gamemaster76
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Posts posted by gamemaster76
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Thank you both! I'm so happy its finally done!
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2 hours ago, kjeron said:
Are you installing weidu in the correct language?
Open Weidu.conf in the game folder, it will list the language (en_US, de_DE, etc...).
If not, delete Weidu.conf and run Weidu again.
lang_dir = en_usits Englishwait i was checking BG1. Bg2 is in Spanish XD
IT works now! Thanks you! I think Its finally ready!
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4 minutes ago, Jarno Mikkola said:
Then you probably don't have write permission on the files ... where did you install the games into ? And was the BG1EE+SoD installed with the DLCMerger ? As you need that to modify the game...s dialog.tlk, as othervise it's in the .zip file.
DLCMerger was used. In BG1 its fine. Just tested again in a new game.
Same code for BG2, nothing.
I have multiple folders with copies of the games. One in the standard place steam installs them, in my programs folder.
A clean and unmodded pair in a folder on my desktop.
And a pair copied from the clean ones to my desktop for testing my mod.
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9 minutes ago, Jarno Mikkola said:
Erhm, how so ? ...you can't have Near Infinity open DURING mod installs.
Did you install the mod after you edited the .tp2 file, and then loaded the game via Near Infinity while you had ended it before you installed the mod. As it needs to open the games dialog.tlk that the mod edits during it's install and so forth and on.
And if you check this in-game, you need to start a new campaign to really see the changes you do in mods, as the old save games carry the old dialog.tlk, not the new one the mod edited.
Yes, I reinstalled the mod, then refreshed near infinity AND started a new game. I've been doing that this whole time.
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3 minutes ago, Jarno Mikkola said:
In which file ? It's different between .itm, .spl. etc...
COPY ~modfolder/SPIN501.SPL~ ~override/SPIN501.SPL~ SAY NAME1 ~spellname~ SAY NAME2 ~SpellName~ SAY UNIDENTIFIED_DESC ~Spells Full Lenght Description~ COPY ~modfolder/ij#hob3.cre~ ~override/ij#hob3.cre~ SAY NAME1 ~creaturename~ SAY NAME2 ~CreatureName~ COPY ~modfolder/AccShld.itm~ ~override~ SAY NAME1 ~itemname~ SAY NAME2 ~ItemName~ SAY DESC ~Items Full Lenght Description~
.... quickly retreaved from a past mod I have in the drive.
.CRE and .SPL:
COPY_EXISTING ~WEREWODR.CRE~ ~override/WERELEDR.CRE~ // adds the Lesser Werewolf creature
SAY NAME1 ~Lesser Werewolf~
SAY NAME2 ~Lesser Werewolf~
WRITE_BYTE 0x5d ~10~ // Magic Resistance
WRITE_BYTE 0x46 ~4~ // Natural AC
WRITE_BYTE 0x48 ~4~ // Effective AC
WRITE_BYTE 0x53 ~1~ // APR
WRITE_BYTE 0x238 ~18~ //STR
WRITE_BYTE 0x23c ~15~ // DEX
WRITE_BYTE 0x23d ~15~ // CONCOPY_EXISTING ~spcl643.spl~ ~override/spcl645.spl~ // adds the Shapeshift: Lesser Werewolf transformation
SAY NAME1 ~Shapeshift: Lesser Werewolf~
SAY NAME2 ~Shapeshift: Lesser Werewolf~
SAY 0x50 ~Shapeshift: Lesser WerewolfStrength: 18
Dexterity: 15
Constitution: 15
Base Armor Class: 4
Number of Attacks: 1
Attack Damage: 1d6 (slashing), strikes as +1 weaponSpecial Abilities:
– Magic Resistance: 10% ~[....]
