Mike1072 Posted September 14, 2016 Share Posted September 14, 2016 (edited) Version 6 (and now 7) has been released. Get it now in the downloads section here or check it out on GitHub. If you encounter any problems with the BG2EE compatibility or discover any bugs, please report them here. The combined change log is below. Added Polish translation by Cahir BG2EE compatibility FixedAnomen's armor wasn't providing its Sunray ability Anomen's armor was casting Negative Plane Protection as a long-lasting spell each time it was equipped rather than providing the effects while equipped Anomen's armor wasn't providing AC bonuses vs. types as appropriate for full plate Anomen's helmet wasn't providing Infravision while equipped Anomen's helmet's Phantom Blade ability was using the scroll icon instead of spell icon ChangedStandardized item descriptions Moved .tp2 into mod folder for tidiness Edited September 17, 2016 by Mike1072 Version 7 Quote Link to comment
AL|EN Posted September 14, 2016 Share Posted September 14, 2016 (edited) Holly cow ... what you done is so much more than simply "uploading", it's a whole new release with HANDLE_CHARSETS support! Thank you! Edited September 14, 2016 by ALIENQuake Quote Link to comment
Cahir Posted September 14, 2016 Share Posted September 14, 2016 Mike, thanks for the release and for including Polish translation! It was done so long ago that I've literally forgotten about it. Just recently ALIEN unwittingly reminded me about it. Quote Link to comment
Mike1072 Posted September 15, 2016 Author Share Posted September 15, 2016 I've noticed a couple of bugs with Anomen's items and I'll try to release a fix tomorrow. Quote Link to comment
K4thos Posted September 15, 2016 Share Posted September 15, 2016 (edited) Mike1072, you can add to readme that it also works with EET, since it doesn't need any changes. --------- As for the EE comptibility. The mod is not fully compatible with the new engine yet. 1. There should be another copy of 'game.tra' with these strings loaded if ENGINE_IS ~bg2ee~: @2 = ~One of Anomen's most cherished possessions, this helmet was originally gifted to Hittorin de'Elryn by the Duke Marnak III, as a reward for his valiant deeds against the would-be usurper, Carragon of Macken. It has been handed down through the family ever since, and can be worn only by those descendants who show true loyalty to the Delryn bloodline. Donning this helmet bestows infravision (to 120 feet) upon the wearer, and they also experience the same nimbleness and coordination that Hittorin himself enjoyed. In addition, once per day the helmet's wearer is able to call into existence a phantasmal sword, which strikes as a +3 weapon and is especially damaging to undead foes.STATISTICS:Equipped abilities:– Dexterity: 15– Infravision up to 120 ft.– Protects against critical hitsCharge abilities:– Phantom Blade once per day Duration: 13 rounds Area: SpecialWeight: 3~@4 = ~Sir Anomen, Knight of the Radiant Heart, has been granted this gift from the god Torm. This powerful armor protects Sir Anomen from the life draining attacks of undead foes. Once per day it may be called on to channel the god's fury through it, causing a destructive beam of light to injure all who would attack the wearer.STATISTICS:Equipped abilities:– Negative Plane ProtectionCharge abilities:– Sunray once per day Damage: 3d6 magic (Save vs. Spell or be blinded for 1 turn) Undead: An additional 1d6 points of fire damage per level of caster (Save vs. Spell or be destroyed) Range: 20 ft. Area: 30-ft. radiusArmor Class: -1Requires: 15 StrengthWeight: 70~ Other languages should be updated too. 2. You should patch ANOHELM.ITM and ANOPLAT.ITM if ENGINE_IS ~bg2ee~ LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 //Item Usability target = 1 timing = 2 parameter2 = 11 //Actor's script name power = 1 //Usable by special = 9138 //Anomen STR_VAR resource = "ANOMEN" END ------ edit: I've noticed a couple of bugs with Anomen's items and I'll try to release a fix tomorrow. didn't notice your reply, so you've probably already made those changes. Edited September 15, 2016 by K4thos Quote Link to comment
Mike1072 Posted September 15, 2016 Author Share Posted September 15, 2016 Yes, I've made both of those changes already. Great minds think alike. While I was testing them I noticed that some of the abilities on the items weren't working, so I'm going to try to fix those later today. Quote Link to comment
