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Jarno Mikkola

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Posts posted by Jarno Mikkola

  1. On 3/27/2024 at 6:02 AM, a.greene said:

    @MarciusVetrack I'm the author, can I be of assistance?

    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".
    macosxpir.png

  2. 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.

  3. 44 minutes ago, DavidW said:

    That's weird (the duplication, not the double Imprisonment). No idea how that could happen. It might be a core engine issue.

    The flail heads might be critical items until the quest is done. Which would drop/move them to the player characters inventory.

  4. 2 hours ago, Salk said:
    3 hours ago, CrevsDaak said:

     

    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.

  5. Yes, I realize this is off-topic, sorry for that DavidW:

    3 hours ago, CrevsDaak said:

    That's usually caused by leftover EE opcodes in this day and age (rarely anything has actually broken effects anymore). I've made a small mod/tool that removes all EE modifiers that are left over from mods in oBG2 installs.

    https://github.com/CrevsDaak/c7-fxfix

    From my stand point this would seem extreamly usefull... until I saw what the code does.
    And that's because you try to fix a problem that might not be relavent(this it self is good)... and it gives no information of what was wrong and so on. Now, it's a good effort... but I believe we could do better.

    You code checks for .itm's, .cre's and .spl's. This is good. But it gives no log information of anykind... from what I could understand. It fixes it by removing it.
    I would say that cathegorizing error prone opcodes could be very useful in installs.

    So first a tool I would like you or anyone willing, would be to make is a one that checks what type of the game is currently under and print that out. (BG1, BG2, BG1EE, BG2EE, EET the works, like EEex intergration etc. there's a lot of things that can be intergrated, eventually).
    Then it would check each file cathegory what opcodes each of those won't accept or that can cause problems with ... the iesdp has a very extensive list of those per game type.
    And if those are detected, print out a debug file that states possible cause of crash and each opcode and in what file it's used in.
    Now yes, that tool would do less than yours, and it would likely be far more install time consuming.. but it would be useful in debugging a lot of installs at install time, and ive the player the ability to know for sure that the install is stable or NOT.
    EDIT, erhm we also need projectiles .pro -files, tile .pvrz -files, and so on.

  6. 1 hour ago, CamDawg said:

    I could, but if I'm going to start byte-editing the BAMs I might as well go whole hog and do the borders there as well. It's just more trouble than it's worth, especially considering no one was keen on non-black borders to begin with.

    I'll note, that the spell in question will have very strong effect with this. If the for example the primary color is while, black will likely be a good visual aid. But what if the primary color is red and now we need to use out imagination to create a perfect scenario for the 2 000 000+ million colors, and the magic missile being obsured by a GUI element we accidentally picked from another mod. And then black might not be the best idea... especially for some people that have different eye color vision.

  7. 58 minutes ago, Galactygon said:

    Could you use WeiDU to patch the palette entries based on the alpha entry to make it a sliding scale of icon color <--> black/gray without resorting to photoshop?

    I am willing to bet there's a few problems with that... that definitely could be solved if the results were looked at and fixed within reasonable time.
    But maybe CamDawg's skill were better with PhotoSpot scripts than weidu's image handling ones. This of course doesn't exclude you from trying to do this in weidu and parse the code to CamDawg when you have looked at (and taken pictures of) the results. If you want that is. Yes, it's likely that the files made by weidu are likely smaller than with attached files, but the size doesn't matter these days any longer, so much..

  8. 2 minutes ago, AL|EN said:

    The coping time depends: coping 20 mods is relatively quick, but 200 mods with BGGO, SoS, RoT, CtB etc might take minutes.

    Wouldn't you rather extract an archive than copy ? Cause yes, extracting data from a smaller source file is FASTER than copying a files form one folder to another, at least in todays computers(multi core) .. I don't know the details, but I know it's true.

  9. 2 hours ago, Morgoth said:

    Hello
    Does anyone have a reworked XPBONUS.2DA where you get the full xp values for thief lockpicking (1550 xp) and disarming (3250 xp) starting from level 1? 

    Just make a new .txt file and copy paste the table portion from here to your override -folders file and rename the file as xpbonus.2da and then alter the other figures... nd you are done.

    2DA V1.0
    0
                  1    2    3    4    5    6    7    8    9    10   11   12   13   14   15   16   17   18   19   20   21   22   23   24   25   26   27   28   29   30   31   32   33   34   35   36   37   38   39   40
    PICK_LOCK     250  250  250  250  250  400  400  400  400  400  950  950  950  950  950  1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550
    DISARM_TRAP   1000 1000 1000 1000 1000 1750 1750 1750 1750 1750 2750 2750 2750 2750 2750 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250
    LEARN_SPELL   1000 2000 3000 4000 5000 6000 7000 8000 9000 0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0

    Doing so is very bad for the scaling of the game... but you don't care about it, so you are of course free to do as you like. Also you can extend the table to level 50.
    Also, I think the values(pick_lock and disarm_trap) are actually reversed, so when you pick a lock on level 1, you get 1000 xp, and when you disarm traps you get the 250 xp according to the above table. At least it was at one point so.

