Jump to content

Daeros_Trollkiller

Modders
  • Posts

    221
  • Joined

  • Last visited

Everything posted by Daeros_Trollkiller

  1. I haven't tested it with EET myself, but others have told me it works fine.
  2. That being the case, you may want to do a clean re-install of the game and my mod. I just did so to test, and everything is where it should be. The genie always gives you Sarevok's sword. Varscona, if it was chosen as your imported weapon from BG1, would be on the table near the sewer golem.
  3. My mod doesn't touch the BG1 importables. Is your BG2:EE at version 2.5? The weapon you get Irenicus' dungeon is drawn from a list, based on what you had in your imported save. It defaults to Varscona if you didn't have any of them. I'll see if I can pull the list from the area script.
  4. If I am understanding correctly, were you expecting that the items you had in your character's inventory to be in your inventory when you started the new game? If so, that's not how this mod works. I will try to explain: The force-importable items component of this mod will force the normally import-able SoD items to be present in their normal locations in BG2, regardless of whether you have them in your inventory in your SoD save, it does not place them into your inventory. For example, the tangled strings is in the bridge district shop, and the biter +2 is in Jaye's shop at night in Waukeen's Promenade.
  5. Thank you for the details. That's just how the jokes component of the bracers work, and they only recorded female voices for them. They work the same in SoD. It's a "while equipped" effect, so if you remove it from a character it will stop it almost immediately, and similarly, can start as soon as you equip it on another character.
  6. Did you start a new game after installing the mod? It will not place them into a pre-existing playthrough. It sounds like you are using an existing save. That being said, it shouldn't have removed anything from your inventory in an existing playthrough. The only thing this component of the mod does is set the existing variable for having the item from an SoD imported save to "true", so that they will be in the same place they normally would.
  7. Can you give me an example of a couple of the selection and action replies it is replacing? If it's what I think it is, it should be a simple fix for the next update. In my testing, I haven't noticed them speeding up as time goes on, but if my suspicion is correct of the above, it could be a possible cause, and the fix for one should fix both.
  8. You should be able to install it regardless of installation order, provided you are using other mods that install using WeiDu. Things get sketchy when you install mods that just copy files into the override folder. If you are using simple mods like that, those generally need to be installed first. For the mod to work properly, you will need to start a new game, otherwise things wont be where they should be, especially the forced-imported items component.
  9. Thank you for the feedback, I will check into it for the next update.
  10. I received your IM, and just wanted to post it here. For those curious, it neded up being an issue with 3ndos' EET install. A reinstall corrected it.
  11. Hello and thank you for the suggestions! Cloak of Balduran - I considered this, but quite frankly, the amount to MR it has combined with other items in BG2 can really trivialize magic in the game. It wasn't an issue in BG1 because there isn't much in the way of gear that has MR on it. One of my major goals with my mod was to offer alternatives while retaining balance. If I were to do something with it in a future update, it would end up being something like a "Sundered Cloak of Balduran" with the MR reduced by a good amount. To me it would make more sense that way and be a better fit in terms of game balance. (Golden) Sword of Balduran + Upgrades - I had considered a line of upgrade for all of Balduran's items, but decided not to touch them. Bastard swords are very under-utilized in BG2, and I may consider doing something about that in a future update. Ring of Wizardry aka Double Level 1 Spells - I didn't really consider this one as there are several items in my upgrade that can increase spell memorization slots already. Mages get a quite alot of level 1 spell slots as they level through BG2-ToB. That being said, the update I am currently working on addresses some of what I consider to be shortcomings for mages that I think you will like. Koveras's Ring of Protection - I really didn't consider this one either, there's a lot of good rings already, and my mod adds another really nice one
  12. Hey Cam, glad to see you posting. did you happen to see my post for improving the "remove annoying visual effects" component of the tweaks mod? Please feel free to use it in the next update if it looks good to you.
  13. Thank you very much for the compliment! Your experience with this mod, as you explained it, was exactly what I am aiming for when I created it. I am happy you enjoyed it, and I am still actively working on it. The next update will have some changes, fixes, and additions I think you will enjoy.
  14. I found the issue and corrected it for the next update. In the mean-time, you can work around this bug by having 6 or more of each of the gems and scrolls on your person when you talk to Cromwell.
  15. Thanks! I am glad that you like it. I will check into this to see if I can duplicate the error and if so, fix it for the next update.
