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27 October 2021, 11:35

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Gondor vs Mordor  |  Gondor vs Mordor 1  |  GvM1 Players Forum  |  Bug - Pale Master - Bone Skin
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Author Topic: Bug - Pale Master - Bone Skin  (Read 1930 times)
-firecracker-
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« on: 25 October 2020, 17:58 »

So it look like there is a bug with the Pale Master Bone Skin feat that isn't just effecting the Wemic race after-all. It appears to be effecting all races. Essentially there is currently no AC bonus from Bone Skin on the server.

It looks like this might be something to do with one of the 2da files we use to modify classes, this particular file was just copied from the original game and pre-EE version. However it seems that this might be why it is broken as bits of NWN under EE are now working differently.

So it looks like I'm going to have to rebuild the 2da file in question from scratch using the default EE version as a starting point. I'm not sure how long this will take me but it will be a right pain as it is a horrible format to work with.

I thought I'd create this thread to track its progress rather than it getting lost in another thread that has other things being talked about.

The good news is that it is just a file and doesn't require a whole new version of the mod, so hoping it can be fixed relatively easily with a rebuild of this file.

-fc-

« Last Edit: 25 October 2020, 20:51 by -firecracker- » Logged
bad_karma
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« Reply #1 on: 25 October 2020, 20:41 »

Nice root cause analysis after my wemic post @firecracker! Is the 2da file the one with that enormously long list of settings? If so, I can try and help find diffs in format/settings between the original one and the EE version.. I'll be online tomorrow evening for a bit, if you need some extra eyes.
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-firecracker-
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« Reply #2 on: 25 October 2020, 21:00 »

Thanks @bad_karma! After looking at the classes.2da which I believe is the culprit, I think the modifications should be easy. Comparing the Diamond version to the EE version there is a whole load of new columns (and some rows), as well as some other PM specific changes, which probably explains why Bone Skin might be broken.

I think creating a new custom EE version of a classes.2da shouldn't be a problem as the Diamond version only had changes to remove XP penalty and alignment restrictions, which are just two columns.

Problem I do have though is I think my copy of the Diamond edition classes.2da, which I need to refer to, to is out of date, so I've asked Grey to send me the one the server is running so I don't go an introduce a new bug (like accidentally re-enabling the alignment restrictions).

I'm so tempted to put these damn 2da files in source control as its always been a pain to keep them inline or remember what state they are in  laugh

But yes I may run them by you, thanks Smiley
« Last Edit: 25 October 2020, 21:20 by -firecracker- » Logged
-firecracker-
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« Reply #3 on: 26 October 2020, 21:18 »

Ok I've rebuilt the classes.2da and can confirm that the PM Bone Skin is working again after testing locally.

It is also possible that the RDD class may have had a bug too, as it also has new configuration in the EE version of the 2da, I've checked an RDD locally and it seems to be fine too.

I'm going to try to check the other 2da overrides the mod uses (there are 5 in total) just to see if anything looks like it could be missing, but I would have thought players may have spotted any other bugs.

So with all being well I'll send the updated 2da's to Grey either tonight or tomorrow night at the latest so he can update them on the server, then all should be well with the PM class again.

-fc-
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-firecracker-
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« Reply #4 on: 27 October 2020, 21:45 »

Hi all

Another update, the other 2da files look fine, so I've just emailed over the fixed classes.2da file to Grey. He'll just need to replace the old broken version with the new one and do a server restart and we should be all good on the Pale Master front!

-fc-
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bad_karma
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« Reply #5 on: 27 October 2020, 23:18 »

Awesome! Thanks!!!
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GreyDeth
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« Reply #6 on: 27 October 2020, 23:52 »

Great work -fire- thnx again !  thumbsup
did put it in override folder ... need to restart server ... but Thiagow is playing atm ... so I try to do this tomorrow morning.
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« Reply #7 on: 28 October 2020, 07:32 »

Done !
Happy Bone Skin time again!  Grin
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bad_karma
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« Reply #8 on: 28 October 2020, 23:24 »

Just checked again with Wemic build and bone skin is still not working. I get no additional ac when i take my first lvl and get bone skin. Should get 2. Didn't check with other races yet.
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Thiagow2008
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« Reply #9 on: 28 October 2020, 23:59 »

Indeed is not working. My SD tank (16 PM levels) is still missing 10 AC
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-firecracker-
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« Reply #10 on: 29 October 2020, 09:29 »

Erg, I'll have another look tonight :/
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« Reply #11 on: 29 October 2020, 18:30 »

Ok, I've re-tested locally and via the proper NWServer.exe and the updated file is definately fixing the issue for me.

Grey - can you just recheck the file is good on the server? If you search for 'cls_stat_palema' (without the quotes) within the classes.2da file in overrides it should be found and will indicate it is the up-to-date version (the old version doesn't have this).

If the file looks good maybe try another restart and maybe even an OS restart just incase?

If this doesn't work I'm at a bit of a loss.

-fc-
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Godsmack
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« Reply #12 on: 29 October 2020, 22:31 »

Could this be the cause of it not working?
If you have other changes in override and not in hak, which are working, then ignore...

https://steamcommunity.com/app/704450/discussions/0/3051633726585627390/

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« Reply #13 on: 30 October 2020, 00:26 »

This top hak issue might be the case aswell for the soundset.2da file. In legacy NWN all you needed to do was put it in the override folder and use all the voices when creating characters. I get the feeling that in NWN:EE you can only use all the voices if the server has the expanded soundset.2da in the module as a top hak.
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GreyDeth
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« Reply #14 on: 30 October 2020, 17:52 »

Did check the file ... its in the right folder and I saw  " cls_stat_palema " in file.
Did a restart of the whole PC ...
Hope it helps

But ...
I'm afraid Godsmack is right here .... hmmmm how to solve this if this is the case?

