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argent77

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Everything posted by argent77

  1. Btw, next release of Near Infinity provides a greatly improved TIS conversion feature that takes care of visual artifacts on PVRZ-based tilesets, handles overlay conversions between oBG2 and EE engine, and more. (Select "Export... > as PVRZ/palette-based TIS" from an opened TIS resource to test this feature.) A preview version can already be tested from the Nightly Releases: https://github.com/Argent77/NearInfinity/releases/tag/nightly
  2. Good question. Maybe @CamDawg can answer that question? With every new PR it becomes more difficult to merge them with the repo since several PRs conflict with each other.
  3. There is a PR for EEFP that restores these cinematics: https://github.com/Gibberlings3/EE_Fixpack/pull/89
  4. I agree with Acifer that the water overlays work as expected in your test sample. Since the background of the water tiles are mostly solid black you'll see a very strong overlay effect from the water tileset. Adding some background to the water tiles will probably reduce the effect somewhat. In that case you could also tweak the "Overlay transparency" field in the ARE file (formerly known as 'Wind Speed') to adjust overlay transparency. Alternatively, do it the SoD way and use WBM video overlays instead:
  5. It could be an issue with DLTCEP. The tool hasn't been updated for years. Does the map load correctly in NI? Did you check the height/light/search map overlays in NI's area viewer?
  6. Did you maybe use the original "wrong" WED file from BG2EE instead? It has a tileset dimension of 80x45 tiles that actually corresponds with a height/light/search map size of 320x240 pixels.
  7. I think you're right. My test script had some flaws which lead to misleading results. The outcome of these actions is indeed random when an unsupported parameter encoding is used. But in that case WeiDU compiles both script actions incorrectly for oIWD and (possibly) oPST.
  8. Thank you. It looks like the game engine can actually handle both parameter encoding variants correctly. However, NI has to use the same encoding as WeiDU is using to prevent the bug mentioned in my previous comment. (And WeiDU made some arbitrary choices regarding parameter encoding for some engine variants.) See comments below.
  9. OP asked specifically about AddexperiencePartyGlobal() which isn't actually used in any of the games. @squiros It looks like you stumbled upon a bug in NearInfinity's script (de)compiler which encodes and decodes the parameters for this script action incorrectly in some of the game engine variants. It'll be fixed in the next release. In the meantime only use WeiDU to compile or decompile your script that contains this action. Edit: The issue in NI has been fixed and can already be tested in the nightly release: https://github.com/Argent77/NearInfinity/releases/tag/nightly
  10. Wares of the Planes is a mod that introduces a large number of weapons and accessories from Planescape: Torment to the Baldur's Gate series. The items can be purchased from a unique travelling merchant who is available throughout the whole game series. The mod is available for BG:EE, SoD, BG2:EE and EET. Version 1.1 improves the merchant portrait, adds a new subcomponent to restore the original PsT portrait and introduces several more unique items. You can grab the mod from the download link below. Download: GitHub Discussion: G3, Beamdog Readme
  11. New release: Wares of the Planes 1.1 Changelog: Added new default portrait for the travelling merchant Added tweak that restores the original PsT portrait for the travelling merchant Added new items for sale: Elixir of Horrific Separation, Moridor's Box
  12. That's difficult since PsT doesn't have any scimitars. But I'll add it to my todo list. Maybe I can come up with something of my own.
  13. This is how it's done in the Spellhold Irenicus encounter: There are actually two different clone actions: CreateCreatureObjectCopy(S:ResRef*,O:Object*,I:Usage1*,I:Usage2*,I:Usage3*) CreateCreatureCopyPoint(S:ResRef*,O:Object*,P:Dest*) The second variant is probably more useful since you can simply choose a coordinate outside of the current viewport to hide the cloning process.
  14. WeiDU caches strings (and other stuff) internally for performance reasons. Reading or modifying the dialog.tlk externally while a mod installation is in progress may not work as intended.
  15. Thank you. I agree that the portrait style doesn't really fit into the BG environment. I'm already working on a more suitable alternative. My Photoshop skills aren't the very best though, so we'll see how it turns out.
  16. That's a good example how deceiving ChatGPT's answers can be. At first glance this script looks plausible (except for two glaring syntax errors), but the code itself is nonsense and looks more like a mishmash from several different (and unrelated) mod scripts.
