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EET v13.4 released


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Alright D&D nerds, I've done some play & install testing, here's my report. I have successfully install-tested both manually, and through BWS (which I highly recommend), but EET versions above 7.0 fail to install the CORE EET component, either way. With BWS, all I had to do was cancel the automatic latest EET download, then select the 7.0 zipfile, and select "force" install. I could reproduce this error (if you insist) either manually or through EET, but it may be a local issue, if nobody else has had a problem. I am running Windows 7 ultimate 64-bit, Pentium Core2duo 2.4ghz, 4 gigs ram, SSD drive, and have BGee 1 & 2, including Dragonspear, all GOG versions 2.3.67, with BG1 modmerged, even though probably didn't need to with BWS. BWS/EET installs WAY FASTER.

 

I managed to playthrough from BG1 to the end of Dragonspear, at which point a bug in the Flaming Fist headquarters causes extreme lag, scripts gone wild, and CtD when I entered the sewers from there. Not to be deterred, I exported and imported my guys into BG2, where there seemed to be a small amount of lag still, but not enough to kill the game.

 

Some mods functioned remarkably well, such as Thalanyr item upgrade, and the juggling of characters by EET.

 

I discovered the (extended) Lighthouse area CtD, but that has already been reported.

 

In my manual install, Baeloth did not spawn in Larswood, at charname level 5 or beyond.

 

When zoomed-out on the (m)ap, including the first 5 zoom levels, the map will not scroll right or down using the mouse.

 

In my manual install, one of the mods causes the Fighter category to be duplicated during character generation. In my BWS install, one of the mods causes the Cleric category to be duplicated. I suspect aTweaks, but do not know.

 

In the manual install, there were many small quest scripting bugs, too many to mention, which I bet will be aleviated by using BWS.

 

That's good for now. Thanks for reading, have yourselves happy new year!

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I have successfully install-tested both manually, and through BWS (which I highly recommend), but EET versions above 7.0 fail to install the CORE EET component, either way. With BWS, all I had to do was cancel the automatic latest EET download, then select the 7.0 zipfile, and select "force" install. I could reproduce this error (if you insist) either manually or through EET, but it may be a local issue, if nobody else has had a problem. I am running Windows 7 ultimate 64-bit, Pentium Core2duo 2.4ghz, 4 gigs ram, SSD drive, and have BGee 1 & 2, including Dragonspear, all GOG versions 2.3.67, with BG1 modmerged, even though probably didn't need to with BWS. BWS/EET installs WAY FASTER.

When zoomed-out on the (m)ap, including the first 5 zoom levels, the map will not scroll right or down using the mouse.

I'll only comment on your above two quoted points, as those are the only ones I have experience with:

 

1) I'm also running a manual install of EET v1.0rc7.2b on Windows 7 64-bit - with the only other mods in my install order being BG1UB, BG1 Classic Movies, BG2UB, Tweaks Anthology, and a few of the EET Tweaks - and did not encounter your installation problem with the core EET files (despite having to install the games and all mod files on several separate occasions for different reasons). Regardless, you'll likely need to post the full contents of your WeiDU.log and WeiDU-BGEE.log to show which specific mods you're using (and in which install order) for others here to be able to help you.

 

2) I've already reported the map zoom issue on the official Beamdog bug report database - http://redmine.beamdog.com/issues/28595. Looks like a vanilla BG engine issue.

Good luck!

Edited by ArthurP
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296

Thanks Arthur! Just finished another BWS install, this time with way more mods. I won't go manual again.

Here are the weidu files from my manual installation, for research purposes. This is an EET v1.0rc7.0 install.

I have no idea why the later versions would not install, except that it's likely something that was changed since.

