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EET v13.4 released


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BG2EE_PL mod works fine. Unfortunately translation is still messed up in the same way as previously. Also at the beginning of the game i have this screen (i didn't have it last time). I guess i should be abe to to chose game from it:

Baldr002.jpg

Edited by Etamin
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BG2EE_PL mod works fine. Unfortunately translation is still messed up in the same way as previously. Also at the beginning of the game i have this screen (i didn't have it last time). I guess i should be abe to to chose game from it:

Baldr002.jpg

Looks like the screen to remind you that you must install the EET_end still??

Edited by Roxanne
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I found two more issues:

1. I've noticed some delay of the script execution in the SoA starting cutscene. It starts when the golem reports intruders. Everything afterwards is more or less out of sync. Has anyone noticed this too?

2. If you start a SoA game then Imoen doesn't interject when you talk to the golem in the room with our initial equipment. This is because Imoen's script name is "Imoen2" while the golem checks for "Imoen" instead.

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1. I've noticed some delay of the script execution in the SoA starting cutscene. It starts when the golem reports intruders. Everything afterwards is more or less out of sync. Has anyone noticed this too?

 

There are no changes to the cutscene but one of the spell animation (exploding Shadow Thief) is slightly longer. Considering EET doesn't overwrite BG2 spells but the animation looks different my assumption is that one of the vanilla BG2:EE spells must have a reference to not existing resource that is now available after importing stuff from BG:EE. Other than this I didn't notice any oddities with the cutscene but will take a look.

 

2. If you start a SoA game then Imoen doesn't interject when you talk to the golem in the room with our initial equipment. This is because Imoen's script name is "Imoen2" while the golem checks for "Imoen" instead.

Thanks. Indeed I forgot about Irenicus Dungeon Imoen. In vanilla BG2:EE her CRE file uses "IMOEN" dv but after it she always use "IMOEN2" dv. In EET "IMOEN2" dv is always used (just like in BGT btw.), so those few dialogues in Irenicus Dungeon have to be patched during installation.

 

EDIT: I reinstalled BG2 and deleted BG2 folder from My documents and now i can't install BG2EE_PL mod O_o. BGEE.LUA not found in chitin.key.

run BG2:EE at least once or create "Baldur's Gate II - Enhanced Edition" folder manually in your documents directory. I will send you PM regarding your installation problems so we can speak in Polish.

It's a problem with wrong weidu version. That mod requires latest beta to extract BGEE.LUA.

 

Why trick... just wait a small while and then when the EET is included, you don't need to do a thing, just install "normally".

 

yeah, ALIEN mentioned that he will do some work on EET implementation soon :)

 

edit: discussion regarding setup-EET_end has been moved to separate topic.

Edited by K4thos
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1. I've noticed some delay of the script execution in the SoA starting cutscene. It starts when the golem reports intruders. Everything afterwards is more or less out of sync. Has anyone noticed this too?

There are no changes to the cutscene but one of the spell animation (exploding Shadow Thief) is slightly longer. Considering EET doesn't overwrite BG2 spells but the animation looks different my assumption is that one of the vanilla BG2:EE spells must have a reference to not existing resource that is now available after importing stuff from BG:EE. Other than this I didn't notice any oddities with the cutscene but will take a look.

I've made a video clip out of it for closer inspection. I don't mind the delay of Imoen's appearance, but the Shadow Thief sequence doesn't look natural at all.

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Thanks, Argent. I've just fixed it. There was some leftover code from older versions that was still presnt even though it didn't have any effect other than breaking the sync. Fixed version will be included in RC3.

 

Also found what is causing the dialogue box GUI problem - BOX7.PVRZ

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Version 1.0 Release Candidate 3
- fixed Imoen DV references in Irenicus Dungeon dialogue files
- fixed Dialogue boarder window texture in BG2:EE GUI
- more comprehensive 2da expanding via 'Finalize EET' component
- installer no longer sets English language in game when mod is installed with different language
- added missing BG:EE CHR files (lvl 1 Abdel etc.)
- new method used for item importation between SoD and Irenicus Dungeon (will be expended via EET_Tweaks)
- fixed problem with main component re-installation
- new reference table added to docs folder
- updated Polish translation

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Copying and patching 1 file ...

