Jump to content

Jarno Mikkola

Members
  • Posts

    8,930
  • Joined

  • Last visited

Everything posted by Jarno Mikkola

  1. How does this work: To put months before the day, and then the year ? Makes no sense. It's either dd-mm-yyyy, or the reverse; yyyy-mm-dd. Aka, what's the most important number, yours seems to be the Month.
  2. You are a terrible person... http://www.shsforums.net/topic/45358-nearinfinity/ As in, it only has 58 pages of filled with 20 posts a page.
  3. Likely what happened was you didn't select the correct English selection during the first weidu.exe lauch. Yes, all the setup-modname.exe's are weidu.exe just renamed as setup-modname.exe's to take orders from the setup-modname.tp2 files. To fix this post install... you really can't. Other than complete reinstall. But you can open up the weidu.conf file in the game folder to check what language you actually selected during that first mods install process...
  4. Apparently there is 2 syntax errors in the Sarevok1.tpa file, , in the current "Transitions v2.4" according to Argent77. Discord link. The fix should be easy... just opening the file in "transitions/components/sarevok1.tpa" with any text editor, like Notepad, and editing the line 10 in the file from this: IF (%use_ebg1% = 0) OR !(MOD_IS_INSTALLED ~c#endlessbg1.tp2~ (ID_OF_LABEL "c#endlessbg1.tp2" "EBG1_SarevokSword") AND MOD_IS_INSTALLED ~c#endlessbg1.tp2~ (ID_OF_LABEL "c#endlessbg1.tp2" "EBG1_SarevokItems")) To: ACTION_IF (%use_ebg1% = 0) OR !(MOD_IS_INSTALLED ~c#endlessbg1.tp2~ (ID_OF_LABEL "c#endlessbg1.tp2" "EBG1_SarevokSword") AND MOD_IS_INSTALLED ~c#endlessbg1.tp2~ (ID_OF_LABEL "c#endlessbg1.tp2" "EBG1_SarevokItems")) BEGIN ... I just wrote this down here, so other can find it. The reason how this didn't get detected before is likely that no body installed the needed other mods together.
  5. You could always use the console and C:CreateCreature("xan")
  6. .are -files file headders offset 0x0052. Link. (scroll down)
  7. I don't know anything about this honestly... but someone else might know better, if they could see your files of the area, so you might want to upload them somewhere and so they can check them out. ..
  8. Well, if you begin to distribute open sourced distributions of it, Mircosoft will have problems with it. It's a psuedo "open source" coding tool. The Wikipedia article for example states: "Microsoft has released most of Visual Studio Code's source code on GitHub under the permissive MIT License,[5][15] while the editor itself is distributed by Microsoft as proprietary freeware.[7]" Open source here means that they can take suggestions from free employees. And that this is just the next iteration of the old Mircosoft Visual Studios tool it already had. Also, it already happened says the same wikipedia article... "On June 20th, 2023, during the Guangdong Province's Digital Government Innovation Development Forum held in Guangzhou, CEC-IDE was released and described as the first Chinese-produced integrated development tool.[38][39] However, CEC-IDE was subsequently found to be a rebranded release of Visual Studio Code that, among other things, failed to include a copy of the MIT license as required for redistributions. On June 26th, Digital Guangdong published a statement, admitting that CEC-IDE is based on Visual Studio Code.[40]"
  9. Google Visual Studio code... you should arive to here: https://code.visualstudio.com/, scroll down and you'll see at the bottom of the page: Tadaa:
  10. In my oppinion, the easiest solution to the whole problem would be to remove all those DADAMA-starting scripts from the override folder.. for they have ... HasItem For that crime alone, it deserves annihilation.
  11. You have named your weidu.exe as setup-BGGO.exe.exe, as you failed to understand that the weidu.exe already comes with it's .exe extension, go and find on how your version of windows displays all the extensions and you'll then find that this is true when you switch it on. And then never turn it off...
  12. You can do that, you just need to open the edit of the first post. Here's a picture on how to edit a post, when you do that to the first post, it should allow you to edit the topic title(it depends on your exact access): To find out more on this, you can --change-log that file... aka run a .bat file like this(a renamed .txt file with the code inside it) if you have a weidu.exe in the game folder: mkdir change-log WeiDU.exe --log nul --change-log dadamant.bcs >change-log/change-log.txt --out change-log pause What is likely happening is that the creature involved is trying to talk to you and it might have a missing flag in it's IF statement, which means it tries to run it endlessly. The "pause" is there so you need to push Enter to end the pop up window after it has done it's job.
