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Jarno Mikkola

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Posts posted by Jarno Mikkola

  1. 10 hours ago, Graion Dilach said:

    I think some of the confusion comes from slingshots. Slingshots are visually similar to slings in many ways, but they are indeed simpler and weaker and personally, for a long time I even thought that every time something refers to slings, they mean slingshots.

    Well, arguments could be made that Trebuchet is a slingshot too, so I don't see your point. You probably mean slinghshot ala:

    slingshot6.jpg But that's a kinds toy.

  2. 7 hours ago, Guest Pugdy said:

    Hello. In the mod installation instruction it says to run the executable file:  setup-sod2bg2_iu.exe

    Or that the zip file will self extract. I had to extract mine manually, and there is no executable file for me to initiate the installation. I'm not sure why it's not present. Please help.

     

    So, assuming you downloaded the sod2bg2_iu-v2.0.1.exe -file, that's the self extracting mod archive, which when ran in a modern Windows system, the Windows might deside to "protect you from" by noting that the you are now installing a program that is not listed in the Antivirus protected safe zone, marked by a list of program manufacturers and files... just like every one of weidu mods, and asks you on how to proceed;
    It will allow you to proceed, you just need to select the correct things... and it will do this in your native language, whatever you have selected to be.

    Then should show you this: So-Dto-BG2ee804.jpg
    Which will then allow you to proceed to the automatic installation route, after it has extracted the files into the selected (game) folder.

    If you open the archive(.exe) file with an archive tool, you'll see the contained sod2bg2_iu -folder, and the "setup-sod2bg2_iu.exe" -file.
    After this, of course your Windows/antivirus might again deside to "protect you" again, by removing the setup-sod2bg2_iu.exe, as it's the weidu.exe just renamed as that, to take orders from the setup-sod2bg2_iu.tp2(that is in the folder). And it's not in the list... as we don't have the moneys to reassure everyone of the Antivirus protection programs to leave our small .exe alone as it has as many file names as there are mods made with it. As it's a bounty system, where we would pay the 'tax' to get to the list.

    If the above happeens, my instruction is to go offline and disable your antivirus... then might want to rethink your approach, might switch antivirus programs ... then install the mod, and re-enable your antivirus program and scan the whole computer .. and then go back to online.

  3. 3 hours ago, svj said:

    Anybody knows source for bg looking portraits?

    Meaning ?
    This ? https://gibberlings3.github.io/iesdp/file_formats/ie_formats/bam_v1.htm
    And this: https://baldursgate.fandom.com/wiki/Portraits


    Or do you mean the artists that made them... no idea.
    The fandom has them cathagorized, erhm for their in-game file names:
    https://baldursgate.fandom.com/wiki/Portrait_File_Names
    More... there's a whole G3 web page dedicated to them... mostly non EE one though:
    https://www.gibberlings3.net/gallery/category/1-portrait-packs/
    Or AI source to 'enhance them'... 😄

  4.  

    6 hours ago, Graion Dilach said:

    If someone asks about it, I tend to bring this up. I'm pretty sure I tend to mention this on Discord as well.

    WOW, in 3 WHOLE places in since 2021... and not previously in This Very Topic. Am I just dumb, or could it be that you aren't as clever as you think you are ?
    For example, you could build your own topic somewhere that you pour in all your "knowledge" of the days games, and questions one might have and answer them to the best of your abilities, so you could link to it via your signeture, or link to in all your replies, for convinience, so you will not be ever misunderstood.

  5. 8 minutes ago, Holden said:

    I just created identical copies of both my BG1 and BG2 folders (modded with EET) in a new folder.  Seems like both the original and copy run fine from my save.  I feel like I could run the experiment and see what happens in the copied folders without compromising the original.  But I like the Near Infinity option better anyways--seems like something I could really play with beyond my immediate problem.

    Thing is, you ought to use causion when assuming things work right out of the box. Yes, the game might work simultaniously... but they both utilize the same savegame folder, and so loading the wrong save, playing a bit and saving again, and ups, some, then more of your items begin to lack certain features like description texts and vola, it will have that in BOTH games, bacause the save came form one and then it was saved in the other, so the items are from both games dialog.tlk file references that will not match, if they are differently modified games. And there's nothing in the world that will allow you to check from which game the save came from unless you type it into the savegame file name itself. That's just one problem. There's others...

  6. 10 minutes ago, Karrgoot said:

    I have forced my steam deck to install baldur's gate, Windows version. And I just copy that and pasted it over my steam deck installed version. It worked like a charm but I get lite of invalid nummer on items, spells and dialog...

    This is likely because you have not installed the DLC merger... https://github.com/Argent77/A7-DlcMerger/releases/tag/v1.5 Which is what you need to install to the BG1EE+SoD to install mods onto.

  7. 18 minutes ago, Holden said:

    How do I backup my install?  Is it simply a matter of copying the entire game folder, or are there specific things I need to address?

    Just copying the game folder to elsewhere will back it up. Just understand that that backuped folder, will not generally work without returning it to the original folder. And in the case you will want to use the backup rather than the then remoded version, you should just throw the original to the trashbin and copy(or cut and paste) the backup to the originals place. And just copy paste without the first deleting the original, will not work.

