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Wizer13

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Everything posted by Wizer13

  1. I think I got it… TextScreen("*")... Now gotta find the right screen that is displayed when loading... Thank you all for your time.
  2. Okay maybe I didnt explained clearly what I'm looking for, so bear with me: If the player arrives in the area, there are too many objects to load from the script, and it doesn't fully load all of them. The end result is that many appear out of thin air, and it's quite annoying. So, in order to allow the script to entirely load the script, I need to find what code BGEE use to display the "Loading area" screen between two areas. I don't know the code for a loading screen, simply put.
  3. Hi everyone, I know it may sound a bit newb, but what codes should I put in a script in order that all the contents of a map loads before the players enters an area? In BGEE, it saves while it loads. I've been searching in IESDP but found no mention about it. Is it a state to check in DLTCEP? Thx for your time.
  4. Thank you for your advices @jastey! Normally, the Pdialog is patched with my .tp2 file so that point is taken care of.
  5. Hi everyone! I know how to set Interject_copy_trans for npc quite well, but when it comes with companions I created and who then joins the party, the interjections never works. Let's say I take for example a line from a joined character, PPElros (which line would be located in the PPElrosJ.dlg), interacting with an NPC, PPYor. INTERJECT_COPY_TRANS PPYor 23 Nocase ==PPElros IF ~Detect("PPYor")!StateCheck("PPYor",CD_STATE_NOTVALID) ~ THEN ~Humph! Of course! Because the Harmonium says so, this is the Rule of Law! Well, I have some news for you, Hard Head: It ain't over 'til I said so.~ ==PPYor IF ~Detect("PPElros")!StateCheck("PPElros",CD_STATE_NOTVALID) ~ THEN ~Your devotion to your sister is admirable, halfling, but it will not help her in any way. The law is the same for everyone.~ ==PPElros IF ~Detect("PPYor")!StateCheck("PPYor",CD_STATE_NOTVALID) ~ THEN ~The same, my a**! Is this how you try to justify your guilt? Or, maybe you just don't care since she's affiliated to the Free League.~ END I've tried setting the ID to PPElrosJ in this example instead of PPElros, thinking the issue was the identification of the character, but no avail. Normally I would think the character in presence of the npc at the right paragraph would trigger the banter, so I'm wondering what I am doing wrong. Thank you for your time!
  6. Clicked() isn't just described for areas? Ah, well, might worth a try. Thanks!
  7. Hi everyone, Been testing some line of codes for my mod, but it doesn't seem to work. Let's say the action in the script is by interacting with an NPC, I want to make a string appear over its head, like it does for some scripts (exemple: *gulps a potion*). They also have this feature in Planescape Torment, BG2EE and Siege of Dragonspear when you click on an area, a string will appear and describe what you see for a few seconds. It is because this code don't work in BGEE? Here's what i tried: IF InteractingWith(*Object*) THEN RESPONSE #100 DisplayStringHead(*Object*,*Line referenced in my .tra) END I've also tried NumTimesInteractedGT(*Object*,0) But it says that my NPC isn't referenced in NPC.ids, so it wont work either. I just don't wanna have to create a bunch of .cre with .dlg just for a few lines to settle the mood in Planescape. Any pointers would be appreciated. Thx for your time!
  8. Used none of them, but ive been notified numerous times to install ModMerge before installing any new mod. Maybe that should help. Thanks.
  9. Okay, took, me a while, I changed all numbers, rechecked my parsing, named all items in weidu… Still the same bug. Is there a limited number of strings we can add to a dialog.tlk? It didn't do that thing before when I just had 2036 strings in my .tra and my dialogs strings from my .d files. It all happened when I added the strings which weren't showing for items or in my scripts. I'll re-test without the DisplayStringHead() strings off from my .tra, to see if this is the issue.
  10. This is what i learned recently and why i added the strings to the .tra @subtledoctor. Its a mod only used for BGEE. But at first i wanted to implement this campaign in BG2EE (but couldnt resolve the part where it would take the slot of SoD, as suggested by K4thos) so some items came from that game. Would that cause issues also if transferred into BGEE? If so I might have some problems then, although most items are without uses, only for storyline purpose only.
