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Mike1072

Gibberling Poobah
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Everything posted by Mike1072

  1. The Romantic Encounters mod for Baldur's Gate II (RE for short) is an add-on for the game Baldur's Gate II. The mod is compatible with original BGII, BGT, BGII:EE, and EET. Romantic possibilities are endless. It could be a bit of flirting. Or several. Some innuendo. A lovers' quarrel. A one-night stand. Or even several nights together - with a 'morning after' and without. A dream. Or something else? Learn more about the mod View the Readme Visit the Forum Version 13 is a maintenance release that includes several bug fixes: fixed error preventing encounter with Sendai (thanks Roxanne) fixed installation of audio files on macOS updated to WeiDU 246
  2. Version 13 is a maintenance release that includes several bug fixes: fixed error preventing encounter with Sendai (thanks Roxanne) fixed installation of audio files on macOS updated to WeiDU 246
  3. You have to edit the post. If we get to the point where we exceed the storage space offered by our plan, we'll be forced to upgrade to the next plan (+$25/mo.). I can recommend Imgur and Pastebin as decent places to upload images and text. You can also just copy and paste the text from log files into your post. (Preferably using a BBCode spoiler tag.)
  4. I was able to edit the post and delete the attachment. You should have seen the attachment listed below the textbox with an ability to delete it there. Tell that to our host....
  5. You could put .tra references in your 2DA. When installing, you could loop over the rows and swap each .tra reference for a string reference using RESOLVE_STR_REF ((AT variable)).
  6. The code you have is changing the icons for the extended headers (item abilities). If you want to change the inventory icon as well, you need to add this line of code when you patch SCRLW801.ITM: WRITE_ASCII 0x3a ~ISCRL1R~ #8 // update inventory icon I would insert it right after this line: PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files
  7. I think your code is waiting in a pull request. Can't remember why I didn't merge it right away.
  8. We've got limited storage space, so unlimited is not an option. If you are nearing the limit, you may have to remove some of your old attachments which are no longer necessary. We leave that in your hands; this prevents cruft from accumulating while keeping the most important stuff around. I've moved you to the modder group which gives you more space.
  9. Just take a look at Jastey's code. A coordinate of (3690, 2240) can be provided as: 3690 + (2240 << 16)
  10. You need to specify an argument for the slot parameter in ADD_CRE_ITEM. Here's the full explanation of the command. WeiDU also includes a tutorial for it. The short version is you probably want something like this: COPY_EXISTING ~gorsal.cre~ ~override~ ADD_CRE_ITEM ~scaler~ #0 #0 #0 ~NONE~ ~INV~ COPY_EXISTING ~dracblac.cre~ ~override~ ADD_CRE_ITEM ~scaleb~ #0 #0 #0 ~NONE~ ~INV~
  11. You have to post your entire .tp2 code. (You can just copy/paste it into a code block instead of attaching files.)
  12. G3: Yoshimo's Remorse v1.0 released! We are happy to announce that Yoshimo's Remorse by Lava Del'Vortel and jmaeq is now available at Gibberlings Three. Was the event at the Asylum truly the ending to Yoshimo's adventures with the Bhaalspawn? Is there simply no way to redeem himself? Yoshimo's Remorse is a mod for BG2:ToB that makes Yoshimo a playable character in Throne of Bhaal. However, he is not what you expect him to be... Prepare yourself for new adventures and talks with the infamous bounty hunter, a tormented soul that was left with nothing but regrets. Listen to him as this may be his last chance to find peace. Mod PageForumDownload
  13. Depending on what kind of item it is, those abilities might be something like ranged version / melee version, or they could be separate magical abilities. So for something like changing an icon, I'd probably add some sort of check during the loop to make sure I was modifying the right one. I wanted to put some code out there that wouldn't rely on arbitrary unsafe offsets outside the file header. If you're modifying a file where you aren't sure of its exact contents, you can't be sure that the data you want will be located at those offsets. (Even if it almost always will be.) Subtledoctor's probably right that there are functions that can do this sort of thing as well, but it helps to know how the underlying data is structured. Knowing how to code it yourself also gives the advantage that you can implement more complicated logic in your patches that you might not be able to do with pre-made functions.
