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[MOD] OlvynTweaks Version 1.4

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  • AtherakhiaAtherakhia Member Posts: 22
    Hi @OlvynChuru

    Tried with EET (and EEex, installed via Project Infinity), got the following errors:
    1. METweaks:1000:Give Monks a cooler Deflect Missiles ability was skipped: "This ability only works on the EE engine."
    2. METweaks:3210:Both 1 and 2 was skipped, no explanation.

    I can provide debug and WeiDU.log if you want them.

    Any assistance appreciated.
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    Atherakhia wrote: »
    Hi @OlvynChuru

    Tried with EET (and EEex, installed via Project Infinity), got the following errors:
    1. METweaks:1000:Give Monks a cooler Deflect Missiles ability was skipped: "This ability only works on the EE engine."
    2. METweaks:3210:Both 1 and 2 was skipped, no explanation.

    I can provide debug and WeiDU.log if you want them.

    Any assistance appreciated.

    @Atherakhia I think those components are simply not compatible with EET, that's why were skipped.

    @OlvynChuru any chance to make them compatible with EET in the next update?
  • AtherakhiaAtherakhia Member Posts: 22
    edited May 2020
    It looks like they check for game type:
    • BEGIN ~Give Monks a cooler Deflect Missiles ability~ REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee~) ~This ability only works on the EE engine.~ DESIGNATED 1000
    • BEGIN ~Creatures without infravision have -4 THAC0 at night or in dark places~ REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee~) ~~ DESIGNATED 3200

    And EET is not listed. The note for monk abilities states EE is required (surely EET qualifies) and there is no note for the Infravision one.

    @OlvynChuru I would love to have these in EET. If they should work, but are untested, I am happy to test them. I assume I can just edit the tp2 to say "REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee eet~)"?
  • OlvynChuruOlvynChuru Member Posts: 3,079
    Atherakhia wrote: »
    It looks like they check for game type:
    • BEGIN ~Give Monks a cooler Deflect Missiles ability~ REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee~) ~This ability only works on the EE engine.~ DESIGNATED 1000
    • BEGIN ~Creatures without infravision have -4 THAC0 at night or in dark places~ REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee~) ~~ DESIGNATED 3200

    And EET is not listed. The note for monk abilities states EE is required (surely EET qualifies) and there is no note for the Infravision one.

    I would love to have these in EET. If they should work, but are untested, I am happy to test them. I assume I can just edit the tp2 to say "REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee eet~)"?

    Yes, just editing them like that to include EET should be fine. I'll do that officially in the next update, but that's still some days away, so you could edit it in your version in the meantime.
  • AtherakhiaAtherakhia Member Posts: 22
    I'll give it a go and let you know how it pans out.
  • _Luke__Luke_ Member, Mobile Tester Posts: 1,535
    edited May 2020
    @OlvynChuru
    Also, this component messes with what creatures are considered "large creatures," so some creatures such as ogres that are normally considered "large creatures" (meaning, for example, that they are immune to Entangle and Web in Icewind Dale) are not large creatures anymore...

    What about using opcode #342 instead of editing INI files? That won't probably mess with the "large creature" property...

    OK, never mind, the issue is still there...
    Post edited by _Luke_ on
  • tl1942tl1942 Member Posts: 178
    So just to clarify, this mod *should* be EET compatible as long as the @Atherakhia tweaks are added?
    e.g. "REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee eet~)"
  • OlvynChuruOlvynChuru Member Posts: 3,079
    @tl1942

    I just released version 1.3 of the mod, which fixes those bugs: you should now be able to install those components on EET. You can download the new version here.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Where does this mod go in the install order? Seems like it should be near the end, but wanted to check.
  • OlvynChuruOlvynChuru Member Posts: 3,079
    @Necromanx2 Yeah, it should probably be near the end.
  • [Deleted User][Deleted User] Posts: 0
    edited October 2020
    The user and all related content has been deleted.
  • OlvynChuruOlvynChuru Member Posts: 3,079
    ArthasII wrote: »
    Also, with the "at-will ability", do you mean that I can use it non-stop? That would be great.

    By "at will" it means you can use it any number of times you want.
  • OlvynChuruOlvynChuru Member Posts: 3,079
    edited October 2020
    Version 1.4 is released!

