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  2. CamDawg

    Tweaks Anthology v8 Now Available

    No worries, I'd rather have the reports and questions. Cheers.
  3. Guest

    Tweaks Anthology v8 Now Available

    Confirmed it does work correctly and apologies for the false report. I should have read the readme
  4. Today
  5. subtledoctor

    Feedback

    It's a travesty that we have this brand new forum software and it still doesn't give me a "like" button for this.
  6. Luke

    Some questions about scripts

    Separately, is it intended that the information about the object LastSummonerOf() is lost every time you save and reload a game? Suppose a CRE has a script like this: IF StateCheck(LastSummonerOf(Myself),STATE_REALLY_DEAD) THEN RESPONSE #100 Kill(Myself) END If I'm not mistaken, the Kill() action doesn't get executed if I save the game, reload and kill its last summoner......
  7. zelazko

    GemRB and 10pp installation guide

    This is guide for Windows users. Sorry I do not own/have Linux or any other systems. This guide will help you set up GemRB engine and install GemRB 10pp mod so you can enjoy 10 party members or decrease maximum allowable pary members. I recommend you to install Notepad ++ or similar program for easier editing paths. I. First Setting up your GemRB: 1. First go to this site and download the latest build Windows: https://sourceforge.net/projects/gemrb/files/Buildbot Binaries/Windows/AppVeyor/ Linux: https://sourceforge.net/projects/gemrb/files/Buildbot Binaries/Linux/ OSX: https://sourceforge.net/projects/gemrb/files/Buildbot Binaries/Apple/OSX/ 2. Extract your GemRB build to any folder although I recommend you to extract it to separately named folder e.g. _GemRB in Black Isles or GoG or close to where you have your Baldur's Gate 2 game directory. It makes things easier to navigate. 3. Go to where you extracted GemRB build and find the file called GemRB.cfg.sample 4. Rename GemRB.cfg.sample to GemRB.cfg. Ignore any warning if it pops up about changing file format. 5. Open GemRB.cfg 6. ONLY if you have Polish or Czech version of the Baldur's Gate 2 Find: Rename it to: Encoding=Czech or Encoding=Polish 7. Screen Resolution and Full Screen Find: Width=640 and rename it to: Find: Height=480 and rename it to: Height=768 This is maximum allowed resolution without installing Widescreen mod at least on my monitor for GemRB. For Full Screen Find: Fullscreen=0 Set it to one: Fullscreen=1 8. Find: #MaxPartySize = 6 and rename it to: MaxPartySize = 10 Or whatever number you want your party size to be restricted e.g. 3. Maximum party you can have with 10pp is TEN. Don't forget to remove the # pound sign. 9. Find #EnableCheatKeys=1 and rename it to: EnableCheatKeys=1 You may need to use the cheats if you run into a unexpected bug. Don't forget to remove the # pound sign. 10. Now comes tricky part - path editing. Your mileage will vary because nobody's paths are the same. Double and triple check your work it will work. GamePath=/mnt/windows/Programmi/Black Isle/BGII - SoA/ So this would look like that GamePath=C:\Users\Cygar\Desktop\Misc Files\Black Isles\BGII - SoA\ You need to provide your path to your Baldur's Gate 2 classic not Enhanced Edition. Optional path steps (should not be needed — let lynx know if you do): GemRB should be set up now. Go to where you extracted GemRB build and run gemrb.exe II. 10pp mod First incompatible and other problematic mods: 1) Shadow Over Soubar. Don't install it because if you do you will get fatal error when installing 10pp. Problematic mods: 1) Game Over The Party Death - can only be installed after 10pp mod. a) it requires you to copy and override my edited .baf scripts BEFORE installing Game Over Only on Party Dead to extend support up to 10 NPCs in the party. Otherwise whenever 5 NPCs die your protagonist will also die even if you have 4 other party member alive. http://forums.blackwyrmlair.net/index.php?s=&showtopic=4953&view=findpost&p=56788 b) the mod is far from perfect on GemRB it requires you to manually set variable #gbhaalhp1=2 to #gbhaalhp1=0 whenever your Charname gets knock out (1 HP or less). Setting variable can be done using Near Infinity in the save game BALDUR.GAM c) There are lots of the issues I documented in this post written in violet color. III. Installation of 10pp: Software and mod prerequisites: 1 ) the G3 Fixpack 2 ) Download and install Active Perl 5.26.3.2603 or newer https://www.activestate.com/products/activeperl/downloads/ 3 ) Download 10pp mod from here https://github.com/lynxlynxlynx/gemrb-mods 4 ) Extract gemrb-mods-master.zip copy 10pp folder into your Baldur's Gate directory and copy contents of 10pp folder into Baldur's Gate directory as well. 5 ) Copy and paste any of your weidu .exe for example setup-bg2fixpack.exe so you have setup-bg2fixpack - Copy.exe as well 6 ) Rename setup-bg2fixpack - Copy.exe to setup-10pp.exe 7 ) Run setup-10pp.exe and choose maximum size of allowed party member. I suggest you type in 10 because in GemRB.cfg you can manually edit the party size if you want to restrict the group to less than 6 members. That way you shouldn't lose the flexibility of manually editing party size in the config file GemRB.cfg. 9 ) You need to install widescreen mod with big enough resolution to fit in additional portraits. I recommend you to have at least With these resolution All 10 portraits will fit in but you will have to reload the game after having group size more than 6 in order to control 7th NPC via portrait. Likely the optimal resolution for 10 NPCs is at least 1920 x 1440. @Jarno Mikkola knows better and refer to his advises from here: 10) When Installing my widscreen mod I chose component to install it for vanilla engine. I recommend you to do the same. Don't install for GemRB. For some reason I had interface issues when installing widescreen mod for GemRB. 11) Don't forget to set the exact same resolution in GemRB.cfg as you chose when installing Widscreen mod. 12 ) Hopefully it will install successfully. IV. Few pointers for GemRB wannabes:
  8. Luke

