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Daeros_Trollkiller

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  1. Thank you for the quick response! Would the check look something like this? Answered my own question, the below does indeed work. Thank you! COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ ~override~ READ_ASCII 0x0 sg (4) //Signature PATCH_IF (~%sg%~ STRING_EQUAL_CASE ~SPL ~ = 1) BEGIN
  2. I am working on one of my mods which is cross-compatible with BGEE and BG2EE and running into an annoing issue: I get an illegal 2-byte read error when I run the below on a clean install of BGEE w SoD (modmerge already done) COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ ~override~ READ_LONG 0x08 name READ_SHORT 0x98 ~proj~ The problem occurs when it tries to read 0x98 from: cddetect.spl. I checked the file in NI, and it appears that this was intended to be an ITM file as it has that signature so, I am fairly positive the file itself is the culprit, but I haven't been able to find a way to work around it. Would appreciate any advice here.
  3. IWD-ification is by far one of my favorite mods, and inspired me to become a modder last year. I would like to contribute to the cause! One of the things I felt was missing in this mod was that the hit visuals are still in BG-style, which for me was kinda jarring. I put together the below code for one of my mods that I am working on. It sets the hit visuals to IWD-style for BG games. I'd be honored if you would consider including it as an optional component. Please feel free to change the files from my prefix (dtk) to yours for consistency's sake. And I certainly wouldn't be offended if you changed any of the code to make it cleaner/more compatible/efficient. Even though I have been learning WeiDu for over a year now, I still feel like I'm a novice when I look at some of the code you guys create. The required files are attached in the .zip /////////////////////////////////////////////////// //Change all hit visual effects to IWD-style ////// /////////////////////////////////////////////////// BEGIN @1000 COPY ~iwdification_hit/bam~ ~override~ COPY ~iwdification_hit/vvc~ ~override~ COPY ~iwdification_hit/wav~ ~override~ COPY_EXISTING ~dmgtypes.2da~ ~override~ SET_2DA_ENTRY 2 1 2 ~*~ SET_2DA_ENTRY 2 2 2 ~dtkfirhh~ SET_2DA_ENTRY 2 3 2 ~dtkfirhl~ SET_2DA_ENTRY 7 1 2 ~*~ SET_2DA_ENTRY 7 2 2 ~dtkelchh~ SET_2DA_ENTRY 7 3 2 ~dtkelchl~ SET_2DA_ENTRY 8 1 2 ~*~ SET_2DA_ENTRY 8 2 2 ~coldh~ SET_2DA_ENTRY 8 3 2 ~coldl~ SET_2DA_ENTRY 10 1 2 ~*~ SET_2DA_ENTRY 10 2 2 ~dtkacihh~ PRETTY_PRINT_2DA COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ ~override~ //remove old hit visual effects to prevent conflicts READ_BYTE 0x18 flags PATCH_IF ((flags & BIT2) = BIT2) BEGIN // don't care if not droppable LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 STR_VAR match_resource = shacid END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 STR_VAR match_resource = poison END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 2 match_opcode = 215 STR_VAR match_resource = shacid END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 2 match_opcode = 215 STR_VAR match_resource = poison END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 3 match_opcode = 215 STR_VAR match_resource = shacid END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 3 match_opcode = 215 STR_VAR match_resource = poison END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes LPF CLONE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 12 match_parameter2 = 4194304 opcode = 215 parameter2 = 0 parameter1 = 0 timing = 0 dicenumber = 0 dicesize = 0 STR_VAR resource = dtkmaghh END // adds IWD hit visual effect for magic to items that do magic damage END BUT_ONLY COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ ~override~ //remove old hit visual effects to prevent conflicts LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 STR_VAR match_resource = shacid END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 STR_VAR match_resource = poison END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 2 match_opcode = 215 STR_VAR match_resource = shacid END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 2 match_opcode = 215 STR_VAR match_resource = poison END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes LPF CLONE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 12 match_parameter2 = 4194304 opcode = 215 parameter2 = 0 parameter1 = 0 timing = 0 dicenumber = 0 dicesize = 0 STR_VAR resource = dtkmaghh END // adds IWD hit visual effect for magic to spells that do magic damage BUT_ONLY COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ ~override~ //Magic Missile READ_LONG 0x08 name PATCH_IF ((name = 12052) OR (name = 12072) OR (name = 26426) OR ( name = 25892)) BEGIN LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 141 END // remove existing lighting effect from specific spells to avoid conflicts with new hit visuals END BUT_ONLY COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ ~override~ //Skull Trap READ_LONG 0x08 name PATCH_IF ((name = 12072) OR (name = 26426) OR (name = 25892)) BEGIN LPF