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Unofficial Arcanum Patch (Original Thread)

Qwinn

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Heyas Drog... feeling a bit under the weather, so relaxing with a brand new install with your patches to see me through :)

I noticed early on that there's still some dialogue errors floating around. For example, Virgil's second line after the crash, the floating text says "blithering" when the sound file clearly says "blathering", and his floating text says "Maybe I should I be writing all of this down" (an extra "I" there). There's also several other lines in the initial dialogue where the text doesn't quite match up to the sound file.

If you're interested, I'd be willing to do a comprehensive dialogue fix like I did for PS:T, and let you incorporate it into your pack. Is there an equivalent to the PS:T dialog.tlk file, a single file that contains all text for easy translation? If so, could you point me to it, or otherwise give me a hint as to how typo fixes are handled in this game?

Qwinn
 
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Drog Black Tooth

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Qwinn said:
If you're interested, I'd be willing to do a comprehensive dialogue fix like I did for PS:T, and let you incorporate it into your pack. Is there an equivalent to the PS:T dialog.tlk file, a single file that contains all text for easy translation? If so, could you point me to it, or otherwise give me a hint as to how typo fixes are handled in this game?
We actually attempted a community proofreading project before and we have proofread around 25% of all dialogs. Eventually, it just became too controversial, since there was a lot of grammar inconsistencies in the game, e.g. a term was capitalized in one dialog, but not in another. And there's a complete mess with ellipses among other things. Although I suppose we can fix just the typos, I'm not sure if it's worth it to read through everything to just fix the typos. Perhaps, this post explains the problem better.

Considering the format, Arcanum's .dlg files are simple text files, but they contain scripting commands, so there's no support for easy translation. I've explained the basics of the format here and you can also take a look at the WorldEd manual for the complete set of commands. If you're willing to help with the typos, I can send you an archive of all up-to-date dialog files.
 

Qwinn

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My philosophy on dialogue fixes is simply to improve flow, and I try not to get overly picky. Probably the most controversial thing I did in mine is that I changed the use of commas and periods within quotes and asterisks (American standard) to commas and periods outside quotes (British standard), at least when the quoted text was a few words and not a full sentence. Not because I'm British. I'm proudly American. But that particular peculiarity of American punctuation just drives me insane. The only reason it ever got standardized that way in America was because the platens on old typewriters had a tendency to interfere with one another if you did a comma or a period after a quote, but less issues the other way around. I think we're past that particular technological hurdle now, and the British way -is- a hell of a lot more consistent and just looks better and reads easier, IMO.

But don't worry. I won't do that to Arcanum dialogues if I decide to go forward with this :) It'd be horrifically difficult with the file structure as it is anyway, with PS:T having all the dialogue in one file it was infinitely easier. I just brought it up as an interesting (okay, okay, boring) anecdote.

Anyways.

I probably wouldn't touch things like capitalization or ellipsis unless it was -clearly- screwed up, because to me those sort of things don't really -jar- me when I'm reading the text. Those are just a matter of preference, I think, and somewhat variable depending on a writer's style. But "Maybe I should I be writing this down" is jarring. And "you're" when it should be "your", or "there" when it should be "their", is jarring and isn't really a style based thing, it's just flat out wrong.

So, even though it bugs me that references in PS:T to "the Planes", "planes" is often capitalized and often not, and I think some of them really would look better switched, I didn't mess with 'em. That's a writer's style choice, really, and I didn't consider it my job to mess with it.

If that's a philosophy you can be comfortable with, then yeah, as I play I can go through and fix typos as I see 'em.

Qwinn
 
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Drog Black Tooth

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Well, we're always fixing the actual typos and mistakes, people are constantly reporting typos, and I also fix them as I see them. So I suppose if you're not interested in working on the grammar problems and proofreading, you can just post the typos you find in this thread.
 

Qwinn

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*nod* Alright, I'll just report them as I find them, then.

Beyond the two I already reported, there's lots of other minor discrepancies between the sound files in Virgil's opening dialogue and the floating text. The text isn't -wrong- or grammatically incorrect, it just doesn't match precisely and is thus a little jarring when you read along with the audio file. But I like watching TV with close captioning on so it's something I tend to notice a lot.

Qwinn
 
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Drog Black Tooth

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Qwinn said:
Beyond the two I already reported, there's lots of other minor discrepancies between the sound files in Virgil's opening dialogue and the floating text.
Really?

Well then, I suppose I can send you the dialog files if you're willing to fix the said discrepancies. The VOs can also be unpacked and listened to, they're normal mp3 files.
 

