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Mike1072

Gibberling Poobah
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Posts posted by Mike1072

  1. I tested it out on a fresh BG:EE install and witnessed the same behaviour you're seeing, but I (eventually) figured out the problem.

    If you have BGEE and Siege of Dragonspear, you have to install the DLC Merger mod before installing any other mods.

    So, to get your game working:

    1. Open your BG:EE directory and run setup-spell_rev.exe, and this time choose to Uninstall every component.
    2. Download win-64bit-A7-DlcMerger-v1.3.zip from the link above and extract setup-DlcMerger.exe and the DlcMerger folder to your BG:EE directory.
    3. Run setup-DlcMerger.exe and choose the first option:  Merge "Siege of Dragonspear" DLC
    4. Run setup-spell_rev.exe and Install the components you want to use.

    Apologies for the misdirection earlier.  I should have made sure to copy the info from one of our more recently updated readme files.  There's a section in there for this!

    Quote

    Special Note for Siege of Dragonspear from Steam/GOG

    Good Old Games (GOG) and Steam both package the additional content for Siege of Dragonspear in a method that WeiDU, the tool used to install this mod, cannot access. You must run a program called DLC Merger on your SoD installation before you can install this or any other WeiDU-based mod.

     

  2. We received a follow-up via email:

    Quote

    Would it be posible for someone to give me step by step instructions on which file(s) to download, and then how to install them? I have tried a few times and it never seems to wor correctly. The closest I got wasn't something that was playable. Also, I keep seeing differing information stating that Spell Revisions is compatible with BG: EE and BG II: EE or that it is only compatible with BG II: EE. Please clarify which games this is compatible with, including IWD: EE and/or IWD II, and how exactly to install them. I have never used mods for any of the BG series of games, but am very interested in this one and a few other I have seen out there. But, like I said, I seem to be failing every time I try to install something. Help.

     
    Spell Revisions is compatible with BG2, Tutu, BGT, BG:EE, BG2:EE, EET, and IWD:EE.
     
    The latest version of the mod is v4.19rc1, which can be downloaded from the release page on GitHub (scroll down to "Assets").
     
    When installing mods, you need to grab the right installation package for your operating system.
    • packages prefixed with "lin-" are for Linux operating systems
    • packages prefixed with "mac-" or "osx-" are for macOS / OS X operating systems
    • packages with no prefix that end in ".exe" are for Windows operating systems
    Here are the installation instructions we include in our readmes.  The process is the same for the majority of mods.
     
    Windows
    Spell Revisions is packaged and installed with WeiDU and is distributed as a self-extracting archive. To install, simply double-click the archive and follow the instructions on screen.
     
    (Alternatively, the files can be extracted from the archive using 7-Zip or WinRAR and placed inside your game folder, e.g. "Baldur's Gate II Enhanced Edition". If properly extracted, you should have a "spell_rev" folder and setup-spell_rev.exe in your game folder. To install, double-click setup-spell_rev.exe and follow the instructions on screen.)
     
    Please run setup-spell_rev.exe in your game folder to reinstall, uninstall, or otherwise change components.
    macOS
    If the mod was previously installed, uninstall it before extracting the new version. Spell Revisions is packaged and installed with WeiDU. To install, simply extract the contents of the mod into your game folder. If properly extracted, you should have a "spell_rev" folder, setup-spell_rev, and setup-spell_rev.command in your game folder. To install, double-click setup-spell_rev.command and follow the instructions on screen.
    Linux
    Extract the contents of the mod to the folder of the game you wish to modify. Download the latest version of WeiDU for Linux from GitHub and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal, cd to your installation directory, run 'tolower' and answer Y to both queries. You can avoid running the second option (linux.ini) if you've already ran it once in the same directory. To save time, the archive is already tolowered, so there's no need to run the first option (lowercasing file names) either if you've extracted only this mod since the last time you lower cased file names. If you're unsure, running tolower and choosing both options is the safe bet.
     
    Run WeInstall spell_rev in your game folder to install the mod. Then run wine BGMain.exe and start playing.
     
    For additional information, please see A New Player's Guide to Installing and Playing Mods.
  3. Resource filenames can be no longer than 8 characters, so limiting to that was a good choice.

    To answer your question, I'm very rusty but if this is a line of existing dialogue from the game (not added by a mod), it may be relatively straightforward to add or update the associated sounds using STRING_SET or one of its variants.