  16. Now that is a very useful document, I was able to find the .bams I needed, no problem.
  17. Wow, that is certainly more involved than I thought it would be. Thank you very much for the assist!
  18. Good evening all, I am working on a mod component for BG2:EE that will allow for the summoning of "Drowned in Blood" creatures. I can see in Near Infinity that the animation is there and selectable for the creature, but in game, it shows up invisible, which leads me to believe that the BAM this animation relies on is missing. Despite my efforts, I am unable to find any simple way to determine what BAM I need to bring over from Siege of Dragonspear (or IWD) to make them animate properly. Looking for guidance on this one if possible, and thank you!
  19. Hello all, I am looking for feedback on this mod. Please let me know if you run into any problems, or have any suggestions to make this mod better. While I didn't initially create this with EET compatibility in mind (I didn't even know EET existed when I started this), I am especially looking for any feedback from users who try to install and use this mod with EET.
  20. Thanks again all. It has been a long road, but with all of your patience and help, you have really taught me to understand the inner workings of WeiDu and these games in general. When I was a 19 year old kid playing BG1 at release, I never, in a million years would have thought I'd be able to make mods for these games like I can now. I am truly grateful and I hope the mods I generate under the G3 banner make you all proud.
  21. For consideration in the next update to this mod: I took the code from the "Remove Blur Effects" portion of the mod and added in some additional code that removes other annoying effects from items that have them, such as the cloak of mirroring and reflection shield +1. The way it works is that when equipping one of these items, it prevents the specific visual effect from playing on that character only, and only while the item is equipped. For example: Character has reflection shield +1 equipped: the visual does not play. If the character were to cast the physical mirror spell while this shield is equipped, the visual effect from the spell wouldn't show while the shield is equipped, but if you remove the shield, the effect returns immediately. It does not affect other characters or NPCs that use these spells. I've tested this with BG:EE, SoD, BG2:EE and IWD:EE and it seems to work as intended as far as I can tell ( only patching items that actually have these effects) COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ ~override~ //remove blur, physical mirror, spell trap visual effects from items only ie: claw of kazgoroth, relfection shield, cloak of mirroring 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 = 0 match_opcode = 65 match_timing = 2 END // only delete equipping blur effects LPF CLONE_EFFECT INT_VAR silent = 1 check_headers = 0 match_opcode = 197 match_timing = 2 opcode = 291 END // prevent visual effect for phsyical mirror from playing on character if item has them only while equipped (reflection shield) LPF CLONE_EFFECT INT_VAR silent = 1 check_headers = 0 match_opcode = 205 match_timing = 2 opcode = 291 END // prevent visual effect for spell trap from playing on character if item has them only while equipped (cloak of mirroring) END BUT_ONLY
  22. One more example, for adding an "on hit" effect to a weapon (may work for spells too, haven't tried yet) In this example, we are adding a visual effect on hit, and making it easy, by using LPF CLONE_EFFECT: COPY_EXISTING ~ax1h13.itm~ ~override~ //Frostreaver +3 LPF CLONE_EFFECT INT_VAR match_opcode = 12 match_parameter2 = 131072 opcode = 215 parameter2 = 1 STR_VAR resource = %resource_filename% END What this does is create a copy of the existing "on hit" effect of cold type damage on this item, and then modify it into opcode 215 to play the visual effect that we define in the %resource_filename% variable. We only need to change the parts of the effect that are needed to get the desired result. In this case, all I needed to change was the opcode and resource.
  23. Since Mike was so helpful to me with this, I want to add: for a solid glow, using opcode 8, here is an example of how the syntax differs: (at least, this is how I did it) COPY_EXISTING ~shld24.itm~ ~override~ SET r = 30 SET g = 60 SET b = 90 SET parameter1 = (b BLSL 24) + (g BLSL 16) + (r BLSL 8) SET parameter2 = 5 LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 8 target = 1 parameter1 parameter2 probability1 = 100 timing = 2 END I'm not sure if probability1 is set to 100 by default, but I put it in there anyway You could also do it this way, since for a solid glow, parameter2 is for location only, not both location and cycle speed: COPY_EXISTING ~shld24.itm~ ~override~ SET r = 30 SET g = 60 SET b = 90 LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 8 target = 1 parameter1 = (b BLSL 24) + (g BLSL 16) + (r BLSL 8) parameter2 = 5 probability1 = 100 timing = 2 END
  24. Mike was kind enough to give me a tutorial on this, which has also helped me understand opcodes and manipulating them on a broader level, I'm making good progress now
  25. ... my appreciation for G3 and the community here. Time and time again, folks like Mike and Jastey have taken time out of there day to help me learn WeiDu and really understand its inner workings when I have asked for help All of you folks are truly a blessing on the gaming community as a whole.
×
×
  • Create New...