    New components:

    Let Rangers and Paladins cast spells at their full caster level

    The makers of the Baldur's Gate games really were determined to make Paladin and Ranger spellcasting as crappy as possible. Not only do they get spell slots and new spell levels much slower than Clerics or Druids (which by itself is fine), they also cast spells at a much lower level than they should. Rangers cast spells as if 7 levels lower (so a spell that lasts 1 round/level only lasts 2 rounds if cast by a level 9 ranger), and Paladins cast spells as if 8 levels lower. This component fixes this unnecessary drawback, letting Rangers and Paladins cast spells at their full caster level.

    Increase the rate at which warriors get proficiency points

    This component lets warriors (particularly fighters) get proficiency points faster. Here are the options:
    • Fighters get 1 point per 2 levels; Rangers and Paladins still get 1 point per 3 levels
    • Fighters, Rangers and Paladins get 1 point per 2 levels
    • Fighters get 1 point per level; Rangers and Paladins get 1 point per 2 levels

    Download
  • EndarireEndarire Member Posts: 1,519
    @OlvynChuru
    Your GitHub page for this mod still says it's 1.3.
  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 1,385
    OlvynChuru wrote: »
    Version 1.4 is released!

    New components:

    Let Rangers and Paladins cast spells at their full caster level

    The makers of the Baldur's Gate games really were determined to make Paladin and Ranger spellcasting as crappy as possible. Not only do they get spell slots and new spell levels much slower than Clerics or Druids (which by itself is fine), they also cast spells at a much lower level than they should. Rangers cast spells as if 7 levels lower (so a spell that lasts 1 round/level only lasts 2 rounds if cast by a level 9 ranger), and Paladins cast spells as if 8 levels lower. This component fixes this unnecessary drawback, letting Rangers and Paladins cast spells at their full caster level.

    Increase the rate at which warriors get proficiency points

    This component lets warriors (particularly fighters) get proficiency points faster. Here are the options:
    • Fighters get 1 point per 2 levels; Rangers and Paladins still get 1 point per 3 levels
    • Fighters, Rangers and Paladins get 1 point per 2 levels
    • Fighters get 1 point per level; Rangers and Paladins get 1 point per 2 levels

    Download

    Hi @OlvynChuru
    Great work - as usual.
    May I propose some other possible tweaks?

    1) let rangers and paladin get prof. points at a slower rate (like thieves, priests or mages)

    2) let rangers and paladins GM like fighters.

    3) make the mod IWD:ee compatible

  • OlvynChuruOlvynChuru Member Posts: 3,079
    @StummvonBordwehr
    2) let rangers and paladins GM like fighters.

    Being able to get grandmastery in a weapon is the main class ability of fighters. Giving it to rangers and paladins is like giving Cure Wounds spells to mages. So I don't think it's a good idea.

    If paladins and rangers could get grandmastery, there would be no point in playing fighters (aside from their kits I guess) because they'd be almost completely inferior to paladins and rangers. Even if their rate of proficiency points was reduced like in your 1st suggestion, it would simply delay it a little. Eventually paladins and rangers would reach the level where they can get grandmastery in a weapon, then they'd be almost completely superior to fighters.
    3) make the mod IWD:ee compatible

    The mod IS IWD:EE compatible. I just tested it now and all the components that are available in IWD:EE install successfully.
  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 1,385
    I see your point and I don’t disagree - I should have been more clear.

    I was considering combing number 1 and 2.

    If you took the priest and Druid profiency path, you could go as high as master in any weaponstyle as a ranger paladin.

    If you took the rogue path you could go as high as high master master.

    And if you took the mage path you could GM.

    I totally agree that GM is the trait of the fighter. But if you considered the mage path you could take 2 pips a level 1 - and not specialise, then take the 2. Pip at level 6, and so on.

    Yes you could as a paladin be a GM in 2 handed swords at level 24. Which as far down the road in BG2 or even ToB

    But you would have to wait a long time for the second pip in 2 handed swords whilst playing BG1. And not getting the 1/2 apr strait away.

    So a slower progression and serious lack of versatility.

    Hope it makes sense, and sorry for clogging the thread with my ideas.
  • The user and all related content has been deleted.
  • Necromanx2Necromanx2 Member Posts: 1,246
    I tried to install the Infravision tweak on BGEE and got an error:
    ERROR: illegal 228-byte read from offset 1288 of 1288-byte file AR2624.ARE
    ERROR: [AR2624.ARE] -> [override/AR2624.ARE] Patching Failed (COPY) (Failure("AR2624.ARE: read out of bounds"))
    Stopping installation because of error.

