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Daulmakan

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Posts posted by Daulmakan

  1. 3 hours ago, subtledoctor said:

    I don’t know that function but it looks like “t-atk_type = 3” is the header type.

    I vaguely recall having similar(ish) problems when CREATE’ing a spell from scratch, and using Ardanis’ ADD_SPELL_HEADER function, and then adding effects with ADD_SPELL_EFFECT.  Something about the header or extended header index not being updated agead of the new effects being inserted.

    The gist of it was, doing it all within a single COPY command led to problems. Try adding the header and the stopping; and then COPYing the item again and adding the new effects.

    Yeah, I noticed that. Saving the item after the new header was created, closing, and then running the add_item_effect macros worked, but not in the same WeiDU instance, either because of the issue David mentions below, or because COPY_EXISTING doesn't get updated for the same resource in the same WEIDU instance (or maybe both?).

    2 hours ago, DavidW said:

    OK, checking it out: the t-add_spl_itm_header function at that link is broken, and doesn't calculate offsets correctly. Try this as a demonstration:

    CREATE itm dwtest
    	LPF t-add_spl_itm_header INT_VAR t-atk_type = 3 END
    	//LPF ADD_ITEM_EFFECT END

    If you look at the file in Near Infinity, you'll see that the first effect index in the new ability header is 114 rather than zero. If you uncomment the ADD_ITEM_EFFECT line you'll get an install-time error.

    Thank you, that might be it. Can't run it now since I'm at work. Will Ardanis' macro that subtledoctor linked do a proper offset calculation? Will my code work as is if I just change one header macro for the other or is there something else screwed up?

  2. thread_necro.gif

     

    Sorry for the thread necromancing. I've basically the same issue as Skye did. Just wondering how to solve it. I'm using Miloch's Macro to add an extended header to an item that doesn't have it, which works, but using ADD_ITEM_EFFECT macros immediately after it don't work (ie. no effects are added to the new header), as Skye said. 

    Here's what I have:

    COPY_EXISTING ~xacliver.itm~   ~override~
    LPF	add_spl_itm_header INT_VAR t-atk_type = 3 t-use_loc = 3 t-hdr_targ  = 5 t-range = 1 t-speed = 0 t-charges = 1 t-deplete = 1 t-opcode = 54 t-eff_targ = 1 t-param1 = 0 t-param2 = 1 t-timing = 9
    t-dispel = 0 t-prob1 = 100 STR_VAR t-bam = ~II342~ END
    LPF ADD_ITEM_EFFECT INT_VAR opcode = 54 target = 1 parameter1 = 1 parameter2 = 0 timing = 9 END 
    LPF ADD_ITEM_EFFECT INT_VAR opcode = 12 target = 1 parameter1 = 1 parameter2 = 0 timing = 9 END
    LPF ADD_ITEM_EFFECT INT_VAR opcode = 9 target = 1 parameter1 = 12288 parameter2 = 19660805 duration = 2 timing = 3 END 
    LPF ADD_ITEM_EFFECT INT_VAR opcode = 187 target = 1 duration = 3 timing = 4 STR_VAR resource = ITEMSPLL END
    BUT_ONLY

    What am I missing/screwing up?

  3. 52 minutes ago, DavidW said:

    A more traditional alternative would be to choose mymod/backup, which stores the backup information as a subfolder of your own mod folder. I am inclined to think that it is better not to do this as (among other reasons) it makes it easy to accidentally distribute a (potentially large) backup folder when you publish the mod, but it’s up to you.

    I noticed you use the weidu_external folder (and I think Cam does in IWDification too), but I'm not following the bolded part, could you elaborate further? Do you mean compressing and shipping your mod after you just uninstalled it after testing? 

    Quote

    most people learn it by reverse-engineering existing mods, which is a great way to learn the practice but also leads to confusion, and can leave you ignorant of large parts of WEIDU’s capabilities

    Bullseye. Many thanks for the guide, will give it a look.

  4. On 8/23/2020 at 10:15 PM, jmaeq said:

    introduces a True Neutral Duelist (kit can be found in Sword and Fist mod) to BG:EE.

     

    On 8/24/2020 at 1:12 AM, jmaeq said:

    He's currently not EET compatible.

    Um, what gives? Is he compatible with Tutu?

  5. On 5/22/2022 at 10:36 AM, Guest Morgoth said:

    I'm planning for a project concerning evil quest mods.

    Do you find evil lacking in baldur's gate 1 and 2? Do you think that a modder should probably execute an interesting idea that you envisioned but yet it still remains as mere imagination? Start writing your ideas, maybe something good evil will come out of it.

