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About argent77

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  1. I have updated the PVRZ-related set of functions in my previous comment. It is now fully compatible with existing functionality that deals with installing BAM V2 and MOS V2 files already included in WeiDU .
  2. This is a set of functions that can be used to safely install pvrz-based tilesets without the danger of overwriting pvrz files from other mods or the game itself. It's an expanded version of the functionality already present in current WeiDU, so you can also install BAM V2 and MOS V2 files with it as well. PVRZ filenames used by tilesets are limited to a specific naming scheme. Since it affects the modder prefix of a file there is always a chance to conflict with files from other mods or the game itself. This functionality was requested a while back in the PPG Forums (by @Sam., iirc). I'll post it here because PPG is currently unavailable. The functions (caution: it's quite a lot of code): Example usage: // Installing all TIS files from the specified folder ACTION_BASH_FOR ~%MOD_FOLDER%/tis~ ~^.+\.tis$~ BEGIN COPY ~%BASH_FOR_FILESPEC%~ ~override~ LPF UPDATE_PVRZ_INDICES RET original_base_index new_base_index END // Installing associated PVRZ files for each tileset individually ACTION_IF (new_base_index >= 0) BEGIN LAF TIS_RES_TO_PVRZ STR_VAR tis_res = EVAL ~%BASH_FOR_FILESPEC%~ RET prefix END ACTION_BASH_FOR ~%MOD_FOLDER%/tis~ ~^%prefix%.+\.pvrz$~ BEGIN LAF INSTALL_PVRZ INT_VAR original_base_index new_base_index STR_VAR source_file = EVAL ~%BASH_FOR_FILESPEC%~ RET success DEST_FILESPEC END ACTION_IF (NOT success) BEGIN FAIL ~Could not install "%BASH_FOR_FILESPEC%"!~ END END END ELSE BEGIN FAIL ~Could not install "%BASH_FOR_FILESPEC%"!~ END END
  3. Near Infinity (or short: NI) is an open source cross-platform browser and editor, based on Java, for resources of Infinity Engine games. A new version is available after a long wait, which provides a great number of new features, various improvements and many bugfixes. The full changelog can be found here. You can grab the latest release from the download link below. Links: Discussion: SHS, Beamdog Download Documentation
  4. Yes, but that's just a standard assignment of one variable to another. Dereferencing contains (at least) one layer of indirection in-between. It's like retrieving a value by using a pointer in C/C++.
  5. EVAL is only needed for dereferencing purposes. Without EVAL the expression in my example above would merely evaluate var1 into the string "var2" which in turn would trigger an error because it isn't a numeric value.
  6. You have to use the EVAL keyword. Example: OUTER_SET var2 = 1234 // var2 contains a numeric value OUTER_SPRINT var1 ~var2~ // var1 contains name of variable "var2" OUTER_SET var3 = EVAL ~%var1%~ // var1 evaluates to var2, and (numeric) content of var2 is assigned to var3 PRINT ~var3 = %var3%~ // should output "var3 = 1234"
  7. Spellhold Studios Afaaq, the Djinni Companion Afaaq, the Djinni Companion is a mod for BG2, BGT, BG2:EE, EET and IWD:EE. It features the djinni Afaaq, a unique travelling companion who joins the party as your "seventh party member" and provides interesting dialogs, lots of quests and several new areas or area expansions. Version 2.8 adds French translation to the mod (many thanks to Deratiseur). You can grab the latest release from the download links below. Links: Forums: SHS, Beamdog Downloads: SHS, GitHub Readme
  8. It could be a video driver compatibility issue with the GUI framework used by NI. I found a similar issue that was solved by setting a global environment variable by this console command: setx J2D_D3D false Maybe it helps in your case as well. Alternatively, start Near Infinity directly with 3D acceleration turned off (or create a shortcut out of it): javaw -Dsun.java2d.d3d=false -jar NearInfinity.jar