  10. 1 hour ago, subtledoctor said:

     Mostly SUBCOMPONENT. “Which travel times do you want, 1 or 2?” is a terrible use of READLN.

    Yes, agreed, but I would suppose that the component was coded by someone else than the primary component, and then it's very hard to pick codes like this in weidu appart, and restring them. So there, you need to do everything alone, without any help from anybody. 😁

  11. 1 hour ago, WanderingScholar said:

    Can I pick your brain a bit more on this?

    Erhm, this is a little complicated cause I needed to go search a few things. But here's how you would do this, you create a .txt file in the game folder that only contains the one number you wish to use in the input, and call it "my_input.txt" file, so for example if you wanted to enter the number 1 for that

    Original Travel Times and Area Visibility

    , the whole of the file would only have this line/number:

    1

    And then you just set up the .bat command like this:

    type my_input.txt | setup-modname.exe --language 0 --force-install-list 0 1 2

    And it doesn't matter which component asks for that input, it's "typed" when the first question that asks custom input is made via the readln commands.
    Then if there is more than one line in that file, the next line is "typed" when the next readln is asked... so you can give multiple inputs by adding more lines.
    But, as an example, you cannot give the component list this way, as that needs the --force-install-list command instead.
    Also understand that the | is a special character ... and it's hard to input/type, so copy-paste might be in order most of the times, unless your keypad has a easy key for it.

    So in conclusion, your worldmap mods install command would be:

    type my_input.txt | setup-bp-bgt-worldmap.exe --language 0 --force-install-list 0 1

     

  12. 6 minutes ago, ktchong said:

    I'd thought about zipping the BG1EE fresh install + DLC Merger, but the DLC Merger is still getting regular updates.  Its last update was in Oct 2023, which was only four months ago.

    Those are added translations in the mods own installation, and stuff... the point being that you can use the version 1 from 6 years ago and the only thing that would be missing is the weidu.log's note that the mod was installed. If you go and look at the commit data: https://github.com/Argent77/A7-DlcMerger/commits/devel/DlcMerger

  13. 17 minutes ago, subtledoctor said:

    That looks line it is using READLN, which as I understand things, cannot be automated. 

    Yes it can, you can set up a .txt file for example to insert the replies... something something --arg ... what ever, going off a memory here from a long time ago, so I have actually forgotten about how to do it. BGT had this in the .rar files readme for so long, as there it asked  the BG1's installation folder and the .txt gave the default answer.
    This is the difference between megamodders and someone that knew nothing about it. And before you say anything as a reply, I saidknew intentionally, you might know stuff now and how to do it, but you don't know what people then knew.
    There's also a reason why AlienQuake, or the todays AL|EN hates about the readln command.

  14. 30 minutes ago, ktchong said:

    Got it, I'd just figured that one out. 

    Anyway, I found an alternative solution.  I just put weidu.conf into my "backup-fresh-install.zip"; (I decided to save the entire Baldur's Gate directory so I would not have to keep re-downloading and re-installing the game whenever  I need to roll back all the mods and start over.)

    I would advice you to actually make the backup from the game that has already the setup-DlcMerger.exe installed on it. Because you need to install that if you want to install any other mods to the BG1EE+DLC'ed game. The language pick is already made in the tools install, so you'll never need to do that again. This is of course if you plan to use the one selected as the base language, always.

  15. On 11/13/2023 at 3:26 PM, CamDawg said:

    A new version of The IWD2 NPC Project,...

    Any chance to get a IWD2-in-EET compatibility at some point ?
    Now, yes, there's every likelyhood that the IWD2EE is far more prevelant platform these would be used.
    I would also like to see a separate component that allows deloying the NPCs to be placed to the IWD2(EE)'s start map so they can be talked to and thus invited to the party by the player. It would be a separate component which would very much indicate that it's not part of the original mods consept, and if you wish you can write that in the file no one will ever read. Cause it says "DO NOT" infront of it. 😈

  16. 2 hours ago, jmerry said:

    The game flat-out has an opcode for adding a portrait icon (142). Sure, many other effects come with specific icons, like disease, but there's nothing stopping you from adding the disease icon to the spell. Or maybe a custom-named clone of that icon. And since this anti-healing effect is countered with "remove that spell" effects, any portrait icon will be seamlessly removed with it.

    So you would add this:

    add_effect_inline'5=>"opcode=>142 target=>2 timing=>9 parameter2=>101"

    :D 

  17. 1 minute ago, marco_costa said:

    I suppose as a hotfix to keep playing I could just EEKeeper anything related to DW#MUMCW from the list of character effects and I wouldn't break anything, yea?

    Well, technically you woud only need to remove the opcode protection effect... but I would suggest first to to use remove nad cure spells, from a town clerics.. but if it doesn't work, then use the EEKeeper to remove all the effects if you like.. to continue the game.

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