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ahungry

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Everything posted by ahungry

  1. Thanks - the code for that looks really terse - it's just: COPY_EXISTING_REGEXP GLOB ~.*\.are$~ override // remove "party required" flag on edges PATCH_FOR_EACH flag_off IN ARE_north_flags ARE_east_flags ARE_south_flags ARE_west_flags BEGIN WRITE_LONG EVAL ~%%flag_off%%~ THIS BAND BNOT FLAG_ARE_EDGE_party_required END //remove "party required" flag from regions READ_SHORT ARE_regions_count reg_num READ_LONG ARE_regions_offset reg_off WHILE reg_num > 0 BEGIN reg_num -= 1 reg_flags_off = reg_off + (reg_num * ARE_REGION_size) + ARE_REGION_flags WRITE_LONG reg_flags_off THIS BAND BNOT FLAG_ARE_REGION_party_required END BUT_ONLY So, is that what controls the auto-save feature? If the NESW party required flag is on/off? I'm playing with bp-bgt-worldmap on an EET install - I wonder if it'd be possible to apply this patch/bit toggle to more (all) .ARE files and prevent any auto-save from triggering? (https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v9.1.htm) Anyone have an idea?
  2. On my setup (GNU/Linux) with a lot (or even medium amount) of mods, saving takes around 5 seconds. This ends up adding a huge pause each time I transition areas due to the autosave (compared to cheat warping, which is instant) - I see Tweaks Anthology (cdtweaks) has options for interval_save and customizing save game names, so it seems the save feature is moddable to some degree? If so, has anyone got any tips into how I could achieve this goal? (disable autosave entirely) Edit: If it's relevant, I am on an SSD - I was going to try a ramfs but I don't think the slowness is writing ~3MB (save game size) to disk, but the game compressing or accumulating the globals/scanning the active BG game directory on save.
  3. Good point (especially just leaving out SCS until I'm ready to commit to another dedicated play through) Although other than the troll snafu/issue, and perhaps some very custom NPCs lacking SCS script, most NPCs seem to play as intelligently with SCS at start, as at end, for me (comparing a "vanilla" install which was just the base game + SCS and no other mods as my first "back to Baldurs Gate" replay in ~20 years or so vs. my current ad-hoc "mega" install). Although as noted in these discussions, I may hit more problems I guess (SCS npcs using base spells and not spell_rev ones), but it's quite a fun/crazy play test atm (especially with item_randomiser + gaenemomod (mob randomizer)).
  4. I would love an option to use this without having to leave game/sort bag/reload game (had I had such an option in the past, I wouldn't have spent a night writing this). Hopefully one comes out that isn't eex as that isn't on GNU/Linux.
  5. Hah yea, after poking around files, I see overrides like troll01.cre have dwtrrg2.eff and .spl files, so I assume SCS patched the various trollish creature files, overwriting the default trollreg.eff/.spl. I was cumbersomely working around the problem via ctrl+r (remove invulnerability, but would also remove regen/haste) and slaying that way, but found a mostly "normal" install by copying the original files overtop of dwtrrg2 files in override (however the troll script doesn't seem to fire, so I can kill them without needing to use fire/acid - but I tend to always have some weapon with this effect, so I guess its ok in my head canon ) I'm using a Thinkpad W530 with GNU/Linux, and SCS takes ~2 hours and 15 minutes to (re)install - at the rate I am adding/removing mods for building up a heavily modded set I enjoy, it's too long to run at the end of install chain, but definitely to keep in mind next time I settle on a setup and wanna let it run all day.
  6. I'm trying this version of SR v4 Beta 18 on a BGEE (EET) 2.6 install. I am experiencing unkillable trolls when using this with or without the Dispel Magic component (I'll try reducing included components). If I uninstall spell_rev, I can CTRL+Y on a CreateCreature("TROLL01") and follow up with an Agannazar's scorcher (or any other fire spell) to finish them off. With it installed, the troll does not die (sits at 1 hp I guess). I am also experiencing similar behavior with Item Revisions mod and the wand of fire - if I uninstall spell_rev, I can kill trolls with a memorized spellbook fire spell, but with item_rev installed, I can NOT kill it with the wand of fire aganazzar or fireball. Edit: I confirm issue is present with just "SUCCESSFULLY INSTALLED Spell Revisions" component (issue where memorized scorcher fails to work). Edit 2: I don't know if relevant, but I have SCS component "Rebalanced Troll Regeneration" enabled and installed earlier in my install chain.
  7. Great post(s)! I'm about to start a big replay with a lot of story/npc/quest/item mods, so this gives me a good shopping list, so to speak.