 

BGee:

 

~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #19 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts in the Cloakwood Forest: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #21 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Wyrm's Crossing: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #23 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Baldur's Gate: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.3_20160416
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.0
~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 1.9
~SETUP-BG1AERIE.TP2~ #0 #0 // Aerie for BG:EE
~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7
~GARRICK-TT/SETUP-GARRICK-TT.TP2~ #1 #0 // Garrick: Tales of a Troubadour: 1.26
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: v9
~GAVIN/GAVIN.TP2~ #0 #13 // Gavin: Player Initiated Dialogue: v9
~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu
~ISRA/SETUP-ISRA.TP2~ #0 #2 // Install Gavin/Isra crossmod banter?
~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition
~SIRENE/SETUP-SIRENE.TP2~ #0 #2 // Choose an alternate class for Sirene? -> Cavalier
~SIRENE/SETUP-SIRENE.TP2~ #0 #7 // Sirene NPC for Baldur's Gate: Siege of Dragonspear
~SIRENE/SETUP-SIRENE.TP2~ #0 #9 // Choose an alternate kit for SoD-Sirene? -> Cavalier
~SETUP-VYND.TP2~ #0 #0 // Vynd for BGTutu, BGT and BG:EE

 

 

BG2ee

 

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
~EET/EET.TP2~ #0 #0 // Initialise EET (first mod in install order): 1.0 RC7
~EET_CORE.TP2~ #0 #0 // Core EET (game importation): 1.0 RC7
~UB/SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v26beta2
~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v26beta2
~UB/SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v26beta2
~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v26beta2
~UB/SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v26beta2
~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v26beta2
~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v26beta2
~UB/SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v26beta2
~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v26beta2
~UB/SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v26beta2
~UB/SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher: v26beta2
~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26beta2
~UB/SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v26beta2
~UB/SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v26beta2
~UB/SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v26beta2
~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v26beta2
~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v26beta2
~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v26beta2
~UB/SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v26beta2
~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v26beta2
~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v26beta2
~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v26beta2
~WHITEQUEEN/WHITEQUEEN.TP2~ #0 #0 // Colours of Infinity - The White Queen
~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v6
~WANDCASE/WANDCASE.TP2~ #0 #0 // Wand Case: v1.3
~TOTDG/SETUP-TOTDG.TP2~ #0 #0 // Colours of Infinity: Tales of the Deep Gardens
~TOTDG/SETUP-TOTDG.TP2~ #0 #1 // NPC Reactions (Aerie, Viconia, Jaheira, Anomen, Haer'Dalis, Keldorn)
~TOTDG/SETUP-TOTDG.TP2~ #0 #2 // Add Deep Gardens to the Worldmap - suggested component. If this component can't be installed due to incompatibilities, skip it.
~TOD/SETUP-TOD.TP2~ #0 #0 // Tower Of Deception Mod (Requires Throne Of Bhaal)
~TOD/SETUP-TOD.TP2~ #0 #1 // Improved Astral Shard Guardian
~TOD/SETUP-TOD.TP2~ #0 #2 // Encounter with Ustrain
~THALAN/THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: v4.2.2
~SETUP-TGC1E.TP2~ #0 #0 // The Grey Clan Episode One: In Candlelight, BGT-WeiDU/EET/BG:EE edition v1.9 -> Normal edition: v1.9
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v14
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #1 // Extended Lighthouse area: v14
~SELLSWORDS/SETUP-SELLSWORDS.TP2~ #0 #0 // The Sellswords mod for Baldur's Gate II: v5
~REUNION/SETUP-REUNION.TP2~ #0 #0 // The Reunion mod for Baldur's Gate II: v1
~LIGHTINGPACK/SETUP-LIGHTINGPACK.TP2~ #0 #1 // Shader script files for lighting control -> Slightly increased contrast, brightness and gamma: v2.4
~LAVICONIA/SETUP-LAVICONIA.TP2~ #0 #10 // La'Viconia Tweak -> Multi-class (Miloch's option): v4
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two Handed Axe Item Pack: Beta 2
~ISNF/ISNF.TP2~ #0 #0 // Colours of Infinity: I Shall Never Forget
~INNERSHADE/SETUP-INNERSHADE.TP2~ #0 #0 // Colours of Infinity: Innershade
~INNERSHADE/SETUP-INNERSHADE.TP2~ #0 #2 // Talks for original Bioware NPCs
~INNERSHADE/SETUP-INNERSHADE.TP2~ #0 #3 // Add Innershade to Worldmap (You *must* pick one of these components, otherwise the mod won't run as it should.) -> Yes
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #0 // Thrown Hammers: v6.0.2
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #15 // Thrown Spiritual Hammers: v6.0.2