    Some questions about scripts

    Good to know, thanks! What about STATE_HARMLESS instead?
  9. Hello! I am having trouble installing a component of the EET Tweaks, I've attached part of the report that applies to this mod, please let me know if you need more than that. I've given this four years-old discussion a cursory read and it seems to propose a fix but a) it's a few years old and b) I'm very new to all this so don't want to dive in too deep and make any game-crashing mistakes. Thank you for your help! charm bug report.txt
  10. OK, I think I see what's causing this. (Though I haven't run a test.) - TOTLM-in-BG2 installs its copies of the spells - SCS detects them, and doesn't install its own - but TOTLM-in-BG2 uses a scroll-naming convention that SCS doesn't know about. My local scroll-finding code probably handles this, but the version in RC8 doesn't. At your own risk, you could try downloading the latest version of stratagems/sfo/general/lib_macro.tpa, putting it in your local folder, and reinstalling. The advantage of doing that over uninstalling the SCS versions of IWD spells is that if you don't have them installed, SCS won't know that the IWD spellsystem is available and its spellcasters won't use it.
  11. Looking at your WEIDU log, you are installing SCS's version of Icewind Dale spells having already installed (what looks like) another version, from TOTLM-in-BG2. Don't do this: use one or the other. (If you check TOTLM-in-BG2's project page or readme, you'll see that it recommends that you don't do this.) That said, I can still see some edge-case situations where this could cause problems, so I appreciate you bringing it to my attention!
  12. Hi, AI initialization works when installed just by itself but it fails with the following message when components 1500 (and also 1510?) are installed before: Editing the lines corresponding to the detection of EE in the initial.tpa seems to bypass this error and AI initialization appears to be successful afterwards. I don't know about the side effects: from: to: Please also see the attached files. PS: It would be much more convenient if you allow opening issue threads over github. I just wanted to assist this project with a bug report and it wasn't possible without signing up for this forum. No offense to this one in particular but hate the online forum culture. Best debug log.zip WeiDU.log
  13. DavidW

    Feedback

    I don't like adding undroppable items; it breaks immersion. (The complexity isn't really in the item addition - amazingly enough, I do know how to use COPY_EXISTING - but in the scripting; even then, though, it's more a messiness problem.) "The Lich uses 9th level spells like they were 6th." Turns out becoming an undead abomination has significant game-mechanical advantages. Who knew?
  14. Jarno Mikkola

    Sword Coast Stratagems v31 Now Available

    The question is, does the SCS'es EE use any of the EE added opcodes ? Likely not, but that's where it boils down to.
  15. Jarno Mikkola

    Feedback

    This is only if you look the monsters by themselves... but one never does. There are other monsters that can be summoned that have normal weapons... that have to be dealt with. Immunity to vampires weapon doesn't remove it's level drain ability. And level drain doesn't work against non-human players... unless you use one of the mods that actually makes it do what it's supposed to. And like I said, the AI can switch weapons if it has them available... like the thieves in the Avengers mod have. So you won't add a secondary weapon just cause you failed to use: COPY_EXISTING ~...cre~ ~override~ ADD_CRE_ITEM ~sw2h01~ #0 #0 #0 ~NONE~ ~WEAPON2~ EQUIP TWOHANDED 's weapon2, well the sw2h01 just needs to be replaced with an undroppable version of it. Yes, there's a little more to it, but anyways... well, the "equip" in that if you want it to be the default weapon. And replace the word "duration" in that with "effect", and you got it correctly. The Lich uses 9th levels spells like they were 6th. Without any penalties... like for example 10 points of damage..that the player could also take.
  16. DavidW

