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Wisp

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Everything posted by Wisp

  1. Depending on what exactly you uninstalled and how far into the game you got, you may have invalidated your saves. However, if you upload the files fl#randomseed.2da, fl#randoptions.2da and fl#removeditems.2da (located in your override folder) and post the contents of your weidu.log file, I'll try to reproduce your problem.
  2. Okay, can reproduce. The Gromnir thing is a bug alright. Will fix. The scrolls thing looks like luck of the draw. There is an awful lot of scrolls being randomised. Stands to reason there will occasionally be someone who receives multiple copies of the same scroll (like Rayic or the Yuan-ti mage). Some tiers contain more scrolls than others, or might contain fewer locations than others, and would thus be particularly susceptible to this. I can look into adding some more locations for scrolls, so you'll not find quite so many of them in any one place. The multiple copies might also be a deficiency in WeiDU's (OCaml's) pseudo-random number generator, but there's little I can do about that.
  3. The version dated 131118 features compatibility with BGII: EE, as well as improved compatibility with BG: EE.
  4. Update. The version dated 131007 fixes a small compatibility issue with SCS. It is safe to upgrade, but the fix will not affect creatures you have already encountered. Personally, I wouldn't upgrade over this. It is also packaged with WeiDU 232, so installation on BGEE is now done in the same way as on any other game.
  5. Thanks for the report. I've been thinking vaguely about some sort of shored-up proficiencies. I guess the time is now.
  6. Update. New dev version is dated 130726 and does not do incomplete Mode 1 installs on BGEE (i.e., it won't crash your game). There's also a small correction for BGEE to the alterations to Unshey's quest (probably not worth upgrading over). To upgrade, simply extract this version of the mod on top of your existing version and reinstall the main component. Choose to preserve saved-game compatibility if you have a game in progress. You don't need to upgrade if you use Mode 2.
  7. BGEE has that new flag on effects, bit 25 among the save-type flags, 'ignore difficulty' isn't it? Are there any more that I don't remember/is not aware of?
  8. What sort of test reports? If it's concerning the Tweaks thing, I posted working code in the Tweaks forum a while back (you probably saw it). Do you need help integrating it into your mod? (I realise I only posted the relevant fraction rather than the whole thing.)
  9. Oh, right, of course. It's because the coordinate point in the match string is not escaped. This will work: COPY_EXISTING ~ar0903.bcs~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~CreateCreature("C#KNIG05",\[820\.1500\],8)~ ~CreateCreature("C#KNIG05",[1548.1500],8)~ REPLACE_TEXTUALLY ~CreateCreature("C#Ajan\([01][0-9]\)",\[1730\.400\],0)~ ~CreateCreature("C#Ajan\1",[638.400],0)~ REPLACE_TEXTUALLY ~CreateCreature("C#KNIG07",\[500\.410\],8)~ ~CreateCreature("C#KNIG07",[1868.410],8)~ END Edit: however, with facing 8, he ends up looking away from the door. He should probably retain facing 0.
  10. Sure, I can have a look. Same time line: tomorrow or during the weekend.
  11. I can have a look. I'm testing some other stuff today, tomorrow or this weekend. I can take care of this at the same time.
  12. HANDLE_AUDIO and HANDLE_TILESETS are not (yet) natively done by WeiDU. They are (thus far) wrapper functions around oggdec/SoX and tisunpack. The big advantage is that you get compatibility with Windows, OS X, Linux and BGEE all in one go. Everything but decompression is also done by WeiDU, so you also get proper backups and proper uninstallations. All you need to do is supply the audio/tilesets and oggdec for Windows, SoX for OS X and tisunpack for Windows, OS X and optionally Linux. For HANDLE_AUDIO, you put your audio, oggdec.exe and SoX for OS X in "MyMod/audio". Then, anywhere in the component that should install the audio, you put LAF HANDLE_AUDIO END and you are done. If you'd rather do things differently, say, by putting your sounds and decompression utilities in "MyMod/sound", you would put this in your TP2: LAF HANDLE_AUDIO STR_VAR audio_path = "mymod/sound" END The way HANDLE_AUDIO is coded, you don't need to specify the location of oggdec/SoX (you can, if you want to) unless they are located somewhere other than the same folder where you keep your sounds. Compatibility with BGEE is free. You don't need to do a thing. Compatibility with Linux is practically free. If you want to, you can state that the user should install oggdec before installing your mod, but you don't need to do anything else. HANDLE_TILESETS works much the same. Analogously to audio, you put your TIZ files in "MyMod/tiz". The exception is that you put tisunpack for Windows in "MyMod/tiz/win32" and tisunpack for OS X in "MyMod/tiz/osx". If you want to, you can also put tisunpack for Linux in "MyMod/tiz/unix". Then you include LAF HANDLE_TILESETS END in your TP2 and you are done. If you want to put your TIZ files elsewhere, that part works the same as with HANDLE_AUDIO (except it's tiz_path instead of audio_path). (For Tweaks, there is probably not yet much advantage to these functions, since Tweaks already does it right.)
