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argent77

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Everything posted by argent77

  1. New version available: Protagonist-Be-Gone! v1.2 Changelog: Added French translation (thanks JohnBob)
  2. Near Infinity v2.4-20230625 Near Infinity is a resource browser and editor for Infinity Engine games, such as Baldur's Gate or Icewind Dale. It is written in Java and available for Windows, macOS and Linux. This release provides several improvements, such as a new Preferences dialog that replaces the overly cluttered Options menu, official support for dark mode UI themes, several new syntax highlighting features and a new syntax highlighting color scheme. More information as well as a detailed Changelog can be found in the respective topics at Spellhold Studios, Beamdog Forums, and GitHub Discussions. Download: GitHub
  3. Afaik every action performed by an actor (either directly or via ActionOverride()) will cancel their queued actions. You could try to apply the variable via spell effect (performed by a helper creature, etc.), which should not interrupt scripting.
  4. Near Infinity is a resource browser and editor for Infinity Engine games, such as Baldur's Gate or Icewind Dale. It is written in Java and available for Windows, macOS and Linux. It is now also available for Linux as a Flatpak application. You can get it directly from the Flathub website or install it through the package manager of your choice. In the latter case you may have to enable the Flathub repository first. See Flathub Quick Setup for more information. General information and a place for discussions can be found in the respective topics at Spellhold Studios, Beamdog Forums, and GitHub Discussions. Download: GitHub (Java JAR file, Windows and macOS installers) Flathub (Linux Flatpak archive)
  5. Near Infinity v2.3-20230610 Near Infinity is a resource browser and editor for Infinity Engine games, such as Baldur's Gate or Icewind Dale. It is written in Java and available for Windows, macOS and Linux. This is a quick bugfix release which fixes a serious issue of Near Infinity not closing when it runs for the first time on the system. More information as well as a detailed Changelog can be found in the respective topics at Spellhold Studios, Beamdog Forums, and GitHub Discussions. Download: GitHub
  6. Near Infinity v2.3-20230609 Near Infinity is a resource browser and editor for Infinity Engine games, such as Baldur's Gate or Icewind Dale. It is written in Java and available for Windows, macOS and Linux. This release adds several new features such as new command line options, option to remember size and position of resource child windows, Mass Exporter improvements, and several more improvements and bugfixes. Moreover, from this release on prepackaged installers will be available for Windows and macOS which provide better system integration and remove the requirement of a separate Java Runtime installation. More information as well as a detailed Changelog can be found in the respective topics at Spellhold Studios, Beamdog Forums, and GitHub Discussions. Download: GitHub
  7. Yes, adding all missing columns would be best, since there could be other tweak mods tripping over the same issue.
  8. I took a look as well, and it seems that BG1Aerie in combination with a bug in EET_end is the initial cause for this error. BG1Aerie adds an entry with only two columns to PDIALOG.2DA. This will cause EET_end to ignore the entry completely (I'm not sure if this is intended by the mod). However, EET_end also contains a script block that attempts to fix entries with missing columns. For entries with only two columns the regex matcher fails, which results in an incorrectly "fixed" line and a subsequent read error. I'd suggest to add at least a third (dummy) column to BG1Aerie's PDIALOG entry to fix the immediate issue. Otherwise, the error can crop up with any other mod with incomplete PDIALOG entries.
  9. [PSTEE] TTO/Companion cutscenes should clear actions to prevent Shadows from attacking TNO during the cutscenes in the Fortress of Regrets Files DMACH1.DLG, DMACH3.DLG, DMACH4.DLG trigger cutscenes without clearing actions beforehand. In some cases it doesn't matter, but in the case of the TTO/Nordom cutscene this will most likely cause TNO's death if there are Shadows nearby. (DMACH2.DLG already includes ClearAllActions().) [PSTEE] TTO's first voiced line (TRA011.WAV) in 1201CSG8.BCS is cut off since the delay to his second line is too short. Delay is currently 1 second. It should be increased to 3 seconds. This issue is only noticeable in English and Polish. French and German use a shorter sound clip.
