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Daeros_Trollkiller

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Posts posted by Daeros_Trollkiller

  1. 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!

  2. 15 hours ago, jastey said:

    If you have EET compatibility questions I am willing to share my knowledge, but it is restricted to NPC/Quest mods. The problem quoted I have no idea how to solve or what the problem is, either.

     

    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.

  3. 1 hour ago, Caedwyr said:

    Yeah, I'm not sure if the extra work is really worthwhile to make it able to be installed in any order.  It would be more of a headache saver for you if you did it to avoid complaints that "UR MOD R BROKEN!!!!!" because people installed it in the wrong order.  What you have works fine for me.

    I'm also trying to wrap my head around what is needed for EET compatibility.  There's a number of mods I'd love to use, but which no longer work as they used to especially with EET.  I know @jastey and @Gwendolyne both have a fair bit of experience getting things to work in EET.  I know there's some documentation in the EET forums about how to make things work/convert to EET support, but my Weidu coding is so rusty that it is mostly gibberish to me.

    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.

  4. On 7/10/2020 at 2:12 PM, Caedwyr said:

    Okay,  so it sounds like it will stay as an "install order" form of compatibility and it will remain on the player to install the mod early in the install stack.  Thanks for the update.  I'm trying to plan out an install and I wanted to know if it was going to become more like other item mods which can generally be installed at any point in the order unless you wanted to directly modify the items by another mod, or if it was going to stay as before.

    I'll hold off my next install attempt until the new version comes out since I'll need to install it near the start.

    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?

  5. 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

  6. 8 hours ago, Caedwyr said:

    I'm looking forward to the next update.  Are you looking to make any changes to how the mod is structured to give it built in EET compatibility, or are you leaving things as they currently are?

    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?

  7. 18 hours ago, Endarire said:

    @Daeros_Trollkiller
    How compatible is this mod with other mods that add spells, especially Spell Revisions?

    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).   

  8. 52 minutes ago, Guest guest said:

    I'm planning to install this mod, but there is a but: I'm going to disable the new EE npcs and their related content. Are some of the items you've added in npc specific areas ? If that's the case, I would like to know.

     

    Yes, some of the items are in the new NPC areas.

  9. 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!

     

     

  10. 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

     

  11. 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.  

  12. 3 hours ago, subtledoctor said:

    An item ability needs a header to contain the effect, not just an effect.  Weidu can create new headers, but it's probably more trouble than it's worth.

    Do you use Near Infinity?  If so, open an item with an ability - the ring of energy or necklace of missiles, or something. Scroll to the bottom, and right-click and copy the ability header. Then open the Robe, scroll to the bottom of the window, and right-click to paste the ability header there.  Open the ability header, change the icon to whatever it should be, change the first effects to 122 and whatever else you need, and delete any unneeded effects.  Save it, close it, put the modified Robe file into your mod folder, and copy it in during installation.

    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. On 6/6/2020 at 1:14 AM, Jarno Mikkola said:

    If you copy existing, you first should delete... then add... and you should have the item already ready, in this code it's custitem.itm, as you can then just add it via:

    
    LPF ADD_ITEM_EFFECT INT_VAR opcode = 122 STR_VAR resource=custitem END

    PS: the item name can only feature 8 characters +.itm ... and you might need to customize other features, like the effect duration etc. with the other INT_VAR -variables.

    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. 9 minutes ago, Guest Contramundi said:

    Thanks, Daeros.  That's exactly what happened.  I had the wrong dragonscale armor in my inventory.

    From the readme spoilers, it looks like I might be out of luck unless I cheat the correct armor into my inventory.  I cleared the area where I should have looted it a while ago, and it's not lying there waiting for me to loot it when I go back.

    No problem.  And if you installed this mod mid-playthrough, then there may be other things missing as well.

  16. 11 hours ago, Guest Contramundi said:

    Hi,

    I installed this mod and started a new game.  I can't get Cromwell to upgrade the Green Dragonscale Armor.  I have it, the red dragon scales, and the shadow dragon scales in my inventory, but he doesn't seem recognize the green dragon scale armor.  He offers to forge armor from the red and shadow dragon scales, and that's it.  All other item upgrades have worked just fine so far.

    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.

  17. 19 hours ago, LinaParamedic said:

     

    hi! i am having the same issue with my install, only i have the latest 2.5 version installed. i was wondering if you have any troubleshooting tips or advice? :)

    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.

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