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #25 // Normal throwing hammers: v6.0.2
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #35 // +1 throwing weapons: v6.0.2
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #50 // Additional magic items: v6.0.2
~FISHINGFORTROUBLE/SETUP-FISHINGFORTROUBLE.TP2~ #0 #0 // Core Files: Fishing for Trouble by Yovaneth: v3.1.1 pre-release
~FISHINGFORTROUBLE/SETUP-FISHINGFORTROUBLE.TP2~ #0 #1 // Optional: Add portraits for 63 major NPCs in Fishing for Trouble: v3.1.1 pre-release
~FISHINGFORTROUBLE/SETUP-FISHINGFORTROUBLE.TP2~ #0 #2 // Optional: Add Fishing for Trouble areas to the BP-BGT-Worldmap: v3.1.1 pre-release
~FADINGPROMISES/SETUP-FADINGPROMISES.TP2~ #0 #0 // Fading Promises: v8
~DSOTSC/DSOTSC.TP2~ #0 #0 // Dark Side of the Sword Coast (DSotSC): v3.0
~DSOTSC/DSOTSC.TP2~ #0 #4 // Distribute DSotSC items also in vanilla content: v3.0
~DC/SETUP-DC.TP2~ #0 #0 // Dungeon Crawl: v9
~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Additional Shadow Thieves Content: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #6 // Alternative Harper/Xzar Plot: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Extended Reynald Sequence: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Intrigue In The Copper Coronet: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Rahul Kanakia's Potion Quest: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #11 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #13 // Saving Sanik In Brynnlaw: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #14 // Burglary Of The Bookkeeper: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #15 // New Fate For The Dryads' Acorns: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #16 // The Tragedy Of Besamen: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Further Slaver Involvement: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #18 // Sending The Solamnic Knights Home: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #19 // Nazariel The Lich: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #20 // Reward Negotiation: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #21 // Infernal Thievery: v3.2
~C#SB_SILBER/SETUP-C#SB_SILBER.TP2~ #0 #0 // Adalon's Blood - Modification for BGII by Gandalf the white: 13
~BACKBRYNNLAW/SETUP-BACKBRYNNLAW.TP2~ #0 #0 // Back to Brynnlaw mod for Baldur's Gate II: v5
~ASSASSINATIONS/SETUP-ASSASSINATIONS.TP2~ #0 #0 // Assassinations mod for Baldur's Gate II: v11
~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ #0 #0 // Alternatives: v11
~SETUP-ALORA.TP2~ #0 #0 // Chosen of Mystra's Alora NPC Mod: 1.5
~SETUP-AMBER.TP2~ #0 #0 // Amber the NPC MOD for BGII:SoA: v4
~SETUP-AMBER.TP2~ #0 #1 // Multiplayer-friendly flirting for Amber: v4
~DJINNICOMPANION/SETUP-DJINNICOMPANION.TP2~ #0 #0 // Afaaq, the Djinni Companion -> Full Version (includes quests, banters and more): v2.4
~DJINNICOMPANION/SETUP-DJINNICOMPANION.TP2~ #0 #200 // Remove Afaaq's banter soundtrack?: v2.4
~DJINNICOMPANION/SETUP-DJINNICOMPANION.TP2~ #0 #300 // Alternate djinni portrait by Ulb: v2.4
~EILISTRAEE/SETUP-EILISTRAEE.TP2~ #0 #0 // Eilistraee's Song: 3.4
~EILISTRAEE/SETUP-EILISTRAEE.TP2~ #0 #1 // Worldmap addition -> Add Eilistraee's Clearing to the Worldmap: 3.4
~FOUNDLING/FOUNDLING.TP2~ #0 #0 // Foundling: Between the Shades
~HALDAMIR/SETUP-HALDAMIR.TP2~ #0 #0 // Haldamir: v3
~ISRA_BG2/ISRA_BG2.TP2~ #0 #0 // Isra for BGII: v2.1
~ISRA_BG2/ISRA_BG2.TP2~ #0 #1 // Crossmod Content: v2.1
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.51 BETA (requires ToB): v1.5 BETA_20160522
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB): v1.5 BETA_20160522
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB): v1.5 BETA_20160522
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB): v1.5 BETA_20160522
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB): v1.5 BETA_20160522
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #101 // Ascension Portraits - Bodhi: v1.5 BETA_20160522
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #102 // Ascension Portraits - Original Balthazar by Cuv: v1.5 BETA_20160522
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.50
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1050 // Gradual Drow Item Disintegration: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1270 // Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior (plainab) (BETA): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With PnP Druid/Cleric Spell Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Rangers Use Icewind Dale-Heart of Winter Spell Tables (grogerson): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3124 // Stop Haer'Dalis-Aerie romance from starting: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3272 // Recoverable throwing weapons -> 75% chance to recover after a successful hit: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4130 // Make Xan a Generalist Mage (Mike1072): Beta 5
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.1
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2
~EET_END.TP2~ #0 #0 // Alternative EET GUI (SoD)
~EET_END.TP2~ #0 #1 // Finalise EET (last mod in install order)

