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Lauriel

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Posts posted by Lauriel

  1. What confused me is it used 1 as a the required columns.  This would have changed the single weapon fighting style, not the 2 handed weapon style, because the first 2 rows would have been counted since they have one column...if I understand that parameter correctly.  So I thought the first parameter, 34, was the required columns.  But no, I was wrong on that.  It's the row number, it's just the wrong row number because the wrong required columns was put in.  Very confusing for a newb.

    Here's the section:

    Spoiler

    To illustrate the differences, consider the following code, which allows for thieves, cleric/thieves and mage/thieves to put 3 proficiency points in Two-weapon fighting using SET_2DA_ENTRY:

    
    COPY_EXISTING ~weapprof.2da~ ~override~
      SET_2DA_ENTRY 34 7  1 3
      SET_2DA_ENTRY 34 39 1 3
      SET_2DA_ENTRY 34 40 1 3
    

    Compare this with the equivalent code using SET_2DA_ENTRY_LATER and SET_2DA_ENTRIES_NOW:

    
    COPY_EXISTING ~weapprof.2da~ ~override~
      SET_2DA_ENTRY_LATER ~_#_#_#weapprof~ 34 7  3
      SET_2DA_ENTRY_LATER ~_#_#_#weapprof~ 34 39 3
      SET_2DA_ENTRY_LATER ~_#_#_#weapprof~ 34 40 3
      SET_2DA_ENTRIES_NOW ~_#_#_#weapprof~ 1
    

     

  2. I was reading it wrong.  You're right.  The example is changing 3 values on the same line and using 1 as the required number of columns...which I don't understand, at all, but maybe after I use it a while I understand why that works.

     

  3. The Weidu documentation contradicts itself on the syntax of SET_2DA_ENTRY.  For the SET_2DA_ENTRY tutorial, the syntax is stated as row, column, #columns, entry-value.  In the SET_2DA_LATER tutorial, it illustrates the SET_2DA_ENTRY function as having the syntax of #columns, row, column, entry-value.

    Which is it?

  4. 1 hour ago, jastey said:

    Prepare for the times where you know almost everything of the game(s) - but from reading the ressources, not from experiencing it while playing. Where you start thinking in internal file names when referring to game characters and ares. Where sentences like "Why is the install failing at all and not just printing the ~WARNING: could not find %textToReplace% in %SOURCE_FILESPEC%~ line in my first case?" seem completely normal to you!

    I actually recognize that line!  LOL  So nerdy cool. :)

  5. 22 minutes ago, jastey said:

    @ithildurnew Thank you and all players who play the mods, report about them, and even state they've enjoyed them!

    I mean, how awkward would it be to have so much fun modding the games with noone actually playing the mods! 

    It is more fun to know someone else might enjoy what you do, but I gotta admit, I'm doing this for me.  If other's have fun, that's icing on the cake. :)

  6. Gah - that's me having another brain fart.  If those macros are even possible, it wouldn't help for PRO_HESHE type in-game macros.  I wonder if I can make a game function that would do that one the fly.  I'm not experienced enough yet.  That's way beyond me at the moment ... (sorry, just typing out my thought processes).  Some day, hopefully, I'll be able to do that.  For now, I will just make a little mod that updates tokentxt.2da.  Once again, thank you @Grammarsalad! :)

  7. After thinking about this, I think I'd rather make a macro for Weidu that will allow the case change of any word passed to it.  More generic.  And can be used by any mod.

    Maybe a series of macros - TO_UPPER, TO_LOWER, PROPER_CASE.  That's actually a function call, but I'll see what I can do.  I'm not a Weidu expert (laughably NOT an expert), having just started at this, but I'll give it a shot.

  8. 3 minutes ago, Jarno Mikkola said:

    Yeah, and you should prepare to make your own megamod compilation... been at it, and moding the last 14 years and haven't left SoA chapter 3 ever after.

    OH NO!  I didn't even think of that!  I don't want to be stuck in SoD for the rest of my life.  It's my least favorite part!  Which is why I come up with more ideas to improve it, I suppose.  Good thing I have a couple things I want to change in SoA, too.  That would have been depressing!

  9. Well, the answer to that is probably 'yes', but seriously!  WTH?!  I'm not even finished with my first mod and I already have a list of 5 more that I 'just need!' to do.  I can't say I wasn't warned (thank you @jastey).  If you haven't started modding, run - just run.  Don't look back...  IT IS SO MUCH FUN!  It can be so frustrating to start a new development environment - but I've been at this for over 40 years...I've adapted...a few BAZILLION times.  I've never felt so STUPID in my life.  It is SO COOL!

    Anyway, I just wanted to share my joy and frustration and warn off anyone sitting on the fence.  You've been warned.

  10. 6 minutes ago, subtledoctor said:

    Actually Bubb, I wonder if it would make sense for something like this to be uploaded as a modder's resource, rather than an actual mod?  Something like Aquadrizzt's multiclass kit installation function, or my Spell Evasion function or armored casting system?  Wrap it in enough Weidu that anyone can easily drop it into their mod with little or no effort, and installation from multiple sources won't interfere with each other?  I'd be happy to fill out the required Weidu code and host it on our GitHub account.

    Yes please!

  11. This is one of the coolest things I've ever seen.  "It's a thing of beauty, boss!"  (sorry, couldn't resist the Buffy reference - yes, I'm a nerd)  I wish I knew what to do with that TPH file but I'm such a newb at this, even that throws me.  So I'm with @Grammarsalad, please talk to me as if I were 5, please.  Maybe make that 3....

  12. Never mind.  Once again I post the problem after hours of futile hair-pulling only to then find my solution about 30 seconds later.  Seems to be an annoying habit...

    I realized the REPLACE_STATE_TRIGGER line had to be inside a .d file, not a .tpa file.

     

  13. There's a dialogue file that has state 0 trigger of "True()" so it runs every time.  I want this NPC to talk to the PC after Sarevok is dead (this is for a mod that let's you stay in BG1 after he's killed).   So I need to change the original dialogue trigger so only the 2nd set of dialogues start.

    I put this in my .tpa file

    REPLACE_STATE_TRIGGER DENKOD 0 ~!Dead("Sarevok")~

    But I get the following error:
     

    Quote

     

    [transitions/components/cleanup_maze.tpa] PARSE ERROR at line 34 column 1-28
    Near Text: DENKOD
            GLR parse error

    [transitions/components/cleanup_maze.tpa]  ERROR at line 34 column 1-28
    Near Text: DENKOD
            Parsing.Parse_error
    ERROR: parsing [transitions/components/cleanup_maze.tpa]: Parsing.Parse_error

     

     

    Help?  I just don't see what's wrong...

  14. 1 minute ago, jastey said:

    I fear this is going to melt down to "dig through the quest progress, identify the crucial variables and use them for detection, for every such quest individually".

    Oh right!  I can work with that.  I can research each quest that I have open and if other's identify them as the mod gets used, I'll research and add them one at a time.  This works!  Thank you! :)

  15. As part of my mod that will offer choices when transitioning from BG1 in EET, there is a period of time where you're 'between chapters'.  Actually, it's a new chapter but I can't officially add a another chapter.  It's the clean-up limbo time between killing Sarevok and moving on with the rest of the game.  Because it's actually a new unofficial chapter, I'd like to close out quests that can no longer be completed, like 'Investigating the Iron Throne'.  If that's still open when Sarevok is killed, well - they've been as investigated as they're going to get.  Is there any way I can determine if it's open?  I don't want to just go indiscriminately deleting journal entries.  If I can't find and close them, I'd rather leave them open in a non-closable state than have them disappear.

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