Mike1072 Posted September 16, 2016 Author Share Posted September 16, 2016 Version 7 has been released! Less bugs!Fixed Anomen's items are now restricted to him on EE Anomen's items now display proper usability information on EE Anomen's armor wasn't providing its Sunray ability Anomen's armor was casting Negative Plane Protection as a long-lasting spell each time it was equipped rather than providing the effects while equipped Anomen's helmet wasn't providing Infravision while equipped Anomen's helmet's Phantom Blade ability was using the scroll icon instead of spell icon Quote Link to comment
Cahir Posted September 16, 2016 Share Posted September 16, 2016 Hmm, I guess I need to check if Polish translation needs some tweaking, then. Quote Link to comment
K4thos Posted September 16, 2016 Share Posted September 16, 2016 (edited) From what I see item description has not been updated other than removing 'Usable by' section. That's not how they supposed to look like in EE game. For comparison this is vanilla engine style item description included in the mod. @2 = ~Delryn Family HelmetOne of Anomen's most cherished possessions, this helmet was originally gifted to Hittorin de'Elryn by the Duke Marnak III, as a reward for his valiant deeds against the would-be usurper, Carragon of Macken. It has been handed down through the family ever since, and can be worn only by those descendants who show true loyalty to the Delryn bloodline. Donning this helmet bestows infravision (to 120 feet) upon the wearer, and they also experience the same nimbleness and coordination that Hittorin himself enjoyed. In addition, once per day the helmet's wearer is able to call into existence a phantasmal sword, which strikes as a +3 weapon and is especially damaging to undead foes.STATISTICS:Special Abilities (once per day): Phantom BladeEquipped Abilities: Infravision Dexterity set to 15Armor Class Bonus: NoneSpecial: Protects Against Critical HitsWeight: 3~@4 = ~Anomen's ArmorSir Anomen, Knight of the Radiant Heart, has been granted this gift from the god Torm. This powerful armor protects Sir Anomen from the life draining attacks of undead foes. Once per day it may be called on to channel the god's fury through it, causing a destructive beam of light to injure all who would attack the wearer.STATISTICS:Special Abilities (once per day): SunrayEquipped Abilities: Negative Plane ProtectionArmor Class: -1Weight: 70Requires: 15 Strength~ and this is how they supposed to look like: @2 = ~One of Anomen's most cherished possessions, this helmet was originally gifted to Hittorin de'Elryn by the Duke Marnak III, as a reward for his valiant deeds against the would-be usurper, Carragon of Macken. It has been handed down through the family ever since, and can be worn only by those descendants who show true loyalty to the Delryn bloodline. Donning this helmet bestows infravision upon the wearer, and they also experience the same nimbleness and coordination that Hittorin himself enjoyed. In addition, once per day the helmet's wearer is able to call into existence a phantasmal sword, which strikes as a +3 weapon and is especially damaging to undead foes.STATISTICS:Equipped abilities:– Dexterity: 15– Infravision up to 120 ft.– Protects against critical hitsCharge abilities:– Phantom Blade once per day Duration: 13 rounds Area: SpecialWeight: 3~@4 = ~Sir Anomen, Knight of the Radiant Heart, has been granted this gift from the god Torm. This powerful armor protects Sir Anomen from the life draining attacks of undead foes. Once per day it may be called on to channel the god's fury through it, causing a destructive beam of light to injure all who would attack the wearer.STATISTICS:Equipped abilities:– Negative Plane ProtectionCharge abilities:– Sunray once per day Damage: 3d6 magic (Save vs. Spell or be blinded for 1 turn) Undead: An additional 1d6 points of fire damage per level of caster (Save vs. Spell or be destroyed) Range: 20 ft. Area: 30-ft. radiusArmor Class: -1Requires: 15 StrengthWeight: 70~ In other words they currently scream "mod added content". I don't think that the available translations using old style should prevent English version from being updated. And I'm sure Cahir would at least provide correct Polish translation considering he is responsible for all item description updates in EE games Polish TLK files. edit: Here is how Anomen's Shield description looks in BG2:EE for reference: This is Anomen's family shield, given to him by his father. In addition to magical protection, the shield radiates an aura that grants the wielder fire and cold resistance. To protect against ranged attacks, Anomen can use the shield to erect a field of energy. This protection from normal missiles can be used three times per day.STATISTICS:Equipped abilities:– Armor Class: +2– Fire Resistance: +30%– Cold Resistance: +30%Charge abilities:– Protection From Normal Missiles three times per day Duration: 1 hour Area of Effect: The wearerWeight: 7 Edited September 16, 2016 by K4thos Quote Link to comment
