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deratiseur

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Everything posted by deratiseur

  1. OK, that's corrected. I worked directly on NI instead of DLTCEP. Complicated, but it's fixed. And it came from the WED once it was loaded into DLTCEP. Thanks a lot.
  2. no, i use the PSTEE WED (renamed PXD190.wed), and when i load the map in DLTECEP, in set the wed to PXD190. I've already done this on 9 PST maps without any problems, all checked by walking around in-game (BG2EE). So why does THIS one screw up?
  3. I've imported all the AR1900 (player's maze) resources from PSTEE: Are, bmp, mos, tis, wed, and it all corresponds to a square area. However, when I access it in game in BG2EE, it's rectangular, the whole bottom is missing. When I edit the Are in DLTECP, I realise that its size is set to 320x240, and this is greyed out, so I can't change it. Why this bug and what can I do? This is the 10th card I've imported from PSTEEE to BG2EE and none of the other 9 have had this problem.
  4. I can traify it if you don't know how to do.
  5. JohnBob and I are pleased to announce the translation of dark tiding into French. Get the archive here.
  6. question: why did you create the language and english directories if all the texts are in the .d files? I wanted to translate the module into French -> no trayified.
  7. BGGO does not install on the BWS : [Code]ERROR Installing [BGGO for EET, BGT, BGEE, BG2EE, ToB and Tutu], rolling back to previous state Will uninstall 1436 files for [BGGO/BGGO.TP2] component 0. Uninstalled 1436 files for [BGGO/BGGO.TP2] component 0. ERROR: Failure("resource [BG3800.mos] not found for 'COPY'") Please make a backup of the file: SETUP-BGGO.DEBUG and look for support at: Yovaneth, White Agnus, Weigo Automatically Skipping [BGGO for EET, BGT, BGEE, BG2EE, ToB and Tutu] because of error. NOT INSTALLED DUE TO ERRORS BGGO for EET, BGT, BGEE, BG2EE, ToB and Tutu Le fichier spécifié est introuvable. D:\Jeux\JDR\Baldur's Gate II Enhanced Edition\Data\00783> ERROR: Failure("resource [BG3800.mos] not found for 'COPY'") BGGO for EET, BGT, BGEE, BG2EE, ToB and Tutu (Baldur's Gate Graphical Overhaul) n'a pas été installé en raison d'erreurs.[/code] (error on BG3800.mos) I've got few mods installed before :
  8. I'm stuck on a quest resolution: a guy visits different universes and times thanks to an object. He loses this object somewhere in the FRs and comes across the pjs, to whom he offers a great deal if they help him get home. And quickly, because the "interdimensional travel surveillance patrol" is probably already tracking him down. Problem: what can the characters offer to help an extra-dimensional (and extra-temporal) being return to his space/time? I've already thought of modifying "Wish" to add a line of text if wisdom 15+ -> the pnj would be sent straight home and wouldn't have time to give the reward to the pjs ^^. I can't think of anything else (it takes more than planar displacement, we're talking about different dimensions and times) And not "Ribald and his 39K pos", that would make a quest too simple and redundant. And not "find the lost object in a corner of the map" either, that would make the quest far too simple.
  9. I'm using a downloaded version of iedsp. Thanks for letting me know it's out of date, and sorry :(
  10. deratiseur