 

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I discovered something interesting while playing around with Near Infinity.

 

First off, I saw a mage robe in a store at the FAI that my version of Imoen (multi-classed Swashbuckler/Mage) was unable to equip. I found the item in Near Infinity and saw that the Thief/Mage class was unchecked in the "Unusable By" field. Imoen, therefore, should be able to wear it. She is a Thief(Swashbuckler)/Mage.

 

Then I saw the 4 sub-fields filled with Kits. Sure enough, Swashbuckler was checked as "unusable" for this mage robe. In fact, every non-mage kit was checked as unusable. Unchecking the box allowed Imoen to equip the robe (in theory, it's a bit pricey at the moment).

 

My question is this: What is the point of checking all the non-mage-kit sub-fields for a mage robe, when you've already checked all the non-mage main classes in the main field?

I tested this, and it looks like if you check thief, that covers all thief kits too. The kit inherits the properties of the parent class. Checking Swashbuckler, Assassin, and Bounty Hunter is redundant if Thief is checked.

 

One might argue that it is harmless to do so, as thieves already can't use mage robes, and you can't kit a multiclass character. Well, clearly, you can kit a multi-class with the Keepers -- just not with the base rules of the game. Play with house rules (mods and editors) and the harmlessness of that checkbox evaporates. I found many items from many different mods that needlessly checked boxes for kits that were already disallowed by virtue of a main class being checked.

 

Am I missing a modding best-practice here? I would think one would apply a principle of simplicity -- to use the simplest method to achieve the intended result. This reduces the chances of unanticipated consequences, like the use an editor to add a kit to a multiclass making an item unusable when it should be usable.

 

I don't think it is bug caused by the EET process, as a majority (I think) of items did not have "extra" boxes checked in those fields. Probably 20% of the items of the types that I checked (robes and bracers) had this issue.

 

Sorry about the minor rant -- I just spent several hours pouring through items and "sanitizing" their properties so my characters can use the items they should be able to use. For all I know, I am unaware of a modding best-practice and there is a very good reason for the referenced behavior. I am very curious as to what that reason might be. Any ideas?

Edited by Lightbringer
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Ok, the last thing I want to do is to appear ungrateful for the many hundreds of hours that mod authors spend on their wonderful creations. Honestly, I really am just curious as to what might have caused the behavior I noticed. It seems odd that a busy modder would take extra steps to lock down their items.

 

I hear that new items are often created by copying an existing item then modifying it's properties until you shape it into the item you want. Maybe all these things got inherited multiple times from a few rogue items?

 

Anyway, hope I didn't sound too irritated up above. Love all the work all you guys do!

Edited by Lightbringer
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I think I've found a bug in EET. Minsc did not spawn in his room at the Three Kegs. Dynaheir died in BG1 for me, but Minsc was in my party when I killed Sarevok. Could it be caused by the fact that Dynaheir was dead? In any case, Minsc should be recruitable even if Dynaheir isn't, after all it's clear he makes it to BG2 with you, so it doesn't make sense that he's nowhere to be found.

 

Is there a way for me to spawn him using the console?

as mentioned by Roxanne this is intended. Tweak that disables continuity restrictions will be available in EET_Tweaks soon.

