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[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

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Comments

  • subtledoctorsubtledoctor Member Posts: 11,380
    It's worth noting: the way spontaneous casting works for these new bards (and TnB multi-sorcerers), is not friendly to exporting the character and importing it into another game.

    I just had to deal with this, getting my Meistersinger who finished BGEE into SoD - on an iPad, no less. I managed to get the character over, however. Here's how:

    - First, dealing with the old problem of kit mismatch. I solved this by using the Kitlist Equalizer mod to make sure that my character's kit appeared at the same row of kitlist.2da in both games.

    - Second, I exported the character file. From my iOS game, this resulted in a file called "charname.bg1character" where "charname" is whatever I named the exported character file. In this case, I renamed ".bg1character" to ".zip" and then unzipped the file. Inside it are two files: "charname.bio" and "charname.chr." You want to get that .chr file. Desktop games might not export it in the same way; they might give you access to the .chr file directly.

    - I dropped the .chr file into a game's override folder (doesn't matter which game) and opened Near Infinity. Editing the .chr file, I found the list of "applied effects." this should be quite long.

    - Look through that list and delete any effects that involve opcode 233 and stat 134 ("ExtraProficiency20"). Obviously, do not delete opcode 233 effects that refer to your actual weapon proficiencies!

    - Also delete any effects that refer to d5_stats.eff or .spl, d5abspw.eff or .spl, d5abspb.eff or .spl, and d5absps.eff or .spl

    - Save the file, close Near Infinity. Grab the .chr file from that override folder, and put it wherever it needs to be to import into the new game.

    - In the new game, import the character file and when you start, do the normal starting things - "initiatialize bardic abilities" etc. It might take a cycle of "preparing" spells and then resting, but spellcasting should work smoothly after that.

    There is also an issue with the games' ability to keep track of imported characters' feats. The feats use a variation of the spell-learning UI mod by @kjeron and for most classes, keep track of already-learned feats in the cleric spellbook. (Except divine caster classes like rangers, who keep track of their feats in the mage spellbook.) Unfortunately, upon starting a new game the engine will wipe out all spells from spellbooks to which you do not have normal access.

    I'm not sure whether there is any way around this. Off the top of my head I suppose I could record local variables relating to each known feat, and run a script upon starting the game that adds them back to your spellbook after the game has removed them. That's kind of annoying way to go about it, but I'm not sure there is a better workaround.

    rapsam2003
  • HypaspistHypaspist Member Posts: 24
    edited July 4
    @Hypaspist I've seen instances where uninstalling LeUI doesn't leave things in a functional state. I'm not sure why - I don't really know how that mod is coded. But in general, but UI overhauls that overwrite important files should be installed early in your order, not at the end. It might be worth installing your list again, with LeUI at the beginning.

    Finally managed to find the issue - turns it was, surprisingly enough, two quest mods - I Shall Never Forget & Tales from the Deep Gardens.

    Post edited by Hypaspist on
  • HypaspistHypaspist Member Posts: 24
    edited July 5
    @subtledoctor

    After having played it for a bit I've got to say that this mod is absolutely amazing. So many options; excellent work!

    However, it would seem I've ran into a bug with bardic casting. At first it worked just fine (First I initiated bardic casting, then used daily spell preparation) - I could several spells from the same level, just as with Sorcerer's casting.

    However, after a while, this happend: https://imgur.com/a/kdrN94N

    First I could only cast only one spell, as memorized, and then it switched to 14 spells from level 4 (as per screenshot).

    I've also encountered a problem with Bladesong - I can enable it and it seems to be working, but when I disable it (with an ability called "Quick Weapon" I cannot use it again, even after resting.

    Another thing - you have Song & Silence, Divine Remix and Rogue Rebalancing in your install order, are of their components safe to install?

    Post edited by Hypaspist on
  • ThacoBellThacoBell Member Posts: 9,734
    @Hypaspist Do you use EEKeeper? Right now, just opening a save in it completely breaks bardic spellcasting.

    Hypaspist
  • HypaspistHypaspist Member Posts: 24
    edited July 6
    ThacoBell wrote: »
    @Hypaspist Do you use EEKeeper? Right now, just opening a save in it completely breaks bardic spellcasting.

    Yes, I do. Guess we've found the culprit. Can I use any other programs to edit savegames? And does using Near Infinity also cause problems? For example, I've edited the kitlist after installing all the mods.

  • ThacoBellThacoBell Member Posts: 9,734
    @Hypaspist I don't know if any other save editors have the same issue. I don't use nearinfinity either, I could neve rfigure it out.

