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gamemaster76

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Everything posted by gamemaster76

  1. Yeah your first post clued me into that and I fixed that, making it point to WEREWODR which does exist.
  2. ok I put just BRBRP2 and replaced ADD_ITEM_EQEFFECT with ADD_SPELL_EFFECT and it doesn't crash anymore! As for the opcode, I know it doesnt run polymorph the same as BG2 but I have no idea where to find it. I've been using this https://gibberlings3.github.io/iesdp/opcodes/bgee.htm. There's BG1, BG2 and BG2EE but no BG1EE. I figured that was because BG1EE would use either the same as BG1 or BG2EE. In both cases the parameters are what I put them as: 1 No resistances/statistics gained, spell-casting enabled, colouring or 1 ⟶ Appearance only I assumed both have the same effect. parameter3' and 'parameter4 fair enough, removed.
  3. ok I figured out the avatar issue. Looking at the claw in near infinity I see that its not assigning the werewolf avatar: COPY_EXISTING ~BRBRP.ITM~ ~override/brbrp2.ITM~ // adds paw attack for Lesser Werewolf form LAUNCH_PATCH_FUNCTION ~ALTER_ITEM_EFFECT~ // LINKS TRANSFORMATION WITH CORRECT PAW ATTACK INT_VAR check_globals = 1 match_opcode = 135 STR_VAR resource = ~WEREWODR.CRE~ // links werewolf avatar END Aside from the variable names, its the same code for the BG2 version of the code and it works there. This one it just ignores it. Keeps saying there's nothing assigned. Isn't that what I did with the claws? The different effects are there, they just aren't going away when I change back. And the claw attacks themselves aren't showing up on Lesser and Normal.
  4. I've been working on my own mod for the shapeshifter kit and I keep running into problems. Direct download to mod: https://drive.google.com/uc?export=download&id=1Vv53Ms47j_mTQecSUHwOH2PvydrUMBnt For context: This mod gives the Shapeshift Druid class a Lesser form that's weaker for lower levels, and it buffs the 2 existing forms: Lesser Werewolf: Damage: 1d6 Attacks Per Round: 1 Weapon Enchantment Level: +1 Magic resistance: 10% Base AC: 4 Strength: 18 Dexterity: 15 Constitution: 15 Normal Werewolf: Damage: 1d6 ------> 1d12 Attacks Per Round: 2 Weapon Enchantment Level: +2 Magic resistance: Locked at 20% ------> no longer locked at 20% Immunity to Normal Weapons Strength: 19 Dexterity: 16 Constitution: 15 Greater Werewolf: Damage: 1d8 ------> 2d8 Attacks Per Round: 2 ------> 3 Weapon Enchantment Level: +2 ------> +3 Magic resistance: 40% Immunity to Normal Weapons Base THAC0: 6 Strength: 21 Dexterity: 20 Constitution: 25 Regeneration 3 HP / second So now these are the current problems: In BG1EE, the Lesser form crashes the game when you go into inventory or your character stats. Completely fine in BG2EE. Works now! In both games, the Lesser and Normal forms don't have their paw attacks. They get the stat boosts from the form, since those are tied to the paw items, but they don't replace your weapons in the weapon boxes. For the Lesser form I have code linking it to the paw attack to the one I made for it. Normal still has the same paw item but it's been modified. Greater as the same modifications pus more but works as intended. Paws loading like normal! Except now Lesser form is loading the Normal form stats. When changing back from Lesser form, my physical stats keep the boosted werewolf stats. Also when Changing from Normal werewolf to regular form, my constitution score stays that of the werewolf (strength and dex return to normal). I'm assuming since these stats are tied to the paw attacks, that they are staying because the the paws weren't properly equipped and thus when I changed back were never unequipped. So solving problem 2 may fix problem 3. Stats are returning to normal for now! The greater werewolf form is completely fine and has no problems. Which greatly confuses me because the code altering it is the same as the Normal form (not counting the abilities unique to it) so I can't see any reason as to why the Greater form is fine and the Normal form is having problems. ... I would greatly appreciate any help for this. Edit: so at the moment of writing this, the only issue left is implementing the lesser Werewolf form in BG2EE. Basically my Lesser Werewolf code is being completely ignored and not being properly implemented. The files are copying over but not the changed to the files that need to be done. Mod is good and ready now!