Mike1072 Posted September 16, 2016 Author Share Posted September 16, 2016 Hmm, okay, I guess can fix that. There's going to be a heck of a lot of other mods that don't conform to this new style, though. Quote Link to comment
K4thos Posted September 16, 2016 Share Posted September 16, 2016 (edited) Hmm, okay, I guess can fix that. There's going to be a heck of a lot of other mods that don't conform to this new style, though. thanks. True about those other mods. In fact I have the exact same problem when it comes to DSotSC that sits on my Github. It's just to damn time consuming to update hundreds of descriptions by hand, so the mod still has beta status for like half a year now and I doubt I will find motivation to finish updating those descriptions. I'm seriously considering writing a function that would generate EE style descriptions automatically based on effects found in ITM file. If I find time for it than other mods could be updated too without much effort. One thing is certain for me - if the mod adds an item with description in different style than every single item in game than the mod has not been made fully compatible with EE games. Inconsistencies weren't much of a problem in vanilla games considering there were like 3 different item description styles used there. In EE everything is standardized, though. Edited September 16, 2016 by K4thos Quote Link to comment
Fiann of the Silver Hand Posted September 16, 2016 Share Posted September 16, 2016 I'm seriously considering writing a function that would generate EE style descriptions automatically based on effects found in ITM file. This is when you put an ad in the paper for "learn to code". Kids will pay you to do your work. (I'm only half joking, since this is basically how the culinary profession works.) Quote Link to comment
Mike1072 Posted September 16, 2016 Author Share Posted September 16, 2016 I've silently updated the v7 release to include the funky EE-style descriptions in EE. Quote Link to comment
Cahir Posted September 16, 2016 Share Posted September 16, 2016 Mike I'll update Polish translation accordingly, later today when I get to my laptop. I'm also in the middle of updating Song & Silence translation. Quote Link to comment
Roxanne Posted September 16, 2016 Share Posted September 16, 2016 Hmm, okay, I guess can fix that. There's going to be a heck of a lot of other mods that don't conform to this new style, though. thanks. True about those other mods. In fact I have the exact same problem when it comes to DSotSC that sits on my Github. It's just to damn time consuming to update hundreds of descriptions by hand, so the mod still has beta status for like half a year now and I doubt I will find motivation to finish updating those descriptions. I'm seriously considering writing a function that would generate EE style descriptions automatically based on effects found in ITM file. If I find time for it than other mods could be updated too without much effort. One thing is certain for me - if the mod adds an item with description in different style than every single item in game than the mod has not been made fully compatible with EE games. Inconsistencies weren't much of a problem in vanilla games considering there were like 3 different item description styles used there. In EE everything is standardized, though. Just a reminder - you may not want all mod items to have automatically generated descriptions this way. There are items in mods that do not reveal every detail about them on purpose. Sometimes it is part of a plot or concept NOT to tell you (you can cheat and look into the item file but the readable description is not supposed to tell you.) if the mod adds an item with description in different style than every single item in game than the mod has not been made fully compatible with EE games. This may not be applicable for NPC's personal items or mod plot items e.g.. If nobody else can use them and the owner does not know/refuses to tell you this is intentional part of a mod at some occasions. Another example are cursed items... Quote Link to comment
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