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Posts posted by Lauriel
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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.
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24 minutes ago, Guest Tygaran said:
A little investigation should that #L_Cut10.bcs was never compiled.
Thank you for catching that! I'll get that fixed for v2.
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2 minutes ago, jastey said:
I think I set the order to I4E - Transitions for PI (although there is probably no real reason to do so).
Transitions uses I4E's globals to alter it's behavior, so it's all run-time decisions versus install-time decisions.
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48 minutes ago, Guest Tygaran said:
Is this mod fully compatible with Imoen 4 Ever? Which order should they be installed in?
Yes, it is. The order doesn't matter to Transitions.
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Yeah that's in issue introduced with the new Beamdog patch. It'll be fixed in version 2.
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I'll look into it. Thank you for reporting!
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Dude! Glad to see you here. I watch your stuff up on YouTube. You have me hooked.
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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
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That gives an easy in-game way for the player to turn off the functionality if they desire. I'm ok with that.
Thank you!
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I'm adding a script block and would like it to be universal to as many games as possible. I've put the block in DPlayer3 but thought maybe Baldur.bcs would be better. I don't own original Baldur's Gate so I can't check.
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He always shows up at the Promenade for me
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Correction: Sort of works - I mean the dialogue files are all updated correctly, however the pause doesn't happen. The PauseGame() action might not work in dialogues. I've only used it in scripts before. So I'll change my code to call a cut scene script that pauses the game instead. That would work better anyway. I can test for multiplayer that way.
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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:
SpoilerDEFINE_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
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I guess I can go through all the actions in each file directly without using a normal .d file to update, do some sort of string comparison on each action, then if found, append 'PauseGame()' to the end.
I'll try this.
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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?
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So...if for example, I want to see if SixofSpades Extended Sarevok's Diary is installed, I'm sort of reliant upon the players using the newest version of BG1NPC. I can't check for both component 31 (old number) and 130 (new number) because 31 in the new version is something entirely different.
You guys hate me, right? LOL
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1 minute ago, Guest Eimerian said:
AFAIK he spawns there when the game is in Chapter 7.
Doesn't sound like it would be affected then.
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12 minutes ago, Guest Eimerian said:
Hey,
Do you have any idea if this alternative chapter 6 is compatible with the second part of Bonehill?
Sorry - I don't even know what Bonehill is.
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5 hours ago, jastey said:
bg1npc is updated to v27 with hopefully corrected install order syntax with regard to Framed.
Thank you! :)
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5 hours ago, Xazarlar said:
As for why, I am not sure - perhaps one of my other mods moves him,
Thank you for the log. I'll investigate. My initial stab in the dark would be ARESTORATIONP. I guess it doesn't matter, though. The fix that I put in place doesn't care if he's there or not.
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A new version of Framed has been released fixing this issue.
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I'll add a check to the dialogue. In the meantime, you can spawn the Gatewarden by putting C:CreateCreature("GATEWA2") in the console.
Why wasn't the Gatewarden present for the conversation? Is this something I need to work around?
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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
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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.
Transitions v1.x Bug reports and Feedback
in Transitions
Posted
Oh that's hilarious. Another thing I've struggled to fix in v2, but at least that is funny.