  5. No but the first time I posted here was when I was learning and wanted to make the mod work with the tweaks anthology mods. After that no one ever corrected me so I just kept posting here. I'll go post there then. Thanks!
  6. Ok this is the millionth post I've made about my Shapeshifter mod, (the last one was very embarrassing on my part) but dang it I want this one to work! Sorry for coming back here all the time. So now a bunch of unexplained bugs just appeared and I cant figure out why... Direct download to mod: https://drive.google.com/uc?export=download&id=1Vv53Ms47j_mTQecSUHwOH2PvydrUMBnt For context: This mod gives the Shapeshift Druid class a Lesser form thats weaker for lower levels, and it buffs the 2 existing forms: Lesser Werewolf: Damage: 1d6 Attacks Per Round: 1 Weapon Enchantment Level: +1 Magic resistance: 10% Base AC: 4 Strength: 18 Dexterity: 15 Constitution: 15 Normal Werewolf: Damage: 1d6 ------> 1d12 Attacks Per Round: 2 Weapon Enchantment Level: +2 Magic resistance: Locked at 20% ------> no longer locked at 20% Immunity to Normal Weapons Strength: 19 Dexterity: 16 Constitution: 15 Greater Werewolf: Damage: 1d8 ------> 2d8 Attacks Per Round: 2 ------> 3 Weapon Enchantment Level: +2 ------> +3 Magic resistance: 40% Immunity to Normal Weapons Base THAC0: 6 Strength: 21 Dexterity: 20 Constitution: 25 Regeneration 3 HP / second So now these are the current problems: In BG1EE, the Lesser form crashes the game when you go into inventory or your character stats. In both games, the Lesser and Normal forms don't have their paw attacks. They get the stat boosts from the form, since those are tied to the paw items, but they don't replace your weapons in the weapon boxes. For the Lesser form I have code linking it to the paw attack to the one I made for it. When changing back from Lesser form, my physical stats keep the boosted werewolf stats. Also when Changing from Normal werewolf to regular form, my constitution score stays that of the werewolf (strength and dex return to normal). I'm assuming since these stats are tied to the paw attacks, that they are staying because the the paws weren't properly equipped and thus when I changed back were never unequipped. So solving problem 2 may fix problem 3. The greater werewolf form is completely fine and has no problems. Which greatly confuses me because the code altering it is the same as the Normal form (not counting the abilities unique to it) so I can't see any reason as to why the Greater form is fine and the Normal form is having problems. ... I would greatly appreciate any help for this.
