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EET v13.4 released


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ALIEN, I don't have any of these problems. Make sure that:

- both games are patched to v2.3.67.3 - EET always requires latest patch. If you don't have it it may not install correctly

- installation has been tested with latest weidu beta that is included with mod (so it's not recommended for BWS to swap it with older version)

- if you use GOG or Steam SoD than modmerge should be used on clean game (nothing in override)

 

Probably a stupid question, but how do I know if I have started an EET run? Is it enough to choose and start the "Baldur's Gate" campaign? I don't see "EET" anywhere in the game, but maybe that's the way it is?

from readme file:

 

How to start the game?

You can start the game from the main menu, just like in vanilla games. By default the BG1 campaign is selected which allows you to play through whole Baldur's Gate saga from start to finish. There is a way to skip part of the story by using "Select Campaign" button in the main menu. Both Black Pits adventures and Tutorial are also available there.

Edited by K4thos
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I am experiencing the problem where it cannot detect my BG:EE installation directory. Windows 7 with clean installations of both BG:EE and BG2:EE, GoG (versions 2.3.67.3).

 

Here is my log:

 

 

 

WeiDU v 23901 Log

 

C:\Games\Baldur's Gate II - Enhanced Edition\setup-EET.exe

[.\chitin.key] loaded, 875812 bytes

[.\chitin.key] 187 BIFFs, 62160 resources

[./goggame-galaxyFileList.ini] loaded, 34360 bytes

[./goglog.ini] loaded, 101 bytes

[.\weidu.conf] loaded, 17 bytes

[.\lang\en_us\dialog.tlk] loaded, 11622812 bytes

[.\lang\en_us\dialog.tlk] 103214 string entries

WARNING: parsing log [WeiDU.log]: Sys_error("WeiDU.log: No such file or directory")

 

Choose your language:

0 [English]

1 [Polski (Polish)]

2 [Deutsch (German)]

3 [French]

4 [spanish]

Using Language [English]

[English] has 7 top-level TRA files

[EET/lang/en_US/prompts.tra] has 56 translation strings

[EET/lang/en_US/setup.tra] has 21 translation strings

[EET/lang/en_US/chapters.tra] has 66 translation strings

[EET/lang/en_US/dialog.tra] has 26 translation strings

[EET/lang/en_US/scripts.tra] has 2 translation strings

[EET/lang/en_US/2da.tra] has 52 translation strings

[EET/lang/en_US/compatibility.tra] has 11 translation strings

 

Using .\lang\en_us\dialog.tlk

 

Would you like to display the readme? [Y]es [N]o

BIFF may be in hard-drive CD-path [.\lang\en_us\DATA\AREAS.BIF]

BIFF may be in hard-drive CD-path [.\cache\DATA\AREAS.BIF]

[.\DATA\AREAS.BIF] 2545324 bytes, 318 files, 0 tilesets

BIFF may be in hard-drive CD-path [.\lang\en_us\DATA\25AREAS.BIF]

BIFF may be in hard-drive CD-path [.\cache\DATA\25AREAS.BIF]

[.\DATA\25AREAS.BIF] 659152 bytes, 85 files, 0 tilesets

BIFF may be in hard-drive CD-path [.\lang\en_us\DATA\NEERA.BIF]

BIFF may be in hard-drive CD-path [.\cache\DATA\NEERA.BIF]

[.\DATA\NEERA.BIF] 58561140 bytes, 1833 files, 11 tilesets

 

Install Component [baldur's Gate: Enhanced Edition Trilogy (EET) - core component]?

nstall, or [N]ot Install or [Q]uit?

Installing [baldur's Gate: Enhanced Edition Trilogy (EET) - core component] [beta 0.9]

Copying 1 file ...

Creating 1 directory

Copying 1 file ...

Copied [.../blank.txt] to [EET/temp/uninstall.flag] (NO BACKUP MADE!)

Copying 1 file ...

EET/temp/arch_var.bat copied to EET/backup/0/arch_var.bat, 146 bytes

Copied [.../arch_var.bat] to [EET/temp/arch_var.bat]

Copying and patching 1 file ...

[EET/temp/arch_var.txt] loaded, 8 bytes

 

arch_var = x86_64\

Copying and patching 1 file ...

[EET/other/cpmvars/eet_cpmvars.tpa] loaded, 60173 bytes

Copying and patching 1 file ...

[EET/other/EET_functions/EET_functions.tph] loaded, 24376 bytes

Copying and patching 1 file ...

Copied [.../programfiles.bat] to [EET/temp/programfiles.bat] (NO BACKUP MADE!)

Copying and patching 1 file ...

[EET/temp/programfiles.txt] loaded, 24 bytes

 

programfiles = C:\Program Files (x86)

Copying and patching 1 file ...

Copied [.../programfiles.bat] to [EET/temp/programfiles.bat] (NO BACKUP MADE!)

Copying and patching 1 file ...

[EET/temp/programfiles(x86).txt] loaded, 24 bytes

 

programfiles(x86) = C:\Program Files (x86)

Copying and patching 1 file ...

Copied [.../programfiles.bat] to [EET/temp/programfiles.bat] (NO BACKUP MADE!)

Copying and patching 1 file ...

[EET/temp/ProgramW6432.txt] loaded, 18 bytes

 

ProgramW6432 = C:\Program Files

 

 

 

Enter the full path to your BG:EE installation then press Enter.

Example: C:\Program Files (x86)\BeamDog\Games\00806

User answer: "C:\Games\Baldur's Gate - Enhanced Edition"

 

 

 

Invalid BG:EE directory, or incorrect BG:EE installation.

