Vlan Posted September 29, 2014 Posted September 29, 2014 hi there, since I can't use v15 with my current setup I want to know if it's possible to make the BG2 city areas unexplored with BG2tweaks v14. I was browsing through the setup of v15 and found the installation script of the component ACTION_IF FILE_EXISTS_IN_GAME ~%file%.bcs~ BEGIN COPY_EXISTING ~%file%.bcs~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~[ %TAB%]Explore()~ ~ ~ END BUT_ONLY END from what I can understand is that the script puts every areaxyz.bcs which is explored in the override folder and replaces every "[ %TAB%]Explore()" which it can find with "nothing". However, in my area.bcs's the term which should get replaced does not exist. Even the Candlekeep Prologue map (AR0015.BCS, BGT), which is always revealed, does not have it. Little bit confused right now, anybody here which could help me out?
Jarno Mikkola Posted September 29, 2014 Posted September 29, 2014 Well the fact could be, that usually the area .bcs has the Explored() action, but it's not always so, and you might just need to use the other action. Perfect... näh. Yep, that's how you reset the fog of war.
Vlan Posted September 29, 2014 Author Posted September 29, 2014 Do i have to insert IF True() THEN RESPONSE #100 UndoExplore() END into the .bsc's or can I just enter the UndoExplore() command in the lua console? CLUAConsole:UndoExplore() does not seem to work. nevermind, I completely forgot that I have to edit bsc's with Near Infinity. *facepalm*
Jarno Mikkola Posted September 29, 2014 Posted September 29, 2014 Do i have to insert ... Well, I would EXTEND_BOTTOM ...The .tp2 code for area ar0015; EXTEND_BOTTOM ~ar0015.bcs~ ~modname/areaunexplored.baf~ Note that the BG1EE's area code for the start area in candlekeep is ar2600, and the areas have different names in different total conversions, so you have to accord for this fact. The "areaunexplored.baf"s code IF Global("areaunexploredar0015","GLOBAL",0) THEN RESPONSE #100 SetGlobal("areaunexploredar0015","GLOBAL",1) UndoExplore() END
mbrowne Posted October 10, 2014 Posted October 10, 2014 I installed v15 in BG2 original, and I come out of Irenicus into the city with the full map revealed. I reinstalled - same thing. I see the above procedure, but was wondering if there might be console commanda that would fog it and maybe get rid of the map notes?
CamDawg Posted October 10, 2014 Posted October 10, 2014 Well, that's because I forgot that the Promenade is unveiled during the CW/Irenicus cutscene, not from the area script. One more item for v16.
mbrowne Posted October 18, 2014 Posted October 18, 2014 Perfect! I realize the mod isn't intended to do this, but what would it take to get rid of the pre-existing map notes?
CamDawg Posted October 18, 2014 Posted October 18, 2014 Perfect! I realize the mod isn't intended to do this, but what would it take to get rid of the pre-existing map notes?Oh, dammit. When I was coding up the "do not reveal maps" component I thought about adding another component to do exactly this. It's actually a pretty straightforward piece of code, but in the end I declined because I thought no one would want it. I'll look at it for the next release.
mbrowne Posted October 19, 2014 Posted October 19, 2014 Thanks. I'm just playing BG2 for the first time, and it's hard to believe that there wasn't a demand in the past. It takes away from the game to have map pins for entrances and stuff I haven't discovered.
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