ACTION_IF FILE_EXISTS_IN_GAME ~spcl643.spl~ BEGIN // Shapeshift: Werewolf
COPY_EXISTING ~spcl643.spl~ ~override/spcl643.spl~
// updates ability description
SAY 0x50 ~Shapeshift: WerewolfStrength: 19
Dexterity: 16
Constitution: 15
Base Armor Class: 1
Number of Attacks: 2
Attack Damage: 1d12 (slashing), strikes as +2 weaponSpecial Abilities:
- Immune to Normal Weapons
– Magic Resistance: 20% ~END
[....]
ACTION_IF FILE_EXISTS_IN_GAME ~spcl644.spl~ BEGIN // Shapeshift: Greater Werewolf
COPY_EXISTING ~spcl644.spl~ ~override~
// updates ability description
SAY 0x50 ~Shapeshift: WerewolfStrength: 21
Dexterity: 21
Constitution: 25
Base Armor Class: -6
Number of Attacks: 3
Attack Damage: 2d8 (slashing), strikes as +3 weaponSpecial Abilities:
- Immune to Normal Weapons
– Magic Resistance: 40%
- 50% Fire/Magic Fire, Cold/Magic Cold, Acid, & Electricity resistance ~END
///////////////////////I had put 0x50 for descriptions because I couldn't find the correct syntax, I just tried with DESC and UNIDENTIFIED_DESC and neither work.
DESC just puts the original descriptions and the other give "No Such Index".
Other then descriptions, Names are missing. The Lesser transformation is missing both Spell Name and Identifying Name, while the other two are only missing the Identifying name.
And the Lesser creature is also missing its name.
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So is there another code to rewrite descriptions and names? I still cant figure out why the text wont stick in BG2 but it did in BG1.
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59 minutes ago, Jarno Mikkola said:
This is misunderstanding the weidu readme documents section, it's not literarly SET, but:
INT_VAR variable = what_ever_you_want_to_set_it_into
... just like the SPRINT in everyone of those is:
STR_VAR variable = what_ever_you_want_to_set_it_into
... see it now ?
Yes, reading it later, I can sympathise with you that it might be misconstruding to read that in a document, and it not being so in a tangent... but the document is how ever many lines long, and so forth... I wish I could be able to write as good document for some of this stuff, it's really hard.
Yeah if it wasn't for you guys I'd be screwed
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Now there's the description... I noticed that all the werewolf forms are missing the descriptions now. Lesser doesn't even have the name. They all say No Such Index.
COPY_EXISTING ~WEREWODR.CRE~ ~override/WERELEDR.CRE~ // adds the Lesser Werewolf creature
SAY NAME1 ~Lesser Werewolf~
SAY NAME2 ~Lesser Werewolf~
WRITE_BYTE 0x5d ~10~ // Magic Resistance
WRITE_BYTE 0x46 ~4~ // Natural AC
WRITE_BYTE 0x48 ~4~ // Effective AC
WRITE_BYTE 0x53 ~1~ // APR
WRITE_BYTE 0x238 ~18~ //STR
WRITE_BYTE 0x23c ~15~ // DEX
WRITE_BYTE 0x23d ~15~ // CONCOPY_EXISTING ~spcl643.spl~ ~override/spcl645.spl~ // adds the Shapeshift: Lesser Werewolf transformation
SAY NAME1 ~Shapeshift: Lesser Werewolf~
SAY NAME2 ~Shapeshift: Lesser Werewolf~
SAY 0x50 ~Shapeshift: Lesser WerewolfStrength: 18
Dexterity: 15
Constitution: 15
Base Armor Class: 4
Number of Attacks: 1
Attack Damage: 1d6 (slashing), strikes as +1 weaponSpecial Abilities:
– Magic Resistance: 10% ~[....]