    ERROR Installing [Make Infravision actually do something -> Creatures without infravision have -4 THAC0 at night or in dark places], rolling back to previous state
    Unable to Unlink [METweaks/backup/3200/OTHER.3200]: Unix.Unix_error(1, "unlink", "METweaks/backup/3200/OTHER.3200")
    [METweaks/backup/3200/UNSETSTR.3200] SET_STRING uninstall info not found
    Will uninstall 1987 files for [METWEAKS/METWEAKS.TP2] component 3200.
  • RizzenRizzen Member Posts: 2
    Are your weapon style changes compatible with the weapon styles for all of tweaks anthology? Which one need to installed first?
  • OlvynChuruOlvynChuru Member Posts: 3,079
    @Rizzen Weapons Styles for All should be installed first.
  • UlkeshUlkesh Member Posts: 280
    edited March 2021
    This is a great mod, containing a lot of useful tweaks.

    This is what I’m currently playing with:
    ~METWEAKS/METWEAKS.TP2~ #0 #400 // Remove the limit of two proficiency points in a weapon at character creation
    ~METWEAKS/METWEAKS.TP2~ #0 #900 // Let Rangers and Paladins cast spells at their full caster level
    ~METWEAKS/METWEAKS.TP2~ #0 #1200 // Give Rangers the Tracking ability (from Throne of Bhaal) starting at level 1
    ~METWEAKS/METWEAKS.TP2~ #0 #1400 // Power Up Ranger Charm Animal
    ~METWEAKS/METWEAKS.TP2~ #0 #1500 // Turn Paladin Detect Evil into a passive ability that can be toggled on and off
    ~METWEAKS/METWEAKS.TP2~ #0 #1600 // Increase Wizard Slayer Magic Resistance
    ~METWEAKS/METWEAKS.TP2~ #0 #3100 // Make it so the Jacil and Wiven encounters aren't replaced by other quests

    Said this, I’ve got two requests:

    1) Inside High Power Baldur's Gate, there is a bag of holding component. Would it be possible to add it to this series of tweaks? I tried to install it from High Level Baldur's gate but it gets skipped because it needs the core component.

    2) Please give a thought about this proposal: https://forums.beamdog.com/discussion/comment/1114465/#Comment_1114465


    Good modding !
    Post edited by Ulkesh on
  • Allanon81Allanon81 Member Posts: 342
    Anybody using the infravision tweak? How is it?
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    edited July 2021
    @OlvynChuru is this mod applicable to IWDEE v2.6.6?

    Also:
    Add a different kind of chunked death animation
    With this component installed, if a slain creature would be chunked, its corpse is sent flying into the air instead.

    Would you be so kind and show us how it looks in game? Something like those fantastic gifs you are preparing for IWD2EE?
    Post edited by Cahir on
  • GraionDilachGraionDilach Member Posts: 589
    How do the Infravision components filter out the applicable actors? I have noticed that in my EET tests, the elven PC got Infravision, Neera got it, but Khalid and Jaheira didn't on 2.6.
  • MordekaieMordekaie Member Posts: 269
    Just finding out about this mod! Does teh 1.4 version is now compatible with EET ? As it is not yet listed in the EET compatibility list, i guess it is not fully compatible. Which components are EET friendly ?
  • GraionDilachGraionDilach Member Posts: 589
    The general tweaks work with EET (sans the infravision inconsistency which I reported), I never used the BGEE specific tweaks on EET to know if they work.
  • MordekaieMordekaie Member Posts: 269
    About the installorder ?:
    - BGEE specific tweaks installed on BGEE before EET
    - Other OlvynTweaks installed (with PI) after EET_end (between Tweak Anthology and SCS)

  • deratiseurderatiseur Member Posts: 250
    edited April 2022
    Really cool mod. i like it.
    French translation done and sent to OlvynChuru.
    Post edited by deratiseur on
  • baconninja321123baconninja321123 Member Posts: 4
    Haven't played the game with the mod but it already seems super cool. HOWEVER, I am encountering an error when trying to install the "modify fighting styles".
    ERROR Installing [Modify Fighting Styles], rolling back to previous state
    Will uninstall 3 files for [METWEAKS/METWEAKS.TP2] component 4000.
    Uninstalled 3 files for [METWEAKS/METWEAKS.TP2] component 4000.
    ERROR: Failure("SET_STRING out of range")
    Please make a backup of the file: SETUP-METWEAKS.DEBUG and look for support at: OlvynChuru

    Thanks for the help in advance. :smile:
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