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argent77

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Everything posted by argent77

  1. 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.
  2. [BGEE, BG2EE] Dorn's personal weapon 'Rancor +1' should grant a +1 THAC0 bonus for 24 hours after killing a creature with the weapon There are actually two issues with the weapon which prevent this effect from working properly. 1) The effect is currently non-functional because of an incorrect order of equipped effects. The THAC0 effect consists of two spells that are triggered by opcode 232, "Killed([ANYONE])" condition. Spell 1 (OHDSW1.SPL) applies the THAC0 bonus. Spell 2 (OHDSW2.SPL) applies immunity to the spell to prevent applying the first spell multiple times. However, the weapon applies spell 2 before spell 1, which renders spell 1 effects completely ineffective. 2) The second spell (OHDSW2.SPL) uses a permanent timing mode (mode 1) to apply immunity to the THAC0 effect, which means that Dorn is unable to receive another THAC0 bonus ever again, unless he died in the meantime.
  3. Region script are actually processed continuously, just like area script, etc. If you add a True() block inside the script, then it will fire repeatedly, regardless of whether a character is inside the region or not. It's only script blocks with event-based triggers which fire only if the "trapped" state is active.
  4. The "trapped" state is relevant for event-based triggers (triggers with id values < 0x4000, e.g. Entered()). The romance-related region scripts in SoD mostly contain blocks with IsOverMe() and other non-event-based triggers, however. That's why they can always trigger when characters are inside a region, regardless of their trapped state.
  5. I agree that the name of the default git branch ("v11") is a bit misleading. It's normally called "master" or "main". But that's just an arbitrary name which has no impact on the mod content. That's intentional. The backtick (`) is a synonym for BNOT in WeiDU, which negates a bit state.
  6. Yes, that can indeed interfere if a cutscene is triggered this way inside the Pocket Plane itself. I have added a note about it to the opening post. The issue can be worked around by using the StorePartyLocations()/RestorePartyLocations(), but that's not completely foolproof either. It's best to limit this feature to events that don't happen inside the Pocket Plane.
  7. That's already fixed in the devel branch of the mod and will be available in the next release.
  8. [BGEE] The list of areas for the cheat menu contains duplicate entries More specifically, areas with the "OH" prefix are defined twice in the area list for the BGEE campaign.
  9. If TotLM-in-BG2 is installed together with IWD-in-EET then some parts are overridden by IWD-in-EET, but nothing that may cause problems. Some creatures will retain their original IWD_EET behavior, e.g. creature XP, creature animations (e.g. revenants in the Watchknight Tomb), and maybe also some creature behavior but only minor stuff. Some items found in the areas or looted from creatures may also be different.
  10. Spellhold Studios Trials of the Luremaster for Baldur's Gate Trials of the Luremaster for Baldur's Gate is a port of the Icewind Dale expansion for the Baldur's Gate series. Version 3.1 provides official support with tipun's IWD-in-EET mod and fixes several bugs. You can grab the latest release from the download links below. Download: GitHub Forums: SHS, Beamdog Readme
  11. That's an impressive mod. Ability descriptions will be made available in the next version of the mod for all games.
  12. Is that a new TobEx feature? Normally you can't open the description for innate abilities in the original games.
  13. I was able to solve the problem by using "actionAlt" in place of "action" to run scripts. It looks like this keyword waits until scripts execution is completed before UI processing continues.
  14. StartCutSceneMode() is automatically initiated by opcode 298. You could immediately call EndCutsceneMode() before executing more of your script, but you'll still notice the UI vanishing for a short moment.
  15. I'm currently tinkering with a dynamic filter for the cheat menu where entered text should automatically apply to the associated list of areas and other lists provided by the Hidden Gameplay Options mod. The problem is, however, that any changes made to the filter text are applied to the list only after one additional keypress, which leads to somewhat confusing results. Updating filter text programmatically doesn't even appear to be detected at all by the list control. Is there a way to enforce list content to be updated immediately?
  16. Such a 2DA table would only serve as reference for modders though. The attached library already takes care of finding a free variable value for use with new cutscenes, so there shouldn't be any conflicts between different mods using this method.
  17. I specifically meant stuff in common with IWD1_EET - things like areas, scripts, creatures, etc. Spells are a different story. It's not so simple, since spells can reference all kinds of other resources, like 2DA, BAM, CRE, EFF, ITM, VVC or WAV files. Overwriting some of these files are a good source for subtle bugs or unintended behavior. By now the most glaring issues have been fixed. There are only a couple of creatures which behave more traditionally (as implemented by tipun), such as Neo-Orog not having a warcry, Minotaurs not being immune to Maze, or Wights not being able to level drain. Edit: Minotaurs and Wights can probably be fixed as well without side effects, which leaves only Neo-Orogs without warcry.