 

ApplySpellRES("bdrejuve","minsc") >>> removes some left-over effects from old game and sets STR to 17

Is this really the case? If yes than it's not intended and will be fixed.

 

I actually found a bug after rescuing her. I paused the game after accepting her, she was the 7th element so the party reform menu appears right when I paused. Saved and she remained with the purple-ish circle, no conversation possible, and Minsc did not complain. Moved on.

In future please always leave a save in such case (before the situation occurs). To reproduce it without save I will need to spend 20-30 minutes. Should be fixable.

 

I've just noticed that Minsc lost Boo during the SoD/SoA transition in my current run (using EET-RC7). I tested it with an older RC6 installation and Boo was missing there as well. I never noticed it before since I didn't use Minsc as party member. Both games are heavily modded though, so it could be a mod incompatibility.

 

Has anyone else encountered this issue?

Indeed, poor Boo went to the container with all the rest of the items :p Will be fixed, thanks.

 

Another issue I've noticed is that reputation will be reset before the final trial in SoD. This action robs you of an option to follow the good ending if you had a high reputation.

looks like I patched wrong script. Indeed it was meant to lower the reputation after trial (when you escaped from the prison) and it's done so you don't start BG2 with heroic reputation.

 

I'm having trouble ending the SoD campaign. I think it's supposed to end now, as I exit the sewers after the trial, but nothing happens. There's the party waiting in the bottom right of the map, but from what I can read Imoen was supposed to spawn there as I exit the cave. She's nowhere to be found however.

 

I have a save game right before exiting the cave, anyone has an idea on how to fix this?

 

Edit: I don't know if that might have caused the issue, but at the start of the SoD campaign, when Imoen gets attacked by assassins, the backstab chunked her and did not only kill her. I thought it was pretty funny with everyone saying "She's still breathing!", but there was no body left. I was however able to talk to her after finishing the prologue, when she spawns next to the bed. I dual classed her pretty low, lvl 5, so maybe she didn't have enough HPs to survive the backstab and that's causing the bug in EET?

yep, this is it. She won't be able to die during cutscene in next version.

 

Not sure this is EET bug or vanilla

Firkrag (as Lord Jierdam) is still at Copper Coronet and trying to recruit you even after you visited Windspear Hills and received his challenge.

Or maybe this is intended?

 

I would propose to add

 

IF

GlobalGT("DomainPaladinBattle","GLOBAL",0)

AreaCheck("ar0406")

THEN

RESPONSE #100

DestroySelf()

END

 

to Firkra01.bcs

 

PS - you can go to Windspear Hills already when you accepted the Acorn quest from Irenicus Dryads, so no need to have Firkrag reveal area ar1200, you have it already on your map.

no changes done by EET there so likely vanilla BG2:EE. It would be great if someone would test it on vanilla BG2:EE (without mods) and make a report Beamdogs Redmine if this is the case on unmodded game.

 

Hey again.

My game hangs when the silver dragon is supposed to transport me to the surface.

 

http://www.filedropper.com/000000043-eet_2

 

Yes, I did not do that in your savegame because of Aerie, for some reason she has more of those effects aside from the ones for drow - note also that each NPC has two of the 107 effects, one for small + one for large portrait.

 

What would be more interesting to know is, why the reversal did not work. There should be a spell (similar to the one that forced the drow portrait) - for each of the NPCs to create a new effect with the resource set to the original portrait.

It's actually me who designed that PPE component :D I will take a look what went wrong. The spell effect should be removed by Adalon. eXistenZe, do you still have that save, so I can test it fast? The link is dead.

 

 

Roxanne, perhaps add an option to send Haiass away, triggering a future encounter with a Hiass who reveals itself to be a Dread Doppleganger?

 

A subspecies of Doppelganger can be found in the Demiplane of Dread, Ravenloft. These Dread Doppelgangers, like many creatures of Ravenloft, are a twisted rendition of the original. Dread doppelgangers are capable of mimicking with 100% efficiency, aided by a natural ability to probe minds (a feat only approached, amongst ordinary doppelgangers, by the Greater Doppelganger with its ability to assimilate memories from consumed brains) as well as generating natural illusions via their "Glamour" ability. But in the process, the dread doppelgangers have become sexless parasites, dependent on their ability to integrate with society to survive. While normal doppelgangers have their own culture and have no real need to mingle with humanoids, dread doppelgangers can only reproduce by mating with humanoids (usually doing so as males, as a "pregnant" dread doppelgänger cannot change forms until after giving birth) and have effectively lost their own culture.