  11. Yup @kjeron, I edited all items with NearInfinity so all references are already with the right strings. But, you think this could provoke the issue? I added the strings to the .tra because the strings were reported invalid in previous attempts. But after integrating them now it messes all the dialog.tlk. So maybe that's the issue... *sigh* Should have kept the old coding with COPY~~ ~~Override\~ SAY~~ Ill retype the items in their old way and test it out. Thx!
  12. Oh, and what I meant by deleting the override, it's the content of the override in the Baldur's gates folder after I uninstalled my mod.
  13. Well it's a big mod (about 5G) so I'll just link the .tp2 file and the .tra file. It's a campaign so I'll not be able to post it here. And I know I'll have several issues to correct afterwards, but at least I want to be able to run without constantly bugging. Thanks in advance. I'd really like to understand what I do wrong, but my I'm still learning by trial-error. Setup-FW.rar PPNPC.tra AR2600.baf
  14. Yes, always. But I think I forgot to delete the override so there's also this i'll check out to make sure. Thank you !
  15. That's what I thought. I'll verify if I accidently changed something in the coding then. Thank you @Angel !
  16. Hi everyone, another (yet again) problem with the dialog.tlk. Once I try my mod, it now corrupts the dialog.tlk and messes all the entries of NPCs, items, and what not. Before it didn't do that, all entries were working fine up to @ 2035. I only add recently my other dialogues and item descriptions since they weren't showing with my previous attempts. So, in my file of .tra it goes from @ 2035 to @104385. It was easier for me since those were the # attributed by NearInfinity. --------------------------------------------------------------------------------------------------- @2032 = ~Factol Rhys of the Transcendant Order~ @2033 = ~Bariaur sedan chair~ @2034 = ~Bariaur sedan chair~ @2035 = ~Bariaur sedan chair~ @104385= ~Kamus weapon contraption~ --------------------------------------------------------------------------------------------------------- Could it be that the gap between those referenced lines messes up the dialog.tlk, or that the numbers given by NearInfinity provoked this issue, replacing strings I thought didn't exist? I tried uninstalling the game and reinstalling it, making sure no traces of the mod was left, and tried again, same result. So, do I have to change all references and make sure they follow @2035, @2036, etc? Or is there a way around this issue. Normally, I would think that if you reference in a script @# it would only go to the line referenced, not mess up the whole thing? Seriously, I'm being fed up by the whole exercice. Been working two years and a half, and still can't run my mod properly to test it.
  17. Thx @subtledoctor, its just that my string refs weren't appearing in the mod. I complicated myself when I only had to add them to my .tra of my lang folder. Now it will work. But i still don't understand why the commands I try to use on weidu.exe never works. It only gives me other options and never process. Ah, well at least the main issue is resolved.