  7. heres the correct .tp2 file Edit - I figured out how to make the rest of the code work on BG1EE but this part I don't know. If I remember correctly it was meant to make the mod work when there were other mods installed... but its been too long. Removing it and it installs perfectly. But I must have had a reason to put this code: BEGIN ~Balanced_shapeshifter_Kit~ DEFINE_ACTION_FUNCTION resolve_state INT_VAR index=0 delete=0 STR_VAR new_state_id = ~blah~ RET new_state_ind BEGIN OUTER_SET min_new=118 COPY_EXISTING ~splstate.ids~ override new_state_ind=0 found=0 READ_2DA_ENTRIES_NOW stats 2 FOR (row=0;row<stats;row+=1) BEGIN READ_2DA_ENTRY_FORMER stats row 0 ind READ_2DA_ENTRY_FORMER stats row 1 str SET $stat("%row%") = ind PATCH_IF index BEGIN PATCH_IF ind=index BEGIN REMOVE_2DA_ROW row 2 found=1 PATCH_IF delete=0 BEGIN INSERT_2DA_ROW row 2 ~%index% %new_state_id%~ END row=stats END END ELSE BEGIN PATCH_IF ~%str%~ STRING_EQUAL_CASE ~%new_state_id%~ BEGIN new_state_ind=ind found=1 /* row=stats */ // don't stop looking, the same ID may be assigned to a greater index, which takes priority when compiling END END END PATCH_IF found=0 BEGIN new_state_ind=min_new PHP_EACH stat AS row => ind BEGIN PATCH_IF found=0 && (row+1 < stats) BEGIN // not at the end of file next_row = row+1 next_ind = EVAL $stat("%next_row%") PATCH_IF index BEGIN PATCH_IF index<next_ind && index>ind BEGIN INSERT_2DA_ROW next_row 2 ~%index% %new_state_id%~ found=1 END END ELSE BEGIN PATCH_IF new_state_ind<next_ind BEGIN PATCH_IF ind<new_state_ind BEGIN INSERT_2DA_ROW next_row 2 ~%new_state_ind% %new_state_id%~ found=1 END ELSE BEGIN new_state_ind+=1 PATCH_IF new_state_ind<next_ind BEGIN INSERT_2DA_ROW next_row 2 ~%new_state_ind% %new_state_id%~ found=1 END END END END END ELSE BEGIN // at the end of file PATCH_IF found=0 BEGIN PATCH_IF index BEGIN INSERT_2DA_ROW stats 2 ~%index% %new_state_id%~ END ELSE BEGIN PATCH_IF new_state_ind>ind BEGIN INSERT_2DA_ROW stats 2 ~%new_state_ind% %new_state_id%~ END ELSE BEGIN new_state_ind+=1 INSERT_2DA_ROW stats 2 ~%new_state_ind% %new_state_id%~ END END END END END END END LAUNCH_PATCH_FUNCTION ~resolve_state~ STR_VAR new_state_id = ~CAST_SHIFTED~ RET new_state_ind END setup-Balanced_shapeshifter_Kit.tp2
  8. .... what? Ok now I'm really confused. The archive was from my google drive but the code from my local copy... so I guess I somehow uploaded the wrong version to drive... This is embarrassing.. And I can't get back on my computer until tomorrow..
  9. I did, I uploaded the mod that has the .tp2 file. if you meant just pasting the code itself, heres the beginning. The area that has the error is bold: BEGIN ~Balanced_shapeshifter_Kit~ DEFINE_ACTION_FUNCTION resolve_state INT_VAR index=0 delete=0 STR_VAR new_state_id = ~blah~ RET new_state_ind BEGIN OUTER_SET min_new=118 COPY_EXISTING ~splstate.ids~ override new_state_ind=0 found=0 READ_2DA_ENTRIES_NOW stats 2 FOR (row=0;row<stats;row+=1) BEGIN READ_2DA_ENTRY_FORMER stats row 0 ind READ_2DA_ENTRY_FORMER stats row 1 str SET $stat("%row%") = ind PATCH_IF index BEGIN PATCH_IF ind=index BEGIN REMOVE_2DA_ROW row 2 found=1 PATCH_IF delete=0 BEGIN INSERT_2DA_ROW row 2 ~%index% %new_state_id%~ END row=stats END END ELSE BEGIN PATCH_IF ~%str%~ STRING_EQUAL_CASE ~%new_state_id%~ BEGIN new_state_ind=ind found=1 /* row=stats */ // don't stop looking, the same ID may be assigned to a greater index, which takes priority when compiling END END END PATCH_IF found=0 BEGIN new_state_ind=min_new PHP_EACH stat AS row => ind BEGIN PATCH_IF found=0 && (row+1 < stats) BEGIN // not