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Incrementis

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About Incrementis

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    Akun's Gear

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  1. This what the WeiDU documentation writes about variables: "...You may name the variable whatever you like, but stay away from the special characters used in regexps." source: https://weidu.org/~thebigg/README-WeiDU.html#variable These special regexps characters are the characters I wouldn't use in the prefix: $^.*+?[]\ source: https://weidu.org/~thebigg/README-WeiDU.html#regexp The short answer to your question is "G$" as a prefix is not recommended.
  2. Yes, this will be the case in WeiDU unless the variable is declared in tildes(~). Here is an example: // This will not work OUTER_SET !G_myVariabel = 42 // This should work OUTER_SET ~!G_myVariabel~ = 42 This knowledge was gained based on my experience using the “!_” prefix. I recommend testing my claim that it works first, just to be on the safe side.
  3. You want the result of the images to be consistent. Additionally, given the massive amount of portraits this mod requires, this is challenging. My sympathy for that. Although I can't help you with your attempt as I don't have time, I would still like to offer some suggestions that might help you. If you have already done or considered these things, then please don't bother with what I write. I believe that some community members' suggestion to ask artists for help can still help speed up the process. As for consistency, a skilled artist could create portraits if given examples of consistency. Asking on other platforms, such as the G3 Discord server or the Beamdog forum, could help reach and “recruit” more modders. Since this mod requires a lot of modders due to the size of the images, try to offer anonymity to those who want anonymity, as AI-generated images could be viewed as something offensive in communities, which can prevent open help. Note that the more people contribute to the mod, the harder it becomes to ensure that there are no copyright issues, since you won't know for sure whether the images were created the way you suggested. Personally, I'd like to see this out of sheer curiosity and as learning material: Cheers!
  4. IEEE ASfPC v1.1.7 Updates: Renaming the OGG extension to WAV causes the IE system to recognize the files and play them accordingly, even though they were originally exported as OGG. WAV and OGG files are renamed with the WAV extension(see _ASfPC_name_changer.bat). The save files are tested with Audacity 3.4.2. The places where differences were found between Audacity versions will been corrected
  5. IEEE PCVI v1.0.0 Updates: Includes a function that changes the OGG extension to WAV since IEEE supports it Customizes the readme file by mentioning the new feature Adjusts the guides regarding the new feature Fixes errors in all instructions Fixes some typos in the code
  6. IEEE PCVI Pack v1.2.7 Updates: IEEE PCVI v1.0.0 IEEE ASfPC v1.1.7 Demos have been adapted to the new IEEE PCVI version
  7. It depends on what is needed or what I want to do. Let me do a simple example to make things a little more vivid. When I create an item mod, I first create a detailed concept. I implement things step by step in WeiDU, using the steps you already described to validate changes in the game: create tp2, install it via setup-mymod launch the game, verify results and quit make edits to tp2, reinstall mod via setup-mymod launch the game, verify results and quit repeat If the item doesn't behave as expected or the installation fails and I have a strong suspicion as to why, I make the changes in WeiDU without using NI and follow steps 1 through 5. When I need to troubleshoot problems that require a lot of changes, to validate the item's behavior, I use NI to isolate the problem. In this case, it is not necessary to reinstall the mod, but to restart the game with every change. The problem in this case is outside the concept or my understanding of why I use NI. I hope this makes things a little clearer and more understandable.
  8. Yes, that is exactly the basic routine that I go through. I'm trying to reduce these steps by using Near Infinity. Basically I use WeiDu for implementation purposes and NI for debugging/analysis/testing purposes.
  9. Ok, after some testing the “issue” finally seems to be solved. I'll post it here too so anyone looking for it can find an answer. The line in the "CRE resource" is most likely identified as what triggers the language line: +-----------+-------+--------+-----+ Attribute | Value | Offset | Size| ----------- | ----- | ------ | ----| Script name | None | 2698 h | 32 | +-----------+-------+--------+-----+ “None” prevents the voice line from being triggered. Maybe any other value triggers the voice line (my own name was successfully used for testing) I'm not entirely sure if this qualifies as a bug. Maybe this is something for the EE fix pack? Any ideas or suggestions about this? EDIT: Off topic, but how can I create tables in a comment here? Also, is there a way to preview a comment before posting (Couldn't find one)?
  10. I would recommend this solution because adopting assets from other company games increases the chances of a mod being removed, especially if it becomes more popular. Such an event can be very demotivating and ultimately harm the modding community. If you want an example of how fan project closure works, google: "Pokémon’s Former Chief Lawyer On Shutting Down Fan Games & Honeymoon Business Deals" This article contains the following insight: " LP: Before we wrap up, as a games journalist who has covered the scene extensively, this is something I've always wondered and have never got the chance to ask: how does The Pokémon Company handle Cease & Desist letters with regards to fan projects? How did you find them, and where did you draw the line on what's allowed and what the company thinks needs to be shut down? DM: Short answer: thanks to you folks. I would be sitting in my office minding my own business when someone from the company would send me a link to a news article, or I would stumble across it myself. I teach Entertainment Law at the University of Washington and say this to my students: the worst thing on earth is when your "fan" project gets press, because now I know about you. LP: Oh. Oh no. "
  11. I'm also a newbie modder and agree with the part paladin84 wrote about WeiDU's usability. I would also like to add that it bothers me that WeiDU is unable to manipulate hard-coded things (I know EEex can do this, but I think a successor should have it too. It will make things more complicated and therefore more complex to use more than one tool and language) This is something I need to test the mods. If the successor doesn't have that, I don't know if I want to use it. All in all, I will continue to modify and share when possible, but very slowly. It's up to you knowledgeable and experienced modders which tools I will use until I also reach that skill level to create and contribute to tools(this will take years, maybe a decade?).
  12. Good evening everyone, Before the relevant questions are asked, the context for understanding is first presented. Custom Characters: This is intended for group members that were created before the start of the game Party members: This is intended for group members that already exist in game(e.g. Jahiera or Khalid) REACT_TO_DIE_GENERAL: This is a sound-slot name that plays when a party member dies. The following was tested and observed: When party members die in the game, custom characters react with the appropriate sound When custom characters die, custom characters don't react with the appropriate sound When custom characters die party members react with appropiate sound This was tested with the following settings(Near Infinity): Each custom character, 6 created in total, was given the "AoN: Trent" voice setting as a REACT_TO_DIE_GENERAL was recorded and set for that character sound All characters were killed sequentially (This was done by giving one of the characters the same BSC scripts as Khalid and without) Each custom character, 4 created in total, was given the "AoN: Trent" voice setting and Jaheira and Khalid were included to the party A custom character was killed Questions: Is it possible to trigger REACT_TO_DIE_GENERAL for a custom character when a custom characters dies? How can this be achieved? Thanks for reading this comment!
  13. The idea behind it is that it serves similarly to a header file, for example found in the C++ programming language. The difference is that WeiDU doesn't offer classes (as far as I know), but here a TPH file contains functions defined. An example could be self-created libraries(I mainly use TPH files for this). Such functions are usually called in other files, e.g. tp2. Of course the whole thing isn't as strict as I describe it, because a library could use one of its internal functions for another of its own functions, but yes, that's the idea.
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