  18. Okay, I was a dumbass on this one… Just copied my content to my PPNPC.tra (lang folder) of my mod.
  19. Hi everyone, I tried many things, can't seem to work around this issue. Before you ask, no, I'm no programmer and still working around the logistics. I'm only trying to append new strings of dialog with a @reference to the dialog.tlk, so when the mod I'm trying to make loads the right line. Examples from a .tra file I wanna use: ---------------------------------------------------------------------------- @104385= ~Kamus weapon contraption~ @104386 = ~This strange apparatus helps to mechanically draw and swing your weapons with a spring, gaining some serious advantage over your opponent. STATISTICS: -1 to attack speed modifier when worn; Weight: 3~ @104387 = ~ Horace's client list~ @104388 = ~ This is a simple list of customers who bought the type of bone dagger used in captain Lufer's murder. The names listes are: Gregory Namel, Lukos Tanner, and Jilian Anders.~ @104389 = ~ Lukos Tanner record~ @104390 = ~(Summary: Lukos Tanner is referred a few times, nothing more, in various crimes throughout the city in the last four years. Assassin for hire, he participated in the murder of a shady merchant of opium in 126 of Hashkar; a revenge hit on the mob family of the Sharegraves in the Ragpicker's square; there is also a few accounts of larceny, extortion, and thievery.)~ @104391 = ~Malachia Grimm record~ @104392= ~(Summary: Malachia Grimm came from the prime world of Oerth, before raising to rank of factor of the Indeps in 125 of Hashkar. Freedom fighter and also suspected of several murders in the Hive, he has a repute of being quite the vigilante. Even his previous friends, Gontram, Fernos of the Sensates and Urim the monk cannot stand his fits anymore. Although he always maintained good relations with the Fated, they suspect he has something to do in the dead of factotum Traviss of the Fated in 127 of Hashkar.)~ @104393 = ~Factol Hashkar record~ ----------------------------------------------------------------------------------------------------- So, I tried the Weidu command STRING_SET, but can't seem to make the most basic commands work in the weidu window. Just for a simple example, couldn't even --traify.tlk dialog .tlk ---out dialog.tra using this code: Press Enter For More Options C:\Program Files (x86)\GOG Galaxy\Games\Baldur's Gate - Enhanced Edition\> weidu --traify-tlk dialog.tlk --out dialog.tra As you can see, i put the path, etc. but the weidu window only gives a list of actions after each attempts, like below. And yes I used the latest version of weidu. --yes answer all TP2 questions with 'Yes' --uninstall answer all TP2 questions with 'Uninstall' --reinstall reinstall all installed TP2 components --language X Set the language to X --force-install X installs component X number (cumulative) --force-uninstall X uninstalls component X number (cumulative) --force-install-rest X Y... installs component number X, Y... (cumulative) --force-install-list X Y... installs component number X, Y... (cumulative) --force-uninstall-rest X Y... uninstalls component number X, Y... (cumulative) --force-uninstall-list X Y... uninstalls component number X, Y... (cumulative) --quick-menu X installs the quick menu selection X Press Enter For More Options After this failure, I tried .TP2 commands like EXTEND_BOTTOM but it doesn't work. The dialog.tlk won't accept changes from my dialog.tra. Tried COPY_EXISTING ~dialog.tlk~ ~override~ APPEND_FILE ~dialog.tlk~ ~FactionWar/dialog.tra~ Same results. So, if anyone knows how to add new strings with a @ ref. I would really appreciate. Thank you
  20. I tried the DLC merger before with my coding, making sure to clear override, but not install, which could explain the issue. Ill just clear the whole thing and start again. Always doubts Ive been careful. And if it doesnt work, well ill just include my mod throught an npc in the main quest of bgee. Only downside i will not be able to replace the main map. Thx @Jarno Mikkola!
