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Caillean

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Everything posted by Caillean

  1. How curious, when I first read this thread I immediately had to think of you.
  2. Yeah, but no fontdlg.bam in BGs and IWDs. I think they just use normal.bam for the message / dialogue window. Looks like it too in GemRBs fonts.2da. About Ghostdog's mod, not sure about the technical details, but maybe chilvence could shed some light on this, see this thread. Seems he looked into adapting it to GemRB at some point.
  3. Ah, interesting. I'm using that font for BGs and IWDs, and there seems to be no such distinction unfortunately. But good to know PST has it, thanks.
  4. Agreed, a pity it won't work on GemRB. The widescreen mod doesn't change the size of any menus, resolution is fixed for them. GemRB displays them centered on the screen for the other games, so that could be an issue for the bugtracker at GitHub. EDIT: I opened up an issue here for you. As for the font size - there's a plugin that allows you to use ttf fonts, info is on the wiki. If you don't want that, you can still use the font from Ghostdog's mod. To do this, check the mod's files for TRMTFONT.BAM, there are several sizes available. Rename the one you want to NORMAL.BAM and drop it into your game installation's override folder.
  5. Did you set the correct resolution in GemRB.cfg? EDIT: I see you're trying to use Ghostdog's UI mod, that won't work on GemRB.
  6. If installed correctly, the action bar at the bottom in the main game screen should expand to screen width. However, all menus (saving / loading, inventory, character record) have a fixed resolution (1024x768 I think) and do not expand. They're drawn centered on the screen, so if that's what you mean by 'destroys the UI', then yes, that's normal. So if you set it up correctly, you should be fine with GemRB 0.8.5 and the latest widescreen mod.
  7. If you want to use 640x480 resolution, you don't have to install the widescreen mod at all. As for 1440x900, you need to set the resolution in GemRB.cfg to this value, too. Basically, GemRB.cfg must have the same resolution you install the widescreen mod with. EDIT: BTW, GemRB 0.8.6 is out
  8. Cool, you adapted it! That's handy, if you don't want to mess with the GUI scripts or are downloading new versions frequently!
  9. One thing for the 'Cosmetic department' that would be nice to have is a 'Pink Imoen for classic BG2' component. With Imoens portraits in both games, the BG1 NPC project mentioning all her tunics being pink, and her colors in BG2:EE the black and yellow looks out of place somehow.
  10. Would you recommend playing it on GemRB for a first-time playthrough? I just got it, never played it before, so I wonder if I should go with EE instead - any advice?
  11. So it's the same thing - didn't expect that because the class window seemed fine. I updated the formatting and made a PR.
  12. I've got that working. EDIT: See here. Though for BG1 and BG2 just replacing 2 with 1 is not quite enough, it seems. The class window shows "Mage" instead of "Illusionist", but then the kit window comes up and you can still only choose Illusionist. I see this in BG2s GUICG22.py: Does it cause that and do you want me to open an issue?
  13. Yesterday I discovered your new GemRB Tweak pack, and thinking about my late Gnome troubles I wondered if you'd consider to add an option to remove the restriction to the illusionist kit for them. I personally always hated that.
  14. Only for BG though. PS:T resurrection of the Nameless guy still works. Ah, but forget it, was probably a stupid idea
  15. How does it affect PS:T? (If you don't mind my asking, just trying to understand). Anyway, this is such a great feature, the originals need mods to do it, and it's kind of "hidden away". Since it's a feature that players are interested in, and GemRB has it integrated already, I thought it might be good to put in a more "prominent place".
  16. Oh hell, I had my GemRB versions confused, indeed it works Another thing - it would be cool if you could set that as an option in gemrb.cfg. What do you think? EDIT: Actually, might be good practice. Works for BG1 & 2. Take a look here?
  17. From GemRB Wiki. Is this fully implemented? I tried it, had no effect.
  18. Sounds as if I needed a plumber - any experience in this? EDIT: I see there's an item usability entry in races.2da. Could that one be changed?
  19. Nope, strike that. It's gnomes again, fishy as it may be. Gnome Ranger-Thiefs can't use this Moon Dog Figurine, while other races can.
  20. 1. It shows "Illusionist" as the KitName for gnome characters, for the other races "Ranger_Thief" as it should be. 2. I'll try this with your sorcerer-monks, too, see if they can use mage items. Btw., I kinda borrowed from this one, hope you don't mind. EDIT: No. 2 is fine. Changed it to thief, it worked, back to ranger, now that works, too. I had the value double-checked, but perhaps I messed it up nevertheless, so sorry about that.
  21. I've made a mod that adds a Ranger / Thief multi-class option, and there are two problems remaining: 1. I don't want any racial restrictions, so this is available for all races. The alignment is restricted to NG and CG in alignment.2da, which is enforced for all races except for gnomes. So, if I make a gnome Ranger-Thief, all alignment choices are available on character creation, all the other races can only have the right ones. Any ideas how this could be? 2. Concerning item usability: GemRB wiki says So if I use Ranger item usability in classes.2da my character still can't use certain items, e. g. the Moon Dog Figurine (MISC7T), which restricts usability for any other classes than Ranger and Ranger-Clerics. So would I have to patch item files then to make them usable for my custom class combination, or did I something wrong? All files can be found here.
  22. It only patches BGMain.exe, which hasn't any effect on GemRB. Still, some components just worked for me (IWD shadows e. g.) while others wouldn't (like the werebear). Perhaps it's the non-latin characters in the filenames. I think copying the animation files to the installation, patching the necessary ids files (animate and anisnd, probably some others, dunno) - EDIT: what you're doing anyway - and GemRBs 2da's should be enough to work on GemRB?
  23. Not sure if Spell Revisions should be installed after cd tweaks... except for this one component updating NPC spellbooks. Perhaps better install everything else from SR right after Ascension. And perhaps take a look at Project Infinity - I never tried, because I don't use Windows, but it seems to make installing mods a lot easier and more comfortable: https://forums.beamdog.com/discussion/74335/project-infinity-public-beta-for-all
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