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Taylan

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Everything posted by Taylan

  1. Oh, amazing! This is like a whole dev environment... Hah, it even found the screenshots I made with the Print Screen key and wasn't able to locate thereafter. xD I know BAF are text files, I thought compiling them results in a BIF but looks like I confused it with BCS. I see BIF is an archive format of sorts. Lots of reading to do in any case. I think it would be great if there was a little guide/tutorial like "making your first mod" which lists you the tools you'll need and walks you through the steps to create some basic "Hello World" kind of mod. Say, creating a new item called "Hello World" (could be a copy of another item, like a gem or something) and dropping it in the inventory of the character upon starting a new game. Or creating a creature which appears aside you when you start the game, and says "Hello World" when you talk to it... You get the idea. This would allow people to jump right into mod development in a day.
  2. Heya, I'd really like being able to dig into game files a bit, and check out the code of mods I install, for instance to see whether something I experience is a bug or not. (Especially since I'm on 2.6 already.) I'm an experienced software developer, but I haven't been able to find any quick and easy guide that simply tells me "you can install this program and run this command to decompile BIF files" or "do this and that to compile a BAF and integrate it into the game." I found the IESDP, which is an absolutely amazing resource. I also found DLTCEP but it doesn't seem very user friendly and seems to have no user manual. Then there's WeiDU which I guess can be used to extract information from game files, but not sure if that's the best way or if there's another tool I'm missing. So, is there a straightforward guide or a sort of "rundown" explaining how to play around with IE game files?
  3. I'm playing on the 2.6 beta and I'm at the torture chamber fight, where the enemies spawn behind you in the torture chamber as soon as you walk into the next room where the book saying "face my demons" lies on the ground. 1. It seems that the enemies that spawn are semi-random. I seem to get a selection of two from the following: Durlag Trollkiller, Islanne, Fuernebol, and Kiel the Legion Killer. Is this intended? 2. Sometimes one of them will spawn directly as a Greater Doppelgänger and not as the more powerful character they're supposed to be. This is almost certainly a bug as it makes them much less challenging. Not sure if 2.6 is to blame. 3. I couldn't quite figure the rules of when they turn into a Greater Doppelgänger. It seems that they usually turn when hurt, but sometimes it takes much longer. I was once able to kill one without it turning, dropping a Full-Plate Armor! Another time I had one turn back into the imitated character instead of dying as a Greater Doppelgänger. What's the actually intended behavior here?
  4. Ah, thanks for the explanation! My curiosity is quenched. Thanks again for the great mod!
  5. Heya, first of all thanks for this mod! It never made sense to me that I couldn't visit expansion content after finishing the main story... I'm on BG:EE 2.6 (beta) and found a bug. After Sarevok's death, when I visit the Palace, Belt and Jannath are hostile (red) and start fighting with Flaming Fist mercenaries. Soon after, that one NPC teleports in to kill my PC. (Like automatic game over when Belt dies.) I'm a programmer but not very familiar with Infinity scripting yet. Do you have any pointers regarding how I could debug the issue? Following is some info I was able to scrape together. First of all the WeiDU log: Script dumps I got via C:WriteScript("blah") from the in-game console follow. It seems that there's a problem with their decompilation though, because some parameters seem blank. AR0108.baf: (Duchal Palace area script) BELT.baf (Belt's character script): DW#URBHL.baf: (don't know what this is but it was dumped together with BELT.baf; might be an addition by SCS or so) DW1MELGE.baf: (also don't know what it is, was also dumped together with BELT.baf) EDIT: Forgot to mention that I installed EBG1 *after* having killed Sarevok. I then continued from the "Final Save" the game creates. Don't know if this might cause some problems. As you can see from the install log though, I'm mostly just interested in the main component and don't care for Sarevok's item drops and such. EDIT 2: Some further info that may be helpful in figuring out the problem: When I loaded my save file from just before starting the fight with Sarevok (standing just outside his vision in the Cathedral), and then went to the Palace (used the console as a shortcut), the problem didn't trigger. Belt and Jannath were neutral (blue). So I guess it could be one of the actions triggered via the Dead("Sarevok") checks that cause the problem. - - - EDIT 3 / Solution: OK, so calling C:SetGlobal("SarevokBehavior", "GLOBAL", 4) from the console, before entering the palace, fixed the issue. Perhaps this is done by some script that the mod adds which didn't run in my case because I loaded a game where Sarevok was already dead? I can't find it in any TPL file in the "maincomponent" directory of the mod though. Perhaps it used to be done by the game itself but BG:EE 2.6 removed it, thinking it's unnecessary? Or maybe SCS fools with the value? I'm also curious as to why Jannath and Belt turned hostile though. I think it relates to this part of the AR0108 script: IF Global("GLOBAL","SarevokBehavior",3) // <TRUE> Global("ar0108","bd_once",0) // <FALSE> THEN RESPONSE #100 SetGlobalTimerRandom("GLOBAL","EndGame",ONE_MINUTETHREE_MINUTES) Enemy() Enemy() Enemy() SetGlobal("ar0108","bd_once",1) END (The check for "bd_once" = 0 says <FALSE> but that's because I invoked WriteScript() after entering the place (don't know if I can do it before) so it had already set bd_once to 1. When I called GetGlobal() on that variable before entering the palace, I was able to confirm that it was unset, meaning that this script runs when I enter the palace the first time.) Sadly, this decompiled script doesn't show the parameters for the three invocations of the Enemy() action, but I'm sure that whatever their parameters are, it causes Jannath and Belt to become hostile. And the "EndGame" timer seems to be what's responsible for spawning "WINSKI" (further down in the AR0108 script) who insta-kills the PC to force a game over. I really wonder what the original script (with the real parameters) does, and why my "SarevokBehavior" global was set to 3 and not 4... Just my curiosity as a programmer.
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