  21. Well, hello all! First a big thanks to @K4thos for providing insightful suggestions to my problem, and suggested I discussed it on a public topic since the interest of many people. So here is the gist: I'm trying to add a new campaign to BGEE. If this doesn't work out I'll try the alternative route proposed in a previous topic here : The solution proposed is taking up the slot attributed to SoD, so here is the coding I tried to used, which seems to install, but provokes an issue. Be mindful that I am no programmer and still learning how, so if you see my errors, please point it out. ---------------------------------------------------------------------------------------------------------------------------------------------- // This section is needed to be added to Campaign.2da. Basically you can replace the worldmap if you need to, as I did since my campaign is set in Planescape. APPEND ~CAMPAIGN.2DA~ ~ WORLDSCRIPT DESCRIPTION ICON INTERDIA LOADHINT MASTAREA MUSIC NAME NPCLEVEL TBPPARTY PDIALOG SAVE_DIR STARTARE STRTGOLD STARTPOS STWEAPON 25STWEAP XPCAP XPLIST WORLDMAP WORLDSCRIPT MAP_DROPSHADOW MAP_FONTCOLOR KEEP_POWERS INTRO_MOVIE IMPORT INTERACT YEARS REPUTATION CLASTEXT RACETEXT PP BDBALDUR 104978 1 BDBANTER * SODMAREA 74 44685 NPCLVLDS * BDDIALOG sodsave SODSTRTA STRTGOLD sodstpos SODWEAP BDSTWEAP 161000 * SIGILMAP BDBALDUR 1 0xFFFFFFFF 1 SODCIN01 PARTY SODINTER SODYEARS SODREPUTATI SODCLTXT SODRACE~ // K4thos provided this patch to do REPLACE_TEXTUALLY action used in EET. COPY_EXISTING ~UI.MENU~ ~override~ DEFINE_PATCH_FUNCTION REPLACE_MULTILINE INT_VAR num = "-1" //amount of times the pattern should be replaced with string (-1 by default which is at least 1 but without max limit) strict = 0 //set to 1 to enable strict checking (auto escapes $^.*+?[]\ special characters) verbose = 1 //set to 0 to skip printing patching message warn = 1 //set to 0 to skip printing warning message if the function can't do what you ask it to do only_count = 0 //set to to 1 to skip pattern replacing and just return num_matches (COUNT_REGEXP_INSTANCES alternative) STR_VAR pattern = "" //pattern that you want to replace string = "" //string that the pattern will be replaced with RET num_matches //amount of times the pattern has been found BEGIN TEXT_SPRINT percent ~%~ // Below is the line of code in UI.Menu that starts the SoD campaign INNER_PATCH_SAVE textToReplace ~function onCampaignButton(buttonNum) local campaign = startEngine:GetCampaign() local clickedCampaign = startButtons[campaign][buttonNum] if(clickedCampaign == const.START_CAMPAIGN_SOD) then startEngine:OnCampaignButtonClick('SOD',true) elseif(clickedCampaign == const.START_CAMPAIGN_BP) then startEngine:OnTBPButtonClick(true) elseif(clickedCampaign == const.START_CAMPAIGN_BG) then startEngine:OnSoAButtonClick(true) end end~ BEGIN SET num_matches = num_matches + 1 // Replacing the code by starting the new campaign instead of Sod. Mine for example is PP for Project Planescape. INNER_PATCH_SAVE string ~function onCampaignButton(buttonNum) if buttonNum == 3 then startEngine:OnCampaignButtonClick('START_CAMPAIGN_PP',true) else local campaign = startEngine:GetCampaign() local clickedCampaign = startButtons[campaign][buttonNum] if(clickedCampaign == const.START_CAMPAIGN_SOD) then startEngine:OnCampaignButtonClick('SOD',true) elseif(clickedCampaign == const.START_CAMPAIGN_BP) then startEngine:OnTBPButtonClick(true) elseif(clickedCampaign == const.START_CAMPAIGN_BG) then startEngine:OnSoAButtonClick(true) end end end~ BEGIN PATCH_IF strict = 1 BEGIN REPLACE_TEXTUALLY ~\\~ ~\\\\~ REPLACE_TEXTUALLY ~\[~ ~\[~ REPLACE_TEXTUALLY ~\]~ ~\]~ REPLACE_EVALUATE ~\([\$\^\.\*\+\?]