  • subtledoctorsubtledoctor Member Posts: 11,380
    edited July 7
    I can't help it if EEKeeper does some sort of shenanigans with your character every time you want to make a small adjustment to a savegame. That's dumb. Frankly I never lined 'Keeper - it's got some nice UI chrome, but I always found it to be flaky.

    I use, and I recommend using, Near Infinity to edit saves. It doesn't do extra junk you don't want it to. It's a bit imposing at first but once you know how to get to the part you want to edit, it's fine.

    1) Scroll to the "savegames" category and open the .gam file
    2) Double-click the character you want to edit ftom the top-right list
    3) Click "Edit" at the top of the window
    4) Scroll all the way down to the bottom and double-click the ".cre" file
    5) Change whatever needs changing.
    6) Close all extra windows and in the base window, click "save"

    Hypaspist
  • amitlathamitlath Member Posts: 22
    Hypaspist wrote: »
    @Hypaspist I've seen instances where uninstalling LeUI doesn't leave things in a functional state. I'm not sure why - I don't really know how that mod is coded. But in general, but UI overhauls that overwrite important files should be installed early in your order, not at the end. It might be worth installing your list again, with LeUI at the beginning.

    Finally managed to find the issue - turns it was, surprisingly enough, two quest mods - I Shall Never Forget & Tales from the Deep Gardens.

    I'm facing the same problem when TotDG is installed. Is there a workaround? I'd like to avoid re-installing if possible.

  • amitlathamitlath Member Posts: 22
    amitlath wrote: »
    Hypaspist wrote: »
    @Hypaspist I've seen instances where uninstalling LeUI doesn't leave things in a functional state. I'm not sure why - I don't really know how that mod is coded. But in general, but UI overhauls that overwrite important files should be installed early in your order, not at the end. It might be worth installing your list again, with LeUI at the beginning.

    Finally managed to find the issue - turns it was, surprisingly enough, two quest mods - I Shall Never Forget & Tales from the Deep Gardens.

    I'm facing the same problem when TotDG is installed. Is there a workaround? I'd like to avoid re-installing if possible.

    No suggestions?

  • HypaspistHypaspist Member Posts: 24
    edited July 13
    amitlath wrote: »
    amitlath wrote: »
    Hypaspist wrote: »
    @Hypaspist I've seen instances where uninstalling LeUI doesn't leave things in a functional state. I'm not sure why - I don't really know how that mod is coded. But in general, but UI overhauls that overwrite important files should be installed early in your order, not at the end. It might be worth installing your list again, with LeUI at the beginning.

    Finally managed to find the issue - turns it was, surprisingly enough, two quest mods - I Shall Never Forget & Tales from the Deep Gardens.

    I'm facing the same problem when TotDG is installed. Is there a workaround? I'd like to avoid re-installing if possible.

    No suggestions?

    Installing it last seems to have fixed the problem.
    I can't help it if EEKeeper does some sort of shenanigans with your character every time you want to make a small adjustment to a savegame. That's dumb. Frankly I never lined 'Keeper - it's got some nice UI chrome, but I always found it to be flaky.

    I use, and I recommend using, Near Infinity to edit saves. It doesn't do extra junk you don't want it to. It's a bit imposing at first but once you know how to get to the part you want to edit, it's fine.

    1) Scroll to the "savegames" category and open the .gam file
    2) Double-click the character you want to edit ftom the top-right list
    3) Click "Edit" at the top of the window
    4) Scroll all the way down to the bottom and double-click the ".cre" file
    5) Change whatever needs changing.
    6) Close all extra windows and in the base window, click "save"

    Thanks, that did the trick.

    However, I've encountered a problem with the Bladesong ability:

    1. Once used, it persists, but it cannot disabled (even though the description states that it can be used at will);
    2. Once disabled - with "Quick Weapon" innate ability, it cannot be enabled again, even after resting (Screenshots: https://imgur.com/a/aOorPZj.
    3. This might be connected to problem 1 and 2 - the description is incomplete, maybe something's off with my install?(Screenshot: https://imgur.com/a/bu6cO3D).

  • amitlathamitlath Member Posts: 22
    Hypaspist wrote: »
    amitlath wrote: »
    amitlath wrote: »
    Hypaspist wrote: »
    @Hypaspist I've seen instances where uninstalling LeUI doesn't leave things in a functional state. I'm not sure why - I don't really know how that mod is coded. But in general, but UI overhauls that overwrite important files should be installed early in your order, not at the end. It might be worth installing your list again, with LeUI at the beginning.

    Finally managed to find the issue - turns it was, surprisingly enough, two quest mods - I Shall Never Forget & Tales from the Deep Gardens.

