gets installed.

    Post edited by subtledoctor on
    AquadrizztArunsunContemplative_Hamster
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited April 2018
    @subtledoctor , I regret that I have but one Like to give! This is just pure WIN! Thank you very much!

    Excuse me, my Github-fu is weak: this forking business means that you and @Aquadrizzt are working on separate components for Tome and Blood and eventually they will be merged into one release, yes?

  • subtledoctorsubtledoctor Member Posts: 11,398
    I've updated my branch to 0.8k, with the following changes:

    - The spell school reassignment component should work better (or work at all, if it wasn't working for you before :lol: ) and the /TomeandBlood/data/core/spell_list_base/sr.tpa arrays should be easier for players to custom tailor, as they now use mostly IDS names for spells (e.g. "WIZARD_IDENTIFY") instead of RES filenames (e.g. "SPWI110").

    - The ability bonuses should work better (or work at all :wink: ) for sorcerers.

    - NEW: I added an effect to True Sight - only the Spell Revisions version of True Sight - that gives the caster opcode 100 protection against illusionary creatures. You know how the Scroll of Protection of Undead works? True Sight should now work like that for illusionary creatures. Importantly, this means that illusionary creatures need to be properly tagged as such by the game... which I have not checked. In a perfect world, this means the True Sight caster should be ignored by the werewolves in the Waukeen's Promenade circus tent; and by the summons from IWDEE/IWDification Shadow Monsters and Demi-Shadow Monsters; and by Projected Images and Simulacrums.

    How will it actually work? It could be awesome! It could be weird. it could be totally unnoticeable. Only one way to find out! :wink:

    Contemplative_HamsterRaduziel
  • MasterChefMasterChef Member Posts: 41
    One issue I noticed - it doesn't seem like the Abjurer spell shield is applying with the casting of spell protections (e.g. Globe of Invulnerability)

  • subtledoctorsubtledoctor Member Posts: 11,398

    One issue I noticed - it doesn't seem like the Abjurer spell shield is applying with the casting of spell protections (e.g. Globe of Invulnerability)

    It happens with Deflection/Turning/Trap. I've always though of the GoI spells as in a different category - filters, rather than shields, and AoE instead of personal. I think of SS as reinforcing those oersonsl shields, more than something to strengthen those AoE filters.

    But this is not the first time someone has mistaken this for a bug, so maybe I'm in the minority. It would be easy enough to add SS to MGoI/GoI. Just need to find some free time...

  • MasterChefMasterChef Member Posts: 41
    One more question - is it intentional that specialist mages now do not automatically get cantrips? I installed the cantrip mod but my abjurer and illusionist do not have innate cantrips.

  • subtledoctorsubtledoctor Member Posts: 11,398
    God I haven't looked at the innate cantrips code in ages. I'll look at it when I can...

  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited May 2018
    @subtledoctor, I get an interesting error when trying to install v0.8k on IWDee 2.5 from GOG.

    "
    Install Component [Revised Specialists]?
    [I]nstall, or [N]ot Install or [Q]uit? i

    Installing [Revised Specialists] [0.8k]
    Copying 1 file ...
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    Copying and patching 256 files ...

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    Creating file d5spont.eff; 272 bytes
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    ERROR: illegal 2-byte read from offset 3134362 of 3226-byte file SPWI618.spl
    ERROR: [SPWI618.spl] -> [override/d5wy618.spl] Patching Failed (COPY) (Failure("SPWI618.spl: read out of bounds"))
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.

    ERROR Installing [Revised Specialists], rolling back to previous state
    Will uninstall 487 files for [TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2] component 150.
    Uninstalled 487 files for [TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2] component 150.
    ERROR: Failure("SPWI618.spl: read out of bounds")
    PLEASE email the file SETUP-TOMEANDBLOOD.DEBUG to [email protected]
    Using Language [English]

    Install Component [Revised Specialists]?
    [I]nstall, or [N]ot Install or [Q]uit?

  • subtledoctorsubtledoctor Member Posts: 11,398
    @Contemplative_Hamster I have to imagine it has something to do with this:
    https://forums.beamdog.com/discussion/comment/971778/#Comment_971778

    Hmm... this is the fourth mod of mine that is broken by the 2.5 patch. How lovely.

  • kjeronkjeron Member Posts: 2,090
    edited May 2018

    @Contemplative_Hamster I have to imagine it has something to do with this:
    https://forums.beamdog.com/discussion/comment/971778/#Comment_971778

    Hmm... this is the fourth mod of mine that is broken by the 2.5 patch. How lovely.

    TnB v0.8k installed without errors on clean IWDEE v2.5 release. Tried both full install and just that component. Another mod might be breaking the file before TnB gets to it.

