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Daeros_Trollkiller

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Everything posted by Daeros_Trollkiller

  1. 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.
  2. 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?
  3. 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
  4. 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?
  5. 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).
  6. I am having some trouble wrapping my head around modifying existing 2DA's. The specific one I am trying to modify in this case is: rndmagic.2da. I am trying to add some additional ammunition types to the "HIGH" row: 2DA V1.0 * 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 LOW RNDWEP02 RNDWEP01 BULL03*3 POTN31 RNDSCR02 RNDSCR01 SCRL06 SCRL04 POTN08 POTN43 POTN44 POTN37 POTN19 POTN28 BULL02*5 AROW02*5 BOLT02*5 RNDWEP01 RNDWEP02 HIGH RNDWEP03 RNDWEP02 RNDWEP01 SCRL08 SCRL09 RNDSCR03 SCRL16 POTN17 POTN08 POTN10 AROW04 AROW09 BOLT04 BOLT03 AROW06 RNDWEP01 RNDWEP02 RNDWEP02 RNDWEP03 I am trying to add 5 new items, essentially trying to make something like this: LOW RNDWEP02 RNDWEP01 BULL03*3 POTN31 RNDSCR02 RNDSCR01 SCRL06 SCRL04 POTN08 POTN43 POTN44 POTN37 POTN19 POTN28 BULL02*5 AROW02*5 BOLT02*5 RNDWEP01 RNDWEP02 * * * * * HIGH RNDWEP03 RNDWEP02 RNDWEP01 SCRL08 SCRL09 RNDSCR03 SCRL16 POTN17 POTN08 POTN10 AROW04 AROW09 BOLT04 BOLT03 AROW06 RNDWEP01 RNDWEP02 RNDWEP02 RNDWEP03 BULL07 BULL08 BULL09 BDBOLT01 BDBOLT02 Here is the code I've tried, and I'm sure I am missing something, hoping it's something simple: //COPY_EXISTING ~rndmagic.2da~ ~override~ //BEGIN //SET_2DA_ENTRY 3 21 3 ~bull07~ //SET_2DA_ENTRY 3 22 3 ~bull08~ //SET_2DA_ENTRY 3 23 3 ~bull09~ //SET_2DA_ENTRY 3 24 3 ~bdbolt01~ //SET_2DA_ENTRY 3 25 3 ~bdbolt02~ //END Anything that will help me to better understand how these files, and modifying them in WeiDu works is greatly appreciated!
  7. The weapon that appears on the golem table is chosen from the list in the "import02.2da" file, going from top to bottom. Varscona is chosen if you don't have any of the weapons in the list on your imported save/char My guess is that you got three copies because you imported three characters. List of weapons chosen from to be imported: 2DA V1.0 SW2H99 ITEMS 1 SW1H24 2 HAMM03 3 AX1H07 4 HALB03 5 DAGG04 6 STAF07 7 STAF06 8 SLNG03 9 SW1H06 10 BLUN11 11 BLUN09
  8. Just wanted to thank Ardanis and all who responded to this. I was able to accomplish what I set out to do with your help!
  9. Thank you very much for the quick response! My main concern was that I had made a mistake somewhere. I've been working on this mod for over a year now, and in all that time I never noticed it.
  10. I was working on one of my mods, and as I was checking my work using Near Infinity, I saw that none of the files I had modified using: COPY_EXISTING ~itemname.itm~ ~override~ are actually being copied to the override folder, they remain in the ITM folder. If I do: COPY_EXISTING ~itemname.itm~ ~override/newname.itm~ it does copy the item over with the new name. I'm just curious as to if this is the expected behaviour, or if I have run into some odd bug, or my syntax is incorrect.
  11. Thank you very much! I will check into this and see if I can get it working the way I want it to.
  12. I had a feeling it was going to be a tricky one to do in WeiDu. I am very familiar with NI and can use it to accomplish what I am trying to do no problem, but my goal was to try to do it using WeiDu, copying existing, to keep it compatible with other mods, etc... If it's more trouble than it's worth, I do have a plan B, so no worries at all. Juice probably isn't worth the squeeze on this one.
  13. I've been working with this, and researching the existing documentation, but so far no success. To be clear, here is what I am trying to do: I want to add a new item ability (magical) to the existing item Robe of Vecna. Within that new ability, I want to have an effect using opcode 122 to create the new scroll in a character's inventory. The robe doesn't currently have the ability at all, so I am looking for any examples of how to do this from scratch.
  14. Heya folks, I was wondering if anyone has ever done any work with opcode 122 - create inventory item? Specifically, what I want to do is modify an existing item with charges to create scrolls for a new spell for one of my mods. I figure that after I "copy existing" for the item, that it would start with: LPF ADD_ITEM_EFFECT INT_VAR opcode = 122, but I'm not sure what would come next. If anyone has any pointers, I'd appreciate it!
  15. Yes, those three contain the whole content of the mod.
  16. I believe Cahir has already done some testing with it, and found it to work well: Check out his post from that mod's forum:
  17. No problem. And if you installed this mod mid-playthrough, then there may be other things missing as well.
  18. The Green Dragonscale +4 that you craft using the green scales cannot be upgraded. It requires the dragonscale armor that was crafted by Jegg in SoD with the green scales you get there, which this mod also imports.
  19. Thank you for the report, I have corrected this for the next release.
  20. Sorry to say it, but I am not able to reproduce your error to do any troubleshooting. I'm not sure what OS you are trying to install on, but I just did a clean install of the game, and downloaded my mod and installed it without any issues. I only have the means to troubleshoot this on PC. I do not have or use this on mac, linux or android.
  21. I've fixed these for the next release. Thank you for pointing them out!
  22. No, as this mod relies on NPCs, locations, etc. from the Enhanced Edition. If you are referring to EET - it's already compatible if you install it to BG2:EE first before installing EET.
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