    I'm facing the same problem when TotDG is installed. Is there a workaround? I'd like to avoid re-installing if possible.

    No suggestions?

    Installing it last seems to have fixed the problem.

    I was hoping to avoid fiddling with the install. Is there any 2da editing that will help?

  • subtledoctorsubtledoctor Member Posts: 11,380
    Hypaspist wrote: »
    I've encountered a problem with the Bladesong ability:

    1. Once used, it persists, but it cannot disabled (even though the description states that it can be used at will);
    2. Once disabled - with "Quick Weapon" innate ability, it cannot be enabled again, even after resting (Screenshots: https://imgur.com/a/aOorPZj.
    3. This might be connected to problem 1 and 2 - the description is incomplete, maybe something's off with my install?(Screenshot: https://imgur.com/a/bu6cO3D).

    Probably just a bug with the way I added that ability. I'll take a look.
    amitlath wrote: »
    Hypaspist wrote: »
    amitlath wrote: »
    amitlath wrote: »
    Hypaspist wrote: »
    @Hypaspist I've seen instances where uninstalling LeUI doesn't leave things in a functional state. I'm not sure why - I don't really know how that mod is coded. But in general, but UI overhauls that overwrite important files should be installed early in your order, not at the end. It might be worth installing your list again, with LeUI at the beginning.

    Finally managed to find the issue - turns it was, surprisingly enough, two quest mods - I Shall Never Forget & Tales from the Deep Gardens.

    I'm facing the same problem when TotDG is installed. Is there a workaround? I'd like to avoid re-installing if possible.

    No suggestions?

    Installing it last seems to have fixed the problem.

    I was hoping to avoid fiddling with the install. Is there any 2da editing that will help?

    I confess I can't follow what issue you are referring to... is there a conflict with Lava's mod(s)? Can you give me a way to reproduce whatever you are seeing?

  • amitlathamitlath Member Posts: 22
    Hypaspist wrote: »
    I've encountered a problem with the Bladesong ability:

    1. Once used, it persists, but it cannot disabled (even though the description states that it can be used at will);
    2. Once disabled - with "Quick Weapon" innate ability, it cannot be enabled again, even after resting (Screenshots: https://imgur.com/a/aOorPZj.
    3. This might be connected to problem 1 and 2 - the description is incomplete, maybe something's off with my install?(Screenshot: https://imgur.com/a/bu6cO3D).

    Probably just a bug with the way I added that ability. I'll take a look.
    amitlath wrote: »
    Hypaspist wrote: »
    amitlath wrote: »
    amitlath wrote: »
    Hypaspist wrote: »
    @Hypaspist I've seen instances where uninstalling LeUI doesn't leave things in a functional state. I'm not sure why - I don't really know how that mod is coded. But in general, but UI overhauls that overwrite important files should be installed early in your order, not at the end. It might be worth installing your list again, with LeUI at the beginning.

    Finally managed to find the issue - turns it was, surprisingly enough, two quest mods - I Shall Never Forget & Tales from the Deep Gardens.

    I'm facing the same problem when TotDG is installed. Is there a workaround? I'd like to avoid re-installing if possible.

    No suggestions?

    Installing it last seems to have fixed the problem.

    I was hoping to avoid fiddling with the install. Is there any 2da editing that will help?

    I confess I can't follow what issue you are referring to... is there a conflict with Lava's mod(s)? Can you give me a way to reproduce whatever you are seeing?

    Sorry I wasn't clear. The issue is: the game crashes when making a Bard character after you have selected the memorized spells and click on <next>. I tried with a couple different kits: Blade and Jester. It also crashes when leveling up Haer'Dalis, who is a Blade.

    I managed to reproduce the issue on a clean bg2ee install with just TotTG and Might and Guile Revised Bards component. Please let me know if you need more information.

  • HypaspistHypaspist Member Posts: 24
    Hypaspist wrote: »
    I've encountered a problem with the Bladesong ability:

    1. Once used, it persists, but it cannot disabled (even though the description states that it can be used at will);
    2. Once disabled - with "Quick Weapon" innate ability, it cannot be enabled again, even after resting (Screenshots: https://imgur.com/a/aOorPZj.
    3. This might be connected to problem 1 and 2 - the description is incomplete, maybe something's off with my install?(Screenshot: https://imgur.com/a/bu6cO3D).

    Probably just a bug with the way I added that ability. I'll take a look.

    Thanks, appreciate it.

  • TressetTresset Member, Moderator Posts: 7,655
    @Hypaspist One of your comments here was caught by the forum's automated spam filter. I have verified you so that this should not happen again.