at the end of file next_row = row+1 next_ind = EVAL $stat("%next_row%") PATCH_IF index BEGIN PATCH_IF index<next_ind && index>ind BEGIN INSERT_2DA_ROW next_row 2 ~%index% %new_state_id%~ found=1 END END ELSE BEGIN PATCH_IF new_state_ind<next_ind BEGIN PATCH_IF ind<new_state_ind BEGIN INSERT_2DA_ROW next_row 2 ~%new_state_ind% %new_state_id%~ found=1 END ELSE BEGIN new_state_ind+=1 PATCH_IF new_state_ind<next_ind BEGIN INSERT_2DA_ROW next_row 2 ~%new_state_ind% %new_state_id%~ found=1 END END END END END ELSE BEGIN // at the end of file PATCH_IF found=0 BEGIN PATCH_IF index BEGIN INSERT_2DA_ROW stats 2 ~%index% %new_state_id%~ END ELSE BEGIN PATCH_IF new_state_ind>ind BEGIN INSERT_2DA_ROW stats 2 ~%new_state_ind% %new_state_id%~ END ELSE BEGIN new_state_ind+=1 INSERT_2DA_ROW stats 2 ~%new_state_ind% %new_state_id%~ END END END END END END END LAUNCH_PATCH_FUNCTION ~resolve_state~ STR_VAR new_state_id = ~CAST_SHIFTED~ RET new_state_ind END
  10. About 7 or 8 months ago I came here looking for advice on making my own mod. Eventually I figured it out and I have a mod for the shapeshifter druid kit! ...but I had only tested it for BG2EE and my modded BGTEE. And I never tried it on BGEE, assuming it would work. Well I tried it and it doesn't work and I have no idea why. I've attached it and I would appreciate any help that could be offered. According to the installer, the issue is with line 77, but I know enough about coding to know that it might be completely unrelated: Parse error (state 587) at LAUNCH_PATCH_FUNCTION [SETUP-BALANCED_SHAPESHIFTER_KIT.TP2] PARSE ERROR at line 77 column 1-21 Near Text: LAUNCH_PATCH_FUNCTION GLR parse error [SETUP-BALANCED_SHAPESHIFTER_KIT.TP2] ERROR at line 77 column 1-21 Near Text: LAUNCH_PATCH_FUNCTION Parsing.Parse_error ERROR: parsing [SETUP-BALANCED_SHAPESHIFTER_KIT.TP2]: Parsing.Parse_error ERROR: problem parsing TP file [SETUP-BALANCED_SHAPESHIFTER_KIT.TP2]: Parsing.Parse_error FATAL ERROR: Parsing.Parse_error Balanced_shapeshifter_Kit (2).zip
  11. ouf... I'm starting to think it might be more trouble then its worth.... I appreciate all your help but this really is going over my head. I think I'll shelve the HLA until I have more experience. At this point I feel like im asking you to make it for me XD
  12. Thank you so much! Although im not quite sure how to use opcode 328 or 326. (I'm manually editing in nearinfinity first to test, then ill write the code) So I put this in the section of the code for the transformation files? Unfortunately, opcode 326 doesnt let me choose ITM files, only SPL files. Both parameter 110 ad 111 ask for a "creature type" does it matter what I put here?
  13. I'm working on my first mod, a rebalancing of the Shapeshifter druid kit, and I want to incorporate a HLA that allows spellcasting in werewolf form... and I dont think theres an opcode to do what I want. What I want the HLA to do is go into the item files were the Polymorph (135) opcode is (cdbrbrp.itm/cdbrbrp2.itm/cdbrbrp3.itm* (new one ive added)) and change it to appearance only. The rest I've already done on my local copy of the mod. Otherwise I thought about having it appearance only from the get go and have Disable Button (144) to stop spellcasting, in that case I would need a way for the HLA to put Enable Button (279) on all 3 files. Non of the existing HLA seem like they do anything close to this. Is there an opcode to do this that I'm just not seeing? If not is there a way to make new opcode or modify an existing one?
  14. ok turns out that issue is something from the vanilla game...
