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deratiseur

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Posts posted by deratiseur

  1. 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?

  2. 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.

  3. 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 :

    / Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~SETUP-WEIDU.TP2~ #0 #0 // 24900
    ~CORRECTFRBG2EE/CORRECTFRBG2EE.TP2~ #0 #10 // Correction de la traduction de Baldur's Gate II : Enhanced Edition: 0.22
    ~CORRECTFRBG2EE/CORRECTFRBG2EE.TP2~ #0 #20 // Patch audio et video francais: 0.22
    ~CORRECTFRBG2EE/CORRECTFRBG2EE.TP2~ #0 #30 // Suppression des doublages en anglais: 0.22
    ~CORRECTFRBG2EE/CORRECTFRBG2EE.TP2~ #0 #40 // Suppression des ensembles de voix en anglais: 0.22
    ~EET/EET.TP2~ #3 #0 // EET core (importation de ressource): V13.4
    ~BP_IN_BG/BP_IN_BG.TP2~ #1 #100 // Ajouter l'acces aux Fosses noires dans BGEE / EET: 0.9.2
    ~SENTRIZEAL_AA_PACK/SETUP-SENTRIZEAL_AA_PACK.TP2~ #0 #0 // Sentrizeal's Wizard 4 Missing Animation Fix: v1.3.1
    ~SENTRIZEAL_AA_PACK/SETUP-SENTRIZEAL_AA_PACK.TP2~ #0 #3 // Sentrizeal's Elven Ranger Weapon Fix: v1.3.1
    ~EEEX/EEEX.TP2~ #0 #0 // EEex: v0.10.0.1-alpha
    ~EEEX/EEEX.TP2~ #0 #1 // Experimental - Use LuaJIT (can help stuttering): v0.10.0.1-alpha
    ~EEEX/EEEX.TP2~ #0 #2 // Enable effect menu module - LShift-on-hover to view spells affecting creature: v0.10.0.1-alpha
    ~EEEX/EEEX.TP2~ #0 #3 // Enable timer module - Visual indicators for modal actions, contingencies, and spell/item cooldowns: v0.10.0.1-alpha
    ~EEEX/EEEX.TP2~ #0 #4 // Timer module - Show modal actions (red bar): v0.10.0.1-alpha
    ~EEEX/EEEX.TP2~ #0 #5 // Timer module - Show contingencies (green bar): v0.10.0.1-alpha
    ~EEEX/EEEX.TP2~ #0 #6 // Timer module - Show spell/item cooldowns (cyan bar): v0.10.0.1-alpha
    ~LEUI/LEUI.TP2~ #0 #0 // lefreut's Enhanced UI - Core component: 4.8
    ~LEUI/LEUI.TP2~ #0 #1 // lefreut's Enhanced UI - BG2 vanilla bams for spells: 4.8
    ~LEUI/LEUI.TP2~ #0 #2 // lefreut's Enhanced UI - BG2 vanilla fonts for descriptions: 4.8
    ~RECOLOREDBUTTONS/RECOLOREDBUTTONS.TP2~ #0 #2 // Recolored character's toolbar buttons (BG2:EE): v4.3
    ~SEQUENCER_COLOREDTEXT/SETUP-SEQUENCER_COLOREDTEXT.TP2~ #0 #0 // Sequencer_ColoredText: 1.0
    ~BUBB_SPELL_MENU_EXTENDED/BUBB_SPELL_MENU_EXTENDED.TP2~ #1 #0 // Bubb's Spell Menu Extended: v4.7
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1000 // Mods Options: 4.0.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1070 // Faydark's Abilities Auto-Roller/GrimLefourbe's BG2 UI: 4.0.6
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1100 // Display max proficiency limits: 4.0.6
    ~HIDDENGAMEPLAYOPTIONS/HIDDENGAMEPLAYOPTIONS.TP2~ #1 #0 // Installer simultanement toutes les options de jeu cachees: 4.6
    ~SETUP-TGC1E.TP2~ #6 #0 // Le Clan Gris Episode Un : A la Lumiere d'une Bougie, BGT-WeiDU/EET/BG:EE edition v1.9 -> Edition normale: v1.9
    ~BGQE/SETUP-BGQE.TP2~ #2 #0 // Installation de la quete de la vase...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #1 // Installation de la quete de famille a Beregost...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #2 // Installation de la quete de la garde d'enfants, y compris la rencontre au festival...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #3 // Installation de la quete du monstre de Nashkel...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #4 // Installation de la quete du paladin dechu...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #5 // Installation de la quete de l'amour eternel...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #6 // Installation de la rencontre de l'orque amoureux...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #7 // Installation de la quete une aide inattendue...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #8 // Installation de la quete du hamster...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #9 // Installation de la quete de l'ivrogne pres du temple de Beregost...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #10 // Installation de la quete un endroit douillet pour Noober...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #12 // Installation de la quete sources legales des cartes maritimes...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #13 // Installation de la quete additions a la Maison de la Dame et du Temple de la Reine Garce...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #14 // Installation de la quete un fermier inquiet...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #15 // Installation de la quete des corps pour une bonne cause...: 26.1
    ~BGQE/SETUP-BGQE.TP2~ #2 #16 // Installation de la quete terminer la quete de Cordyr sans tuer Sil...: 26.1