    Hypaspist
  • subtledoctorsubtledoctor Member Posts: 11,380
    amitlath wrote: »
    The issue is: the game crashes when making a Bard character after you have selected the memorized spells and click on <next>. I tried with a couple different kits: Blade and Jester. It also crashes when leveling up Haer'Dalis, who is a Blade.

    I managed to reproduce the issue on a clean bg2ee install with just TotTG and Might and Guile Revised Bards component. Please let me know if you need more information.

    Okay, I can reproduce this. But, I have zero idea why it would CTD after choosing memorized spells. It's really weird. I'm not even sure how to troubleshoot it - I don't have the barest hypothesis to start from... :(

  • kjeronkjeron Member Posts: 2,066
    edited July 15
    Okay, I can reproduce this. But, I have zero idea why it would CTD after choosing memorized spells. It's really weird. I'm not even sure how to troubleshoot it - I don't have the barest hypothesis to start from... :(
    It's most likely a corrupt spell/ability/opcode referenced in the CLAB file, as that is the point during CHARGEN when the CLAB file is applied to the creature.

  • subtledoctorsubtledoctor Member Posts: 11,380
    kjeron wrote: »
    Okay, I can reproduce this. But, I have zero idea why it would CTD after choosing memorized spells. It's really weird. I'm not even sure how to troubleshoot it - I don't have the barest hypothesis to start from... :(
    It's most likely a corrupt spell/ability/opcode referenced in the CLAB file, as that is the point during CHARGEN when the CLAB file is applied to the creature.

    Per amitlath above, it also happens during level-up for bard NPCs. The only abilities I apply during every level-up, as far as I can see, are a spell that increase Lore by 5 points, and an opcode 233 spell modifying stats 108/109 to do this. There's no crash when M&G is installed by itself, only when it is preceded by Tales of Deep Gardens. That mod shouldn't corrupt spells that M&G adds... but maybe it does something with those stats that become problematic for the M&G 233 effects?

  • amitlathamitlath Member Posts: 22
    It should be noted that the crash during leveling up Haer'Dalis happens at the screen where proficiencies and skill points are allocated.

    In my game, I have NPC management from SCS installed. So when Haer'Dalis joins, he is at level 0. Without touching his class/kit, when I straight away level him up, the crash happens (when I click <next> in the above screen).

  • subtledoctorsubtledoctor Member Posts: 11,380
    edited July 15
    amitlath wrote: »
    In my game, I have NPC management from SCS installed. So when Haer'Dalis joins, he is at level 0.

    Ah! Well that's different. So maybe it's a 1st-level ability. More things to check. (Though I still don't get how a quest mod could corrupt a spell in my clab tables when the spell is installed after it...)

  • amitlathamitlath Member Posts: 22
    amitlath wrote: »
    In my game, I have NPC management from SCS installed. So when Haer'Dalis joins, he is at level 0.

    Ah! Well that's different. So maybe it's a 1st-level ability. More things to check. (Though I still don't get how a quest mod could corrupt a spell in my clab tables when the spell is installed after it...)

    Further weirdness... I tried installing MnG bards component first then tottg. Now I can create the bard-blade character without the crash. However, they end up with no memorization slots. 0 slots in l1, l2, l3 spells.

  • subtledoctorsubtledoctor Member Posts: 11,380
    amitlath wrote: »
    amitlath wrote: »
    In my game, I have NPC management from SCS installed. So when Haer'Dalis joins, he is at level 0.

    Ah! Well that's different. So maybe it's a 1st-level ability. More things to check. (Though I still don't get how a quest mod could corrupt a spell in my clab tables when the spell is installed after it...)

    Further weirdness... I tried installing MnG bards component first then tottg. Now I can create the bard-blade character without the crash. However, they end up with no memorization slots. 0 slots in l1, l2, l3 spells.

    I suspect ToDG is doing something with stat 108 or stat 109, both of which are used by MnG to keep track of spell slots. The MnG system is designed to work with normally used proficiencies without interfering (it increments the proficiencies in the upper 3 bytes and checks for bit-equality)... but it still depends on precisely how the other mod uses those stats.

    Need to confirm that, though, before going down a rabbit hole trying to fix things.

  • amitlathamitlath Member Posts: 22
    amitlath wrote: »
    amitlath wrote: »
    In my game, I have NPC management from SCS installed. So when Haer'Dalis joins, he is at level 0.

    Ah! Well that's different. So maybe it's a 1st-level ability. More things to check. (Though I still don't get how a quest mod could corrupt a spell in my clab tables when the spell is installed after it...)