  14. Glad to hear. Nope; other side of the country. We all learn some French in school, though.
  15. ///////////////////////// ///////////////////////// // mod Kaya pour BG2ToB par Prof Errata // ///////////////////////// ///////////////////////// BACKUP ~Kaya\backup~ AUTHOR ~Prof Errata~ LANGUAGE ~English~ ~english~ ~Kaya/translations/english/dialog.tra~ LANGUAGE ~Francais~ ~french~ ~Kaya/translations/french/dialog.tra~ BEGIN @10000 // Creature Stuff COPY ~Kaya/creature/PEKaya.CRE~ ~override/PEKaya.CRE~ SAY NAME1 @10010 SAY NAME2 @10010 // Stores ACTION_IF (FILE_EXISTS_IN_GAME ~scrlw801.itm~) THEN BEGIN // SR Wraithform COPY_EXISTING ~scrlw801.itm~ ~override~ PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files READ_LONG 0x64 abilities_offset READ_SHORT 0x68 num_abilities FOR (i = 0; i < num_abilities; i += 1) BEGIN // loop through abilities // update icon WRITE_ASCII (abilities_offset + 0x38*i + 0x04) ~ISCRL1R~ #8 END END BUT_ONLY END COPY ~Kaya/store/PEKaya.STO~ ~override/PEKaya.STO~ SAY NAME2 @10020 // Dialogues COMPILE ~Kaya/dialogue/PEKaya.d~ // Scripts Extensions EXTEND_BOTTOM ~ar0702.bcs~ ~Kaya/baf/PEKaya.baf~ AT_INTERACTIVE_EXIT ~VIEW Kaya/ModKaya.txt~
  16. Looks like an extra character got copied in: 0x?71 should be 0x71. Also you are missing the final END statement.
  17. I don't encounter any parse errors when running it. Can you post your entire .tp2 file?
  18. The main issue with writing over the entire text field can be solved like this: WRITE_ASCII 0x76 ~ISCRL1R~ #8 This is likely to work if the file hasn't been changed between when SR is installed and your mod is installed. However, it's good practice to not rely on this, and there is a safer way to code this sort of thing. The icon will not always be stored at offset 0x76. The icon field is part of the extended header section of the file. An item may have one or more extended headers, also known as abilities. They are each 0x38 bytes in length and they may not be located directly after the header. We can find out how many abilities there are and where they start in the file by reading that information from the header, in offsets 0x68 and 0x64. Then we can loop through each ability and change its icon. Here's the full code: ACTION_IF (FILE_EXISTS_IN_GAME ~scrlw801.itm~) THEN BEGIN // SR Wraithform COPY_EXISTING ~scrlw801.itm~ ~override~ PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files READ_LONG 0x64 abilities_offset READ_SHORT 0x68 num_abilities FOR (i = 0; i < num_abilities; i += 1) BEGIN // loop through abilities // update icon WRITE_ASCII (abilities_offset + 0x38*i + 0x04) ~ISCRL1R~ #8 END END BUT_ONLY END
  19. Best option is to simply let us know about it, as you have, and/or issue a pull request on GitHub, adding it to the armor list in an appropriate spot. ~iu#leat1~ => 194
  20. I just meant that my response discussed a design that may require changes in mods, changes in WeiDU, changes in Zeitgeist, and changes in any mod manager that may want to interact with mods. It was not concerned with the practicality of a solution that could be implemented in your tool today. Is future WeiDU going to abandon backwards compatibility?
  21. I think Alien's tool is currently written in PowerShell, not C#. To answer your question, .NET Core has made great strides in every area except a GUI framework. The 3rd-party Avalonia UI that Alien linked seems to be the closest thing available, but it's in beta and could be a struggle to use. You can write cross-platform console applications, web applications, and web APIs with .NET Core. If I were to make a GUI application, I'd probably write the logic in .NET Core libraries and then create a Windows-only WPF project using the libraries.
  22. I'm going to treat this as a general design for the future, rather than something that needs to work now with current WeiDU or the mod manager you are developing. We should move away from including platform-specific executables in mods, whether that's WeiDU, oggdec / sox, tisunpack, or tile2ee. Users only need one copy of these tools, not hundreds. These tools should be handled by Zeitgeist or a mod manager. ZIP is a fine choice for compression format, since many libraries support it. A custom file extension allows easy integration with mod managers. It makes the files slightly harder to open if you have no mod manager, but the future is in mod managers. I think packages should be able to contain multiple mods. Each would have its own metadata file within the package.
  23. Thanks for the report. The download link has been fixed. (It's here.)
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