  8. 10 hours ago, jmerry said:

    No overwriting going on. ActionOverride is just "tell this other creature to do something". On that note, if one of those actions is "tell this creature that's speaking to do something", then you shouldn't use an ActionOverride for it. I don't know whether it breaks in dialogues, but it certainly does in scripts; ActionOverride([active creature], [do something]) in a script fails and causes any further actions to not be executed either. If this happens to be a cutscene, it's likely to leave you hanging and unable to do anything but force quit.

    You do realize I didn't have Crtl+c Crtl+V at that moment ?
    Aka, when you put ActionOverride into script function, you OVER(W)RITE the targeted creatures ACTIONS.

    But the point of the message was that one was creature, while the other was a dialog phase, or contingency.
    And if you were to code things a little bit better, you wouldn't make these mistakes and you would name things with cleverly so that you couldn't ever mix things up.

  9. 16 hours ago, sirnicklaus said:

    Went back and made sure the characters being attacked were equipped with melee weapons.  Damaged received was 10-16.  Being curious with what you just told me though, I then equipped one of them with a sling.  Character still received 10-16 damage from the sword.

    Did they also have the ammo for it ? Baecause they won't use it without the ammo...

  10. 7 hours ago, sirnicklaus said:

    Druids are considered shapeshifters, correct?  In testing, this sword is doing identical base damage to two members of my party (in this case 10-16 dmg), despite one being a druid and the other not.

    Do the people that are hit have melee or ranged weapons ? Cause if one has ranged weapon, darts or the like, they take +4 damage, just from that.

     

  11. 13 minutes ago, Daulmakan said:

    Hi Jastey, can you expand on this? I usually use both.

    This is all over the place actually... it came from one of the weidu updates.. it's here, there, and elsewhere. It's so called well known bug.
    But it only affects the old game, as you don't need to do that to the EE games, as it has no effect in the EE engine.

  12. 3 hours ago, skellytz said:

    What are your Windows language settings? Did you change the language for non-Unicode programs as instructed in the Infinity Animations readme?

    Is that any more needed as the new version of the files should all be assigned to the first 127 characters in the codepage... aka they no longer use the bad characters.. I too got triggered by this... but then I went to view the files, cause I saw the new github address..

  13. 13 minutes ago, Graion Dilach said:

    .. That would need a weidu.log to know what one should look at.

    Are you aware that the --change-log will give you that, and also responsiple components. Well, for the item. The attached archive also has the general weidu.log ... what I see is that the paperdolls transparency color palette has likely the wrong color order. Aka the orange should be transparent. Easy to fix... recolor the orange color spots to be the second color in the palette.

  14. 6 hours ago, Lightbringer said:

    Hey there, Doc!  Thanks for the detailed explanation.  The main thing I've seen is that my used spell slots get restored every time I use EEKeeper. I can confirm that limited duration good and bad effects (regen from an SR spell, and a disease) persist, and damage previously incurred is still present.  I don't use the 5e spellcasting mod, so I'm probably not seeing those issues. I can certainly appreciate the wariness.

    I still use 'Keeper to edit global variables attached to my save, and to mess with special abilities and effects granted by kits.

    If you are not getting errors during saving the game, and you use the option where you do not overwrite the previous save, it should all be good. But not having that, can cripple the current campaign. Cause if the priest spells disappear, and the sorcerer gets a priest spell they shouldn't .. or things like that happen, well it's in the boots already.
    And yes, I have had errors happen in the non EE version, which then removed spells and did other bad things. But I had a backup.
    Also, you can just set the GLOBALS/LOCALS in game... you just need to know what they are and finding them in EEKeeper is easy... so the thing is, feel free to save the game in EEKeeper and if it doesn't grouse you, it's usually fine. But KEEP a backup.

  15. 19 minutes ago, jastey said:

    like I pointed out, using ActionOverride should make the transactions more stable but it doesn't help with items falling to the ground out of full NPC/PC inventories, so "best solution" is a relative term.

    The only item that can fall to the ground is the Player1 given item, .. well or any item in their inventory that's not bolted down as it's replaced with the given item.. and as you are ordering an invisible creature to do the actions, the taken item goes with them, and will no longer be anywhere after they are ordered to do- ActionOverride("scriptname",Destroy(Self)) .. hopefully within the same command line as the other above. As should the creating it also... Something like: CreateCreatureObjectOffset("scriptname",Myself,0)

    Aka, the whole lenght of the thing would be:
    DO 
    ~ CreateCreatureObjectOffset("scriptname",Myself,0)
     ActionOverride("scriptname",TakePartyItem())
    ActionOverride("scriptname",DestroyItem()) 
    ActionOverride("scriptname",GiveItemCreate("itemname",Player1,0,0,0))
    ActionOverride("scriptname",Destroy(Self)) ~
    END ... 

  16. 2 hours ago, jastey said:

    ~ActionOverride("scriptname",TakePartyItem()) ActionOverride("scriptname",DestroyItem())  ActionOverride("scriptname",GiveItemCreate("NWAMULI2",Player1,0,0,0))~

    Yeah, this is the best solution. And for reference scriptname is the death variable of the invisible creature that takes the item and destroys it.. and the command can come from anyone, which is usually a participant in the dialog, or the dialog itself, depending on how you look at it.
    @jastey, should't that also have the create creature in the same dialog command, and also it's destroying ... I remeber this so well, I have no idea. 😋

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