ACTION_IF FILE_EXISTS_IN_GAME ~spcl643.spl~ BEGIN // Shapeshift: Werewolf
COPY_EXISTING ~spcl643.spl~ ~override/spcl643.spl~
// updates ability description
SAY 0x50 ~Shapeshift: WerewolfStrength: 19
Dexterity: 16
Constitution: 15
Base Armor Class: 1
Number of Attacks: 2
Attack Damage: 1d12 (slashing), strikes as +2 weaponSpecial Abilities:
- Immune to Normal Weapons
– Magic Resistance: 20% ~END
[....]
ACTION_IF FILE_EXISTS_IN_GAME ~spcl644.spl~ BEGIN // Shapeshift: Greater Werewolf
COPY_EXISTING ~spcl644.spl~ ~override~
// updates ability description
SAY 0x50 ~Shapeshift: WerewolfStrength: 21
Dexterity: 21
Constitution: 25
Base Armor Class: -6
Number of Attacks: 3
Attack Damage: 2d8 (slashing), strikes as +3 weaponSpecial Abilities:
- Immune to Normal Weapons
– Magic Resistance: 40%
- 50% Fire/Magic Fire, Cold/Magic Cold, Acid, & Electricity resistance ~END
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11 minutes ago, kjeron said:
ALTER_ITEM_EFFECT and ALTER_SPELL_EFFECT require setting check_globals and/or check_headers, they default to 0 (ignore).
ALTER_EFFECT defaults both of them to 1 (check).
This:
LAUNCH_PATCH_FUNCTION ~DELETE_ITEM_EFFECT~ SET opcode_to_delete = 135 END
should be:
LAUNCH_PATCH_FUNCTION ~DELETE_ITEM_EFFECT~ INT_VAR opcode_to_delete = 135 END
DELETE_ITEM_EFFECT finally didnt give a parse error! according to the Weido docs it should have been SET..I guess its just outdated.
Unfortunately it is also ignored and did nothing... but the check_globals made ALTER_ITEM_EFFECT work! Thanks!! With that, I dont need DELETE_ITEM_EFFECT anymore.
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So basically parts of my Lesser Werewolf code are being ignored and not being properly implemented... for some reason. I assume its a syntax issue but I cant figure it out:
COPY_EXISTING ~WEREWODR.CRE~ ~override/WERELEDR.CRE~ // adds the Lesser Werewolf creature
SAY NAME1 ~Lesser Werewolf~
SAY NAME2 ~Lesser Werewolf~
WRITE_BYTE 0x5d ~10~ // Magic Resistance
WRITE_BYTE 0x46 ~4~ // Natural AC
WRITE_BYTE 0x48 ~4~ // Effective AC
WRITE_BYTE 0x53 ~1~ // APR
WRITE_BYTE 0x238 ~18~ //STR
WRITE_BYTE 0x23c ~15~ // DEX
WRITE_BYTE 0x23d ~15~ // CONCOPY_EXISTING ~spcl643.spl~ ~override/spcl645.spl~ // adds the Shapeshift: Lesser Werewolf transformation
SAY NAME1 ~Shapeshift: Lesser Werewolf~
SAY NAME2 ~Shapeshift: Lesser Werewolf~
SAY 0x50 ~Shapeshift: Lesser WerewolfStrength: 18
Dexterity: 15
Constitution: 15
Base Armor Class: 4
Number of Attacks: 1
Attack Damage: 1d6 (slashing), strikes as +1 weaponSpecial Abilities:
– Magic Resistance: 10% ~
[......]
LAUNCH_PATCH_FUNCTION ~ALTER_ITEM_EFFECT~ // Makes polymorph cosmetic only
INT_VAR
match_opcode = 135
target = 1
timing = 2
resistance = 0
parameter1 = 0
parameter2 = 1 // 1 = Appearance only, 0 = normal morphing
probability1 = 100
insert_point = 0
STR_VAR
resource = ~WERELEDR~
ENDthese are the codes being ignored.
COPY_EXISTING works but the further operations do nothing.
ALTER_ITEM_EFFECT just refuses to do anything, and changing it to a ADD_ITEM_EQEFFECT works... but it still defaults to the first polymorph ability.... and DELETE_ITEM_EFFECT causes a Parse error when I try to run the installer....