Pliskin

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Drog Black Tooth said:
Pliskin said:
Whenever I try and "use" (read, consume --- whatever) the Charged Axe schematic, it just makes my game CTD.
Pliskin said:
Grenades are now supposed to cost 4AP in turn-based? In my current game (UAP081229), they still cost 0.
Your installation must be corrupted. Please reinstall the game and patches. And remember, you can't use any mods that weren't made for this specific version of the game.

Done.

Good: The grenades now cost 4AP to throw. (EDIT: Sort of. There seems to be some inverse-square law in effect: With 13 AP's to spend, the first two grenades thrown cost 4 AP --- second two cost 2 AP --- last one cost 1 AP. Does this seem right to you?)

Bad: Charged Axe schematic use still causes CTD.

While I'm aware that you've said yr only interested in restoring lost content and fixes, not modding the actual game, there are two things I'm curious about:

The "economy" is severely frustrating: Why, oh why, is it that nobody will buy my wonderous technological creations? Why won't gunsmiths buy my guns? Why won't herbologists buy my cures? Why won't inventors... Well, you get it. What's even more frustrating, is that they often won't even buy items they already have in their inventory! They will sell items to you, but won't buy back the exact same item? Huh? There has to be a way to fix this.

The other is the "Followers Only Learn Four Levels of Technology / Magic and Then Quit" issue. I take it yr not interested in altering the follower leveling schemes so that they continue to progress?
 

wrhunter

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Maybe Trokia just wanted to give the Junk Dealers more importance, since they accepted almost everything...
 
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Drog Black Tooth

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Pliskin said:
Charged Axe schematic use still causes CTD.
Looks like there are still some problems with your installation. The Charged Axe schematic would cause CTD if schematic.mes in data\rules folder is missing the entry. I can't think of another reason. Are you sure that you don't have any mods that are based on an older version of the file? I'd recommend you to play without any mods, since Arcanum doesn't have good support for mods and it's always easy to break something. Uninstall the game, make sure that there's nothing left in the folder, reinstall the game, the 1.0.7.4 patch and the UAP. (The Charged Axe schematic is a part of the Extra Content module, so it also must be installed.)

As for the other part of your post, I'm not planning any balance changes currently. There are, of course, some fixes in the UAP that affect the game balance to some extent, but they're bug fixes, not arbitrary changes.

Pliskin said:
The grenades now cost 4AP to throw. (EDIT: Sort of. There seems to be some inverse-square law in effect: With 13 AP's to spend, the first two grenades thrown cost 4 AP --- second two cost 2 AP --- last one cost 1 AP. Does this seem right to you?)
The AP preview is still messed up, while the throwing action does cost 4AP in the UAP, the preview remains completely wrong (it just shows the action cost for character movement).
 

Kz3r0

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Pliskin said:
The "economy" is severely frustrating: Why, oh why, is it that nobody will buy my wonderous technological creations? Why won't gunsmiths buy my guns? Why won't herbologists buy my cures? Why won't inventors... Well, you get it. What's even more frustrating, is that they often won't even buy items they already have in their inventory! They will sell items to you, but won't buy back the exact same item? Huh? There has to be a way to fix this.
It doesn't need any fix, you only need some point in Haggle, quite realistic in my opinion.
 

Pliskin

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Drog Black Tooth said:
Pliskin said:
Charged Axe schematic use still causes CTD.
Looks like there are still some problems with your installation. The Charged Axe schematic would cause CTD if schematic.mes in data\rules folder is missing the entry. I can't think of another reason.

Does the UAP actually install a schematic.mes file in the data\Rules folder --- because I don't seem to have one in there.

Kz3r0 said:
It doesn't need any fix, you only need some point in Haggle, quite realistic in my opinion.

I have 2 ranks in Haggle (+ Lucky Medallion) --- only junk dealers (at 140% mark-up) are willing to deal. So yr saying I need 3 ranks and Expert, or sumfink? (It's been awhile since I played through Arcanum --- some of the details are a bit fuzzy).
 
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Drog Black Tooth

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Pliskin said:
Drog Black Tooth said:
Pliskin said:
Charged Axe schematic use still causes CTD.
Looks like there are still some problems with your installation. The Charged Axe schematic would cause CTD if schematic.mes in data\rules folder is missing the entry. I can't think of another reason.
Does the UAP actually install a schematic.mes file in the data\Rules folder --- because I don't seem to have one in there.
No, it is packed. You need Arcanum7.dat for the Charged Axe schematic to work.
 

