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mickabouille

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Posts posted by mickabouille

  1. I noticed some strange things about the mod as seen on github.

    The mod itself seems to be called Magic_Battle_Revised, both the directory and the .tp2 have this name.

    But inside the tp2 file, it seems to refer to files inside a directory named better_spell_battles

     

    Note that I appear to struggle to understand how weidu. Maybe that's something perfectly normal and I just don't know it.

  2. 10 hours ago, CamDawg said:

    The second is that Exotic Items has always been a bit of a pain for the broader install order. Mods which make broad item changes--which these days, is every mod and its dog--need to go after Exotic Items specifically, yet the remainder of Anthology should go after those mods. You end up with a weird 'install Exotic Items from Tweaks, quit, install a bunch of other stuff, then start the Tweaks installer again' which is just a hassle.

    I may misremember then, I think I saw that Calling should be installed after SCS (so pretty late, even further after Anthology).

    Or maybe I mixed something (but I really noticed it because Calling being a "story" mod in my mind should have been put much earlier so that startled me)

  3. I'll just post my start.sh :

    #!/bin/bash 
    # GOG.com (www.gog.com)
    # Game
    
    # Initialization 
    CURRENT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )" 
    cd "${CURRENT_DIR}" 
    source support/gog_com.shlib 
    
    # Game info 
    GAME_NAME="$(get_gameinfo 1)" 
    VERSION="$(get_gameinfo 2)" 
    VERSION_DEV="$(get_gameinfo 3)" 
    
    export LD_LIBRARY_PATH="${LIBRARY_PATH}:${CURRENT_DIR}/game/lib/"
    # Actions
    run_game() { 
    echo "Running ${GAME_NAME}" 
    cd "${CURRENT_DIR}/game" 
    chmod +x * 
     ./"BaldursGate" 
    
    }
    default() { 
    run_game
    } 
    
    # Options
    define_option "-s" "--start" "start ${GAME_NAME}" "run_game" "$@" 
    
    # Defaults
    standard_options "$@" 
    

     

  4. You can set LD_LIBRARY_PATH=<full-path>/lib  but the best is probably to use $CURRENT_DIR

    LD_LIBRARY_PATH=${CURRENT_DIR]/game/lib 

    if you put the libs in <path-to-baldur>/game/lib

    (or LD_LIBRARY_PATH=${CURRENT_DIR}/lib if you put them in the root of the game dir, where start.sh is)

     

    CURRENT_DIR is a variable that is defined by the script itself to contain an  absolute path for the game itself

  5. I don't know if it's really relevant, but I find the weidu language... baroque?

    I wanted to do something very simple (in my opinion) as practice : overlay a 2da file value over another one (say do +1, -1 in splsrckn just for fun).

    No big deal, I guessed. Double loop on the indexes, read values in each file, sum, write value.

    But nope, I read the weidu doc (reference?) , tried to google (though I didn't try stackoverflow :D )

     

    Maybe that's the developer spirit that makes me take the wrong view, but I can't understand how this is supposed to work...

  6. I think there are already multiple mods doing things like these, for example

    But I've seem it in other mods too I think.

    EDIT: just checked, the beta version of iwdification does it too for ranger and paladins.

  7. I think there might also be problems with mixed cased file names. Probably (?) not with bare bg:ee / bg2:ee but with modded games (modders seem to be very inventive with case).

    For now I use a loopback ext4 with casefolding enabled (distro support may vary). A bit inconveninent (mostly because I must mount it by hand,), but I've had no problems with it.

    And and I use a "deep-symlinked" game installation for when I apply mods, the "master" unmodified installed is kept on the non-casefolding root fs. Not that it makes a great difference, once you mod it enough, all files are in /override...

  8. Yes I think it's the same problem I talked about there https://github.com/Argent77/A7-GolemConstruction/issues/2

    klatu tries to "sanitize" items and creatures but the mod is buggy and incorrectly refuses some valid structures. and crashes.

    The issue is (according to a77 whom I trust with that) in klatu, which is probably not a consolation as you probably won't get a fix release. And some other components after this one have the same problem, so if you skip this one, others will fail too.

     

  9. Thank you very much for your answers (and for being so fast too).

    Quote

    only affects the wolfweres but not the werewolves

    To be franck, I'm not even sure of the difference 😄

    I only ever played the french version for this part, obviously the names are not the same. I'm not even sure how the difference was conveyed in fact.

  10. Hello, let me see if Iunderstood things correctly.

    The Sirene_NPC mod for BG1 ( https://github.com/ArtemiusI/Sirene-NPC )is not compatible by itself with EET so it must be installed in BG1 before the merge-in-bg2 phase by EET.

    I saw, looking at the source, that it had some crossmod dialogues with mod NPCs(Aura, White, etc.).

    It does things like

    ACTION_IF FILE_EXISTS_IN_GAME ~bc0siren.dlg~ AND FILE_EXISTS_IN_GAME ~V#1WHIB.dlg~
    THEN BEGIN
      PRINT ~Adding crossmod banters between Sirene and White~
    COMPILE ~%MOD_FOLDER%/dialogue/crossmod/white.d~
    END

    at installation time so to have the dialogues even installed, you must have the relevant NPC mods installed before this mod.

    So now, the other mods are installed after EET because they are EET compatible.

    So you can't have these dialogues in a EET install (except maybe by installing them on BG1 and somehow forcing EET to accept them)?

    Did I miss anything?

     

    NOTE: I have no idea if these dialogues are big or small, interesting or boring. I didn't check and don't want to.

  11. Small questions regarding the mih_eq.ini file :

    - does the `use_ee_half_damage` property relate to skeleton/zombie half physical damage tweak?

    - I assume `lycanthrope_hd_bonus` serve to toughen-up totsc werewolves?

    - when using `relocate_winter_wolves`, where are the winter wolves relocated to? (their pelts are sort of valuable :) )

    - for `ankheg_wave_interval` (and others like this one) the doc says this is an interval in second, but the default file has symbolic value there. Are those values taken from https://gibberlings3.github.io/iesdp/files/ids/bgee/gtimes.htm ? (not a modder, I know nothing about modding, so I guessed based on what I see in the source and that's a very wild guess).

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