For the record, BG1EE works with this code. I'm checking the documentation:https://weidu.org/~thebigg/README-WeiDU.html
And I can't find anything to indicate what I'm doing wrong.
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I put right after the copy action but still gives a parse error. Not at LAUNCH_PATCH_FUNCTION ~DELETE_ITEM_EFFECT~ but at SET
COPY_EXISTING ~cdbrbrp.ITM~ ~override/cdbrbrp3.ITM~ // adds paw attack for Lesser Werewolf form
LAUNCH_PATCH_FUNCTION ~DELETE_ITEM_EFFECT~
SET
opcode_to_delete = 135
END
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17 minutes ago, Jarno Mikkola said:
You simply remove the old effects before adding the new ones. Yes, the commands are processed simularly like commands to the command prompt in dos.
Yes... but this needs to be after the copy action, but lets assume you knew that.
Yeah I figured that much. Its after the copy action.
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Ok, so now when I use the Lesser transformation, instead of saying "Lesser Werewolf: <charname>", it instead says "INVALIDE: <charname>". so for some reason the right text isn't found,
Also I see an instance of the game ignoring the code. I have this line:
LAUNCH_PATCH_FUNCTION ~ALTER_ITEM_EFFECT~
INT_VAR
match_opcode = 135
target = 1
timing = 2
resistance = 0
parameter1 = 0
parameter2 = 1 // 1 = Appearance only, 0 = normal morphing
probability1 = 100
insert_point = 0
STR_VAR
resource = ~WERELEDR~
ENDAmong other things, this is suppose to change the resource from the Normal wolf to the Lesser. According to Near Infinity, it completely ignores this section of code.
item cdbrbrp3.ITM, 12th effect - polymorph.
Im able to add a new polymorph effect but I need to delete the old one. If I use DELETE_ITEM_EFFECT, how can I make it so that it deletes the original and not also the new one?
Also whats the correct syntax for it? so far I have
LAUNCH_PATCH_FUNCTION ~DELETE_ITEM_EFFECT~
SET
opcode_to_delete = 135
ENDand it gives a Parse error
updated link
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ok for BG2, when the Lesser Werewolf is assigned, its listed as: WERELEDR.CRE (no such index)
Its the only thing that seems off at the moment. It is there, but it doesn't seem to recognize it.
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Just now, kjeron said:
It worked because WEREWODR is already 8 characters, which is the field size. Were it fewer, part or all of the extension would be included as the resource, and it would not work (and likely crash).
oh! good to know!
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I tried again with ALTER_SPELL_EFFECT and for BG1 it works! now to figure out how to get it to work for BG2.
13 minutes ago, Jarno Mikkola said:And by the way, the
... doesn't actually take the .cre into account...
I mean it worked either way, but alright, I removed .cre from the code
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Ok I think I found the problem. I have no idea why its happening but I found it.
In Near Infinity, the shapeshift ability for Lesser Werewolf "spcl645.spl", under Spell Ability 0, in the list of effects, there's 2 polymorphs, effect 4 and effect 10.Effect 10 is the original polymorph from when I copied the Normal werewolf transformation, effect 4 is the new one I put meant to override the old.
For some reason, the transformation is still drawing from effect 10 and not effect 4. When I manually changed effect 10 resource to the Lesser werewolf It worked as intended.
So is there a code that will directly edit the existing polymorph code instead of just writing a second one? Or will at least erase it, forcing the game to effect 4?
I tried ~ALTER_SPELL_EFFECT~ but that didn't work.
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18 minutes ago, Jarno Mikkola said:
Sorry, but this: opcode 135:
Description:Polymorphs the targeted creature(s) into the creature specified by theresource
key, in the style specified by theType
field.You might have used a translator that mangled the language or, I don't know what.I didn't use a translator, English is my mother tongue.
