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About Lollorian

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To be clear, the Solaufein mod with specifically break BG2EE installs for any mods that use DECOMPILE_AND_PATCH in their installation scripts (which includes this mod) This patch should let Sola install properly in a BG2EE install without breaking anything else... As for your dilemma, CrevsDaak's solution works
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~SETUP-SOLAUFEIN.TP2~ #0 #0 // Solaufein Romance for Baldur's Gate II (SoA & ToB) Your TRIGGER.IDS overwriter
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Most likely this. WeiDU.log should give you the list of mods currently installed through WeiDU
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Closer look at the error should reveal the problem: ERROR: cannot resolve trigger 0x40de ERROR: [AR0406.BCS] -> [override/AR0406.BCS] Patching Failed (COPY) (Not_found) Translation: When decompiling AR0406.BCS, I couldn't understand what the trigger code 0x40de means. I understand trigger codes using the TRIGGER.IDS so this code is not present there either (sidenote: 0x40de is not present in the vanilla TRIGGER.IDS as well so whatever mod you installed earlier that added this trigger to AR0406.BCS is the culprit)
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Game breaking stuff related to the 'starting location changer' components
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Small issue with BHEREN.CRE
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Looks awesome! Was curious - do NPC #7 and above fire periodic banters?
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That looks clean! Thanks
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Could you suggest another way that a mod could check whether the party has encountered Centeol that would work in a vanilla BG game? (the mod in question does not need Centeol to be dead - only needs to check if she has been encountered - which in vanilla BG is a fight to the death)
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Small issue here - Having Xan in your party when you face Centeol breaks any mod that checks for Dead("centeol") (the report mistakenly says BG1RE)
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micbaldur reported this in his BWP game The file to change is ajantisbg2\dialogues\ajantis_anomen.d. The CHAIN blocks at line 59 and 81 check for the NPC who is speaking instead who is to be spoken to (just change 59's block to check for C#Ajantis and 81 to check for anomen :cheers:)
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"Set % of" with a value of 105
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Discussion: BG2 Kit Creation Series
Lollorian replied to NiGHTMARE's topic in Modding How-Tos and Tutorials
Since ToBEx no longer restricts ony 255 kits, the code snippet: WRITE_SHORT 0x244 0 // doesn't change WRITE_BYTE 0x246 ~%A#SHAR%~ // the internal name of your kit, surrounded by % WRITE_BYTE 0x247 0x40 // doesn't change will fail for any kits added by ADD_KIT that happen to have a serial number >255 (because BYTEs) How about changing it to something more dynamic like: SET x = IDS_OF_SYMBOL(~kit~ ~A#SHAR~) // the internal name of your kit SET y = x / 0x10000 // doesn't change SET z = x & 0xFFFF // doesn't change WRITE_SHORT 0x244 ~%y%~ // doesn't change WRITE_SHO -
Version 21 of Sword Coast Stratagems II released
Lollorian replied to DavidW's topic in Sword Coast Stratagems II
Hi there! Wanted to report that installing SCS #5000 (Smarter General AI) along with SCSII #6000 (same thing ) seems to give lots of thieves a double Invisibility effect. Also, I checked out the code in genai.tph and the intention seems to be to leave mod-added thieves alone... But the doubling effect applies to mostly mod-added thieves in my game (a thievy encounter from Dark Horizons was the one that made me try to check out why they seemed to have permanent invisibility ) The CREs in question: CMBOU08.CRE, CMBOU09.CRE and CMBOU10.CRE Also should mention a nice little 'SCS' mom -
Niiiiice