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Lauriel

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Posts posted by Lauriel

  1. 26 minutes ago, Guest Tygaran said:

    The Jon in Hell movie played twice, once between part of the queen's dialog, and once after.  The second time the game automatically move into ToB

    Can you send me your weidu log?  I'd like to find out which mod Transitions is having issues with.

  2. Multiplayer Tweaks by Lauriel

    This mod is to put forth fixes for multiplayer sessions. 

    Components:

    • Take it outside (not for IWD2) - mobs may follow the party through doors
    • NEW pause game when NPCs turn hostile during dialogues

    The mod has been tested in EET, but should be compatible with all IE games

    v2 added Designated statements to the TP2 file and the new Pause Game component

    Download: mptweaks latest version

    Forum: G3 Forum Thread

    Readme

  3. Just now, lynx said:

    But wait, it this over the whole game or your mod files?

    All dialogue files.

    I have it working.  Here's the code:

    Spoiler
    DEFINE_ACTION_FUNCTION enemy_pause BEGIN
    	// Go through all the dialogue files
    	COPY_EXISTING_REGEXP GLOB ~.+\.dlg~ ~override~
    		// Go through all the file's actions
    		READ_LONG (0x0028) offset_actions
    		READ_LONG (0x002c) num_actions
    		
    		FOR (idx_action = 0; idx_action < num_actions; ++idx_action) BEGIN
    			// Get the start and length of the action string
    			READ_LONG (offset_actions + (idx_action * 0x0008)) offset_string 
    			READ_LONG (offset_actions + 0x0004 + (idx_action * 0x0008)) len_string
    
    			// Fetch the current action string
    			READ_ASCII offset_string cur_string (len_string)
    			
    			// See if it contains the word 'Enemy()'
    			PATCH_IF ("%cur_string%" STRING_CONTAINS_REGEXP "Enemy()") = 0 BEGIN				
    				// Add 'PauseGame()' to the end of the command string
    				INSERT_BYTES (offset_string + len_string) 0x000b
    				WRITE_ASCII (offset_string + len_string) "PauseGame()"
    				
    				// Update the string length in the section header
    				WRITE_LONG (offset_actions + 0x0004 + (idx_action * 0x0008)) (len_string + 0x000b)
    				
    				// Update all the following string starting positions
    				FOR (next_action = (idx_action + 1); next_action < num_actions; ++next_action) BEGIN
    					READ_LONG (offset_actions + (next_action * 0x0008)) offset_next
    					WRITE_LONG (offset_actions + (next_action * 0x0008)) (offset_next + 0x000b)
    				END
    			END
    		END
    		
    	BUT_ONLY_IF_IT_CHANGES
    END

     

     

  4. In a normal game, if you have the game set up to pause when you see an enemy, the pause works fine when an NPC turns hostile during a dialogue.  However, it doesn't pause in multiplayer games. I'd like to add a PauseGame() to the end of the action list in these cases.

    I can't use a simple search and replace for ~Enemy()~ ~Enemy() PauseGame()~ because it could be inside an ActionOverride.

    I'm at a loss on how to accomplish this.  Any ideas?

  5. On 6/7/2021 at 7:27 AM, Guest yota13 said:

    Hi! Any news about the 2.0 update? 

    Can it be possible to start translating already? (I mean the github masret version). Or the texts are still in the process of being changed/added?

     

    Sorry - I'm still working on the final version

  6. 1 hour ago, K4thos said:

    I'm afraid I can't reproduce this one - tested on both SoD and BG2:EE GUIs. Anyone else with this problem?

    I'm sorry - I should have updated.  It had to do with an update on my machine unrelated to EET or Baldur's Gate games in general.  With another update, everything is back to working fine.

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