    Here is an example I found on GitHub with a function that behaves similar to what you want, updating sounds associated with existing strings:

    DEFINE_ACTION_FUNCTION ~APPEND_SOUND~
    INT_VAR
      StrRef = 0
    STR_VAR
      MaleSound = ""
      FemaleSound = ""
    BEGIN
      ACTION_IF (StrRef != 0 ) THEN BEGIN
        ACTION_GET_STRREF StrRef Male
        ACTION_GET_STRREF_F StrRef Female
        STRING_SET_EVALUATE StrRef ~%Male%~ [%MaleSound%] ~%Female%~ [%FemaleSound%]
      END
    END

    The function can be invoked like so:

    LAF ~APPEND_SOUND~ INT_VAR StrRef = 2444 STR_VAR MaleSound = "DRIZZT11" FemaleSound = "DRIZZT11" END
  4. We received the following report at the G3 email address from a Joanna.  I'll direct them to this thread.

    Quote

    Hi all. Thank you so much for all your Mods.

    I am encountering a small bug in the Corthala Romance patch, during the Throne of Baal at the Forest of Mir.

    After Gorion's 'spirit' appears and taunts me, Valygar's 'spirits' arrive as well. Unfortunately, the character of Magdelene gets stuck -- my characters keep trying to attack her but she is uninjurable, and her name is frozen with the script from Valygar's Bodhi death in Shadows of Amn (ending with "some way to restore him, you don't know how"). Is this a known error? Any ideas how to fix?

    UFlYEEC.png

     

  5. 6 hours ago, Sam. said:

    Unfortunately, our cloud hosting hasn't been willing or able to set up rewrite rules for the old subdomains.  We are redirecting https://www.gibberlings3.net/iesdp/, however.

    6 hours ago, Sam. said:

    My browser history autofill keeps putting the old link at the top of the stack, and without careful scrutiny I tend to click the wrong one.

    To encourage your browser to forget them, you could open your browser history, search for the non-functioning URLs, and remove them from your history.  It may also be worth checking to make sure you don't have it saved as a bookmark, since they like to suggest those as well.

  6. 16 hours ago, Luke said:

    @Mike1072

    Unless I'm missing something, your solution does not work (in particular, it does not skip ", " inside ""s or ~~s)...?

    My apologies, I didn't test it out.  There's definitely something wonky in my first regexp, but I see another problem that applies to both.

    The cases you mention might be caught by the first capture group ([^,]+) which would absorb everything up to the embedded comma, and then ruin the future matches.  It might be possible to resolve that just by reordering the capture groups in the alternation and placing it after the other two.

    I'll update the post with a hopefully-working version.  And I'm not testing it either just yet.

  7. Here's what I'd suggest: append a final comma and space to the end of your list before trying to split it.

    Then, you can use this to match one of the list items as MATCH1 (including the comma and space):

    \([^,]+\|"[^"]+"\|~[^~]+~, \)

    You can easily perform additional formatting after you have the item.

    To save a step and grab the item without the comma and space, you could add another capture group and retrieve the item as MATCH2:

    \(\([^,]+\|"[^"]+"\|~[^~]+~\), \)

     

    EDIT: Ignore the garbage regexps above, they suck.  Try this instead.

    \(\("[^"]+"\|~[^~]+~\|[^,]+\), \)
  8. 14 hours ago, K4thos said:

    Considering my activity has been very irregular, to avoid situation like this in future, I think it may be a good idea to transfer repository ownership to either Gibberlings3 (if @Mike1072 is ok with it) or InfinityMods (@AL|EN?) github organization, or at least give someone access to the repository.

    We'd welcome the repo in the G3 organization.  One of the main reasons behind setting up the organization on GitHub was to be able to more easily manage maintenance and approvals when authors take time off.  I've sent an invite to your GitHub account to join the organization.  Once you're a member, you should be able to transfer the repo.

  9. 8 hours ago, Luke said:

    git pull origin master --allow-unrelated-histories

    I would do exactly what you did except leave out this step, then I would do a force push to overwrite the history in the remote branch.

    git push -f origin master

    To be safer, before doing the force push, I would create a separate local branch where you can store the original history in case anything goes wrong (named "old-history" in this case):

    git fetch
    git checkout -b old-history origin/master
    git checkout master

     

  10. Well, that would depend on how exactly Steam's DRM works.  I was thinking that it was simply checking to ensure you owned the title before continuing with starting up.  If instead it's killing the process you started in the copied directory and launching the game in the original directory, then you wouldn't be able to get around updates that way.