    Feedback

    Same duration in fact. I occasionally toy with giving creatures backup normal weapons, but it's messy and clutters loot.
  17. To be honest, no idea--I don't have a 1.3 install around for testing.
  18. subtledoctor

    Feedback

    AI attackers don't switch from magic weapons to normal ones when the player is protected by PfMW. So contrary to what the Imp suggests, the spell hands a massive advantage to the player. For human players, PfMW is effectively a longer-lasting vanilla Absolute Immunity If the AI did switch weapons, it would be interesting, because there is still a real defensive advantage in being struck by a normal weapon instead of, say, Crom Faeyr or Celestial Fury. It woukd be interesting if a defensive spell could give you that advantage: Protection from Weapon Magic instead of Protection from Magic Weapons. Like, when the spell is in effect, all weapons have their magical attack and damage bonuses, and any on-hit effects, nullified. Even spice it up, make the spell scramble any equipping effects beneficial to the wielder. Stack it with slashing resistance, and voila, you're protected from magical swords And/or use the Mantle series of spells to fully avoid being hit. That would actually be mostly doable in the EE games... but of course, the rub is, it wouldn't work well with SCS AI. So... no-go.
  19. Is v31 compatible with version 1.3 of BG2EE? Or does the game have to be 2.5 for latest versions of SCS to work?
  20. DavidW

    List of WEIDU functions

    Cool. But I'll wait to add them until they're in the official documentation. (Your own comment, immediately below, is clear enough in the meantime.)
  21. DavidW

    Feedback

    As you recognize yourself, the player absolutely can do that. PFNW and PFMW don't stack, but innate immunity to normal weapons - as possessed inter alia by liches, rakshasas, and sufficiently advanced Bhaalspawn - does stack with PFMW. And this is pretty clearly intentional: the vanilla lich script, for instance, buffs with PFMW rather than Mantle or similar. Yes, Aerie will never acquire the ability, unlike liches; she will never acquire outright immunity to L1-5 spells either, unlike liches. Poor Aerie. In any case, SCS's design goals are to work with the existing spell system except where I think having an appropriately tactically-interesting encounter compels tweaks to it, and then to make those tweaks as small as possible. This clearly doesn't qualify.
  22. lynx

    INFO: new bugtracker

    I've recently gave in, enabled the github bugtracker and we're slowly moving old reports (wiki, sf) there. So from now on, please file any reports, missing features and enhancement requests here: https://github.com/gemrb/gemrb/issues
  23. Jarno Mikkola

    Feedback

    Is that such a bad call ? I question this determination... because the player can't do that*. I'll explain. See if you cast PfMW and you already have the PfNW, you get a scripted response that this is illegal and your PfMW has not had an impact, and so you lose the spell(the ability to cast spells at this 6 seconds) and the ability to cast this charge of it. *Until the very end of the SoA campaign where one gets the ability to be PfNW -on the player character if you choose the choice, -without the spell at a point where it really doesn't matter at all, unless you have Rogue Rebalance or was it aTweaks... and it's only for the Player Character, this point being a demigod... so Aerie, for example, is flat-out restricted from using it. I would propose a restriction that hurts the Liches, etc from using cheese without being punished for it..10 hitpoints sounds good a penalty. I can make a 1000++ hitpoint punishment too, just like there is no cheese rule for Time Stop.. but that's a bit overbound. The other option is for them to drop their rings when they cast the spell.
  24. Luke

    List of WEIDU functions

    Yep, you're right, I'll remove it..... As far as REMOVE_STORE_PURCHASE is concerned, I managed to find the interim documentation. As you can see, @argent77 defined several functions for adding or removing STO structures....
  25. Yesterday
  26. DavidW

    Feedback

    I don't use potn33 at the moment. IIRC I used to, but it's too awkward to avoid doing something stupid, since it strips your own protective spells. I make very little allowance for IR: the only items I react to are clck24, clck26, plat16 and boot11.
  27. Bartimaeus

    Feedback

    Understood. For the record, I didn't actually have any interest in changing it, it was more probing exactly how it might be problematic. Since I already have you, @DavidW, could you tell me whether SCS's enemy using potions subcomponent ever uses potn33.itm (Potion of Magic Blocking in vanilla, Potion of Magic Dispelling in IR), and whether IR being installed affects that at all?
  28. DavidW

    List of WEIDU functions

    REMOVE_STORE_ITEM isn't a function, it's a base-level WEIDU command. REMOVE_STORE_PURCHASE does seem to be a function, but I'm only listing documented functions.
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