    Language bug

    DLTCEP for EE editions (7.7 or 7.8.02) bugs with non-English languages. I use the French language and all accents, quotation marks, colons, etc, are replaced by other characters, as with an ansi-utf8 conversion error. However, EEKeeper can display French texts without any problems, so it's possible.
  11. concerning the effect #18, I tried setting the hit points to 1 with parameter 0: set. Doesn't work. Then I tried 1% with parameter 1: percentage. Doesn't work. In fact, the minimum maximum hp is fixed: minimum 1hp per level (lvl 6 -> minimum 6, lvl 20 -> minium 20). Tested on oBG2
  12. Ok, that's work, thanks a lot I use this for non-simple spell installations such as : ADD_SPELL ~Override/pxl2achi.spl~ 2 7 WIZARD_PX_HACHITOZAS_TROOP_IMPROVEMENT SPRINT current_spell_res "%DEST_RES%" SAY NAME1 @60729 SAY UNIDENTIFIED_DESC @607309 WRITE_ASCIIE 0x34e "%DEST_RES%" #8 WRITE_SHORT 0x98 ~%pxl2achi%~ SET ZF_inc_duree = 6 LPF MULTI_LEVELS END (custom macro)
  13. Thanks But that's don't work. I've tried this : ADD_SPELL ~Derats_Magasin_2/Objets/Coffre/Dilp/pxl2prag.spl~ 2 4 WIZARD_PX_DEADLY_RAGE SAY NAME1 @130911 SAY UNIDENTIFIED_DESC @130912 LAF RES_NUM_OF_SPELL_NAME STR_VAR spell_name = ~WIZARD_SPELL_NEW~ RET spell_res END COPY_EXISTING ~%spell_res%.spl~ ~override/pxl2test.spl~ WRITE_BYTE 0x34 1 That don't work. The debug file say : Copied [Derats_Magasin_2/Objets/Coffre/Dilp/pxl2prag.spl] to [override/spwi439.spl] [*.IDS] forgotten Appending to files ... [./override/SPELL.IDS] loaded, 26871 bytes override/spell.ids copied to Derats_Magasin_2/backup/0/override.spell.ids, 26871 bytes Appended text to [spell.ids] Copying and patching 1 file ... [./override/add_spell.ids] loaded, 2981 bytes Copied [add_spell.ids] to [override/add_spell.ids] (NO BACKUP MADE!) Clearing the IDS map. [*.IDS] forgotten Added spell WIZARD_PX_DEADLY_RAGE [./override/SPELL.IDS] loaded, 26899 bytes FAILURE: Invalid spell number: -1 Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [Patch de multiplication d'effets], rolling back to previous state Unable to Unlink [Derats_Magasin_2/backup/0/OTHER.0]: Unix.Unix_error(1, "unlink", "Derats_Magasin_2/backup/0/OTHER.0") [Derats_Magasin_2/backup/0/UNSETSTR.0] SET_STRING uninstall info not found Will uninstall 3 files for [SETUP_PATCHING.TP2] component 0.
  14. question: if I use ADD_SPELL to add a spell to the game with this instruction : How can I copy THIS installed spell for a variation? like :
  15. effect #272 doesn't like fights. I did a simple test: on a ring I added an ability: #272, type 3 frequency 6 -> once per round for 2 turns -> Effect : Colour: Glow by RGB (Brief) [50] on self, 1 seconds. (on use, for 4 turns) If not in combat, the character glows every round without problem. But if he is in combat, he no longer glows. Or he does very rarely (I've only seen him glow once), I think when he hasn't suffered any attacks (for my tests, the attacker has a taco of 0 and 2 attacks -> critical miss?).
  16. It would be necessary to add to 177 and 272 "the effect does not take into account eventual saving throws, it is applied all the time".
  17. sorry, my mod is in progress, will be released in ....... a long time. but i can give you by mp a link to a wip version, just let me package it. (note, the scritp fot these summoned is for oBG2 only, it don't work on BG2EE (a part of the script (not all) isn't working on BG2EE) oops, i cannot do it for now. i've have to reinstall for being sure it's ok, but i've made some changes which need many WRITE_BYTE code before installation, so before test. So here is the script. One part to force him to be unsummoned after 3 turns, one part to automatically resurrect him 6 rounds after each death, and the third part to make him an ally and re-equip him, because resurrecting him cuts off the summoning link, de-equips him and removes the linked "unsummon" effect (hence the first part of the script). This script only work on oBG2, because oBG2 can cast a spell (ressurection) on a dead creature, BG2EE can't. (pxl2kurg : the kurgan, from Highlander first movie) pxl2kurg.baf
  18. the creature is summoned for 2 turns. In his script, had a timer for 119 seconds, and an action at the end of the timer -> 1 second before the unsummon. Done for my mod summoned minions, work.
  19. Okay, found it. Sorry guys, new mod version installed on my oBG2 "1" and link to the oBG2 I run to test pointing to my oBG2 "2". so testing on a version that does not have the new mod installed. It's very simple, I'm confused.
  20. Yes my 2DA's have custom names too. EVERYTHING has a personalized name. Spell, subspells, Icons (1 per subspell), 2DA. For the items it works, yes it is the registration in the TOOLTIP. 2DA that does everything. But for spells ? It's like I'm doing something wrong, because the spells are functional, I see the icons of the subspells, they launch, etc, it's just the name that's buggy. Here is an example from of 2da. A spell that allows you to choose between 8 fireballs. All with a different icon, but all named "quick spell" ????? pxl2bfir.2da
  21. When I cast "Spell Immunity" or "Enchanted Weapon" (oBG2), the subspells I have to choose from have a name. But in my mod, whether it's for an item or a spell, when I offer a choice of sub-spells (example: protection against an element of choice), these sub-spells are not named. Yet I use a 2DA cloned from the "Protection against spells" one, my subspells have a name assigned by the TP2 during the installation, so what's going on?
  22. It seems not. I tried this old code on oBG2, it works. I tried it on BG2EE, it doesn't ban anything. As the code ~0x00000600 1~ already corresponds to what should be written in kitilist.2da by the kit installation routine, how to do "more" on EEs edition? Note : i try to make a mage kit with "only evocation spells" allowed.
  23. in oBG2, if I want to create a mage kit with two forbidden schools: necromancer and evocation, I can write ~0x00000600 1~ in the kit setup routine. (enchanter + illusionist) But in BG2EE, I can't do it. No matter what I write in the installation routine, the kit always has a number 0x40XX aligned after Soul_monk, Grizzly_Bear, ohtyr and ohtempus in kit.ids. How to find this code system in BG2EE to ban schools to a mage kit?
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