Jump to content

argent77

Modders
  • Posts

    1,597
  • Joined

Everything posted by argent77

  1. 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.
  2. 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.
  3. 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.
  4. 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).
  5. 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
  6. 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.
  7. 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.
  8. 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.
  9. 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
  10. 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!
  11. You can assign the return value of a function to another variable: LPF STRING_TO_ARRAY STR_VAR string="1 2 3" RET_ARRAY array1 = array END // PATCH_PHP_EACH array1 AS _ => v BEGIN ... LPF STRING_TO_ARRAY STR_VAR string="" RET_ARRAY array2 = array END // PATCH_PHP_EACH array2 AS _ => v BEGIN ...
  12. That alone wouldn't be enough since Story Mode effects are checked and reapplied to Player2 to Player6 in BDBALDUR.BCS on a regular basis. You would have to add an area check there as well. Btw, the issue is already fixed in EET.
  13. 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 4.1 provides Russian translation for the "Improved Cheat Menu" that was introduced by version 4.0. Links: Forums: SHS, Beamdog Download: SHS, GitHub Readme
  14. That's actually vanilla game content. These "travellers" are supposed to be rakshasas in disguise (hence the magic resistance), and can appear after chapter 4 in random encounter areas.
  15. If you just want to evaluate the elements inside the string, then this code may suffice: INNER_PATCH ~%icons%~ BEGIN REPLACE_EVALUATE ~[^ %TAB%]+~ BEGIN PATCH_PRINT ~Processing string value: "%MATCH0%"~ END ~%MATCH0%~ END
  16. You could simplify the code like this: ACTION_DEFINE_ASSOCIATIVE_ARRAY my_files BEGIN ~a~ => 1 ~b~ => 1 ~c~ => 1 ~d~ => ~%sometest%~ ~e~ => ~%sometest%~ ~f~ => ~%sometest%~ END ACTION_PHP_EACH my_files AS file => condition BEGIN ACTION_IF (condition) BEGIN COPY_EXISTING ~%file%.cre~ ~override~ // Do your stuff... BUT_ONLY IF_EXISTS END END If "sometest" is only defined after the array definition, then this code might be more suitable: ACTION_DEFINE_ASSOCIATIVE_ARRAY my_files BEGIN ~a~ => 0 ~b~ => 0 ~c~ => 0 ~d~ => 1 ~e~ => 1 ~f~ => 1 END ACTION_PHP_EACH my_files AS file => condition BEGIN ACTION_IF (NOT condition || sometest && condition) BEGIN COPY_EXISTING ~%file%.cre~ ~override~ // Do your stuff... BUT_ONLY IF_EXISTS END END
  17. @10ppiscool According to the attached log file you were using an outdated version of 10pp. Could you try again with the latest version? (Latest)
  18. That's actually a vanilla game file in BGEE which goes back to oBG1. It's most likely unused. There is an identical resource without spaces in the filename (MONKTU8.DLG) which is used by one of the tutorial monks in Candlekeep.
  19. Actually, EET already attempts to deal with Story Mode, but the scripting is incomplete. Currently in BD6100.BCS there is this block: It removes the Story Mode effects from the protagonist (via spell "OSHMODE2") and sets the story mode variable ("OHSMODE") to -1. In BDBALDUR.BCS we have this block: It' doesn't fire in the ambush area because of the area check and the variable "OHSMODE" already being set to -1. But further down we have also blocks for all other party members, like this: These blocks are still executed, even in the ambush area. The actual problem is the spell "OSHMODE1", however, which applies the Story Mode immunities. Most effects of the spell are set to target the whole party. Combined with the script block above it will always affect the whole party as long as it is applied to at least one party member. The quickest way to fix the issue is to add an area check to the Story Mode checks for Player2 to Player6 in BDBALDUR.BCS and extend the spell effect removal in BD6100.BCS to all party members. Story Mode is automatically restored when you regain control over the party in Chateau Irenicus.
  20. From my own tests it looks like only "Effective AC" is used by the game. Even characters with a natural AC progression (like monks) modify only effective AC. Natural AC doesn't appear to be used by the game. I'd say the term "Effective AC" is somewhat misleading, since it doesn't include AC bonuses from stats, items or spell effects.
  21. 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 4.0 adds a new component that greatly expands the cheat menu with the ability to create items or spells, open stores, spawn creatures or execute useful cheat commands. You can grab the latest release from the download links below. Links: Forums: SHS, Beamdog Download: SHS, GitHub Readme
  22. I'd recommend to install "Hidden Gameplay Options" after Tweaks Anthology to get the most out of the mod. An increasing number of mods also provide a .ini file inside their mod folders which provides some basic information about mod order. Look for the lines with the "Before" and "After" keywords.
  23. I've tried my luck and coded a WeiDU mod. (Being a WeiDU script) it doesn't provide the fastest execution speed, but it should get the work done. Download: ExportTilesetDoors.zip
  24. The ground work may already exist in NI but it would still be (more or less) a whole new implementation from scratch to add such a feature. It might be faster (and more customizable for your task) to code something like that in WeiDU. Since 64-bit WeiDU has lifted the 16 MB buffer limit for big files it is actually doable to create some kind of TIS data converter.
  25. Near Infinity v2.3-20230303 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 version provides many improvements, such as improved audio playback, MOS and TIS viewers, as well as many bugfixes. More information as well as a detailed Changelog can be found in the respective topics at Spellhold Studios and Beamdog Forums. Download: GitHub
×
×
  • Create New...