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argent77

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Everything posted by argent77

  1. That's an impressive mod. Ability descriptions will be made available in the next version of the mod for all games.
  2. Is that a new TobEx feature? Normally you can't open the description for innate abilities in the original games.
  3. 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.
  4. 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.
  5. 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?
  6. 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.
  7. 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.
  8. 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
  9. 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.
  10. 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).
  11. 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
  12. New version available: Protagonist-Be-Gone! v1.1 Changelog: Added Russian translation (thanks yota13)
  13. 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.)
  14. 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.
  15. 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
  16. IWD1_EET and TotLM-in-BG2EE share quite a lot of resources, since they both are more or less straight imports from IWD with only slight modifications. TotLM-in-BG2EE prefixes several resource and variable names to avoid potential name collisions while IWD1_EET does not. I would also be interested how well both mods work together. The only real issue I noticed is when you use IWD1_EET Hobart to teleport to the castle courtyard. Hobart's IWD1_EET dialog initializes a differently named master quest variable (without prefix). Everything else should (theoretically) not interfere with the game outside of the adventure. Edit: That doesn't appear to be an issue either, since Hobart's dialog file is also replaced by TotLM-in-BG2EE. However, after the quest is completed the party will return to the Umar Hills Inn instead. I'll see if I can fix that by another mod update. Edit 2: There is at least one more compatibility issue. The ring that can be used to return from Castle Maluradek is not updated by TotLM-in-BG2EE and therefore doesn't work correctly. You'd probably have to return manually via cheat console. There may be more issues, but I have to play through the whole mod to identify them. It may take a while.
  17. It would work only partially, and even then only after making many adjustments to the game. The game engine distinguishes between internal party order and party slot order (as shown in the UI). It is possible to target the character in the first party slot in scripts, but other features (such as tokens) are hardcoded to use the first position within the internal party order. To make matters even more complicated, party slots are updated lazily by the engine. If you remove or exchange the protagonist then the vacant or replaced party slot (internal order) is only updated after a save and reload.
  18. Script names are handled differently in IWD and can be found in ARE actor structures instead. The "Name" field is used as script name if actor flag "Override script name" (bit 3) is set. That way the same creature file can be used as a template for different characters on the map. Actor structures may also override character scripts and even dialogs.
  19. Another option could be granting level-dependent experience. AddXP2DA() refers to XPLIST.2DA, which allows you to define different amounts of XP based on average party level. In that case you won't have to touch dialog scripting at all (at the price of less control over the granted XP amount).
  20. WeiDU Syntax Highlighters for Notepad++ provides syntax highlighting for WeiDU script files (*.tp2, *.tph, ...), dialogue files (*.d), script text files (*.baf) and translation files (*.tra). Version 4.0 provides additional auto-completion support for all supported file types as well as function parameter help for script text files (*.baf). Links: Forums: SHS Download: SHS, GitHub Notepad++: Homepage Readme
  21. Familiars are still hardcoded to the Player1 slot. However, you can switch the character in slot 1, and the familiar will happily accept that character as their new master.
  22. In what way? The original intent of the mod (back when it was just a test project) was to prove that the role of the protagonist is not set in stone. However, the whole scripting of the game doesn't make sense if someone else takes over that role, and would require a total makeover. Even the little bit of content in Chateau Irenicus required quite a bit of adjusting, and may still have some awkward dialogs under certain circumstances. From a technical standpoint it is doable, however. Placing Imoen into the protagonist role is more tricky though, since you can't replace the Player1 slot directly. Removing Player1 results in an instant "Game Over". Matters are complicated if you also want to deal with the situation that the player creates a custom party of 6 characters.
  23. It is possible to replace the protagonist by someone else, even in the original games without TobEx. But whoever replaces the protagonist will be treated as the protagonist for the rest of the game (or until replaced by yet another character). It also means that the death of that character will trigger the "game over" sequence. In my test runs with this mod it was Minsc most of the time, since (for some reason) the more obvious choice, Imoen, keeps her slot 2 status unless you save and reload before adding another character to the party.
  24. This (not so serious) mini mod 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. For more information visit the respective topics at G3, SHS and Beamdog forums, or view the mod's Readme. Download: GitHub
  25. Protagonist Be Gone! Download: Protagonist Be Gone! (latest) In the tradition of "XXX-Be-Gone" mods I present to you Protagonist-Be-Gone! This mini mod removes the protagonist, so that Imoen can finally take her rightful place in the game. For that reason the mod provides a "slightly" modified start of the BG1 and BG2 parts of the game series. The mod is compatible with original BG2, BGT, Tutu, BG:EE, BG2:EE and EET. BTW: I tried out an AI-based voice changing software and recorded a new line for Jon Irenicus in David Warner's voice that can be heard in the BG2 opening cutscene. Since I'm not a native English speaker and have never done this before I'm curious how it turned out. Have fun with the mod!
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