  15. Thank you! that worked like a charm. Every form has whats its suppose to have! the only issue left is the transformation glitch. It seems when I polymorph when I'm already polymorphed, the game ignores all of the global effects I added.... https://drive.google.com/open?id=1b5-4iSDCR7bcxGvyl13oSNdZoBSTVhsP
  16. Yeah, every time I change something I re-install the mod and start a new game to make sure the files are being used. ive rewritten the code so that the t2p file takes care of almost everything ( only clabdr03.2da needs to be copies to the game folder now), it creates the Lesser Werewolf creature and the other files pertaining to it from the existing files. Unfortunately there are some parts I'm not sure how to edit. For example, the creatures attributes themselves: I know that SAY works with descriptions but for numerical values it ends up giving a completely different number. I'm assuming there's something else I'm suppose to write but I cant find it on the Weidu page. This code is suppose to link the the correct Paw item to the Lesser Werewolf but when I try the mod Shapeshift: Lesser Werewolf keeps giving me the normal Werewolf stats. I thought that maybe its related to the previous issue. And like before, transforming from one wolf form to another causes them https://drive.google.com/open?id=1b5-4iSDCR7bcxGvyl13oSNdZoBSTVhsP
  17. ok I partially found the reason for the abilities not showing up when transforming between forms. I had put: instead of: For the regular werewolf this works EXCEPT for the immunity to normal weapons.... and this fix doesnt seem to work for the Greater werewolf... https://drive.google.com/open?id=1b5-4iSDCR7bcxGvyl13oSNdZoBSTVhsP
  18. I had the idea of creating new versions of the cdbrbrp files with the polymorph effect being appearance only and with all the abilities they would need. The HLA would go into the SPCL files and change what item file it uses for the weapon. For example Effect 17 of SPCL643.spl is a Create Weapon (111) that tells the game that the werewolf forms uses CDBRBRP.itm. So selecting the HLA will delete it and create a new Effect that uses a CDBRBRP4.itm that will have all the abilities of the form and spellcasting.... but thats assuming theres a macro or opcode that can do that. Of course thats a moot point unless I can figure out the transformation glitch....
  19. Ok, its been a couple days and I still can't figure it out. shifting directly from one werewolf form to either normal or greater werewolf gets rid of the abilities I added. Meanwhile any form turning into the Lesser werewolf and the Lesser retains the abilities its suppose to have. Aside from names and values, theres little difference between any of the files. The only reason I can think of is that turning from one form to another causes it to ignore the override file and go for the vanilla files. And since Lesser doesn't exist outside the override file, it has no choice but to load in the version in override. Most of the changes are in the .itm files but even the changes I made to the .cre files are ignored. I changed the ADD_SPELL_CFEFFECT to ADD_ITEM_EQEFFECT and its made no difference. https://drive.google.com/open?id=1b5-4iSDCR7bcxGvyl13oSNdZoBSTVhsP
  20. the .exe was in the folder for simplicity, that way everything is in one folder while I move stuff around and make backups. Thanks! I've updated the code, although it looks like that wasn't the issue since the bug is still there.
  21. Looks like I have access, heres the file Balanced_shapeshifter_Kit.zip
  22. Since that issues fixed now, there's only one bug left.... and I'm even more stumped the other issues... Whenever I'm transformed and I transform into one of the other forms, it always gives me the vanilla versions and ignores the improves I put in. Meanwhile, if I turn back into a human then transform everything is fine. For example: I turn into Lesser Werewolf and then turn in Greater Werewolf. I get the form from before my mod, with no immunity to normal weapons, the paws are still treated as +2 weapons, etc. Strange thing is this only applies to the normal and Greater forms. If I go from Greater to Lesser, then I get everything I'm suppose to.
  23. Ok I solved that issue. The problem was that spcl645.spl was being copied from the 2da folder instead of the spl folder. The Lesser Werewolf Transformation works! and the other two forms are buffed!
  24. ok, made myself an account since im making so many posts. I put COPY_EXISTING only for clabdr03.2da which does exist. the error keeps coming up for WERELEDR.CRE only clabdr03.2da is the file that tells the kit what levels it gets its abilities. I updated it for the Lesser Werewolf transformation
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