  17. It should work fine if the "data" folder is specified in the path definitions in Torment.ini (or maybe *not* specified in your case) rather than hardcoded directly in the chitin.key.
  18. I don't know if or how the GOG version is different, but in my oPST (disc) version all biff files can either be found in the root directory or the "CDALL" subfolder. Whether the game (and NI) can find them depends on the path definitions in Torment.ini and how biff files are referenced in the chitin.key.
  19. This is a new mod that introduces a large number of weapons and accessories from Planescape: Torment to the Baldur's Gate series. The items can be purchased from a unique travelling merchant who is available throughout the whole game series. It is available for BG:EE, SoD, BG2:EE and EET. As of version 1.0, the travelling merchant offers a total of 17 Daggers 10 Battle Axes 9 different types of Bolts 5 War Hammers 5 Clubs 4 Maces 1 Morning Star 1 Long Sword 10 Rings 7 Earrings (can be equipped in the Amulets slot) 6 Bracelets (can be equipped in the Bracers/Gauntlets slot) 1 Wand several miscellaneous items a unique quest-related artifact and a pet You can grab the mod from the download link below. Download: GitHub Discussion: G3, Beamdog Readme
  20. Wares of the Planes Download from GitHub Readme Overview This mod introduces a large number of weapons and accessories from Planescape: Torment to the Baldur's Gate series. The items can be purchased from a unique travelling merchant who is available throughout the whole game. Several items have been slightly altered to fit better into the BG series since items from the Planescape universe are generally more powerful and unique than their Forgotten Realms counterparts. The mod is available for BG:EE, SoD, BG2:EE and EET. The travelling merchant offers a total of 17 Daggers 10 Battle Axes 9 different types of Bolts 5 War Hammers 5 Clubs 4 Maces 1 Morning Star 1 Long Sword 10 Rings 7 Earrings (can be equipped in the Amulets slot) 6 Bracelets (can be equipped in the Bracers/Gauntlets slot) 1 Wand several miscellaneous items a unique quest-related artifact and a pet for sale. As the items vary greatly in power, they are only gradually made available as the main story of the game progresses. Note: It is not necessary to start a new game after installing the mod. Screenshots
  21. Both versions work equally fine, but the first version looks cleaner, imo.
  22. Square brackets and period characters have special meanings in regular expressions and must be escaped if you want to match them directly. But since your search strings don't contain any special regular expression features I'd suggest to add the EXACT_MATCH flag to the REPLACE_TEXTUALLY instances instead. ACTION_IF FILE_EXISTS_IN_GAME ~garan.dlg~ BEGIN //Replace Summoned Ankhegs with Remorhaz COPY_EXISTING ~garan.dlg~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY EXACT_MATCH ~"ankheg",[912.1057],S~ ~"remorha",[912.1057],S~ REPLACE_TEXTUALLY EXACT_MATCH ~"ankheg",[822.1029],S~ ~"remorha",[822.1029],S~ REPLACE_TEXTUALLY EXACT_MATCH ~"ankheg",[1198.1011],S~ ~"remorha",[1198.1011],S~ REPLACE_TEXTUALLY EXACT_MATCH ~"ankheg",[1220.1172],S~ ~"dtkremor",[1220.1172],S~ END BUT_ONLY_IF_IT_CHANGES END
  23. That is certainly possible and already actively used for certain tasks, e.g. for converting tilesets. More general operations, like patching game resources, requires more effort though to keep it consistent with WeiDU's backup and caching mechanisms.
  24. I'm surprised nobody noticed this before: [All games] Script action `ChangeStoreMarkup(S:Store*,I:BuyMarkup*,I:SellMarkup*)` is defined with a wrong parameter order "BuyMarkup" and "SellMarkup" should switch places to work as intended. This can be experienced with Jegg Hillcarver in Bridgefort (SoD). If you choose a friendly/sympathetic reply she will lower her store prices a bit for you. But with the incorrect parameter order her store's selling price is actually lower than her purchase price, which allows you to make a profit just by buying and selling the same item in her store.
  25. This appears to be an EET-specific mod error. It looks like a Lua scripting error where a command is unable to open the file "weidu.conf" for reading in the BGEE game directory. I could reproduce the same error when I manually removed user access privileges from the file. Could you check whether the file "weidu.conf" exists in the BGEE game directory and can be opened with a regular text editor?
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