  18. Normally there is no way to execute cutscene scripts directly by spell effect. You are either forced to summon an invisible helper creature or have to use variables in conjunction with a global script to initiate a cutscene. In both cases there is a small chance that scripting can be interrupted or delayed by external events. However, opcode 298 allows you to execute the hardcoded cutscene script CUT250A.BCS. This effect is normally used to trigger the "Teleport to the Pocket Plane" cutscene in BG2-ToB, but it basically functions in all EE games (even in PST:EE). It is possible to hook into CUT250A.BCS and extend it to allow execution of arbitrary cutscene content. It only works in EE games however, since it makes use of the StartCutSceneEx() script action. The actual scripting would look like this: To make your own custom cutscene work you have to retrieve a free Global("CUT250","GLOBAL") value and use it in the cutscene, as shown above. Additionally you have to set the variable (e.g. via opcode 365) in the SPL, ITM or EFF resource along with opcode 298 to trigger the desired cutscene. The attached zip archive contains a WeiDU library with a function that largely automates the process. All you need is to provide the cutscene script and a way to execute the spell effect. This WeiDU example script for BGEE/BG2EE/EET adds a new ring ("myring.itm") to the game that can be used to trigger a cutscene without the use of helper creatures or global scripting: Note: This feature can potentially interfere with the return location from the Pocket Plane if it is used while the party is present in the Pocket Plane. That's why I recommend to use it only for events where the party is not currently present in the Pocket Plane. Otherwise, this issue can be worked around using script actions StorePartyLocations() and RestorePartyLocations() in place of the ExitPocketPlane() action. a7-cutscene_customization-v1.zip
  19. That would certainly conflict with other mods like Iwdification or SCS's spell components. I think the current method of skipping existing resources with exceptions is still the lesser evil.
  20. There are currently several showstoppers when TotLM-in-BG2 is installed together with IWD1_EET, some of which require the use of the cheat console to advance further. They will (mostly) be fixed with the next release of TotLM-in-BG2: (critical) The "Tarnished Ring" found after defeating the Luremaster is non-functional. (critical) The Knights in the Watchknight Tomb don't respond when you place the scrolls in their tombs and therefore don't allow you to proceed to the castle. (serious) No support for starting and return location: Lonelywood The "Harald and Dabath" side quest doesn't work. Hobart's store and the Bag of Holding from the Banite adventurers misses several items from the mod. Many creatures are missing mod-specific ability improvements and scripting, which can result in creatures being completely passive (like the spectral heroes in the final fight, or some of the rakshasas not joining the battle). This aspect cannot be fully addressed by the mod without introducing new conflicts, so you'll still encounter some creatures without mod-specific improvements (mostly creatures that are also used elsewhere in IWD1_EET areas).
  21. This mini mod was originally published as an April Fool's joke and removes the protagonist, so that Imoen can finally take her rightful place in the game. It is available for BG2, BGT, Tutu, BG:EE, BG2:EE and EET. Version 1.1 adds Russian translation to the mod (thanks yota13). Download: GitHub Discussion: G3, SHS, Beamdog Readme
  22. New version available: Protagonist-Be-Gone! v1.1 Changelog: Added Russian translation (thanks yota13)
  23. That will certainly be a challenge. IWD-style creature scripting differs greatly from BG-style scripting. It'll probaby require a rewrite of the SCS core implementation to support IWD (and mods using IWD-style scripting.)
  24. After a quick walkthrough I can say that the mods are currently not fully compatible (and will probably never be). You may get stuck at some point without the use of cheats or resource modifications, and scripting of several creatures doesn't work correctly. I have already fixed (most of) these issues in the devel branch of the mod. Some other (non-critical) issues are probably not fixable without undesired side effects, such as several of the unique creature improvements and some creature scriptings. This is mostly because IWD1_EET uses a different mechanism to control creature behavior which clashes sometimes with the way how TotLM-in-BG2EE handles creatures.
  25. Yes, it is possible to advance game time in a controlled manner via Time()/DayNight(), but it is somewhat convoluted because you have to cover every hour of a day (maybe less if you reduce accuracy). I've done something similar in one of the scripts for the Djinni Companion: https://github.com/Argent77/DjinniCompanion/blob/master/DjinniCompanion/scripts/a7q3tath.baf#L107-L322
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