    Also - this line(#389) of "setup_specialists.tpa" has it's parameters swapped:
    LPF ADD_SPELL_EFFECT INT_VAR opcode=177 target=1 parameter1=9 parameter2=64 resist_dispel=0 timing=9 power=0 STR_VAR resource=~d5_abju~ END Parameter1 should be 64 (ABJURER), Parameter2 should be 9 (KIT)

    Raduziel
  • subtledoctorsubtledoctor Member Posts: 11,398
    Damn, I fixed that a long time ago... must have snuck back into my personal branch somehow.

  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    kjeron said:

    @Contemplative_Hamster I have to imagine it has something to do with this:
    https://forums.beamdog.com/discussion/comment/971778/#Comment_971778

    Hmm... this is the fourth mod of mine that is broken by the 2.5 patch. How lovely.

    TnB v0.8k installed without errors on clean IWDEE v2.5 release. Tried both full install and just that component. Another mod might be breaking the file before TnB gets to it.

    Also - this line(#389) of "setup_specialists.tpa" has it's parameters swapped:
    LPF ADD_SPELL_EFFECT INT_VAR opcode=177 target=1 parameter1=9 parameter2=64 resist_dispel=0 timing=9 power=0 STR_VAR resource=~d5_abju~ END Parameter1 should be 64 (ABJURER), Parameter2 should be 9 (KIT)

    My apologies, I should have posted my weidu:

    // 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]
    ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91
    ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.91
    ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91
    ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.91
    ~MSFM/MSFM.TP2~ #0 #2 // Add Staff of Wizardry: v1.55
    ~MSFM/MSFM.TP2~ #0 #3 // Add custom inventory animation to the Staff of Wizardry: v1.55
    ~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.55
    ~MSFM/MSFM.TP2~ #0 #12 // Add Wizard's Hat: v1.55
    ~MSFM/MSFM.TP2~ #0 #13 // Add Wand Case: v1.55
    ~MSFM/MSFM.TP2~ #0 #15 // Add robe tweaks -> Add robes with original colorsets: v1.55
    ~MSFM/MSFM.TP2~ #0 #18 // Add Customizable Familiars: v1.55
    ~MSFM/MSFM.TP2~ #0 #23 // Add Resized Skull Animation: v1.55
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Rebalanced Spell Schools: 0.8k
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: General Rebalancing: 0.8k
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #11 // Spell Tweaks: Revised Illusionary Clones: 0.8k
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // Spell Tweaks: Revised Invisibility: 0.8k
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.8k
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #130 // Metamagic: 0.8k
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #142 // Cantrips -> First Level Cantrips: 0.8k


  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited May 2018
    @subtledoctor

    It would appear that it's Rogue Rebalancing that creates a problem. Leaving off RR entirely (I only wanted a few bits in any case) leads to a flawless installation of the Revised Specialists component.

    EDIT:

    Further testing reveals that the problem is either with one of these three RR components specifically, or with the installation of any part of RR at all.

    ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91
    ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91
    ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.91


    (it's not ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.91, my prime suspect, which I left out of my latest installation but kept the above three)

    Well, it's an easy cure. I'll just not install RR, then.

  • kjeronkjeron Member Posts: 2,090
    edited May 2018
    It's a part of Detectable Spells (installed by component #7) that is corrupting the file.
    There are too many duplicate(3x) opcode-233 effects in the first ability header for DS's macro to handle.
    Manually deleting 2 of them allowed it to install without corrupting the file.

    Post edited by kjeron on
    Contemplative_HamsterRaduziel
  • Luke93Luke93 Member, Mobile Tester Posts: 1,265


    Well, it's an easy cure. I'll just not install RR, then.

    RR has been recently updated to v4.92 -> This new version should fix that issue about Detectable Spells....

    Contemplative_Hamster
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited July 2018
    @Aquadrizzt @subtledoctor , Tome and Blood v.0.8m, subcomponent Revised Specialists will not install on IWDee 2.5. Just to make sure, I've tried installing on clean and modded copies both, and from the Beamdog Installer and from GOG. No dice.

    The error message I get:

    Parse error (state 141) at TIMESTIMES

    [TomeAndBlood/comp/setup_specialists.tpa] PARSE ERROR at line 649 column 1-35
    Near Text: **
    GLR parse error

    [TomeAndBlood/comp/setup_specialists.tpa] ERROR at line 649 column 1-35
    Near Text: **
    Parsing.Parse_error
    ERROR: parsing [TomeAndBlood/comp/setup_specialists.tpa]: Parsing.Parse_error
    Error Uninstalling [TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2] component 150:
    Parsing.Parse_error
    ERROR: Parsing.Parse_error
    PLEASE email the file SETUP-TOMEANDBLOOD.DEBUG to [email protected]
    Using Language [English]


    Debug attached.

  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    Update: I am getting the same result when installing on a clean copy of BGII:ee.

  • subtledoctorsubtledoctor Member Posts: 11,398

    Tome and Blood v.0.8m, subcomponent Revised Specialists will not install on IWDee 2.5.

    Fixed in version 0.8n.

    Contemplative_HamsterGusinda
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