 

There are currently two versions of Haiass - one that the PC can take along as his animal companion or send away or ignore or whatever. (This wolf companion was created by an old mod, no longer maintained, which I adopted for EET).

The other one appears if you take Sandrah into your party and decide to travel with her - this Haiass plays an important role throughout the Sandrah Saga and whether he is a dread doppelganger, a tamed wolf, a messenger of the celestials or something completely different, I will not spoil.

And I would rather not hijack this thread to discuss the Sandrah mod - The topic here is EET Release Candidate.

 

If there are bugs with Haiass following code I recommend using argent77's Golem mod as a base for spawning/following scripts.

 

OK, that proves it's not a UI issue (which isn't surprising, you barely have any UI changes installed). Now comes the slower part - finding which mod added the worldmap icon that's causing you to crash.

 

If you do a search in your game folder for worldmap.wmp, you will find copies in lots of different mods' "backup" folders. Those copies of worldmap.wmp are "before" versions (therefore backup) that the mod saved before it patched the worldmap to add its custom icon(s).

 

You can find out the order that the mods changed the worldmap by typing this in a command prompt window (press windows key + R and then type "cmd" and hit enter, then "cd path/to/eetfolder" and then "driveletter:"):

 

WINDOWS + R KEY

cmd

cd E:\GOG\EET

E:

weidu.exe --log nul --change-log worldmap.wmp

 

CD = change directory

driveletter: tells it you really do want it to switch to your game folder, if you keep your game on a different disk

 

Once you have the list, first take the worldmap.wmp from the backup of the top (earliest) mod on the list and put it in your override. Confirm no crash there by starting a new game (we expect before any mods touched it, the worldmap was good).

 

Then take the worldmap.wmp from the backup of the mod in the middle of the list. Put it in your override. Create a new game and check the worldmap. If that causes a crash, you know the problem mod is earlier than that, and somewhere in the top half of the list. Take the backup from the mod half-way up the list from there and try again.

 

Repeat this process of testing backup worldmap.wmp files, jumping up or down the remaining list by halves until you narrow it down to one mod's backup that works and the following mod's backup that doesn't. The backup LOWEST on the list that still works for you will be in the mod folder of the mod that's causing the problem (because the next mod's backup is the after-current-mod's patched version).

 

Once we know the mod responsible, we can look at the text it is using for the icon name or tooltip. My guess is that the crash is because that text is not UTF-8 encoded. I notice you are using non-English translations, which is usually where encoding problems arise.

awesome step by step guide. Quoting so I can find it easier in future when similar troubleshooting will be needed.

 

---------------

 

more replies to follow, I've reached page 50.

Edited by K4thos
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Two things:

1) What about weapons and armors icons? They are mixed in current state. Some of them have BG1 icons, but others BG2? Will it remain like that?

2) Journal popups show for 16s, not for 6s like in default BG. It's a bit too long. In Friendly Arm Inn when i had 5 of them in row, they were showing for almost 1.30 min. Do you plan to change it?

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2) Journal popups show for 16s, not for 6s like in default BG. It's a bit too long. In Friendly Arm Inn when i had 5 of them in row, they were showing for almost 1.30 min. Do you plan to change it?

will be changed from default 5 to 10 (so they are still readable by those playing with 60 fps). Not sure where that 16s came from - if this is the case it will be fixed, thanks.

 

1) What about weapons and armors icons? They are mixed in current state. Some of them have BG1 icons, but others BG2? Will it remain like that?

Currently it works like this:

- if item existed in BG2:EE than it uses BG2:EE icons

- if item has been imported from BG:EE than it should still use BG:EE icon if it's unique one

 

Different icons for BG:EE versions of base armors (without unique icons) would force us to use different item filenames. Considering non-magical armors and weapons don't stack either way we could do it so that both regions use different armors and weapons icons (a matter of adding few additional lines do dictionary that handles all resources updating, so no chance for any conflict with vanilla content) but there would be slight chance for conflict with mods (very small considering it doesn't really matter if mod uses BG1 or BG2 version of those basic weapons and armors but some mod added quest could potentially reference wrong item in script/dialogue). This was discussed some time ago and if I remember correctly people were generally against it.

