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Everything posted by DavidW

  1. Thanks - this is a really helpful detailed run through. Will attend to shortly (may end up not being for a week or two for RL reasons.)
  2. You can just use GET_OFFSET_ARRAY. (ITM_V10_GEN_EFFECTS, iirc).
  3. OK, I have a partial implementation of this. Watch this space.
  4. I'm not sure. It's not choking on my install, and I thought I just reproduced what you did. Are you sure you're running on WEIDU v247? I thought 'unitialised return array' was removed as of 247.
  5. I’d need to know what the intended output is; seeing the implementation code isn’t enough. E.g. do you want the armor bonuses to display in some specific format; if so, what is it?
  6. I'm struggling to understand exactly what you guys are trying to do with these armor description issues, but if you describe it to me in nice simple terms I can probably code it for you.
  7. On line 144 of lib_cosmetic, %old_loc/ should be %old_loc%/. If you change that, it should work (it does on my install). Apologies: my testing was all with old_loc="", i.e. comparing to in-game files. Let me suggest that you might want to fully install IR, copy its files over to some data folder, uninstall it, and then compare the data folder items to the unmodded-game items. That way you don't miss any changes that IR implements by scripting (I don't know if there are any such changes, though).
  8. Just creating a 'night' copy is fairly trivial, iirc. Copy the tileset and add an 'N' suffix; copy the light map and change 'LM' to 'LN', and set the extended night flag. There might be one or two more steps (I haven't done it for a while) but that's basically all you need. To get different lighting effects, you need to alter the lightmap, the bitmap that determines lighting. To actually get beams of visible light from the windows, and the like, you need to alter the artwork.
  9. Due to the technical complexity of the mod, this is a rare example where it's probably best installed after SCS.
  10. That's compatible with my theory: if SCS detects an Acid Storm spell, it won't install its own, and it assumes anyone else who's installed it has provided a scroll. I suspect some earlier mod in your install is doing a partial/broken install of Acid Storm.
  11. Guest Mantis: just on time management grounds I can’t help with problems either with old versions of the mod or old versions of the EEs. palanthis: no, I can’t confirm T&B is compatible. I expect it is, though, since its author usually codes with SCS in mind. & yes, install SCS last.
  12. You'll need to post your actual mod list (weidu.log is simplest). My guess is some other mod in your list has installed Acid Storm but not provided a scroll.
  13. It’s caused by changes in Wish in BG2EE. v34 fixes it.
  14. I'm not sure of drawing my next breath. But if you saved a game when Jaheira had some spells and then reloaded that save and she had different spells, the only feasible explanation is that the spell filenames changed between saving and loading. SCS doesn't edit the savegame itself. And even if Jaheira didn't join the party, she's present in your savegame as soon as you meet her. (The version of Jaheira in my local copy has the correct spells.) In any case, if you're unsure, just test it. Start a new game, recruit Jaheira (she's in the starting dungeon, assuming you're playing BG2; otherwise, just create a copy with the console.) Should only take five minutes.
  15. This is theoretically possible but I doubt it happens in practice. It is extremely difficult to produce new quest content for IE games, at least if you want reasonable production values - it requires mastery of a wide range of skills (AI scripting, artwork, area design, dialog design, actual ability to plot and write) and most individuals only have a subset. So there aren't many high-quality adventures and those that exist are well known. (Prove me wrong by linking to a 'small, excellent, forgotten adventure'!)
  16. I'm guessing you had a savegame for 33.7 and then loaded it into 34.3? If so some of the spells may have shifted: they get assigned resource names dynamically and they're not guaranteed to be the same between versions (or between installs of the same version, if you change other bits of your mod load). The workaround is to fix it with a savegame editor; future spells she gets when she levels should be fine. (Updating mods mid-game generally runs the risk of this sort of thing, hence the usual advice to start a new game - though I can quite see why that's awkward if you're partway through a long playthrough.)
  17. They ought to be fine. I use Cam's code (the one included in WEIDU) as a base and then just add other functionality. If you don't use that other functionality, the results should be identical. It's always possible I broke something, of course, but I don't think so (I've been using these modified functions for a while, including in SCS and (iirc) Ascension, and problems haven't arisen.
  18. I was talking about how enemies might deal with it (this is how SCS tries to deal with it). I'm not disputing that it's overpowered though! (& SCS mages use blindness.) Oh yes, that does ring a bell. I don't know how well SCS handles that; not terribly, I assume, or I'd have heard about it, but I don't allow for it explicitly.
  19. SCS won't do this if it detects SR, but only because it assumes you've done it already (back in the day this was part of Demi and my discussions of how to align SR and SCS). SCS will get very confused if you use it without this. Incidentally, this is also vanilla-game behavior on the EE as of 2.6.
  20. Except that it's relatively readily reversible. And you do have a few combat options if blinded: run around in confusion, cast self-targeted AoE that you're immune to, summon monsters.
  21. It doesn't assume SCS is present, but it does need you to tell it the locations of the 'workspace' and 'data_loc' directories - weidu_external/workspace and weidu_external/data/[mod name] are my usual defaults. Here's the TP2 I was using: BACKUP ~test/backup~ AUTHOR ~blah~ VERSION ~v1~ AUTO_EVAL_STRINGS MODDER setup_tra none area_variables none missing_extern none missing_resref none ict2_actions none missing_eval none overwriting_file none fun_args warn ALWAYS SILENT OUTER_SPRINT workspace "weidu_external/workspace" OUTER_SPRINT data_loc "weidu_external/data/dw_itemrev" MKDIR "%workspace%" MKDIR "%data_loc%" INCLUDE "%MOD_FOLDER%/lib/alter_effect.tpa" VERBOSE END BEGIN "move all made items" DESIGNATED 1000 NO_LOG_RECORD MKDIR "%data_loc%/item_copy" ACTION_BASH_FOR "item_rev/itm" ".*\.itm" BEGIN COPY_EXISTING "%BASH_FOR_FILE%" "%data_loc%/item_copy" IF_EXISTS END BEGIN "compare items" DESIGNATED 2000 NO_LOG_RECORD INCLUDE "%MOD_FOLDER%/lib/lib_cosmetic.tph" LAM cosmetic_data LAF cosmetic_document_changes STR_VAR loc="%data_loc%/item_copy" RET change_count END PRINT "%change_count% itm files changed" BEGIN "implement changes" DESIGNATED 3000 INCLUDE "%MOD_FOLDER%/lib/lib_cosmetic.tph" INCLUDE "%MOD_FOLDER%/lib/alter_effect.tpa" LAM cosmetic_data LAF cosmetic_implement_changes STR_VAR ini="%data_loc%/cosmetic_changes.ini" END
  22. OK, cool. Yes, that's a common situation, and you have the right solution: if you don't want SCS to handle your NPC's AI, you just need to write your own AI for them (which can just be a renamed copy of a vanilla script - all that matters is the name). Provided your script uses your modder prefix, SCS will definitely ignore it. (But make sure you don't leave a WTASIGHT or something lying around in the script list along with your custom script.)
  23. It's not externalized, so you need to look in the code. for mages: the read_in_mage_scripts macro at the bottom of mage/mage.tpa. for priests: the read_in_priest_scripts macro at the bottom of priest/priest.tpa. for general AI: the read_in_combat_scripts macro at the bottom of genai/genai_shared.tph. There are also some special cases contained deeper in the code, but that's most of them.
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