  8. In playing, I tend to have many containers (the bottomless ones, or 999 slots) filled up with hundreds of items. This obviously becomes a problem when trying to find a specific item; I couldn't find anything when searching for a mod that would organize the contents as described in the title, and when suggesting to the NearInfinity github that it may be a neat feature in that program, was dissuaded from extending it, so I put together this solution for my own usage: https://github.com/ahungry/bgee-bag-sort/ At the moment it's written in nodejs, so a bit outside the standard BG modding eco-system (but should be cross-OS, although only tested on GNU/Linux, and pretty easy for most to set up node that would like to use it - no npm dependencies are required). I chose this, as I'm pretty familiar with nodejs and the different file formats were available online (references in the source code), and I couldn't find a weidu scripting or AI scripting way to do this (although there probably is one, but just shuffling bytes in a language I'm more familiar with seemed a bit easier than learning all of weidu scripting, having 0 exposure to it). Would it be worth posting as a perma-link somewhere on this site? (Miscellaneous mods?) It runs fairly quickly (less than 10 seconds to sort a ~500 item BoH, including uncompressing, sorting, recompressing a sav game file). As noted in the linked README, back up your .sav game/folder if you plan to try it, however I haven't had any corrupt file issues (but this is only usable on a BGEE/EET install, or whatever else uses the same file formats - I didn't include the file formats/compatability for older versions of IE files).
  9. I don't know if it's due to pure randomness, or the new options, but going with the SOD (slight BG1 challenge upgrade) and option to include SOD in set encounters with pure randomness, but now I've hit 2 dragons (purple dragon at durlag's tower, brown dragon in nashkel mind lol). Think I'm gonna have to go back to similar encounter difficulty option haha
  10. Quick question - I assume all the randomization happens during install time - if that's the case, would multiple play throughs end up with the same monsters unless I re-ran the install? Or is the install just opening up the total monster pool for areas, and each time I visit, things could be different? (perhaps different per new game)
  11. First off - I LOVE your mods - so much fun, thanks for all your hard work on them. I had just begun trying them out in the last week or so after scanning various forums/recommendations, and have been trying out in roughly this order (this isn't a request to troubleshoot, just general feedback of my particular experience): <bunch of non-Unearthed Arcana stuff - ascension, scs (I change mods too often to put this at the end and wait for the slow install each time), mostly npc/story mods - SCS adds some IWD spells, item_revs, spell_revs> <Unearthed Arcana in order: Tome and Blood, Monastic Order (btw, I have a fix for qdmfist.itm, the hand doing 1-2), Faith and Powers, 5E spell casting (neat!), Might and Guile, Magic Battles Revised> <bunch of non-UA tweak mods, aTweaks, Anthology Tweaks> <UA Scales of Balance> EET_end What I noticed with the bard component (maybe its the metamagic component) in T&B is that when Garrick would join, I could pick 3 spells to memorize with the sorcerer/5E system (before I even installed this 5E magic component), but after rest, he would tend to only have one spell available to pick from - choosing different spells, it seems like maybe some mod revised spells don't show up under this system. Likewise, this problem extends to mage/clerics when using the 5E system - other than SCS IWD Spells, Spell Revisions, and the UA mods, I don't think anything is touching divine spells in my install, but certain things that (I thought F&P added) like Divine Smite will not show up in the spontaneous casting choices, while other ones such as Cure Wounds, Armor of Faith etc. do show up (and if I only pick those, I can get a proper 3 mem set on my cleric). Lastly, I notice Fighter/Mage/Cleric gives me 1 cleric spell (Cure wounds) and the innate ability to pick a deity gives me something about "NO VALID LINKS FOUND" - so I guess tri-class isn't usable in my current install. I found the 5E system fun, but in my setup, it's a bit too non-deterministic (also my feats seem odd from M&G - around level 5 a paladin kit randomly got a bunch of pre-chosen feat innates - maybe that's intentional? But some npcs like Imoen have a choose a feat button, and on clicking it, no feat dialog comes up). That turned into a giant ramble - apologies! Edit: This is all under the steam version of BGEE/BGEE2 2.6 with EET
  12. This is fun - I just setup a new game play through with this last night (so, the version right before your 1.1.0 I guess). I chose to include SOD mods in my BGEE (I'm doing an EET playthrough). Gotta say, it's been a rough playthrough so far with SCS on insane In the very first map after getting Imoen, I went NE and before reaching Montaron and Xzar encountered an invisible Ogre Mage fully pre-buffed (thanks SCS) with mirror image, minor globe of invincibility - it was an insta-gib. Reload and avoid that area - play through some fun random encounters (revenant in ankheg pit was rough with the Hold attack on my level 2 party). Got to Nashkel mines - all was going well, fun variety - hit a Yaga Shura Mage (snake man or w/e) mage and a Hobgoblin Wizard - unfortunately, they're on a non-skippable path to get to Mulahey, so I've been playing side-zones and will come back to the mines at level 6 or 7, when I can deal with his SCS self buffs (although even with SCS turned to Basic, him and the wizard spanked my level 4 party). Looking forward to trying an even more imbalanced setup Do BG2 or TOB mobs ever cross over and get mixed into the BGEE portion of an EET game, or are they kept to their respective campaigns? (other than SOD -> BGEE, which I guess is still the BGEE campaign in some ways). Oh, and trolls - what a pain! Gotta save those nashkel mine fire arrows (or I guess try flaming weapon from might and guile trueclass warrior feat).
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