Edited by K4thos
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The Firkra01.cre remaining in copper coronet after visiting Windspear Hills bug is indeed a vanilla issue.

 

For BWS users, a block is now added to the copper coronet area script by Nightfarer's area patcher (which is distributed inside the Fixpack but must be installed separately) to remove the cre in this case.

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regarding "out of memory" problems in BWS - this should be fixed in the next version. I've ported 'EET_PCU_match' weidu macro from macros.tph into pure LUA code and the results are very promising - what took weidu like half a minute (D / BAF files with size > 1 MB) LUA code does almost instantly (less than a second) and I didn't register any noticeable memory usage spikes. So what we will do is call lua.exe from within weidu to handle all regexp stuff for BAF and D files during installation. This will also drastically reduce installation time when mods are installed on BG:EE previous to installing EET on BG2:EE (there shouldn't be huge difference between modded and clean installation anymore).

Few things that I need help with:
1. I don't have Visual Studio currently installed and only have access to compiled lua for windows. Could anyone please compile lua 5.3.0 for osx and upload it here? Here is a link to source: https://www.lua.org/download.html
2. Just to be sure that everything works correctly before I push next release if someone has heavily modded BG:EE installation please upload several DLG / BCS files with size larger than 0.5 MB (with BG1NPC Project and huge NPC mods there should be plenty in override directory). I need to compare results of the LUA conversion compared to current one on larger sample.

Edited by K4thos
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regarding "out of memory" problems in BWS - this should be fixed in the next version. I've ported 'EET_PCU_match' weidu macro from macros.tph into pure LUA code and the results are very promising - what took weidu like half a minute (D / BAF files with size > 1 MB) LUA code does almost instantly (less than a second) and I didn't register any noticeable memory usage spikes. So what we will do is call lua.exe from within weidu to handle all regexp stuff for BAF and D files during installation. This will also drastically reduce installation time when mods are installed on BG:EE previous to installing EET on BG2:EE (there shouldn't be huge difference between modded and clean installation anymore).

 

Few things that I need help with:

1. I don't have Visual Studio currently installed and only have access to compiled lua for windows. Could anyone please compile lua 5.3.0 for osx and upload it here? Here is a link to source: https://www.lua.org/download.html

2. Just to be sure that everything works correctly before I push next release if someone has heavily modded BG:EE installation please upload several DLG / BCS files with size larger than 0.5 MB (with BG1NPC Project and huge NPC mods there should be plenty in override directory). I need to compare results of the LUA conversion compared to current one on larger sample.

Here are the biggest I could find in my install - although even with all the mods there is none exceeding 0,5 MB.

BiggerOnes.rar

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thanks, B!GAVINJ.DLG is in fact 1.03 MB. Just tested all these files and there is no difference in the output between LUA code and weidu conversion, so new method seems flawless. What is missing is OSX version of compiled LUA source code. Once someone upload it I can push next (experimental) update. Hopefully it will fix all "out of memory" problems when installed with Big World Setup.

Edited by K4thos
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What is missing is OSX version of compiled LUA source code. Once someone upload it I can push next (experimental) update.

What is needed to compile lua? Xcode? I'm not sure I have the OS X dev tools installed.

 

Anyway (not to be too much of a downer, but:) I'm not sure it will be testable anyway since EET is still not working on OS X...

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Could anyone please compile lua 5.3.0 for osx and upload it here? Here is a link to source: https://www.lua.org/download.html

 

Try this: lua-5.3.3-osx-bin.zip

thanks. Based on the size I assume that dll is compiled inside the 'lua' file, right?

yeah, this is the case.

 

Anyway (not to be too much of a downer, but:) I'm not sure it will be testable anyway since EET is still not working on OS X...

LUA code is platform independent, so it doesn't really need to be tested if it works on windows. I'm aware about OS X issue mentioned in the other topic - I will get to that problem soon and send you test code.

Edited by K4thos
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