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Posts posted by lynx
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If you don't know what you want, how would you even know if it's broken or working? If you don't notice anything, any state is fine.
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All the original joinable NPCs are already baked in the GAM. IOW they are global. Your Jaheira doesn't have an area set, since you just told her to scram, not to where.
I'm surprised your first snippet works at all, since I'd expect Player2 et al to get invalidated after all those LeavePartys.
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She has many powerful perks — does she have any topical weaknesses to balance them out? For example is her general stat "undead", so she gets affected by turn undead and special spells? Is healing ineffective?
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Sounds like an over or underflow. And this function is used aplenty in bg2 — it's the way to give quest xp.
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I guess you could emulate it with the color effects and a separate area that you manually greyscaled. But I don't think there's any way to stop projectiles.
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it's the same old photoshopping, the appearance of light is baked in ...
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Thanks all, I wrote it even more succinctly:
https://github.com/Gibberlings3/iesdp/commit/09092ac2c3dc37ba9c0f09b285d4cec0175153ac
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Yes and no. You wouldn't get any of their engine changes, just ours. Any data changes and data-based rule tweaks would work (like any other mod).
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For the original, I think you need a 32-bit prefix and to set a way older windows version.
For GemRB, I hope you're not having a stroke, but you don't need to run it through Lutris. Follow the instructions on our website.
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Change line 25 of iwdfixpack/languages/spanish/gtu.tra to include a = character after the first number.
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Do I understand correctly that iwd spawned a random amount of the same resref — the randomization was only done once (not per attempt)?
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Are you sure that would work? I'm sceptical that the opcode would also cause the hotkey to stop working.
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Or just do it the bg1 way and ensure the game is unpaused when the inventory is open.
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Sounds easy to solve, but in the ideal case the problem would go away on its own. If weidu was to use a VCS itself, it wouldn't need to generate backups anymore and the main file tree would be devoid of these backup dirs.
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In that case no, which reminds me ees also have PartySlotN objects.
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The way you describe PlayerXFill clearly matches the portraits, so your conclusion is a bit odd. I think the wording mentions portraits from reverse engineering and just looking at the great work being done on iwd2, you can see how these are tied together. Those two arrays correspond to both sets of objects and you can search for their use.
https://github.com/alexbatalov/iwd2-re/blob/main/src/CInfGame.h#L392-L393
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2 hours ago, mickabouille said:
But then I decided I needed to exclude backup directories to have something interesting and... I didn't push further after that.
Note that mods that extract backup (and work) dirs outside theeir mod dir help with that.
Why bother with excluding backup dirs, just to save some space? And since the name is always the same, you could just add it to the exclude list, so the problem goes away automatically.
SCMs worked well for me too, but I'm not a megamodder, so it was mainly to ensure base (vanilla) state easily.
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I think he meant the string extraction and other niceties, not the trivial thing of adding or changing strings directly in the tlk.
I'm surprised this time nobody suggested using an existing version control system yet.
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With the split tlks in ees, it would be possible to mirror the updates with low chances of problems (non-matching translations are a mod problem), but for that a bunch of things in weidu would need to be adapted first.
For gemrb we hit the same problems when thinking about adding live language switching. It's the data that is problematic, not so much the engine changes that would require. Probably simplest to devise a tool that eats tra files and creates tlk overrides that we could then swap. Or a tlk format upgrade that would make it easier. Either way, a regular mod install would not be enough.
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Why would it be OS-dependent? Surely one would choose a language without major portability issues.
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I don't get the point of lua_execute above, since you can already do that now with AT_NOW + COPY.
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A few extra functions are shipped with it, but the closest thing to an assortment of other functions and libraries is:
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You could also add a line to the readme that this mod is meant for people who own NWN and PoE. Just for better taste, doesn't change anything legally.
[MOD] Call of the Lost Goddess - A quest mod for BG2EE
in Miscellaneous Released Mods
Posted
second sentence of the description: