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maurvir

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  1. That's the thing. If I create the second WED file and alter the ARE file using NI, but used the original TIS for both, I don't get a CTD. As you said, it just doesn't look like it's night. The CTDs start when I try to use a modified image that has been converted to a TIS. That was why I was briefly excited - was able to walk around "at night" with fog, but with the day map art. As soon as I switched it to the new TIS, the game crashed. It seems it doesn't like something about my converted TIS files, but I don't know what.
  2. The original PNG from NI is a 24-bit color image, though it's clear the original art isn't 24-bit. I downsampled to 256 colors using an adaptive scheme, but I still got a CTD on the resultant TIS file. It did, at least, fix the horizontal lines, though. Progress!
  3. As an aside, when I converted the PNG using legacy, I got a mess of horizontal lines everywhere. I converted using the PVRZ-based, which cleaned up the lines, but left a whole bunch of extra files. I wasn't sure if they were required or not, so I dumped them into the override folder along with the new TIS file. Also, nope - I tried the wilderness lake, BG4200, and it CTDs a few seconds after entering the map as well. Interestingly, it did NOT do this the first time I went there, but when I had failed to update the TIS file. (I had accidentally forgotten to update the night WED file). When I went back and updated it with the correct TIS file, I started crashing. After a bit of debugging, it seems that it is the TIS files themselves. I converted the day file and now I get a CTD if I go to the area day or night.
  4. Ok, this is getting closer, but still not quite there. The doors are missing, and more distressingly, once a door comes into view (or rather the black block where it should be), I get a CTD. However, the fog is the right color! Which means I can probably now do forest areas that don't have movable doors, but not towns for now. I do appreciate the help, and if I can get this squared away, I will definitely try to create an "enhanced forests" mod when I'm done.
  5. Unfortunately, simply adding a TIS file with the N at the end and setting the flag did not work. It still causes a CTD. I tried both versions in NI - legacy and PVRZ-based. Apparently I need to create a "night WED", but I'm not sure how to do that in Near Infinity. The tutorial I found uses DLTCEP, but that is for new areas. I'm trying to retrofit existing areas.
  6. The idea here is that I am generally happy with the "night" the game creates by altering the lighting, so I was going to just take the night version from NI and convert it to a night tile set at first, just to get past the initial "bug". Then, as needed, alter the art in Photoshop to create lighting effects. I'm just trying to get the workflow established before moving on. This is my first real attempt at modding, and I'm having to learn as I go. Next step is to figure out how to go between PNG and TIS...
  7. This is related to my ongoing quest to get fog in the original parts of the game, but I figure it might be worth a shot. Is it possible to convert the existing artwork into the "new" artwork required for extended night in the EE's? That is, could I take the current landscape art, convert it to the new day format, then have NI show the "night time" variant and convert that to the new night format. This would, in theory, allow existing forest areas to use the extended night flag, allowing proper fog display. Such a mini-mod would make it trivially easy to enable fog, but I'm not sure how to do the conversions, nor do I see anywhere in NI to set the day/night tile sets. For a more advanced version of this, how would you go about altering the lighting? (say for mushrooms or windows on cabins, etc.) Thanks!
  8. This is more of a "bug fix" than a "tweak, but it would resolve a potential hole. It is actually possible to still possess the soul taker dagger if the party arrives in Ulgoth's Beard, but manages to drop the dagger before the encounter with the cultists. My party almost always travels with invisibility once one of the mages gets invisibility 10', so on the last run, they were able to put the dagger in a container before confronting the cultists. This means that the party still has Soul Taker in their possession, even though it was supposed to have been stolen by the cultists. The tweak would be a check that the item is still in the party inventory in order to "trigger" the cultists talking to the party and then going hostile. Having them show up is fine, as they have no doubt heard that the dagger was recovered, but they have no reason to suspect your party until you show up with it. For most people, this isn't an issue, as the trigger for them to show up at all is having it in your possession when you arrive in the town, but this could help folks like me who travel more conservatively.
  9. So far, the only issue has been the warning at startup. The game runs fine, because I never actually altered the game or save folders. I just renamed both, created a new game folder, and let EET create a new save folder. Setting the EET Installation State variable to 2 has fixed the issue, though, so thanks! I didn't realize that EET embedded itself so far into the game.
  10. I decided to rename my current modded game folders (both the game directory itself as well as the save directory in my user profile) and create a new modded game to test some things without a bunch of mods possibly messing things up. It has only Sirene for BG1 (since it was installed directly to the BG1 game folder) and EET. That went fine, but now I am getting a warning in my regular game that I need to run EET_end, even though I already have for this modded game. All I did was delete the new game and restore the old one. I really don't want to re-run EET_end and SCS, as I fear it would blow up my game, so I may just live with the warning. The game seems to run fine if I just hit ESC. However, it would be nice to clear this warning. Any ideas on how - other than the obvious.
  11. After a bit of playing, I discovered that the red shift bug appears to be linked to the Extended Night flag. If the flag is set, you get normal looking fog. If it isn't, you get red-shifted fog. However, the game apparently really doesn't like it if you set the flag arbitrarily, and I'm not sure why. I set the flag for Beregost, and as soon as the sun went down, the game crashed. I have also noticed that all of the new areas have two tilesets - one for day, one for night. My guess is that setting this flag makes the engine think there should be a second night time tile set, and when it can't find it, it crashes. Which means this may be an intractable problem. I'm pretty sure that the red is because the game thinks "night time" is "twilight"
  12. I had to add a bit more to make a functioning TP2 file, but it *seems* to have worked. I also added a BEGIN line after the PATCH_IF line. BACKUP ~weather/backup~ // location to store files for AUTHOR ~Maur'vir~ VERSION ~v0~ ALWAYS ACTION_IF GAME_IS ~bgee bg2ee iwdee pstee eet~ BEGIN // only for EEs COPY_EXISTING_REGEXP GLOB ~^.+\.are$~ ~override~ READ_SHORT 0x48 flags READ_SHORT 0x4a prob_rain READ_SHORT 0x4e prob_fog PATCH_IF ((prob_rain != 0) AND // if area can have rain and (prob_fog = 0) AND // doesn't already have fog set and ((flags & BIT2) = BIT2)) // weather flag is set BEGIN WRITE_SHORT 0x4e (prob_rain / 2) // set fog probability to 1/2 the rain probability END BUT_ONLY END END However, looking at the ARE file for, say, Beregost shows that the fog probability is still set to 0. Not sure what went wrong, as the rain probability is 30.
  13. That is, indeed, unnatural. I wonder why the SoD areas appear fine, even though they have day/night cycles? If I could get it to work well, though, I would really like to have fog elsewhere in the game, so I've created an otherwise "blank" EET build to play in.
  14. Yup, that's the fog effect I was referring to. It obviously works in BG2EE, since EET is hosted by it, and my goal is to recreate those effects outside of the SoD areas. Looking in these files, it appears that fogarea.2da defines the fog itself, but I'm guessing you would still need to set a flag for the area to enable the fog. Interestingly, you seem to have control over the fog alpha, inner and outer color, and dispersal rate. That's quite a few tunable parameters! With these parameters, you could really create some sweet effects, like green fog for swamps, blueish fog for mountains, etc. Thanks! As an aside, if you do horse around in these files, I'm assuming you would need to do it with a new game?
  15. Even though I never play evil characters, neutral at best, I would love the option to play as a double-agent. That sounds like it would be a fun way to shift things around.
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