    But we've established that the EE games aren't doing this, so let's not worry about it any more.

     

    What we do need to worry is Steam applying updates to a game that we've modded.  It will do this:

    • whenever it feels like it, if the default setting to keep the game up to date automatically hasn't been changed
    • whenever you launch the game from within Steam

    You can prevent the first situation by changing the setting, but not the second, so copying the folder is still the safest option to completely eliminate the possibility of accidentally applying an update that breaks your saved games.  If you're okay with a little more danger, you could change the setting and then just avoid ever running the game from Steam and that would work fine as well.

  11. 8 hours ago, Jarno Mikkola said:

    The point being that you don't need to start Steam to start the game. This is something everyone should know. But apparently doesn't ... 👿

    I swore that it would open Steam when you ran the .exe.  Maybe that has been changed.

    My bad, then.

    In that case, changing the Steam setting so that it only updates when launching the game should be sufficient so long as you always start up Baldur.exe in the game folder instead of launching it from within Steam.

  12. On 5/15/2021 at 3:16 PM, Bonzai338 said:

    i set it to update when I open it, as I don't know how to stop it from updating.

    On 5/15/2021 at 3:25 PM, Jarno Mikkola said:

    Here, it's under "Disabling automatic updates".

    There is no option that allows you to prevent updates completely.

    Your best bet is to create a copy of the entire game directory and mod and play on the copied directory.  The original game directory will be automatically updated when new patches are released but the copy should remain unchanged from what I remember.

    Developers sometimes make older or upcoming patches available to opt in to via Steam's beta system.  You can access this via right-clicking the game, selecting Properties, then going to the Betas tab.  However, this relies on the developers to actually make your desired patch version available and it could still interfere with installed mods, so I would recommend ignoring that and relying on copying the directory when you want the game to be left as it is.

    P.S. Thank you for noticing and moving your topic to the appropriate forum!

  13. || is a logical operator and the better representation of how we use the word "or" in everyday language.

    | is a bitwise operator that determines a result by evaluating two bit strings bit-by-bit.  For more information, see here.

    Here are some examples to compare the behaviour.

    0 || 0 is 0
    0 | 0 is 0

    1 || 0 is 1
    1 | 0 is 1

    2 || 0 is 1
    2 | 0 is 2

    5 || 12 is 1
    5 | 12 is 13

    The logical operator || will only ever return 0 or 1, while the bitwise operator | can return other numbers.

    WeiDU treats the condition on an IF statement as true when it evaluates to any number other than 0, so PATCH_IF (x || y) would evaluate exactly same as PATCH_IF (x | y).  However, I would encourage using || for clarity if you are intending a logical comparison.  || is a synonym for OR, so you could also use OR.

    Similarly, I'd suggest using the logical operator && (also known as AND) over the bitwise operator & within conditions.

    Here are some examples to compare those two:

    0 && 0 is 0
    0 & 0 is 0

    1 && 0 is 0
    1 & 0 is 0

    1 && 1 is 1
    1 & 1 is 1

    2 && 0 is 0
    2 & 0 is 0

    2 && 1 is 1
    2 & 1 is 0

    2 && 2 is 1
    2 & 2 is 2

    5 && 12 is 1
    5 & 12 is 4

    The behaviour of the bitwise operator & does not always match our usage of the word "and" in everyday language, demonstrated by 2 & 1 equalling 0.

    The bitwise operators are best reserved for dealing with values that are stored bitwise, like usability flags within .itm files.

  14. On 12/26/2020 at 9:06 AM, subtledoctor said:

    I'm pretty sure you took that code from my fork of Item Revisions.  You're welcome!

    BTW and FYI everybody, my version includes a bunch more fixes and AFAIK it is currently the best version of IR for people to use.  (Pull requests have been made, and I think Mike has incorporated all that and maybe more into the IR repo; but an official "release" has not yet been made that includes the fixes.)

    Oh man, I was reviewing that PR back in May, doing some rebasing, and then I forgot all about it.

  15. The Gibberlings Three is proud to welcome a new mod by @morpheus562!

    Enhanced Powergaming Scripts is a collection of player AI scripts designed for use in Baldur's Gate II: Enhanced Edition and the Enhanced Edition Trilogy. With these scripts, you can focus on the fighting aspect of combat while these take care of the nuances in the background. Of note, these scripts allow easy pre-buffing of all characters with a keystroke, intelligent debuffing of enemy protections, and smart use of defensive spells and abilities.

    You can find further details via the links below.

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