  13. Which can be found exactly where in Windows ? Also, you might want to link to the instructions, and not to a github trouble shooting article that you quote. Yes, I understand that you might be on a phone, but still ... also the prefered reply is a picture/s of the exact instructions on English windows interface. Now let's assume I am correct, here's how(windows 10):
  14. Try ar1300.bcs ... https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#164 Could it be that you did something horribly wrong .. might just be. To help with more, I bet that if you were to show us the script you made, it would help us to identify what went wrong ... The short of it is, use it like this; IF Global("CustomGlobalVariable","GLOBAL",0) other conditions you want and customization THEN RESPONSE #100 SetGlobal("CustomGlobalVariable","GLOBAL",1) AddexperienceParty(29750) //custom amount of xp you want to give END The others use is a little more complicated, but essentially you might not want to use it. ..
  15. Yeah, you don't want to import a character from one game to another... this is why there is EET for .. if you actually want to continue the journey. I would say your best bet is to recreate the same character by making a new, and then editing it with a savegame editor, like Near Infinity.
  16. You can archive the locally made text files like the .debug, (.log's and other files) files and they become manageable, for example your .log becomes a 2.08kb's if you put it into a .zip... so this should be a problem. And there are free sites that you can post .zips too... yes, a text file is just badly coded punch of letters... but it normall needs to take a lot of coding stuff in mind to keep it consistent... but for usage, it's "badly coded".
  17. And in case it's still unclear to anyone, there's a Pinned Topic in the forum that fixes this. Here.
  18. Technically it is not in Github that is responsiple, it's the macOS, or more precisely Finder -application. Just go and look for the file wiki entry: https://en.wikipedia.org/wiki/.DS_Store That is if the article is to be believed. I used a picture editing program that left similar invisible files, and so I know where those things come from.
  19. You will want to remove the usually invisible ".DS_STORE" -files from the archive. It's usual sign that you have a program that scans all your folders and makes a file that is convinient for it... but everyone that hates such programs will hate all of that. And in the macosx folders it's "._.DS_Store".
  20. That's a level 1 spell. It needs to have a drawback, or it's overpowered as cheese.
  21. And multiple mods have the "lib" folder that have assortments of parts that the they themselves use. But the greatest: "Things that prevent WeiDU successor or alternative?" is weidu itself. It's better than anything any one has consistently been updating. And the other thing is that dabus burned out.
  22. The flail heads might be critical items until the quest is done. Which would drop/move them to the player characters inventory.
  23. I checked ANIMATE.IDS in both BG2 and BG2EE and it seems that in the original game the entry is IC_CORNUGONSKI as you reported while BG2:EE shows CORNUGON. I have a simple question though: both entries are preceded by an address (correct me if I'm mistaken) which is the same for both: 0xE0E0. Wouldn't it be possible to reference the address rather than the text in order to avoid compatibility issues? Technically it can. Thing is those are dynamic libraries... and they can be extended by Infinity Animations mod for example, and so it could be possible that the hexadecimal number that eventually would result from making such a change could eventually be unmade ... after all, if they would use the same library, the id NAME would be the exact match. So this is more about the mismatch of old library references than just simply what SCS does to the BG2 game (alone). And then there could be terrible things that the old BWS does to the .ids files themselves that could cheese the whole thing. Yes, that's a known thing and there was multiple tried fixes ... but without actually Guest Newb's logs, we have no idea what spagettimonsters tangets it's pulling things with. Yes, understand that one of the ways the BWS(or BWP, and thus BWFixpack) kept it's .ids files in sync was it kept overwriting them with a master versions of them from an archive. At least that was in the old days. And yes, I understand how irresponsiple that was.
×
×
  • Create New...