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Daeros_Trollkiller

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Everything posted by Daeros_Trollkiller

  1. 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!
  2. 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
  3. 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!
  4. 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.
  5. 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.
  6. Thank you very much! I will check into this and see if I can get it working the way I want it to.
  7. 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.
  8. 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.
  9. 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!
  10. Yes, those three contain the whole content of the mod.
  11. 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:
  12. No problem. And if you installed this mod mid-playthrough, then there may be other things missing as well.
  13. 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.
  14. Thank you for the report, I have corrected this for the next release.
  15. 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.
  16. I've fixed these for the next release. Thank you for pointing them out!
  17. 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.
  18. I don't think it will mess with it, this release is just fixes and adds new things. You won't be able to pick up crimson dawn or severance if you've already killed the NPC's that carry them, however.
  19. @Ragnarok qt Thank you for your feedback, and I am glad you are enjoying the mod! I will check into correcting the bugs you reported for a future update. Mass Exaltation is simply a party-wide version of the Priest of Tyr exclusive ability, exaltation. You probably wont like this, but your responses indicate to me that my mod is working exactly as I intended I very specifically wanted to create it in such a way where the player had to pick and choose what to upgrade, because there aren't enough components to get everything, and I didn't intend for all the upgraded versions to be "best in class" necessarily, just to offer alternatives to keep things fresh on a playthrough. One last thing.... that Sundermaul +5? Have you tried using the earthquake effect on it yet? It isn't the same as the spell
  20. 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 1.1.0 includes bugfixes, imports more items from SoD (along with upgrade paths for them), new spells, and an exciting new alternate completion and upgrade path for the human flesh armor. Fixed - Corrected Reflection Shield +1 and Mirrored Buckler of the Fist +2 to properly reflect projectiles from Maelstrom Axe +3 and +4, Elemental Fury +3 and +4 - Corrected Biter +3 recipe issue for Cromwell. - Corrected dialogue for red scale choice to upgrade dragon armor on Cespenar. - Corrected critical hit chance increase on Vorpal Dragon Blade +4 and +5 to 10% and 15% respectively (was incorrectly set to 25%) - Corrected Stonefire +5 hit effect to now effect golems, undead, and elementals Changed - New charge ability for Chromatic Crimson and Shadow Dragon armors (blue scales) Added - Crimson Dawn +2 - Can be upgraded twice with new recipes on Cromwell and Cespenar - Severance +2 - Can be upgraded twice with new recipes on Cromwell and Cespenar - New mage spells, craftable with new recipes on Cromwell and Cespenar: Trollkiller's Fireball Thunder Thrust Corrosion Hoar of Frost - Alternate completion and upgrade path for Human Flesh armor - New mage spell, Conjure Death, given as additional reward for completing alternate Human Flesh Read the Readme Project Page Mod Forum Download SoDtoBG2EE at G3 Download at G3 GitHub Mirror
  21. I can't speak for CamDawg, but I don't think it hurts to check things if there is a concern of malware. That being said, it sounds to me like one of two possibilities you are running into: 1. False-positives from an overzealous anti-malware program (most likely) 2. Your computer is already infected, and the infection is attempting to spread (less likely, but still possible) If I were you, and I was getting that many hits from my anti-malware, I'd be wiping my system and doing a clean install of the OS, pronto. It's a pain in the ass, but its better than the alternative.
  22. It looks like you might be getting a false positive. I just downloaded it and scanned for malware and didn't get a hit. I sometimes get a false positive from Avast on mods that I myself created when I run the packaged EXE to install it.
  23. Version 1.1.0 of this mod has been released and contains the following changes: ### Fixed - Corrected Reflection Shield +1 and Mirrored Buckler of the Fist +2 to properly relfect projectiles from Maelstrom Axe +3 and +4, Elemental Fury +3 and +4 - Corrected Biter +3 recipe issue for Cromwell. - Corrected dialogue for red scale choice to upgrade dragon armor on Cespenar. - Corrected critical hit chance increase on Vorpal Dragon Blade +4 and +5 to 10% and 15% respectively (was incorrectly set to 25%) - Corrected Stonefire +5 hit effect to now effect golems, undead, and elementals ### Changed - New charge ability for Chromatic Crimson and Shadow Dragon armors (blue scales) ### Added - Crimson Dawn +2 - Can be upgraded twice with new recipes on Cromwell and Cespenar - Severance +2 - Can be upgraded twice with new recipes on Cromwell and Cespenar - New mage spells, craftable with new recipes on Cromwell and Cespenar: Trollkiller's Fireball Thunder Thrust Corrosion Hoar of Frost - Alternate completion and upgrade path for Human Flesh armor - New mage spell, Conjure Death, given as additional reward for completing alternate Human Flesh Hope you all enjoy!
  24. @Cahir - I responded to you over on the BD forums, but I will here as well. Another user here, 3ndos, reported the same error you did, but during troubleshooting it was found that the issue was due to his install of EET. I've reached out to him to see exactly what he did. Admittedly, I have not tested my mod with EET, as I didn't necessarily set out for it to be compatible. But the issue I am having with even trying to test my mod with EET is that I cant find any particular "official" method to install it. The mod itself just seems like it's all over the place and not really finished.
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