@Thiagow ... I dont have any file named soundset.2da in override folder .... should we have that?
-fire- ? do you have this file somewhere?
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« Reply #15 on: 30 October 2020, 22:13 »

The soundset.2da file can be obtained here:
https://neverwintervault.org/project/nwn1/audio/soundset/npc-soundsets

And theres some guidance here about installing on the server:
https://forums.beamdog.com/discussion/71384/soundset-2da

The guidance might also hint at how to solve the pale master issue.  Something about merging into a top hak...

"There is a soundset.2da in the CEP hak cep2_top_v24.hak. As haks are loaded after the contents of the override folder and overwrite any file with a similar name that is probably where your problem is. You can get around this by extracting the 2da, merging your data with it and creating your own top hak to go above the CEP haks in the list."
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« Reply #16 on: 30 October 2020, 23:05 »

Hmmm good one ...
I'll try some things this weekend then ... thnx m8 !  icon_thumleft


[Update]
Hmmm found out lots of things  ... like "using" Bioware Hak Pack Editor ... but have no clue whatsoever yet how to apply the things needed ... maybe a (new??? / existing?? ) top hak file should be (re?)made, where classes.2da is "wrapped" into it ?!?
-fire-  ?  Or someone else?  ... Is that all that is needed?

as for the "expanded soundset.2da" ... I dont have any soundset.2da file anywhere ... let alone an expanded one ...
again a question for -fire- ...  do you have an expanded soundset.2da somewhere?
« Last Edit: 31 October 2020, 13:11 by GreyDeth » Logged

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« Reply #17 on: 31 October 2020, 13:53 »

Regarding the original issue I'll need to look into it more. The mod has always avoided using hak files as it requires the client (player) to download custom files before being able to connect. This was why custom 2da files in the servers override folder is a much nicer solution as there are no dependencies that have to be downloaded.

Regarding the soundset 2da, it allows players to pick non - standard voice sets. In diamond edition the server didn't have/need a custom soundset 2da as character creation used the players override directory rather than the servers, this must have changed for EE or is linked to the original problem with classes.2da.

But yeh leave it with me and I'll look at both and I'll finally look into nwsync. I probably won't get onto this until Monday now though as I don't have my computer with me this weekend.
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« Reply #18 on: 02 November 2020, 22:43 »

After looking at things in more detail again and what Godsmack found, it looks like we are going to have to go down the root of providing a custom hak to fix these issues.

Firstly I did some testing on a server I hosted briefly withThia who connected and the PM fix that I reported as working locally also worked for him, so I find it strange that two different servers running the same mod/overrides are behaving differently. It makes me wonder if there is some configuration issue still.

Anyway, creating the hak file itself is a pretty easy task, however distribution the hak will be more of a problem as everyone who wants to connect will need to download an extra resource or they won't be able to connect. This is why I much prefer overrides for light changes as it doesn't require players to have to find and download extra crap manually. It seems Beamdog decided to do something with EE and lower the priority of files in the override directory so they are basically useless if you run other packages such as CEP.

My understanding is that NWSync may automate this for us, but I have not had proper time to look at NWSync - I believe it would need to be installed and configured (probably on the server)? I have no idea if it knows where to put these hak files either for players using Steam vs Non Steam, as Steam seems to create some very specific directories.

I suppose just to get things going I could update things to require a manual download of the hak, unless anyone has time to look into NWSync? I'm not sure realistically when I will be able to that.

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« Reply #19 on: 03 November 2020, 12:51 »

https://docs.google.com/document/d/1RXIf1vD-dE6p-ZzHs-PX4eyeMSYVbsYc89XvC8tscCs/edit#heading=h.8ltz37ep6825

https://forums.beamdog.com/discussion/73026/nwsync-feedback-discussion-thread/p5

I have no experiance with any coding/ building, but there links might be interesting to check out
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GreyDeth
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« Reply #20 on: 04 November 2020, 18:03 »

NWsync .... hmmm thought I tried already something with this ... however the info from Sky's urls can maybe help here ...
I'll try to make time this weekend for this.
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« Reply #21 on: 24 November 2020, 22:33 »

Just for my understanding: this issue is still open, right? Maybe an idea to have grey and fire on together and organise some screen sharing session to verify server config? I could host a thing like that i guess..
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« Reply #22 on: 27 November 2020, 16:55 »

This issue hasn't been resolved but fc does have a hak file that will fix it.  Why not just share the hak file so people can update themselves if they want the PM AC fix while we decide on a way of distributing the files that we don't currently have? 

Even though there might be a more elegant way, we don't know what that is and fc doesn't have the time to research.  Let's share the file, write up an explanation on the boards for how to do, and move on.  my 2 cents.
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« Reply #23 on: 03 December 2020, 20:12 »

Sounds sensible. To get this out does require 2 things - a new version of the mod and the hak file itself.

When I get some free time I can get the hak file prepared ready for people to download while the existing mod continues to run. Then maybe after a week or two the mod can be updated on the server (as without the hak you won't be able to enter).

-fc-
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« Reply #24 on: 21 January 2021, 21:20 »

Please see update:

http://www.gondorvsmordor.com/gvm2/forum/index.php?topic=3423.0
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