  10. Paperdolls are tied to the item appearance type, and are part of the overlay graphics for creature animations (which includes dozens or hundreds of animation files per type). The filenames are encoded to match differences in creature size, and possibly other features. More information can be found in the IESDP (see weapon section). I don't think adding a new custom item appearance type just for a single item would be feasible. The best you could do is choose a suitable "equipped appearance" type for your helmet. There are about 20 helmet styles to choose from.
  11. You could give opcode 100 a try with target type EA.IDS > ENEMY. It makes creatures of the target type unable to attack or cast targeted spells at the character under the effect.
  12. Yes, that's a known limitation of the reference search. I can try to improve it, but false positives cannot always be avoided since it's not possible to evaluate the context in all situations (e.g. references in creature scripts, or matches in 2DA files).
  13. If this is a controlled or scripted status effect then you could simulate unconsciousness via SetSequence(SEQ_SLEEP) or SetSequence(SEQ_TWITCH) in the cutscene.
  14. DLC Merger was originally created with the DLC Builder in mind, which allows you to create DLC archives out of your own modded games (as a quick way to send it to other players, e.g. for multiplayer sessions). In most cases only the first option (Merge "Siege of Dragonspear" with BG:EE) is relevant for the player.
  15. Since SHS is currently unavailable and not everyone has a Beamdog Forum account I have set up an additional place directly on GitHub for discussing anything related to Near Infinity. Feel free to ask (or answer) questions, discuss new ideas or feature requests, or have a general conversation about anything related to Near Infinity. Link: Near Infinity Discussions
  16. I'd rather prefer to trust the player not to abuse the services provided by the merchant.
  17. That thought crossed my mind as well when I created the mod. Unfortunately the limitations of the game engine prevented me to implement that restriction. The best I can do is to exclude all shops that also provide additional services (e.g. resting or healing), but then a lot of good stores will be missing.
  18. I have added a fix for this issue to the devel branch of Hidden Gameplay Options. It will be available with the next mod release. However, the same problem can still occur with any other mods that modify bgee.lua until the common code base for IWDification and SCS has been updated.
  19. Iwdification's spell components choke on the additional resource tables added by Hidden Gameplay Options's Improved Cheat Menu to bgee.lua and adds its own stuff to the wrong tables. This is something that has to be fixed in Iwdification. The same is true for the spell-related components of SCS, since both mods share the same code base for this functionality. You can work around it by installing Hidden Gameplay Options after the spell-related components of Iwdification and SCS.
  20. The spinning crystal is not a BAM animation. It's realized as an animated tileset instead. This is a rarely used feature of the game engine (outside of water animations) which is (afaik) only used for this crystal animation and the spinning wheels in circus and carnival tents. It can probably be fixed by rearranging the tiles in the associated PVRZ file. But that's a tedious task if done by hand.
  21. Yes, it refers only to IWD1_EET. I should further clarify it in the readme. There are so many IWD-in-EET-related mods by now that the current wording is no longer sufficient. Btw, there will be another update for TotLM-in-BG2EE soon because I fixed several loopholes and potential softlocks in the meantime.
  22. Spellhold Studios Reveal Hidden Gameplay Options This is a mod for all Enhanced Edition games that adds a great number of useful options directly to the game's options menu. These options include the (in)famous debug console, various convenience and graphics options and many more. Version 4.2 provides a quick filter for the lists in the Improved Cheat Menu to quickly find any desired entries and adds support for Pecca's Infinity UI++. Links: Forums: SHS, Beamdog Download: SHS, GitHub Readme
  23. Keep in mind that only the OVERRIDE script slot is active all the time. All other character script slots are processed only when Party AI is enabled.
  24. Hmm, okay. I thought that Dorn in the item description was just a stand in for any wielder of the weapon, since it is his personal weapon in the first place. But it looks like I have to take it literally. I think the item description should better emphasize that the special ability works exclusively for Dorn and nobody else, though. (And maybe also mention the fact that the bonus will be forfeit as soon as he switches to another weapon.)
  25. You're right, it seems to work as intended specifically for Dorn. In that case the item description is somewhat misleading... ...and should be updated. Alternatively, restrict the weapon to be usable only by Dorn.
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