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mickabouille

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Posts posted by mickabouille

  1. For champions, the d5_fnp_settings.ini seems to allow modification of which archetypes are allowed for each kit

    https://github.com/subtledoctor/Faiths_and_Powers/blob/b10db216f36ed371003aef42238a5633ff94008e/faiths_and_powers/d5_fnp_settings.ini#L137-L163

    For ex

    						Defender	Inquisitor	Zealot
    B_CHAMP_TYR				1			1			0

    What happens when you changes these values? Do you end-up with a champion with the bare minimum (common)  abilities for this kit, i.e. with no archetype specific power/ability?

    For example a Tyr zealot with a minimal frenzy?

    (I kind of expect a "don't do that" here :p)

  2. Hi, just a nitpick:

    On the site

    the links in the

    IWD Class Updates: Paladin: Use IWD Spell Progression

    and

    IWD Class Updates: Ranger: Use IWD Spell Progression

    point to a file on your (Cam?) hard drive.

    Well I don't have access to your hard drive (nor should I, I think).

    The other links I tried seem to be fine.

  3. Something strange actually

    4 hours ago, Graion Dilach said:

    BG1UB goes before EET.

    true apparently, but anyway

    Quote

    EET:0;Baldur's Gate: Enhanced Edition Trilogy (EET) - EET core (resource importation)
    cd_soundsets:0;cd_soundsets - Soundset Tool
    eefixpack:0;eefixpack - Core Fixes
    bg2fixpack:0;bg2fixpack - BG2 Fixpack - Core Fixes
    bg1ub:0;BG1 Unfinished Business - Ice Island Level Two Restoration

    how does bg1ub component zero (or any other) end up installed when

    Quote

    BEGIN @0

    // Author: devSin
    // Email:
    // Website:

    // variables not set yet
    REQUIRE_PREDICATE GAME_IS ~totsc tutu_totsc bgt bgee~ @1

     

    Actually no!

    The provided file is not a extension-renamed weidu.log!

    It mixes-up dlcmerger (bg1ee) with EET (bg2), bg1ub (bg1) and ub (bg2)

    Or am I too tired to post?

  4. you can zip/gzip your setup-eet_end.debug file (or whatever its name is), maybe you'll be able to attach it then.

    I guess you mean something like 2,5 MB and not kB, maybe?.

    It's text (and pretty repetitive too), it compresses very well. In one of my installs, I have a 6MB one that goes to 740kB when compressed.
     

     

  5. 36 minutes ago, Guest JSWFTATBA said:

    2)  How do you go about updating the existing translation that was not included in a newer version of the mod?

    Let's say I could more or less translate something (if not at level acceptable to wider public, then at least to myself), but how do I know which strings require updating or if there were new strings added or strings were re-numbered? How do I check it?

    I don't know if what I'll write below is exploitable, it depends of your technical level and/or my ability to explain 😕 I hope this'll help but I'm moderately confident...

    To detect what updates are needed between two version translations, I would first compare the original language (usually english but depends on the mod) TRA file (or files , one by one) using a "diff" program or utility. any OS (win, mac, linux) has dedicated tools (for example winmerge I thin on windows) or for those already using vscode it itself included tools to show diffs/changes.

    So I would put both (for example) v26 and v27 .tra files from ashes of ambers side by side (in the same directory, by renaming them with the version or in neighbour directories) then "comparing" them with a diff tools.

    Then you note the changes (additions, deletions, modifications) and report the changes in the old translated .tra file.

     

    This depends on good condtions though :

    - no renamed file, no strings moved between multiple .tra files

    - no too much changes (like complete rewrite, line-ending changes in whole file, encoding changes) <- those should be rare hopefully

     

    That's a manual process unfortunately, but good tooling helps, maybe if you d'ont already use one start with something like https://en.wikipedia.org/wiki/Comparison_of_file_comparison_tools

  6. Although I launched the topic I've been scarce because I'm hard at work understanding the different variants.

    Regarding the solution based on fatigue, would it rest an already fatigued party on a Carnival-Nashkel trip (0 hours as far as I remember?)

  7. 29 minutes ago, jmerry said:

    Total travel times may be long, yes - but there isn't a single link on the BGEE world map that's more than 24 hours.

    Well it's the total travel time you experiment (and the party suffers), that's the one that counts.

     

    EDIT: after looking at https://gibberlings3.github.io/iesdp/file_formats/ie_formats/wmap_v1.htm I think I understand what you mean. The games walk the "links" (probably with a path searching algorithm) and adds durations.

    Then (probably) when you trigger the travel if walks the path again and for each one computes an encounter (or not) and adds time.

  8. The way long trips (say, 68 hours, multiple days in general) are handled bothers me a little. No a deal breaker, more a paper-cut.

    You reach a map transition area, chose a destination, say 48 hours away and when you arrive,

    • the characters start to complain and ask to rest
    • if they used spells before the trip, they are in the same state, same for per-day abilities and per-day items abilities

    On the other hand, when some character has some slow (CON) regeneration, they gain some HPs back.

    So... They death marched for two days straight with no sleep, no rest?

    What I would (probably) expect, not knowing if anything is possible at all:

    • if a trip was more than, say, 16 hours long, the party has rested at least once (spells, abilities, items, fatigue)
    • maybe they needed to use spells along? Well in this case probably "you've been waylaid..." happened

    If you want to be more precise, maybe you can divide the duration by 24 and compute a fatigue value from the division rest, but that's probably not the hardest anyway...

     

    So.. I'm not sure if anything like that is possible. I'm no modder (and maybe this could be a way "in" :p), so I'm not familiar with the kind of things amodder can do.

    I kind of hoped there would be a travel "hook" (onTravel(origin, destination, duration);) ) but there doesn't seem to be anything of the sort.

    The nearest I saw was that areas contained a "region" with a script (but then, iesdp doesn't explain what those regions are not when this script is called. On enter maybe? Or on use?) and that the area itself has an area script (same level of precision. On enter?)

    I didn't even get to try changing that as I didn't find anything to access the "in-game" time counter, only ways to set timers.

    I'm kind of stuck with no idea how to go forward or, more importantly, if there is a way at all.

  9. Don't know if it'sup to date, but the top post says

    Quote

    Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks.

    EDIT: looking at the readme:

    Quote

    Load Order:
    Scales of Balance should be installed after all other mods that add or change creatures, items, spells, and kits. It should be installed after most tweak mods, like Tweaks Anthology. Most of this mod should slot in nicely immediately before or immediately after SCS... *except* the MRO: if you install aTweaks PnP fiends, the MRO component should be installed after that. (That's why I moved the MRO to the end as of v5.3.) Alternatively, if you want really hard aTweaks fiends, you can install aTweaks after the MRO, and they will be the only creatures in the game that have magic resistance.

     

  10. I don't remember the campaign really well, but I think there may be _some_ other dialog changes, though probably not that many.

    There were some quests around the villagers that were prisoners, weren't there? That could be kept for the most part, I guess.

    There is a part around the blacksmith's son that maybe couldn't, and the priestess maybe? Those characters could simply be removed...

     

    On the other hand, the elven tower has no real quest from or to the outside except the main story (I think).

     

    Maybe the difficulty would be a little on the easier side? I don't remember around what level you reach the dragon eye.

     

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