Jump to content

Jarno Mikkola

Members
  • Posts

    8,948
  • Joined

  • Last visited

Everything posted by Jarno Mikkola

  1. This is not a real location, it doesn't have a drive character, but it's likely in this directory: C:\Users\<windows user name>\Documents\Baldur's Gate-Enhanced Edition\ Those files can be left there. What's more important is the other directory, that when you install the game, you use a clean install. The Steam should provide you with one when you set it to refresh your install by verifying your install files. This should remove all files and folders not belonging to there, for example deleting the weidu.log file, the mod folders and setup-modname.exe -files. All of them. I don't have a clean install on this computer, so I cannot give you a picture of a clean install directory, but you could give us a picture of yours(D:\SteamLibrary\steamapps\common\Baldur's Gate Enhanced Edition).
  2. And archive of the game folder is better, it's faster to extract than to copy.
  3. But that's not the INSTALLATION folder. Had you deleted everything needed, aka just the game folder after uninstalling the game, you wouldn't have the above shown error. That is all.
  4. Then uninstall the game, remove the game directory, and reinstall the games, the mods etc. The reason you cannot install the SCS is that it left files into your game directory that will insist that the mod will first be uninstalled if they are found, and since they are found... but the files didn't result into uninstallable version, this happens.
  5. Thing is, the process looks what has been done in the game folder before it does a thing, and you miight have an old game where you had the SCS installed, but you would like to update the mod, SCS in this case. And so you went and deleted the SCS folder. This is not what you should do. As it leaves the modified files into the game alive and now you just deleted the backups needed to recreate the old previous game files. Your only option now, it to either use Steams Game file re-verification process to get a clean install. As you cannot uninstall the old version of the mod cause you have removed the mod folder. Next time, you intent to update a mod, you need to use/run the existing setup-modfile.exe to Uninstall the mod, and after then you can remove the mod folder, and then extract the new version. PS; I don't thing the screen shot has all the needed info in it... it's better to open the setup-scs.debug file with Notepad and copy paste the whole files content to a post. Likely deletation of the old mod folder...
  6. You can do this all day, in BG2, and BG1EE: That's two (battle) axes. You CANNOT use a throwable weapon with anything but an off hand shield. Then get a dual weapon proficiency, and it won't be. Yes, it's an engine thing in so much that the design is that you get the dual weapon proficiencies, or you won't be able to hit anything when you have two weapons of any kind, even if you are the best at with a single one, cause it's a completely different thing.
  7. Why would it ? It's not an area of effect thing. Unlike a mod makes it to be.
  8. I thing this is what the SCS component does.
  9. There might have been in the ancient times when you hadn't biffed the media files and we didn't have RAM. (technically we did, but 32Mb's not doing so well, compared to 32 GB's with the files when you have to load it 15 times a second, and with the old read times.)
  10. But problem is that the Valygar's dialog response(We shall see! ) just doesn't set the state that it should(thus easy -fix), that then makes them hostile to one another. So Fixpack is my oppinion. And the Happy patch should stay as is. Unless it needs an update, but it shouldn't.
  11. No. It's timed repeating effects... this is due to them being done via a specific opcode(read the last line), that made them all single timer dependent in non-EE games and EE fixed them to be independent.
  12. They kinda can, but why would they ? As in, this action is player only action, not a "Graphical User Interface-only operation".
  13. Yes, but as it's a liquid and so will be absorbed to the body in a gassius form... and farted out in the said form, it just takes longer to do so and in larger amounts. But you cannot code that... reason has nothing to do with this.
  14. So you want to go back to games before the EE's came out. Go a head and go back.
  15. Exactly. So any non party member character is unaffected by the Thac0.2da file changes, no matter what you do to it. And usually all the creatures have a neutral stat lines aka set STR to 9, unless it's in particularly desided to not have that but other stat... so most of them will be likely to never be affected by other table changes. There are some... but most of those are mistakes. Why, well a dragon that has -10 Thac0 already probably should NOT also have high STR ... just saying. Not that it effects anything...
  16. Well, there's a thing here that needs to be said. The stat bonuses are indeed added in game play, but the default stats only effect creatures at their level up. So Thac0 for example is first effected by any level up, this will set the base to that levels featured amount, and other creatures that don't level up use their .cre files set stat, then the stat(STR) bonuses are added to that and the weapon stats(+x). And there the lower is always better, but the "bonuses" are usually negative values.
  17. There's a reason why the 5th edition healing spells have 2 ranges, one for touch(cure wounds), and another for ~rounds movement range(healing word). The latter is lesser version of the former. But they are both balanced in battle. You shouldn't put the spells healing to a percentage but to a set amount, and not to a dice value either, cause that's usually very bad. The reason being that the player can save and load a in bad dice results. And the warriors will have upper limit either way.
  18. Taking other peoples code, and making it yours. Say like a mod from 2007, that's about 5 lines, and an idea... and making it take at least 732 lines, just cause it was a little bit complicated. And we aren't done yet. Who did this... you are looking at it.
  19. NO. There are no such a tool, and the BWS one is not an official tool*. The only thing you need is like said, is the EET. You go download the Source code archive, extract the- EET -folder, EET_End -folder, EET_UI -folder and setup-EET.exe files from it into the game folder and you run the setup file, that is it. *it's unsupported by anyone else except one internet character, that wanted to make their own NPC mod the primary thing in the whole game.
  20. EET. That's the only mod you "need", you can add a few more, but you only need the one. And technically the DLCMerger to the BG1EE, to get it modifi-able, and ready to import the data the EET takes. ... and at the end of the whole installations, but before the SCS if you install that, you need to install the EET_End that is made when the EET is installed.
  21. Or you could make your own thread there, and clean it up ALOT. This is a discussion thread. You could give a link to a community tool for example in file naming chart. You edited the first post year and a half ago last. You realize how old that is, right ? Aka, it has none of the 2021 ideas etc.
  22. Sure you can do this, but the question is, what for ? And you should answer this. NINJA... For example, you can extract information this way, like say printing the file name when it's patched. But I don't have a live code to do this... Miloch has a whole mods worth of those things. It's called area CRE checker.
  23. But you are reading a SHORT and you are writing a BYTE from the result.... that doesn't bode well.
  24. What guards are you talking about ? I think you might be misremembering something. Like for example there could be added enemies from another mod, say one of those Coast mods and things like that. He should teleport, but defensively, not aggressively. Well, he would technically teleport like the ankheg did. Why this was is that, he was one...
×
×
  • Create New...