ALTER_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 STR_VAR resource = dtknechh END // modify hit visual for skull trap spells END BUT_ONLY COPY_EXISTING ~spin104a.spl~ ~override~ //Larloch's Minor Drain LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 END // remove existing lighting effect from specific spells to avoid conflicts with new hit visuals BUT_ONLY IF_EXISTS COPY_EXISTING ~spwi119a.spl~ ~override~ //Larloch's Minor Drain LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 END // remove existing lighting effect from specific spells to avoid conflicts with new hit visuals BUT_ONLY IF_EXISTS COPY_EXISTING ~wand03.itm~ ~override~ //Wand of Magic Missiles LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 141 END // remove existing lighting effect from specific spells to avoid conflicts with new hit visuals BUT_ONLY IF_EXISTS COPY_EXISTING ~wand12.itm~ ~override~ //Wand of Magic Missiles (second version in BG1) READ_LONG 0x0c name PATCH_IF (name = 6689) BEGIN LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 141 END // remove existing lighting effect from specific spells to avoid conflicts with new hit visuals END BUT_ONLY IF_EXISTS iwdification_hit.zip
  4. @Gwendolyne - maybe I am approaching this in the wrong way. I created a weapon, with an effect to play the damage animations (opcode 170) for fire. There are three animations. Do you know how I could extract those into a VEF or VVC? I think I can accomplish what I am looking to do if I can pull those out and set them to play manually using probabilities to control the "randomness"
  5. I've run into that particular issue with some standard VVC's as well. I'm confident I could work around it if I can figure out how to structure the effect so that it plays in the desired way.
  6. FIREBRN in this case, though now that I look SPBURN is similar. From what I can tell, when an avatar is hit with fire dmg, a visual effect is played that plays random frames and sequences from the BAM, and is places in random spots on the avatar. I can create a VVC easily enough, but it only plays the BAM, no random placement, etc... I could create a custom BAM and move the center to random spots, but it would still play the exact same every time. I know from working with projectiles that those can be set to play BAMs starting with random sequences and frames, but I don't think that would work for what I am trying to do.
  7. Good evening all, I've been playing with visual hit effects, creating some custom effects for one of my mods. There is one specific effect I am trying to duplicate: the small, randomly scattered flames that appear on an avatar when they are hit with fire. Everything I have discovered so far leads me to believe it is probably a VEF, possibly hardcoded? I'm pretty sure it's hardcoded in BG1-2 because the DMGTYPES.2DA doesnt reference a VVC or BAM for the effect. I've read the VEF documentation, and I've worked with BAMs enough to know that the centers can be changed to affect where they show, but I'm not really understanding how to piece one together. Would love to hear from anyone who's worked with them. Thanks!
  8. Thank you Jastey! When I get around to testing this mod with EET and making the changes, I will hit you up. Even generalized EET compatibility info would be useful since I have zero experience with it at this point.
  9. Glad to hear the mod is working for you, and also glad to hear I'm not the only one having a hard time with EET The only real issue that folks have reported to me regarding EET compatibility is when my mod attempts to update the tooltip.2da. Weidu reports an error that there isn't enough space, or something to that effect. I've never seen the error myself in any of my testing, so I don't know what, if anything, would need to be done to fix it. I am going to get into some EET testing soon (hopefully). I have another mod I am working on to get up to speed for a v.1 release, after that I am going to dvelve into EET. I've spent 13 months working on my mods so far, and I am really itching to actually do a playthrough with them myself, lol.
  10. You won't have to wait long, I just put up 1.2.0 late last night Don't get me wrong, I'm not opposed at all to making adjustments to the mod to make it more compatible with EET. I am all for anything that makes it easier on the player to install and use my mod. I just don't have any experience with EET or any nuances to mods that it brings. I would welcome collaboration and advice from modders who have experience with EET for what changes I should make to help make it more compatible. For my next update to the mod, I was considering re-arranging the TP2 such that SoD itm's and their associated files aren't copied into an EET install, since they are already there. But that in and of itself asks another question: Can EET be installed without SoD? If so, then if I leave that component out, the rest of the mod wouldn't work either. What it boils down to, at least in my mind, is that I need to get some EET experience under my belt to better understand it. Is there an "official" or "recommended" installation method for EET itself that you could point me to?