Copying and patching 1 file ...
ERROR: COPY ~engine.lua~ ~engine.lua~ FAILED: cannot open target
Stopping installation because of error.
BLAD podczas instalacji [initialise EET (first mod in install order)], powrot do poprzedniego stanu
Will uninstall 2742 files for [EET/EET.TP2] component 0.
Uninstalled 2742 files for [EET/EET.TP2] component 0.
ERROR: Sys_error("engine.lua: Permission denied")
PROSZE, wyslij plik SETUP-EET.DEBUG do K4thos (swit)
Automatically Skipping [initialise EET (first mod in install order)] because of error.
Using Language [Polski (Polish)]
[.\lang\en_us\dialog.tlk] created, 105899 string entries

Windows 10, UAC/AV off, probably some weird weidu stuff

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Here's the code used:

COPY ~engine.lua~ ~engine.lua~
    REPLACE_TEXTUALLY ~engine_name[ %TAB%]*=[ %TAB%]*".*"~ ~engine_name = "Baldur's Gate - Enhanced Edition Trilogy"~

no problem in my game (although I've moved back to Windows 7 due to problems with my eGPU setup on 10) and no one reported it yet. Please try to paste it into new tp2 file and see if you will receive error. If yes than try to change it to:

COPY ~engine.lua~ ~.~
    REPLACE_TEXTUALLY ~engine_name[ %TAB%]*=[ %TAB%]*".*"~ ~engine_name = "Baldur's Gate - Enhanced Edition Trilogy"~
Edited by K4thos
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@Arthas No, k4thos is k4thos, not K'aloree :p

 

@K4thos

 

It's ridiculous. It's just simply ridiculous. Both version of the code produce the same results: it's only the first try to install EET produce error! You only need to run the installation again and there is no error. WTF?

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It's ridiculous. It's just simply ridiculous. Both version of the code produce the same results: it's only the first try to install EET produce error! You only need to run the installation again and there is no error. WTF?

 

is this the only problematic thing during installation? If yes than maybe this wouln't cause issues in BWS?:

<<<<<<<< .../engine.lua
engine_name = "Baldur's Gate - Enhanced Edition Trilogy"
engine_mode = 1 -- 0 = BGEE, 1 = BG2EE, 2 = IWDEE
>>>>>>>>
COPY ~.../engine.lua~ ~engine.lua~

let me know. I will change it for next release if this helps.

Edited by K4thos
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For BWS it's the same issue, first installation fails, [r]reply, installation going. If you don't have another idea how to fix this (it might be windows 10 problem), I will try to install using Windows 7 and see outcome.

 

Some warring during successful install:

 

 


Installing DLG files...
Copying and patching 1 file ...
[EET/temp/patch/dlg/BPNAJIM.D] loaded, 5855 bytes
Copied [EET/temp/patch/dlg/BPNAJIM.D] to [EET/temp/patch/dlg/BPNAJIM.D] (NO BACKUP MADE!)
Compiling 1829 dialogue files ...

[action list near line 699, column 2 of EET/temp/patch/dlg/BDBENCE.D] PARSE WARNING at line 699 column 1-34
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[action list near line 706, column 2 of EET/temp/patch/dlg/BDBENCE.D] PARSE WARNING at line 707 column 1-37
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	[ChangeSpecifics] argument [CRUSADERS] not found in [Specific.IDS]

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[action list near line 123, column 2 of EET/temp/patch/dlg/BDFAMARI.D] PARSE WARNING at line 125 column 1-37
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[action list near line 269, column 2 of EET/temp/patch/dlg/BDHELVDA.D] PARSE WARNING at line 272 column 1-29
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[action list near line 315, column 2 of EET/temp/patch/dlg/BDISABEL.D] PARSE WARNING at line 315 column 1-42
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WARNING: cannot verify trigger ~  Detect([NEUTRAL.0.0.0.ALLIES])
Global("BD_SDD215_PRITCHARD","GLOBAL",5)
~: Parsing.Parse_error

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	unknown object SPECIFIC specifier [HOSTILES4]
WARNING: cannot verify trigger ~  GlobalLT("bd_skie_plot","global",5)
See([0.0.0.0.HOSTILES4])
AreaCheck("bd4000")
~: Parsing.Parse_error

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	unknown object SPECIFIC specifier [HOSTILES4]
WARNING: cannot verify trigger ~  GlobalLT("bd_skie_plot","global",10)
!Range([0.0.0.0.HOSTILES4],30)
AreaCheck("bd4000")
~: Parsing.Parse_error

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Processing 2 dialogues/scripts ... 

 

 

Edited by ALIENQuake
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