  13. Yeah, ADD_JOURNAL has been in since the last few betas. I would also recommend the HANDLE_AUDIO function for your sounds, if any. I don't know how the situation with tilesets is on BGEE, but if you can just untiz them like normal, there will also be the HANDLE_TILESETS function (coded, but not included in beta 231.10).
  14. Updated. New dev version is dated 130724 and actually installs. Can you ask for more?
  15. It looks like it's enough to simply decompress the relevant biff in cdX/data. Unfortunately, there's no way to do this with existing WeiDU functionality on a 32-bit platform. If you don't mind waiting a while and shipping a WeiDU beta, I can most likely write something that could do this reasonably smoothly. For a Windows-only solution, there's a tool called CBF2BIF posted over at SHS. I haven't tested it, but it should be able to do this.
  16. Well, actually, I can confirm this bug. It apparently happens if AREA090A.BIF has not been cached (and decompressed) before you install Sensible Encounters. Delete your cache directory, install Sensible Entrances, create a new game and save in the Promenade -> Crash on entering the NORH Uninstall Sensible Entrances, reload from the Promenade -> No crash (unflipped TIS) Reinstall Sensible Entrances, reload from the Promenade -> No crash (flipped TIS) Make your cache directory unavailable to the game, reload from the Promenade -> Crash Delete the new cache dir and make the old one available again, reload -> No crash
  17. I seriously doubt this is a corrupted CRE. AH, have you by any chance installed Generalised Biffing on top of your mod stack? Either way, you should post your weidu.log. It's very likely not something that using v13 over v12 would help with.
  18. WeiDU changes most files as it goes along. It's just changes to the TLKs, and perhaps the key file, that get queued up and written all-at-once at the end. Putting Cam's code at the end of the relevant component in your mod will work.
  19. They are in stack operations. Maybe inlined files should be uniquely named like how you shouldn't use STRING_SET, but they do share a namespace with "real" files, so it's a good habit to differentiate the two by the file names.
  20. I don't know if it's a problem, but you are not setting the width variable here. (Maybe it's set outside the ACTION_IF, but that seems fragile.) You really ought to call the inlined file something more inline-y, say ".../ajantis/inlined/dammit_cam.d". Collisions are perhaps not very likely, but it'd be no fun if it were to happen.
  21. Unless you plan on your Ajantis mod to be installed after the Tweakpack, it would have have to be the Tweakpack that detects your Ajantis mod.
  22. This is a proto version of Item Randomiser v7. It is not feature complete but rather than sitting on the changes until I have time to finish v7, I will release one or more development versions. This version is dated 170205. Install: Place the extracted files in your game directory. Windows: follow the regular installation instructions OS X: make the command file executable and run it, I guess GNU/Linux: follow the regular installation instructions Download.
  23. I would suggest you continue to use the Linux version of WeiDU. It's the supported way of installing WeiDU mods on Linux. Using WeInstall is optional, but greatly simplifies using WeiDU on the command line. You can simply think of WeiDU as tool for installing and managing mods. The documentation is more geared towards modders than end users, however.
  24. I doubt your linux.ini is involved in this. What the oh-so-clear error message is telling us is that WeiDU can't find the file. It seems that, contrary to the installation instructions, the bg2fixpack directory has not already been tolowered, since the file exists as "bg2fixpack/copy/ISCRL5A.BAM". If you haven't already, you need to tolower the bg2fixpack directory yourself. (Sidenote, the CD/HD numbers in linux.ini are unimportant.)
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