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EET v13.4 released


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I'm REALLY looking forward to IWD-in-EET, but I'm even more interested in trying out the Sandrah Saga.

I am extremely curious myself how my Sandrah in IWD extensions will work with IWD-in-EET. Since I could not import IWD into the game myself, I did the opposite, i.e. I exported Sandrah and some other BG characters to IWDEE and played the game with them. I developped and tested additional (optional) contents for both the bhaalspawn story and for Sandrah's story to connect IDW1 and HoW with those two plots. Of course going to and fro had to be simulated, I can only hope it works as intended once we have the mod for EET.

Now if you combine this with the IWD project of AWizardDidIt, you hopefully will get a feeling of IWD not being some remote adventure far away from the Sword Coast but that of extended content in the northern part of your worldmap.

 

PS - I dearly hope we get IWD-in-EET pretty soon and that IWD2 is not a hinderance. I personally think that IWD2 for EET will require major adjustments because the relation/overlap to IWD1 is already a big problem for that game alone (they do not fit like BG1 and BG2). and that would become even more complex if both are accesible from EET. I hope K4thos will do it stepwise and we can get aquainted with how the first part fits into *our* game before an attempt is made to add the second part.

Edited by Roxanne
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Only thing missing is a gameplay timer, so I can know just how many hundreds of hours I'm going to end up sinking into this thing :D

 

it's already implemented, use this in console:

C:GetGlobal("K#TotalPlayTime","GLOBAL")

unless RealSetGlobalTimer and RealGlobalTimerExpired are not working correctly this should print exact amount of hours played with the current save.

 

Here is code used for real life hours and in-game days counting:

//counts how many REAL hours you have been playing
IF
  Global("K#TotalPlayTimeActive","GLOBAL",0)
THEN
  RESPONSE #100
    SetGlobal("K#TotalPlayTimeActive","GLOBAL",1)
    RealSetGlobalTimer("K#RealTimerOneHour","GLOBAL",3600)
    Continue()
END

IF
  RealGlobalTimerExpired("K#RealTimerOneHour","GLOBAL")
THEN
  RESPONSE #100
    IncrementGlobal("K#TotalPlayTime","GLOBAL",1)
    RealSetGlobalTimer("K#RealTimerOneHour","GLOBAL",3600)
    Continue()
END

//counts total in-game days passed
IF
  !GlobalTimerNotExpired("K#TimerOneDay","GLOBAL")
THEN
  RESPONSE #100
    IncrementGlobal("K#DaysPassed","GLOBAL",1)
    SetGlobalTimer("K#TimerOneDay","GLOBAL",ONE_DAY)
    Continue()
END
Edited by K4thos
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it's already implemented, use this in console:

C:GetGlobal("K#TotalPlayTime","GLOBAL")

In deed. It looks reasonable in my current game. I looked at the value at the end of ToB (I am currently in my own sequel, so beyond the normal end of the game).

 

Took me 160 hours through the game with all of the already available mega mods installed + some additional quests from NPCs and 3 of the strongholds owned by my party. Maybe not a representative value because I also tested Sandrah and Chloe and did corrections/additions to those mods - on the other hand I know most of the quests and therefore do not spend time with searching around for things/creatures etc.

 

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it's already implemented, use this in console:

C:GetGlobal("K#TotalPlayTime","GLOBAL")

In deed. It looks reasonable in my current game. I looked at the value at the end of ToB (I am currently in my own sequel, so beyond the normal end of the game).

 

Took me 160 hours through the game with all of the already available mega mods installed + some additional quests from NPCs and 3 of the strongholds owned by my party. Maybe not a representative value because I also tested Sandrah and Chloe and did corrections/additions to those mods - on the other hand I know most of the quests and therefore do not spend time with searching around for things/creatures etc.

 

 

you can add some hours from SoD because from what I see only BALDUR.BCS and BALDUR25.BCS have been patched with this code (forgot about BDBALDUR.BCS). This will be fixed in the next version.

Edited by K4thos
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Out of curiosity, why doesn't IWDEE 1.4 work for IWD-in-EET? The 2.x patch, generally speaking, only affects the engine and UI. Since we'll be running in the 2.x engine anyway, those will already be up-to-date. The game resources - the .ARE, .BCS, .CRE, .ITM, .SPL etc. files should work just fine when dumped into the 2.x game engine.

 

Is there a technical reason I'm not aware of? Or is it just, "we know a change is coming, so why put in the effort now and then have to change it later" ?