  11. Gibberlings Three Siege of Dragonspear to Baldur's Gate 2: Enhanced Edition Item Upgrade This mod imports many more of the new and interesting items that were introduced with the Siege of Dragonspear expansion into Baldur's Gate 2: EE. In addition, the mod provides an upgrade path via Cromwell and Cespenar for the majority of these items, which breathes new life into your BG2:EE playthroughs. An optional component will allow the player to force all of the normally importable SoD items that Beamdog included in BG2:EE to be present in their normal locations, regardless of whether you had them in your imported save or not, or even if you were to start a new game in BG2:EE without importing a saved game or character at all. Version 1.2.0 includes bugfixes, changes to some item names and abilities (based on feedback I received from the community), more items imported from SoD, upgrade paths for some of them, and new upgrade options for some already existing items, new icons for several items. The full list of changes is below. I hope you all enjoy, and I look forward to Fixed Fixed aura of regeneration effect on trollkiller's ioun stone variants to bypass resistance and added message. The resistance check was preventing it from affecting party members as intended. Corrected spelling of "strengthened" display string for Vexation +2 hit effect. Corrected several minor syntax errors in dialogues and item descriptions. Corrected resistances on trollkiller’s fireball spell. Removed extra copy of Forest Queen’s Benediction from Enge’s Shop. Changed Added effect description for mass exaltation and mass cure to Holy Ring of Purity. Renamed Vorpal Dragon Blade +4 and +5 to Silver Dragon Blade +4 and +5 respectively, as they do not produce vorpal hits. Changed equipped abilities of Severance +3 and +5. Renamed Raiment of the Lich +4 and +5 to Raiment of the Lich and Raiment of the Demilich, respectively. Renamed Trollkiller's Ioun Stone +1 to Trollkiller's Vigorous Ioun Stone. Increased AC bonus of Bulwark of Egons +3 to 4. Renamed Dragonscale Aegis +4 to +3 to better reflect it’s properties. Renamed The Night's Embrace +6 to +7 to better reflect it’s properties. Renamed Sourceror’s Cap to Sourcerer’s Cap and Sourceror's Cap +1 to Sourcerer's Chapeau. Renamed Cloverleaf +1 to Tymora's Cinch Green Dragonscale Armor +4 - new charge ability, equipped effects. Reduced charge abilities on Verdant Crimson Dragon Plate and Verdant Shadow Dragonscale armor to once per day. Changed icon for and recolored Umbral Viridian Dragonscale armor. Changed icons for all variants of Chromatic Shadow Dragonscale armor. Changed icon for Carmine Viridian Dragon Plate. Scroll of Conjure Death moved to Robe of Vecna. Removed unused sequences/frames from several item icons. Changed equipped effects of Quicksilver Sabatons. Added Combat Abilitiy descriptions to Quiver of Void-Tipped Arrows +3 and Bag of Darkness +3 Added Added new recipes for Black Dragon Scales to Cromwell and Cespenar Added new recipes for Green Dragon Scales to Cromwell and Cespenar. Saladrex now drops red dragon scales. Martyr's Morningstar +2 added from SoD. New upgrade recipes for Martyr’s Morningstar +2 on Cromwell and Cespenar. Added more upgrade recipes to Cromwell and Cespenar for the "Green" Dragonscale Armor. (16 new variants) Added new recipes for completing the Heartwood Ring to Cromwell and Cespenar. (4 new variants) Added Bolts of Fire +1, Bolts of Ice +1, Bullets of Fire +1, Bullets of Ice +1, and Bullets of Electricity +1 to various shops. Added upgrade recipe for Bolts of Fire +1 and Bolts of Ice +1 to Cromwell and Cespenar. Read the Readme Project Page Mod Forum Download at G3 GitHub Mirror
  12. From the feedback I have received, my mod is already compatible with EET. Some folks have reported an issue where they run into an error when my mod tries to update the tooltip 2da, others report no issues at all. It's been awhile since I have checked into EET, and I admittedly have not tried it out myself. From the feedback I have received, the best thing to do is install this mod into BG2EE prior to installing EET. Have you tried using my mod with EET? If so, what issues, if any, did you run into?
  13. I created this mod from the beginning with compatibility in mind, and all of the new files use my registered prefix. For any existing content my mod changes, it works by copying the existing file and modifying it instead of replacing the file(s).
  14. Yes, some of the items are in the new NPC areas.
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