    Further weirdness... I tried installing MnG bards component first then tottg. Now I can create the bard-blade character without the crash. However, they end up with no memorization slots. 0 slots in l1, l2, l3 spells.

    I suspect ToDG is doing something with stat 108 or stat 109, both of which are used by MnG to keep track of spell slots. The MnG system is designed to work with normally used proficiencies without interfering (it increments the proficiencies in the upper 3 bytes and checks for bit-equality)... but it still depends on precisely how the other mod uses those stats.

    Need to confirm that, though, before going down a rabbit hole trying to fix things.

    Ok. Please let me know if you want me to test with some edits to some 2da files or something. Or send you some other files to examine.

    Thanks a lot.

  • ThacoBellThacoBell Member Posts: 9,734
    edited July 20
  • Nathan82Nathan82 Member Posts: 7
    Hello
    Just had this error , installing as part of megamod
    Is it going to cause problems or can i just ignore?

    [C:\BGT all\BGII - SOA\setup-might_and_guile.exe] WeiDU version 24600
    Using Language [English]
    Installing [Revised Berserker and Rage] [3.8.17]
    Copying and patching 1 file ...
    ERROR: cannot convert cols or %cols% to an integer
    ERROR: [kitlist.2da] -> [override] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    ERROR Installing [Revised Berserker and Rage], rolling back to previous state
    Will uninstall 0 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 250.
    Uninstalled 0 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 250.
    ERROR: Not_found
    Please make a backup of the file: SETUP-MIGHT_AND_GUILE.DEBUG and look for support at: SubtleD
    Automatically Skipping [Revised Berserker and Rage] because of error.
    Using Language [English]
    NOT INSTALLED DUE TO ERRORS Revised Berserker and Rage

    Thanks in advance for any help

  • subtledoctorsubtledoctor Member Posts: 11,380
    Nathan82 wrote: »
    Hello
    Just had this error , installing as part of megamod
    Is it going to cause problems or can i just ignore?

    Well, you won't get the Revised Berserker, but apart from that it won't cause any problems.

  • Nathan82Nathan82 Member Posts: 7
    @subtledoctor
    Dont suppose you have an idea as to why i got the error?
    Or, as im using loads of mods, theres too many possible causes?
    Thanks

  • amitlathamitlath Member Posts: 22
    Nathan82 wrote: »
    Hello
    Just had this error , installing as part of megamod
    Is it going to cause problems or can i just ignore?

    [C:\BGT all\BGII - SOA\setup-might_and_guile.exe] WeiDU version 24600
    Using Language [English]
    Installing [Revised Berserker and Rage] [3.8.17]
    Copying and patching 1 file ...
    ERROR: cannot convert cols or %cols% to an integer
    ERROR: [kitlist.2da] -> [override] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    ERROR Installing [Revised Berserker and Rage], rolling back to previous state
    Will uninstall 0 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 250.
    Uninstalled 0 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 250.
    ERROR: Not_found
    Please make a backup of the file: SETUP-MIGHT_AND_GUILE.DEBUG and look for support at: SubtleD
    Automatically Skipping [Revised Berserker and Rage] because of error.
    Using Language [English]
    NOT INSTALLED DUE TO ERRORS Revised Berserker and Rage

    Thanks in advance for any help

    Do you have the Solaufein Romance mod installed? I remember having similar patching failed errors, although with other files, and it came out to be because of that mod messing up the Triggers.ids file. I believe the latest bwp fixpack or the latest eet fixpack fixes it.

    But not sure if it's the same issue with your install.

  • Nathan82Nathan82 Member Posts: 7
    edited July 28
    No, i havent got that mod installed. Im starting to wonder if somewhere i've got an EET mod mixed in somewhere.
    Could that be the cause?
    Or a mod thats compatible with BG:EE /EET and BG/BG2/BGT be returning of unusable value for BGT but would work for EET or doing something else to cause this problem?

    Post edited by Nathan82 on
  • subtledoctorsubtledoctor Member Posts: 11,380
    edited July 30
    amitlath wrote: »
    The issue is: the game crashes when making a Bard character after you have selected the memorized spells and click on <next>. I tried with a couple different kits: Blade and Jester. It also crashes when leveling up Haer'Dalis, who is a Blade.

    I managed to reproduce the issue on a clean bg2ee install with just TotTG and Might and Guile Revised Bards component. Please let me know if you need more information.

    I finally figured this out - some spells added by TotDG just happened to be structured in such a way as to expose a coding error in MnG. It is fixed in 4b13.

    Post edited by subtledoctor on
    Hypaspist
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