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Jarno Mikkola

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Everything posted by Jarno Mikkola

  1. I would add in a list of the 98% of all the mods the BG2 has to offer to want to be the last to install. It just means the install order especially in the DO NOT readme -files is a LIE !
  2. 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.
  3. 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.
  4. 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
  5. 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
  6. 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.
  7. 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.
  8. 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.
  9. So you would add this: add_effect_inline'5=>"opcode=>142 target=>2 timing=>9 parameter2=>101"
  10. Thing is, the game doesn't really have a good system for adding icons to the portrait as effects. As they are all tied to the opcodes... it's an engine limitation..
  11. 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.
  12. That's what DavidW said when he was developping the IWD-in-BG2. Did you put the squarels to mind control the stuff ... By the by, what this Infiinity engine ?
  13. Erhm, did you check the spell.ids file for the convertion ... or did you just assume that you could name the file as CLERIC_STORM_SHELL.spl... the later won't work, cause readable name is a quick identifier, not an actual file name... cause you can only use 8 character file names. https://gibberlings3.github.io/iesdp/files/ids/bgee/spell.htm for reference on the spell.ids file.
  14. I will also state that the original BG1 game, the stack size was 20 arrows, and the Tweaks can be installed on it so... 40 in that case is helpful(at leat arguable). And no. Nobody reads the readme's.
  15. This is likely a mismatch of the component numbers. Were both of the mods the newest versions available ?
  16. I don't think it needs to be. As the tiles can always get more empty black, and the BG2EE game does it in either way if you go to look at the map border. Or your map is smaller than the whole screen. It might have been the case in the old BG1 games... but the widescreen mod went around the issue by added empty tiles, when needed.
  17. You can make subcomponents, that have different settings(aka at install time you get to choose which one the mod isntalls, and you can never install BOTH)... not at all sure how you would use those, but I think that you can avoid using ACTION_READLN here... and you don't want to set values in an ALWAYS component... for cheese sake. You can set functions up in it, but you run the functions in a (sub)component.
  18. This can be done to an extend... problem is that when you do it, to a more, you replace other creatures animations with new ones(or rather you use the old files names as the new files, by replacing them). There's no room for more, than the predefined list. The Infinity Animation mod, which only works in BG2, and is included in the EE games without the animations, can extend that list by editing the games start .exe (in EE games, it's done a little differently). But no one has done anything like this to the old game,... cause it's OLD and the BG2 exists. "That's all she wrote":
  19. You do realize that that could help other people with the same problem ? Not to mention you could also high light which kit that was ... and so on. But no, you want to be not cooperative, delete all things ... bad actor. Now, I do realize that that might not have been your intention and so on. But more info is usually better than "Delete this post, I order you !" one. Note that I disagree on many things with Bartimaeus, but not on this one.
  20. When it comes to the summoning wand, the BG1 and BG2 handled the two very differently because the game wanted to run fast, and if you have 20+ minnions, it won't, at that times computers. But todays, it should be possible(in the EE games). And so the game(non-EE BG2) limited the summons to be 5+1, via the gender flag in the creature itself. But you can remove that in EE's by flexing the summon cap file(don't have the geme, so can't check the exact details). The reasons all the wands are lower than x power level is that the spells themselves needed only that level x level, as it's the spell level ... not the cast level it's casted on. The fireball for example should be cast as if the caster is level 10 mage, meaning it will do 10d6 damage, not 3d6. What spells are availble on wands is then a question of complexity, as you need the item, and the .spl file that is not the native spell, that doesn't pop out from no where(including the item visualization). And no, we are not all artist that can do pixel perfect reflexions of viaualizetions of our dreams. So if you Bardez want to create all the level 1-9 mage and level 1-7 cleric spells, go ahead.
  21. It is very much intended behaviour, and the Spell Thrust is the counter to SI:Ab and other such protection spells (read Spell Deflections and Spell Turning)... and then you need to see the mage(remove invisibility or other stuff,) after which you can breach. Or just use MORE force... Which then is canceled by the wizard having layers of other protections like Contingency... that fires when the mage is hurt. Which just needs another round of the same thing... and total of 6 mages to counter 1.
  22. To BG1... you are dreaming man.To BG2, yes, it has been done and it's technically VERY HARD... to impossible, so the IWDEE was done to sell it as a product instead .. and it took purchased code parts of the mod to make the game. Yeah, the animations, those are possible, but you got to do like 10 years of reverse engineering ... of a BG2 mod, and do that in BG1. Also, there 3 versions of the original IWD(1). The unpatched, the patched and the "DLC-ed" versions.And then there's the IWDEE... which is easy to import to BG2EE, as there's a mod for that already. So you are going back to reinvent the wheel, when we have aircrafts, and formula 1 cars.
  23. Or you could just: C:SetCurrentXP("300000") C:SetCurrentXP("0") ... and have far more fun.
  24. The vanilla BG1->BG2 characters stay the exact same. Other mod added NPCs no so much, depends on the mod of course, but it's fairly unlikely that they would usually support EET as a whole. Cause most of the mods were made for other game forms.
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