    ~BG1NPC/BG1NPC.TP2~ #2 #0 // BG1 NPC Project : modifications necessaires: v32 BWS-FR Fix
    ~BG1NPC/BG1NPC.TP2~ #2 #10 // BG1 NPC Project : bavardages, quetes et interjections: v32 BWS-FR Fix
    ~BG1NPC/BG1NPC.TP2~ #2 #22 // BG1 NPC Project : romance d'Ajantis, elements de base (contenu adolescent) -> Rythme : 30 minutes de temps reel entre les dialogues de romance: v32 BWS-FR Fix
    ~BG1NPC/BG1NPC.TP2~ #2 #32 // BG1 NPC Project : romance de Branwen, elements de base (contenu adolescent) -> Rythme : 30 minutes de temps reel entre les dialogues de romance: v32 BWS-FR Fix
    ~BG1NPC/BG1NPC.TP2~ #2 #42 // BG1 NPC Project : romance de Coran, elements de base (contenu adulte) -> Rythme : 30 minutes de temps reel entre les dialogues de romance: v32 BWS-FR Fix
    ~BG1NPC/BG1NPC.TP2~ #2 #52 // BG1 NPC Project : romance de Dynaheir, elements de base (contenu adolescent) -> Rythme : 30 minutes de temps reel entre les dialogues de romance: v32 BWS-FR Fix
    ~BG1NPC/BG1NPC.TP2~ #2 #62 // BG1 NPC Project : relation avec Shar-Teel, elements de base (contenu adulte) -> Rythme : 30 minutes de temps reel entre les dialogues de romance: v32 BWS-FR Fix
    ~BG1NPC/BG1NPC.TP2~ #2 #72 // BG1 NPC Project : romance de Xan, elements de base (contenu adolescent) -> Rythme : 30 minutes de temps reel entre les dialogues de romance: v32 BWS-FR Fix
    ~BG1NPC/BG1NPC.TP2~ #2 #90 // BG1 NPC Project : possibilite d'envoyer les PNJs attendre dans une auberge: v32 BWS-FR Fix
    ~BG1NPC/BG1NPC.TP2~ #2 #130 // BG1 NPC Project : ajustements du journal de Sarevok -> Journal de Sarevok enrichi par SixofSpades: v32 BWS-FR Fix
    ~BG1NPC/BG1NPC.TP2~ #2 #160 // BG1 NPC Project : ajouter des portraits de PNJs non-recrutables pour les dialogues et les quetes: v32 BWS-FR Fix
    ~BG1NPC/BG1NPC.TP2~ #2 #200 // BG1 NPC Project : dialogues inities par le joueur: v32 BWS-FR Fix
    ~A7-BANTERACCELERATOR/A7-BANTERACCELERATOR.TP2~ #1 #31 // Accelerateur de bavardages -> Frequence : 30 secondes - Probabilite : 25 %: 1.5
    ~BG1AERIE/SETUP-BG1AERIE.TP2~ #2 #5000 // Aerie dans BG: EE: 2.5
    ~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #1 #0 // Installe le mod Expansion Ajantis pour BG1: 18.3
    ~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #1 #1 // Install the unique BG:EE BAM for Ajantis' Family Shield: 18.3
    ~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #3 #0 // Xan's friendship path for BG1: v11
    ~FINCHNPC/FINCHNPC.TP2~ #1 #0 // Finch: v6.0
    ~ASCENSION/ASCENSION.TP2~ #2 #0 // Reecriture du chapitre final de Throne of Bhaal: 2.0.24
    ~ASCENSION/ASCENSION.TP2~ #2 #10 // Balthazar peut etre rachete: 2.0.24
    ~ASCENSION/ASCENSION.TP2~ #2 #20 // Interactions entre Sarevok et le joueur ameliorees: 2.0.24
    ~ASCENSION/ASCENSION.TP2~ #2 #30 // Interactions entre Imoen et le joueur ameliorees dans Throne of Bhaal: 2.0.24
    ~ASCENSION/ASCENSION.TP2~ #2 #1000 // Combat d'Abazigal plus difficile: 2.0.24
    ~ASCENSION/ASCENSION.TP2~ #2 #1100 // Combat de Balthazar plus difficile: 2.0.24
    ~ASCENSION/ASCENSION.TP2~ #2 #1200 // Combat de Demogorgon plus difficile: 2.0.24
    ~ASCENSION/ASCENSION.TP2~ #2 #1300 // Combat de Gromnir plus difficile: 2.0.24
    ~ASCENSION/ASCENSION.TP2~ #2 #1400 // Combat d'Illasera plus difficile: 2.0.24
    ~ASCENSION/ASCENSION.TP2~ #2 #1500 // Combat de Yaga-Shura plus difficile: 2.0.24
    ~LONGERROAD/LONGERROAD.TP2~ #2 #0 // Longer Road: 2.0.7


  4. 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.


  5. 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.

  6. 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

  7. 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) 

     

  8. 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.

  9. question: if I use ADD_SPELL to add a spell to the game with this instruction :

    Quote

    ADD_SPELL ~Derats_Magasin_2/Sorts/pxl2so2u.spl~ 2 8 WIZARD_PX_BREATH_OF_PORPHATYS    SPRINT current_spell_res "%DEST_RES%"    SAY NAME1 @6087    SAY UNIDENTIFIED_DESC @6088

    How can I copy THIS installed spell for a variation? like :

    Quote

    COPY_EXISTING %DEST_RES% spell"    ~override/pxl2shi3.spl~     WRITE_BYTE 0x34 3

  10. 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?).

  11. 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

  12. 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

  13. 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?

  14. 2 hours ago, jmerry said:

    That old hardcoding is still partially active; if the kit ID has the enchanter and illusionist bits, then those kits' banned schools will be unavailable at character creation and during sorcerer level-ups.

    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.

  15. 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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