Jump to content

Graion Dilach

Modders
  • Posts

    1,130
  • Joined

Everything posted by Graion Dilach

  1. After you populate the folders setup with both BG1EE and BG2EE folders dedicated for EET, the PI mode dropdown list in the top left gets an explicit EET option to install EET megamod setups in one run. Setting it up gives you fields where you can put EET and mods installed before EET could. The same way applies to BGT. You should have seen this option, since you populated the folder. Regardless, you're messing this up, because you're modding the Steam folders directly instead of duplicating them and modding those, which makes it a lot harder to prevent the folders being set back to vanuilla (Steam uninstall doesn't delete modded files).
  2. Yeah, I see people doing this with InfinityUI biweekly on Discord. DragonsperarUI++ is the closest equvivalent.
  3. Although, to their credit, they use modder prefix, so the status quo also doesn't affect compatibility issues caused by a SPELL.IDS inconsistency, which is good.
  4. Not individual frames, but frame cycles. But probably yes, the missing ones will go invisible (or miight even crash). TBH I never tested incompatible sequences. And I don't really want to, either.
  5. The index of the used frame cycles in the BAM. It does overlap with orientation on most cases though.
  6. Most of the animation setup information was scattered within Infinity Animations' forum in SHS. IESDP has a copy - https://gibberlings3.github.io/iesdp/file_formats/ie_formats/ini_anim.htm combined with https://gibberlings3.github.io/iesdp/appendices/avatarnaming.htm - but it is worded fairly technically. The main aspect to know is that there are different creature frame/art setups and you need to assign your animation a slot which matches with your own animation setup. I think the issue that it works randomly over there is because you ended up mixing monster with monster_old and have a setup for one, but used the slot of the other one. II hope you use FIND_FREE_ANIM & co. from the macros thread, you can specify ranges with them for simplifying the additions and there are some fairly big ranges available (7300-73FF for regular, 7600-76FF for _old).
  7. Item Revisions changes the Staff of Air (staf15.itm) ability's icon from spwi213b.bam to spwi204b.bam. This throws Item Upgrade v49+ off because it uses the abillity icon to find the projectile of the ability. The ionstall error was triggered by @geh4th and we debugged this problem, but I'm not quite certain why this change was even implemented to begin with. Could this ability icon change be reverted or should Item Upgrade be installed first for the combination?
  8. Acknowledged, thank you for the high quality report. I'll try to see during the weekend where the problem is.
  9. Again, @JohnBob is the lead on this. I only want to concentrate on the technical work. Regardless, at this point, I'd say this isn't ready yet, and please wait until we bring it up on our own.
  10. TBH, I read the request wrt kobolds for an external mod as an alternative to the DSotSC kobold option, and BuTcHeRy's system can already be cited for an SCS-compatible example. (And we disagree wiith the white dragons even... IWD has white dragon art.) The main issue IMO is that prior to ToBExAl, dynamic creature animation slot allocation was an EE-only feature and no currently released mod has an example to do that on top of ToBExAl atm.
  11. Actually, we've got the boar covered. SoD has a brown boar palette for the IWD2 arctic boar artwork, backporting this for classic is on the IAv6 list, but if someone sits down to write the FIND_FREE_ANIM & co. stuff for classic to combine it with TobExAl, said one can bypass IA completely.
  12. It isn't new, it isn't mine and I haven't even attempted looking at it in depth. (I kid you not, I'm only doing technical work on this atm for standardizing the prefix, so the above guess is correct, I haven't attempted to wrap my head around the actual content even.) That repo of mine will be axed at one point for sure. I'm also not happy for the attention of it.
  13. For the record, this component is actually just Extra Expanded Enhanced Encounters without the Gnoll Stronghold component as an all-in package.
  14. I would point out that there's 7 content mods after SCS in that log. Call it prejudice, but that's 7 more than the amount there should be. BTW, EET Mod Messup installs BG1 NPC prior to EET (which is still allowed, due to Garrick - Tales of a Troubadour). Note that the WeiDU-BGEE.log wasn't shared. That partially explains the funkiness.
  15. It is still possible to do, PI still allows for splitting via additional containers even from the GUI.
  16. https://github.com/GraionDilach/RandomGraionMagic#component-115-add-back-vanilla-true-sight-as-a-level-higher-spell-against-spell-revisions-classspelltool is another option.
  17. Yes, that was one of my testcases.
  18. I've uploaded klatu to The Gate earlier today, due to two reasons: - I had a Manual of War bugfix posted to the klatu topic two years ago on SHS. - I also figured out why it's sanitizer threw errors on so many files other mods and NI's own sanitizer are fine with. @skellytz I think JohnBob or you could transfer over the repos you deem necessary.
  19. PI's parser makes no difference between mods downloaded through the tool and mods downloaded externally and placed into the download folder.
  20. Add a process and a file exception to Windows Security.
  21. Just reinstall the game if you modded your basic installs. Usually we start with creating a duplicate and modding that. It's faster to just delete the folder and restart than to roll back every mod in a megamod install.
  22. EE Mod Messup is a hostile BWP fork, with it's maintainer abusing the editing ability to encourage shoddy mod versions filled with edits tailored towards their Mary Sue project hides mods/components (SCS Better Calls for Help, for example) based on personal opinion spammed multiple fake users on community forums to overplay their own knowledge and give themselves more credibility You did wrong via starting it up. Also, this is a bad report, because it doesn't provide any info on what have happened with the folders themselves.
  23. My first guess would be an IWDEE reference crawling in from somewhere, since SPECTRAL_UNDEAD is used as a racial enemy at it's rangers.
  24. Does the Baldur's Gate - Enhanced Edition Trilogy folder appear within the Documents subfolder? I'm not convinced this is PI's fault, but that something (maybe OneDrive) broke Documents and prevents it to be accessed by the game.
×
×
  • Create New...