\)~ BEGIN END ~\%MATCH1%~ END REPLACE_TEXTUALLY ~[%WNL%%LNL%%MNL%%TAB% ]+~ ~[%WNL%%LNL%%MNL%%TAB% ]+~ END SET num_matches = 0 PATCH_IF only_count = 0 BEGIN REPLACE_EVALUATE CASE_INSENSITIVE ~function onCampaignButton(buttonNum) local campaign = startEngine:GetCampaign() local clickedCampaign = startButtons[campaign][buttonNum] if(clickedCampaign == const.START_CAMPAIGN_SOD) then startEngine:OnCampaignButtonClick('SOD',true) elseif(clickedCampaign == const.START_CAMPAIGN_BP) then startEngine:OnTBPButtonClick(true) elseif(clickedCampaign == const.START_CAMPAIGN_BG) then startEngine:OnSoAButtonClick(true) end end~ BEGIN SET num_matches = num_matches + 1 INNER_PATCH_SAVE string ~function onCampaignButton(buttonNum) if buttonNum == 3 then startEngine:OnCampaignButtonClick('START_CAMPAIGN_PP',true) else local campaign = startEngine:GetCampaign() local clickedCampaign = startButtons[campaign][buttonNum] if(clickedCampaign == const.START_CAMPAIGN_SOD) then startEngine:OnCampaignButtonClick('SOD',true) elseif(clickedCampaign == const.START_CAMPAIGN_BP) then startEngine:OnTBPButtonClick(true) elseif(clickedCampaign == const.START_CAMPAIGN_BG) then startEngine:OnSoAButtonClick(true) end end end~ BEGIN REPLACE_TEXTUALLY ~%percent%MATCH\([0-9]+\)%percent%~ ~%MATCH\1%~ END END ~function onCampaignButton(buttonNum) if buttonNum == 3 then startEngine:OnCampaignButtonClick('START_CAMPAIGN_PP',true) else local campaign = startEngine:GetCampaign() local clickedCampaign = startButtons[campaign][buttonNum] if(clickedCampaign == const.START_CAMPAIGN_SOD) then startEngine:OnCampaignButtonClick('SOD',true) elseif(clickedCampaign == const.START_CAMPAIGN_BP) then startEngine:OnTBPButtonClick(true) elseif(clickedCampaign == const.START_CAMPAIGN_BG) then startEngine:OnSoAButtonClick(true) end end end~ SET warned = 0 PATCH_IF num_matches != num BEGIN PATCH_IF num_matches = 0 BEGIN PATCH_IF warn = 1 BEGIN PATCH_WARN ~WARNING %SOURCE_FILESPEC% - pattern not found:%LNL%%pattern%~ END SET warned = 1 END ELSE PATCH_IF num >= 0 AND (num_matches > num OR num_matches < num) BEGIN PATCH_IF warn = 1 BEGIN PATCH_WARN ~WARNING %SOURCE_FILESPEC% - pattern replaced %num_matches% time(s) instead of %num%:%LNL%%pattern%~ END SET warned = 1 END END PATCH_IF verbose = 1 AND warned = 0 BEGIN PATCH_PRINT ~Patching %SOURCE_FILESPEC% - pattern replaced %num_matches% time(s):%LNL%%pattern% => function onCampaignButton(buttonNum) if buttonNum == 3 then startEngine:OnCampaignButtonClick('START_CAMPAIGN_PP',true) else local campaign = startEngine:GetCampaign() local clickedCampaign = startButtons[campaign][buttonNum] if(clickedCampaign == const.START_CAMPAIGN_SOD) then startEngine:OnCampaignButtonClick('SOD',true) elseif(clickedCampaign == const.START_CAMPAIGN_BP) then startEngine:OnTBPButtonClick(true) elseif(clickedCampaign == const.START_CAMPAIGN_BG) then startEngine:OnSoAButtonClick(true) end end end~ END END ELSE BEGIN COUNT_REGEXP_INSTANCES ~function onCampaignButton(buttonNum) local campaign = startEngine:GetCampaign() local clickedCampaign = startButtons[campaign][buttonNum] if(clickedCampaign == const.START_CAMPAIGN_SOD) then startEngine:OnCampaignButtonClick('SOD',true) elseif(clickedCampaign == const.START_CAMPAIGN_BP) then startEngine:OnTBPButtonClick(true) elseif(clickedCampaign == const.START_CAMPAIGN_BG) then startEngine:OnSoAButtonClick(true) end end~ num_matches END SET num_matches = 0 PATCH_IF only_count = 0 BEGIN // This part is to replace the button appearance on the starting screen. He told me I have to change the area and bam in order to alter the presentation, but I still haven't figured out the new emplacement for now, since I didn't get it to work yet. REPLACE_EVALUATE CASE_INSENSITIVE ~text { bam "CMPGSML" sequence lua 'getCampaignIcon(2)' frame lua "getCampaignHighlight(2)" area 865 490 116 116 align center center tooltip lua "getCampaignTooltip(2)" enabled "not e:IsTouchUI()" action " onCampaignButton(2) " actionEnter " highlightedCampaign = 2 " actionExit " highlightedCampaign = nil " }~ BEGIN SET num_matches = num_matches + 1 INNER_PATCH_SAVE string ~text { bam "FWLOGO" //The bam I'm using sequence lua 'getCampaignIcon(2)' frame lua "getCampaignHighlight(2)" area 865 490 116 116 // should alter these coordinates align center center tooltip lua "getCampaignTooltip(2)" enabled "not e:IsTouchUI()" action " onCampaignButton(3) " actionEnter " highlightedCampaign = 2 " actionExit " highlightedCampaign = nil " }~ BEGIN REPLACE_TEXTUALLY ~%percent%MATCH\([0-9]+\)%percent%~ ~%MATCH\1%~ END END ~text { bam "FWLOGO" //The bam I'm using sequence lua 'getCampaignIcon(2)' frame lua "getCampaignHighlight(2)" area 865 490 116 116 // should alter these coordinates align center center tooltip lua "getCampaignTooltip(2)" enabled "not e:IsTouchUI()" action " onCampaignButton(3) " actionEnter " highlightedCampaign = 2 " actionExit " highlightedCampaign = nil " }~ SET warned = 0 PATCH_IF num_matches != num BEGIN PATCH_IF num_matches = 0 BEGIN PATCH_IF warn = 1 BEGIN PATCH_WARN ~WARNING %SOURCE_FILESPEC% - pattern not found:%LNL%%pattern%~ END SET warned = 1 END ELSE PATCH_IF num >= 0 AND (num_matches > num OR num_matches < num) BEGIN PATCH_IF warn = 1 BEGIN PATCH_WARN ~WARNING %SOURCE_FILESPEC% - pattern replaced %num_matches% time(s) instead of %num%:%LNL%%pattern%~ END SET warned = 1 END END PATCH_IF verbose = 1 AND warned = 0 BEGIN PATCH_PRINT ~Patching %SOURCE_FILESPEC% - pattern replaced %num_matches% time(s):%LNL%%pattern% => text { bam "FWLOGO" sequence lua 'getCampaignIcon(2)' frame lua "getCampaignHighlight(2)" area 865 490 116 116 align center center tooltip lua "getCampaignTooltip(2)" enabled "not e:IsTouchUI()" action " onCampaignButton(3) " actionEnter " highlightedCampaign = 2 " actionExit " highlightedCampaign = nil " }~ END END ELSE BEGIN COUNT_REGEXP_INSTANCES ~text { bam "CMPGSML" sequence lua 'getCampaignIcon(2)' frame lua "getCampaignHighlight(2)" area 865 490 116 116 align center center tooltip lua "getCampaignTooltip(2)" enabled "not e:IsTouchUI()" action " onCampaignButton(2) " actionEnter " highlightedCampaign = 2 " actionExit " highlightedCampaign = nil " }~ num_matches END END END ------------------------------------------------------------------------------------------------------------------- So, first I cleaned up the BGEE fold of override content, unistall and reinstalling the game to make sure there were no mod left to alter the original content and the game starts fine. I get the presentation screen, with the icon proposing SoD, like it normally would. Once I install my campaign mod, the game launches but without the DLC SoD content, making it impossible to access the DLC, which I need to start my mod. I only get the basic screen of BGEE. I have tried only the part of the coding changing the starting button on click, leaving the part that changes the icon, but it does the same problem. This is the part I'm trying to resolve. I'm pretty much left dumbfunded at this point. Any insight would be greatly appreciated.
  22. Someone counseled me this: https://forums.beamdog.com/discussion/59766/mod-dlc-builder-for-enhanced-edition-v2-x-games/p1 I'll try and give some feedback.
  23. This is the Modmerge I need to use, but when I tried it, the mod didnt recognize my document campaign as a User-friendly DLC. So, I must compile my document and files into a single .mod. That is why I must find a way to do this. Thank you!
  24. Hi everyone, Is there a tool that compiles a set of files of a document into a DLC friendly-user? I need to convert my campaign into a .mod to use ModMerge, in order to be able to apply it to BGEE. If such a tool exists I would be really grateful. Thanks for your time!
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