Yes it says resource key but didn't explain WHAT the key should be. If its the creature file, they should have just said that.
Resource key = creature file, there, wasn't so hard.
and I figured it couldn't be "resource = ~WEREWODR.CRE~" because they didn't put it in the example code:
Parameter #1: Irrelevant
Parameter #2: TypeI figured it cant be code, otherwise they would have put it there. Its just unnecessarily confusing.
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kjeron I finally understood what you meant about polymorph not being linked to anything!
I addedSTR_VAR
resource = ~WEREWODR.CRE~to the normal werewolf and it works! I got confused because the opcode page didnt mentioned anything about needing a line like that.
all that's left is Lesser werewolf! I tried the same thing with WERELEDR.CRE and the claw attack comes but Its loading the Normal form and not the Lesser.
Edit: it loads the Normal form EXCEPT for the damage of the claw attack. the damage is 1d6 which is right for Lesser. but the stats and the magic resistance belong to Normal.
I've updated the link
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13 hours ago, Jarno Mikkola said:
Looking at the code in the BG1EE files, I read this, at .tp2 files line 126:
resource = ~WERELEDR.CRE~.. thing is, there's no such .cre in the game files. So you either need to make(modify from the original files) it, or store it in the game mods archive file, and copy it over during the install.
actually I did create it:
COPY_EXISTING ~WEREWODR.CRE~ ~override/WERELEDR.CRE~ // adds the Lesser Werewolf creature
SAY NAME1 ~Lesser Werewolf~
SAY NAME2 ~Lesser Werewolf~
WRITE_BYTE 0x5d ~10~ // Magic Resistance
WRITE_BYTE 0x46 ~4~ // Natural AC
WRITE_BYTE 0x48 ~4~ // Effective AC
WRITE_BYTE 0x53 ~1~ // APR
WRITE_BYTE 0x238 ~18~ //STR
WRITE_BYTE 0x23c ~15~ // DEX
WRITE_BYTE 0x23d ~15~ // CON -
So from what I can tell, problem 2 and possible 3 are because the claw attacks aren't equipping properly. I've compared the Greater claw (which is working as intended) with the other 2 and there's no difference in duration, settings, etc.The transformation itself is the same between them aside from what weapon they create.The polymorph itself must be cosmetic because otherwise it completely ignores the changes and uses the vanilla transformation. Unless there'sres a way around that.Edit: also the lesser form now sets Strength to 19 instead of 18 and changing back puts it at 18... -
10 hours ago, kjeron said:
The opcode works the same in both EE games. What I meant was that the items/spells that use it are setup differently.
In BGEE, the Spell uses op135 with a duration.
In BG2EE, the Item uses op135 while equipped.
Both still require the item as a weapon for the new form.
Ah ok! good to know.
Well, problems 2 and 3 are happening on both games so I don't know if that helps though.
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6 minutes ago, Jarno Mikkola said:
Where did you find the "No" to that ? Cause it's definitely WITH all of that ! Except the spell casting is DISABLED !
I only make the polymorph cosmetic, I disable speech, spellcasting, etc. in the claws.
Putting WITH ignores all the other buffs I added and makes it the vanilla transformation... at least I think. Its been months so I dont really remember my reasoning too well. I remember it was a good reason though
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6 minutes ago, Jarno Mikkola said:
Looking at the code in the BG1EE files, I read this:
resource = ~WERELEDR.CRE~.. thing is, there's no such .cre in the game files. So you either need to make(modify from the original files) it, or store it in the game mods archive file, and copy it over during the install.
Yeah your first post clued me into that and I fixed that, making it point to WEREWODR which does exist. I updated the file on the drive.
oops, double posted somehow
Help with personal Shapeshifter mod for Baldurs Gate EE 1&2
in Modding Q&A
Posted · Edited by gamemaster76
And now with this I also made a version to work on Icewind Dale EE!