  9. Spellhold Studios Golem Construction for Spellcasters Golem Construction for Spellcasters is a mod for BG:EE, SoD, BG2:EE, EET and IWD:EE. It allows you to build a great variety of different kinds of golems and provides several more golem-related improvements. Version 6.1 adds Russian translation to the mod. You can grab the latest release from the download links below. Links: Forums: SHS, Beamdog Download: SHS, GitHub Readme
  10. Spellhold Studios Skip Chateau Irenicus This is a mod for classic BG2, BG2:EE and EET that allows you skip all the boring details of Chateau Irenicus without losing potential equipment and items. Version 3.1 provides Russian translation and fixes several bugs. You can grab the latest release from the download links below. Links: Forums: SHS, Beamdog Download: SHS, GitHub Readme
  11. For animations that are already defined by INI file stubs all you have to do is to provide the missing BAM and WAV files. The INI filenames are identical to their hexadecimal slot numbers listed in ANIMATE.IDS, e.g. BEETLE_BORING animation with slot number 0xE200 is defined in E200.INI. The WAV files are all referenced verbatim in the INI files, so you can look for them directly in IWD:EE. The BAM files are referenced by their respective animation prefix, which usually includes some 20 files. For example E200.INI (Boring Beetle) refers to "MBET" which includes MBETA1, MBETA1E, MBETCA, MBETCAE, MBETDE, MBETDEE, MBETGH, MBETGHE, MBETGU, MBETGUE, MBETSC, MBETSCE, MBETSD, MBETSDE, MBETSL, MBETSLE, MBETSP, MBETSPE, MBETTW, MBETTWE, MBETWK and MBETWKE. The suffix for type E000 animations indicates the various creature actions (A1=Attack variant 1, CA: spellcasting-related, DE: dead, GH: get hurt, GU: get up, SC: stance, SD: stand, SL: sleep, SP: spellcasting-related, TW: twitch, WK: walk, and their respective eastern directions specified by the 'E' suffix).
  12. This parameter expects a string reference. You can get it with RESOLVE_STR_REF(). For example, RESOLVE_STR_REF(~My string~) or RESOLVE_STR_REF(@1234).
  13. Yes, replace MY_ITEM by the resref (filename without extension) of your item. Installation order is irrelevant, since tooltip.2da doesn't really depend on any other resources. Entry position within the table is irrelevant, too. Each column of tooltip.2da corresponds to their respective ability entry in the ITM resource (first column references first ability entry, and so on). And it doesn't matter whether the ability defines a combat mode (e.g. ranged, melee) or a charged ability via "Use Item" button. Up to three ability entries can be named. More named abilities are possible, but require additional effort.
  14. These labels can be defined in tooltip.2da. The WeiDU code could look like this: COPY_EXISTING ~tooltip.2da~ ~override~ COUNT_2DA_COLS num_cols COUNT_2DA_ROWS num_cols num_rows INSERT_2DA_ROW num_rows num_cols ~MY_ITEM 15527 15529 -1~ PRETTY_PRINT_2DA BUT_ONLY This code snippet will apply the existing game strings "Thrown" and "Melee" to the item "MY_ITEM". Alternatively, if you want to provide your own strings for "Thrown" and "Melee": COPY_EXISTING ~tooltip.2da~ ~override~ COUNT_2DA_COLS num_cols COUNT_2DA_ROWS num_cols num_rows SET thrown_strref = RESOLVE_STR_REF(~Ranged~) SET melee_strref = RESOLVE_STR_REF(~Close-combat~) INSERT_2DA_ROW num_rows num_cols ~MY_ITEM %thrown_strref% %melee_strref% -1~ PRETTY_PRINT_2DA BUT_ONLY This code snippet will apply the custom strings "Ranged" and "Close-combat" to the item's thrown and melee abilities.
  15. I haven't included Golem Construction compatibility in the Djinni Companion readme yet (will do soon). The other mods are mentioned in the compatibility section of the readme. I rarely play with SCS, so I can't say for certain what issues may occur. But it's likely that SCS simply overwrites the original combat scripts.
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