Kz3r0

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Pliskin said:
I have 2 ranks in Haggle (+ Lucky Medallion) --- only junk dealers (at 140% mark-up) are willing to deal. So yr saying I need 3 ranks and Expert, or sumfink? (It's been awhile since I played through Arcanum --- some of the details are a bit fuzzy).
You should have at least three level and expert rank.
With mastery it's possible to sell any kind of things.
 

wrhunter

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May 23, 2008
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From gamebanshee

Haggle Apprentice – the merchant’s mark-up is reported to the character

Haggle Expert – merchants will buy anything, even things they normally would not

Haggle Master – merchants will sell items marked “Not for Sale”
 

Qwinn

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Heh, guess I should've posted my question here.

So - are there any good items available via Haggle Master that aren't available any other realistic way?

Qwinn
 
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Drog Black Tooth

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Many merchants have unique items on their person (perhaps you've already noticed that), some of them are quite useful, although it's always possible to pickpocket them (especially with a fate point), or you can just kill a merchant to take his/her belongings. Haggle Master just makes it easier to get such items.
 

Pliskin

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Drog Black Tooth said:
Pliskin said:
Drog Black Tooth said:
Pliskin said:
Charged Axe schematic use still causes CTD.
Looks like there are still some problems with your installation. The Charged Axe schematic would cause CTD if schematic.mes in data\rules folder is missing the entry. I can't think of another reason.
Does the UAP actually install a schematic.mes file in the data\Rules folder --- because I don't seem to have one in there.
No, it is packed. You need Arcanum7.dat for the Charged Axe schematic to work.

After completely removing Arcanum from my hardrive (twice!) and reinstalling (twice!), and laying the UAP81229 down on top of that, I can report that the Charged Axe schematic is now useable.

Kz3r0 said:
You should have at least three level and expert rank.
With mastery it's possible to sell any kind of things.

Bugger.

I'm going for a Nikola Tesla build, not a J.P. Morgan.
 

wrhunter

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Drog Black Tooth said:
Many merchants have unique items on their person (perhaps you've already noticed that), some of them are quite useful, although it's always possible to pickpocket them (especially with a fate point), or you can just kill a merchant to take his/her belongings. Haggle Master just makes it easier to get such items.

If the merchant is very important, you can still resurrect him/her. :twisted:
 

Kz3r0

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Pliskin said:
Kz3r0 said:
You should have at least three level and expert rank.
With mastery it's possible to sell any kind of things.

Bugger.

I'm going for a Nikola Tesla build, not a J.P. Morgan.
Who can't find any financier or buyer for his inventions and died dirty poor, so why you are complaining about your bartering woes ? :lol:
 

Qwinn

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Question:

If I have a weapon (not a game ending super powerful one either) that is allowing me to do my maximum number of attacks without any fatigue, is that bugged by definition?

If so, the balanced boomerang is bugged. As a dwarf around level 22, with a dex of 12 and three points throwing Expert, I'm getting four attacks per round with no fatigue at all.

If that can happen legitimately, ok, cool, let me know, I'm curious as to the mechanics.

Qwinn
 
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Drog Black Tooth

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Well, you cause Fatigue to your targets, not yourself. If you use staves or other weapons with high Fatigue you can knock critters unconscious.
 

Qwinn

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Okay, I'm confused then. When I was using other weapons, such as a regular and bladed boomerang, I would suffer fatigue while using the weapon. (Maybe I should be calling it AP cost?)

And yes, I was aware that weapons also do fatigue damage against enemies. That's not what I'm referring to.

Qwinn
 
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Drog Black Tooth

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The number of APs you get is equivalent to your character's speed. The number of APs a weapon takes is based on the weapon's speed. It follows this table:
2 or lower: 8 APs
3-5: 7 APs
6-8: 6 APs
9-11: 5 APs
12-14: 4 APs
15-17: 3 APs
18-24: 2 APs
25 or higher:1 AP
Unarmed is always 5 APs

If you don't have enough APs to perform an attack, you can still do it, but you will suffer a fatigue penalty. It was supposed to be a number of remaining APs (as the manual states), but it seems to be always 2FT in the game. Perhaps, they rebalanced this.

Your fatigue also goes down when you run while in combat. Walking however doesn't drain any fatigue, but it has double AP cost (2APs for each tile).
 

Qwinn

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Alrighty, that makes sense, and I was thinking that might be the case. So basically, the reason I was getting the fatigue penalty earlier was because my available AP wasn't evenly divisible by my weapon's AP cost, but now it is.

I'm playing in turn-based mode. If I run into the situation again where my last attack is causing me fatigue, how can I skip that attack without going into real-time mode? In other words, how do I "end turn"?

Qwinn
 

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