    My favorite evil quests in the game are the ones for Talos' stronghold. The way they deal with the already present content is excelllent: framing, betrayal, plotting, murder, using previous quests to gain a different outcome for a present one...

  6. On 3/18/2022 at 4:19 PM, Lava said:

    @Daulmakan - does it mean you use IWD recycles for those? Because I made unique bams that should match BG style better. Don't get me wrong, but if it changes one recycle for a different kind of reclycle, perhaps we should use the uniqe icon rather than leave the recycles? I thought I would ask plainly, no matter what the answer is, it's fine with me.

    EDIT:

    Checked - Perdue's sword is an IWD icon. Perhaps we should use BG-style unique items even with Daulmakan's Item Pack? If that's fine for both @Daulmakan and @CamDawg. Mostly for the sake of keeping the style consistent?

    Hey Lava.

    It means I've gotten older and completely forgot what icons I used when I posted that haha. I have no problem at all either way, especially if you created new items from scratch. I just thought I'd mention it in my previous post.

    On 3/18/2022 at 5:41 PM, Guest Nathan82 said:

    I completely missed daulmakan already commenting on this, sorry

    Makes me glad someone's still playing my mod. 😊

  7. 45 minutes ago, subtledoctor said:

    Thanks.  I actually just played through it recently in BG2EE v2.5.16, and I don't think I could cast spells from quickslots.  So maybe Beamdog "fixed" that workaround.

    Frankly I don't understand why those areas supposed to be an anti-magic area anyway.  I assume it's supposed to be part of Baator... I've read all the Planescape books and I don't recall anything about spellcasting being disabled there.  (There were a lot of convoluted rules about spellcasting on the outer planes, and using spell keys etc.  But I'm pretty sure they didn't amount to "thou shalt not cast.")  And you also can't cast in Sigil - but can cast inside a bar in Sigil - which makes even less sense.

    Also weird/unfortunate that the "ignore dead magic" flag in spells does not in fact ignore the "dead magic" flag in areas.  That's real basic "do what it says on the tin" kind of stuff.  Maybe someone should bring that to Beamdog's attention for the 2.6 patch...

    Yeah, maybe, I was talking vanilla BG2.

    In P&P Baator is not an anti-magic area per se, but you need to have the proper spell key. I guess flagging it as a dead magic zone was seen as an acceptable compromise.

     

    Side note: in the past I would've quoted you separately for each reply line, seems I can't do that anymore. So may I just say that the new forum software sucks oh so much and makes me not want to post anymore.

  8. Congrats! Really nice to see a mod in progress from way back finally get completed. Kudos for that.

     

    Checking the Readme, am I right to assume that this component from another mod is already covered by NPC Strongholds?:

    3) Modification of NPC`s and stronghold quests, so they can take place in chapter 4., 5. and 7., when you teleport e.g. from Brynlaw back to Athkatla.

     

    http://forum.sigil.cz/viewtopic.php?f=20&t=740

     

     

    If not (either at all or only partially --e.g. no for chapter X but yes for chapter Y), would they conflict if installed together/on top of each other?

  9. version 2, 2 typoes in .tp2:

      EXTEND_BOTTOM ~anom25.bcs~ ~NPCKit/anomen/berserker.baf~

    and

      EXTEND_BOTTOM ~anom25.bcs~ ~NPCKit/anomen/no_holy_symbol.baf~

    in both point to the wrong place, causing scripts not being properly extended. The correct ones would be

      EXTEND_BOTTOM ~anom25.bcs~ ~NPCKit/baf/berserker.baf~
    
     EXTEND_BOTTOM ~anom25.bcs~ ~NPCKit/baf/no_holy_symbol.baf~

    sorry if it's already been noticed.

    This problem still persists in v3 for anom25.bcs (it still points to the non-existing anomen subfolder).

    FAQ

    I just remembered about this mod, and reading Andyr's last comments, the mod is supposedly done (other than voicing). Is releasing it out of the question? Would anyone share the beta/release candidate with me?
    He did say it was essentially done and that Grim Squeaker was doing the voicing, so I'd be surprised if he didn't have a copy.

    *Casts Summon Grim*

  10. I never said the entire 2E is broken, nor would I think something so radical, else I wouldn't spend half of my modding time reading 2E books (despite having played only 3E in my youth) and I wouldn't always try to stay as close as possible to PnP in general.

    I know, I was just extending on your general point about the intrinsic value of PnP.

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