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Is there a technical reason I'm not aware of?

It's likely that K4thos wants to for now concentrate the little time he has for the EET, instead of a the combination that needs things and have to then be changed later ... as he has a "working prototype" of the IWD-in-EET, but it could be a while off still. So he doesn't want to release things that are broken by default.
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Download: https://github.com/K4thos/EET/releases

 

"Release Candidate" definition via wiki: (software development) A version of a program that is nearly ready for release but may still have a few bugs; the status between beta version and release version.

 

Before we can call it version 1.0 following things have to happen:

- new stable WeiDU release

- hopefully a BG2:EE patch that resolves this engine problem. The fog effect in SoD areas looks awful to me (exactly the same as reported in that link by someone else). If this won't be fixed relatively soon than fog effects will be disabled in EET.

- fixing stuff found by you guys - feel free to report problems in this topic (if they haven't been reported already to Beamdog either on forums or directly on redmine)

- call for translators to update new strings added to EET TRA files

 

Keep in mind that installing EET is now done in 2 steps. Core component (setup-EET.exe) on clean BG2:EE installation and last component from setup-EET_end.exe after all other mods are already installed. More information in readme file.

It seems that the fog bug has been partially fixed even if it's still listed.

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It seems that the fog bug has been partially fixed even if it's still listed.

dunno what is causing it, maybe it's GPU related. On my computer sometimes fog looks fine, sometimes exactly as in redmine screenshots

 

Out of curiosity, why doesn't IWDEE 1.4 work for IWD-in-EET? The 2.x patch, generally speaking, only affects the engine and UI. Since we'll be running in the 2.x engine anyway, those will already be up-to-date. The game resources - the .ARE, .BCS, .CRE, .ITM, .SPL etc. files should work just fine when dumped into the 2.x game engine.

 

Is there a technical reason I'm not aware of? Or is it just, "we know a change is coming, so why put in the effort now and then have to change it later" ?

patch 1.4 still uses BGEE.SQL. Code for parsing new format that replaced it is ready, so I don't see a point in wasting time adjusting the old code when current EET code will work as it is when IWD:EE will be updated to patch 2.x. Some other things will likely have to be changed too (see differences in files that caused SCS to not be installable on patch 2.x games or even EET_Tweaks which in current state is partially broken due to changes since patch 1.3) and will need to be tested. Overall whole IWD-in-EET code has to be updated with the current improved EET codebase (tp2 files are similar) so we're waiting for latest patch before doing it.

 

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

 

edit:

Changes since RC8.0 release (we're currently on RC8.2 on Github release page):

- Fixed regression in mod added Kit importation

- Fixed biography

- Fixed leftover strings in SoD GUI

- Drake NPC installed on BG:EE support

- EET_modConverter updated (fixed issue with flagging file as modified and error when option 1 is used)

- Minor transition code adjustments (nothing needs to be changed in mods)

- Linux now uses external LUA and ffmpeg binaries included in the archive

- Fixed missing Boo in Minsc inventory

- Fixed missing SoA starting movie

- Reputation reset during SoA transition (instead of pre trial)

- Added missing total play time timer to SoD global script

- Key file workaround also added to EET_end

- New icon

- Corrected Durlag's Tower placement on EET Worldmap

Edited by K4thos
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Hello. Can you help me ?
Because it gives this error ?

EET_NPC_TRANSITION patching for J#Indi: BG1 NPC without BG2 content

Patching J#INDI.BCS
Copying and patching 1 file ...

