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artyfox

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  1. Woah! This is so cool, very inspiring! I also checked out the Skyfire mod thread, I think your animation work is just as impressive as your environments. Will you create an animation tutorial at some point? I'm quite taken...and curious.
  2. Mod updated to version 2.7. Fixed missing and incorrent string references in BGEE/IWDEE Fixed summoning inconsistency on first cast in BG(2)EE Enabled proper installation of global scripts in BGEE/SOD campaign/IWDEE Incorporated Salk's 2.55 dialogue refinements Updated to WeiDU 249 This release brings working compatibility to EE games, resolving bugs in BGEE, and making familiars summonable in the SOD campaign and IWDEE (as Player1 only). It also brings the dialogue lines up to date with Salk's most recent revisions.
  3. Ok, at some point I'll create a BGT testing environment, to check backwards compatibility. @Salk, could you upload your WeiDU.log or recommended the common mods that most BGT players use? I think Bioware just reads the xplevel.2da, and treats all kits the same as the base class. And from what I understand, there is no way to read off XP values from a 2DA table at runtime. So the main purpose of the 2DA tables would be to allow WeiDU to write out the level up scripts programmatically, based on a template .baf file. The template file is what would make it easier to make future changes/tweaks to familiars. (Also players with no scripting knowledge, could adjust values in the 2DA file to their heart's content.)
  4. Cool! I'll be glad to lend my limited coding skills to this project. I'm learning wide-eyed everyday (the IE modding is an epic adventure!), but I'll focus on keeping the mod in a playable state for existing players. So I'll try not to break old compatibility, while smoothing out some functions where I can. Just a quick question, have you tried the EE version on your BGT install? If you could test my EE version with your regular series of tests, and just let me know if everything is good. Then I can be sure I'm working from a good code base for backwards compatibility. Thanks!
  5. Hey @temnix! I did quick export daylight and night time versions of the TIS files. AR4900-pngs.zip There's also an export of the rendered versions with overlays enabled, in case you need them.
  6. Also mod update, Add SOD and IWDEE compatibility More adventures with your creature companion! https://github.com/artyfox/WTPFamiliars/archive/refs/heads/master.zip
  7. @Salk, your mod holds a special place in my heart (the familiars are the most "animal-like" ever! ), so it's my pleasure. I would like to help make this mod even better. Were there any changes you made, not included in @flamewing's version? I also thought of a couple things that might be improved on: many script triggers interrupt whatever the Player or Familiar might be doing (eg. the familiar stops attacking when the player moves close) some of tables for experience and alignment restrictions could be externalized to .2da for easier debugging/customization (And would like to hear anyone else's suggestions for this awesome mod!)
  8. Whoops, just corrected small bug with a hard-coded string (and now I see I can't edit the original link ). So, I'll leave a link to a fork I made, which I'll keep updating for bugs as I find them. Cheers! https://github.com/artyfox/WTPFamiliars/archive/refs/heads/master.zip
  9. Hey guys! I'm just dipping my hands into IE modding, but I wrote a small patch to fix the issue @CajunAzn reported (and two other issues I reported on flamewing's GitHub). To summarize, the reason this is happening is that BG:EE's baldur.bcs is not getting patched with the code that handles the global variables set when the "Release Familiar" ability is used. The installer looks for the block of code in the file [oldfam.baf] to replace with the code in [newfam.baf]. But the replacement search fails because one line in BG2:EE's baldur.bcs MoveGlobalObject("fampsd",Player1) // Pseudo-dragon is changed in BG:EE's baldur.bcs to MoveGlobalObject("fampsd",Player1) // Pseudo Dragon Yes, it's weird that REPLACE_BCS_BLOCK will care what the value of the comment string is, but by patching the .tp2 and adding a new variable %pseudo% to [oldfam.baf], I was able to fix it. MoveGlobalObject("fampsd",%famsummoner%) // %pseudo% Here's a link to the patch: https://github.com/flamewing/WTPFamiliars/files/9079650/wtpfamiliars-bgeepatch.zip Happy gaming!
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