It is safe to abort this installation by closing this window or pressing Ctrl+C.

 

Enter the full path to your BG:EE installation then press Enter.

Example: C:\Program Files (x86)\BeamDog\Games\00806

 

 

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  • Water of fountain in Beregost (BG3300) at x=2550, y=3100
  • Water of basin on map BG3000 at x=1800, y=2070
  • Water of basin on map BG1802 at x=1800, y=1500

 

 

thanks. From what I remember in older patch the same problem was true for vanilla BG:EE (since patch 2.x both BG:EE and BG2:EE uses BG2 style stencil water which caused some issues) but I've just checked it again and it's no longer the case in BG:EE. Looks like in order to fix it "engine_mode" in "engine.lua" file has to be set to 0 (BG:EE) instead of 1 (BG2:EE).

 

Unfortunately I don't think this is a good idea for EET considering this feature probably also modifies hardcoded string references and maybe some other stuff (btw. I've checked if the SoD fog problem would be fixed by this and no, it doesn't). tis2bg2 tool is no longer an option considering whole game already uses stencil water and many fountains shows up correctly (for example in Candlekeep), so it would probably do more harm than good. No idea how to fix it other than including corrected TIS files in the package. And I can't do even this since I know next to nothing regarding TIS files. Maybe when White Agnus shows up he will be able to handle this.

 

If anyone is able to help with this matter please do so. For now let's find out all problematic areas with messed out water overlays. A request to those already playing - please report your findings here (ctrl+x will show the current area name and coordinates).

 

I am experiencing the problem where it cannot detect my BG:EE installation directory. Windows 7 with clean installations of both BG:EE and BG2:EE, GoG (versions 2.3.67.3).

 

 

EET RC2 and RC3 (update if you have RC1) checks for "movies/sodcin05.wbm" within BG:EE directory in order to confirm that the game has SoD installed. If you don't have such file there than maybe you forgot to use modmerge first? (only needed for SoD bought on Steam and GoG, no problems with Beamdog store version). More information in the readme.

Edited by K4thos
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It looks like you can fix glitched water overlays simply by setting "dummy tiles" as secondary tiles in WED resources.

The following WeiDU code should fix the issues mentioned in my previous post:
[spoilerT/p>

DEFINE_ACTION_FUNCTION FIX_WATER
INT_VAR
  numTilesToFix = 0   // number of tile indices to fix
  // $tilesToFix(0), ... contain tile indices to fix
STR_VAR
  wed = ~~
BEGIN
  ACTION_IF (numTilesToFix > 0 AND FILE_EXISTS_IN_GAME ~%wed%~) BEGIN
    // Setting required secondary tile indices
    COPY_EXISTING ~%wed%~ ~override~
      SET ofsOverlay = LONG_AT 0x10
      SET ofsTileMap = LONG_AT (ofsOverlay + 0x10)
      READ_ASCII (ofsOverlay + 0x04) tisFile (8) NULL
      PATCH_IF (FILE_EXISTS_IN_GAME ~%tisFile%.tis~) BEGIN
        INNER_ACTION BEGIN
          // adding dummy tiles to TIS
          COPY_EXISTING ~%tisFile%.TIS~ ~override~
            READ_LONG 0x08 numTiles
            WRITE_LONG 0x08 (numTiles + numTilesToFix)
            READ_LONG 0x0c sizeTile
            READ_LONG 0x10 ofsTiles
            FOR (idx = 0 curOfs = ofsTiles + (numTiles * sizeTile); idx < numTilesToFix; idx += 1 curOfs += sizeTile) BEGIN
              // adding new "black" tile
              INSERT_BYTES curOfs sizeTile
              WRITE_LONG curOfs "-1"
            END
          BUT_ONLY
        END
        // updating secondary tile indices
        FOR (idx = 0; idx < numTilesToFix; idx += 1) BEGIN
          PATCH_IF (VARIABLE_IS_SET $EVAL tilesToFix(~%idx%~)) BEGIN
            SET tileIndex = $EVAL tilesToFix(~%idx%~)
            SET ofsTile = ofsTileMap + (tileIndex * 10)
            WRITE_SHORT (ofsTile + 4) (numTiles + idx)
          END
        END
      END
    BUT_ONLY
  END
END


// patching BG3300 (Beregost)
ACTION_DEFINE_ARRAY tilesToFix BEGIN 3799 3800 3879 3880 END
LAF FIX_WATER INT_VAR numTilesToFix = 4 STR_VAR wed = ~bg3300.wed~ END

// patching BG3000
ACTION_DEFINE_ARRAY tilesToFix BEGIN 2588 END
LAF FIX_WATER INT_VAR numTilesToFix = 1 STR_VAR wed = ~bg3000.wed~ END

// patching BG1802
ACTION_DEFINE_ARRAY tilesToFix BEGIN 1292 1293 END
LAF FIX_WATER INT_VAR numTilesToFix = 2 STR_VAR wed = ~bg1802.wed~ END

Edit: Optimized code

 

 

Edited by argent77
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I am experiencing the problem where it cannot detect my BG:EE installation directory. Windows 7 with clean installations of both BG:EE and BG2:EE, GoG (versions 2.3.67.3).

EET RC2 and RC3 (update if you have RC1) checks for "movies/sodcin05.wbm" within BG:EE directory in order to confirm that the game has SoD installed. If you don't have such file there than maybe you forgot to use modmerge first? (only needed for SoD bought on Steam and GoG, no problems with Beamdog store version). More information in the readme.

 

I don't have SoD installed. I meant to mention that in my earlier comment. I don't wish to use SoD. Is that going to be a conflict?

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