ERROR locating resource for 'COPY'
Resource [J#INDI.BCS] not found in KEY file:
[./chitin.key]
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Core EET (game importation)], rolling back to previous state
Unable to Unlink [EET/backup/core/0/OTHER.0]: Unix.Unix_error(1, "unlink", "EET/backup/core/0/OTHER.0")
Will uninstall 14693 files for [EET_CORE.TP2] component 0.
Restoring backed-up [EET/backup/core/0/engine.lua]
EET/backup/core/0/engine.lua copied to engine.lua, 104 bytes
Restoring backed-up [EET/backup/core/0/map_eet_areas.tbl]
EET/backup/core/0/map_eet_areas.tbl copied to EET/tbl/map_eet_areas.tbl, 10931 bytes
Restoring backed-up [EET/backup/core/0/pcu_dict.tph]
EET/backup/core/0/pcu_dict.tph copied to EET/lib/pcu_dict.tph, 65496 bytes
Uninstalled 14693 files for [EET_CORE.TP2] component 0.
[EET/temp/arch_var.txt] loaded, 8 bytes
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
[.\chitin.key] loaded, 875812 bytes
[.\chitin.key] 187 BIFFs, 62160 resources
Unable to Unlink [EET/backup/core/0/READLN.0]: Unix.Unix_error(20, "unlink", "EET/backup/core/0/READLN.0")
Unable to Unlink [EET/backup/core/0/READLN.0.TEXT]: Unix.Unix_error(20, "unlink", "EET/backup/core/0/READLN.0.TEXT")
EET/EET.TP2 0 0 Installed
ERROR: Failure("resource [J#INDI.BCS] not found for 'COPY'")
PLEASE email the file SETUP-EET_CORE.DEBUG to K4thos (swit)
Automatically Skipping [Core EET (game importation)] because of error.
Using Language [English]
[English] has 6 top-level TRA files
[EET/lang/en_US/prompts.tra] has 56 translation strings
[EET/lang/en_US/setup.tra] has 14 translation strings
[EET/lang/en_US/chapters.tra] has 72 translation strings
[EET/lang/en_US/dialog.tra] has 37 translation strings
[EET/lang/en_US/2da.tra] has 54 translation strings
[EET/lang/en_US/compatibility.tra] has 12 translation strings
Saving This Log:
EET/EET.TP2 0 0 Installed
[EET/lang/en_US/prompts.tra] has 56 translation strings
[EET/lang/en_US/setup.tra] has 14 translation strings
[.\lang\it_it\dialog.tlk] created, 277127 string entries
[.\lang\it_it\dialogf.tlk] created, 277127 string entries

NOT INSTALLED DUE TO ERRORS Core EET (game importation)

 

 

Indira is installed in bg1ee.

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This may already be fixed in the new version - anyway

Jonavi.cre in BG1200.are appears with BG1 contents during ToB when revisiting the area.

dialogue filtering is not implemented for Baldur Gate city anymore because there is no way to enter the city after BG1 anyway (due to SoD plotline). So I'm afraid you will need to clean dialogues/NPCs yourself if your mod gives access to BG city areas in later parts of the story (although if you send me such changes than they can be implemented by default).

Link to comment

 

This may already be fixed in the new version - anyway

Jonavi.cre in BG1200.are appears with BG1 contents during ToB when revisiting the area.

dialogue filtering is not implemented for Baldur Gate city anymore because there is no way to enter the city after BG1 anyway (due to SoD plotline). So I'm afraid you will need to clean dialogues/NPCs yourself if your mod gives access to BG city areas in later parts of the story (although if you send me such changes than they can be implemented by default).

 

You are right. Cyric's granddaughter fell into her own trap...BG City would not be accessible without my own tweak. Embarassing.

Link to comment

 

 

This may already be fixed in the new version - anyway

Jonavi.cre in BG1200.are appears with BG1 contents during ToB when revisiting the area.

dialogue filtering is not implemented for Baldur Gate city anymore because there is no way to enter the city after BG1 anyway (due to SoD plotline). So I'm afraid you will need to clean dialogues/NPCs yourself if your mod gives access to BG city areas in later parts of the story (although if you send me such changes than they can be implemented by default).

 

You are right. Cyric's granddaughter fell into her own trap...BG City would not be accessible without my own tweak. Embarassing.

 

If I remember correctly I've sent you list of filtered BG city content before this change. If this is not the case then the list and code should be retrievable from Github history, but I have no idea which commit it was and there is crazy amount of 284 commits :oops:

Link to comment

 

 

 

This may already be fixed in the new version - anyway

Jonavi.cre in BG1200.are appears with BG1 contents during ToB when revisiting the area.

dialogue filtering is not implemented for Baldur Gate city anymore because there is no way to enter the city after BG1 anyway (due to SoD plotline). So I'm afraid you will need to clean dialogues/NPCs yourself if your mod gives access to BG city areas in later parts of the story (although if you send me such changes than they can be implemented by default).

 

You are right. Cyric's granddaughter fell into her own trap...BG City would not be accessible without my own tweak. Embarassing.

 

If I remember correctly I've sent you list of filtered BG city content before this change. If this is not the case then the list and code should be retrievable from Github history, but I have no idea which commit it was and there is crazy amount of 284 commits :oops:

 

Do not worry. It is no urgent issue. I may do something about it some day.

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