Jump to content

argent77

Modders
  • Posts

    1,597
  • Joined

Everything posted by argent77

  1. I used my rusty Photoshop skills to block passage to Lower Dorn's Deep by another door that can only be opened with Joril's Badge (see attachment). Imo, it would not really be suitable for the fixpack, since it alters original content a bit too much for my taste. But it could be a candidate for an "Optional but cool" component or a tweak pack. A7-WTGPassDoor.zip
  2. Near Infinity v2.3-20221108 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 useful additions and improvements, such as support of the non-interactive BG1 demo and new resource check options. More information as well as a detailed Changelog can be found in the respective topics at Spellhold Studios and Beamdog Forums. Download: GitHub
  3. The duplicate sections still exist in PST:EE, but they don't appear to have any negative effect in the game. "Guard5" is responsible for the guard on the left/lower side of the "Dream World" door in the Foundry, but he's properly spawned by the game.
  4. Hidden Gameplay Options also considers some tweaks from Tweaks Anthology, so it's best installed afterwards. For more hints about install order you could look up the "After" value in the .ini file provided by many mods nowadays, and used by PI. The mod should be installed after anything listed by the "After" line (see HiddenGameplayOptions.ini).
  5. [PSTEE] Non-RES version of script action ForceSpellRESNoFeedback() should be listed in ACTION.IDS This action is supported by the game engine, but doesn't exist as function definition in ACTION.IDS: 466 ForceSpellNoFeedback(O:Target,I:Spell*Spell)
  6. There's no need for INNER_ACTIONs. Table data persists even beyond the COPY scope. Something like this is perfectly viable: COPY ~jtweaks/resource/j8hhexsd.2da~ ~override~ // Table of data for changes READ_2DA_ENTRIES_NOW ~j8hhexsd~ 8 BUT_ONLY // table data is still valid OUTER_FOR (row = 0; row < j8hhexsd; ++row) BEGIN OUTER_SPRINT FileID $j8hhexsd(~%row%~ ~0~) COPY_EXISTING ~%FileID%.cre~ ~override~ WRITE_BYTE 0x273 4 // Class - thief WRITE_LONG 0x244 0x40210000 // Kit - shadowdancer WRITE_BYTE 0x234 $j8hhexsd(~%row%~ ~1~) // Level1 WRITE_BYTE 0x45 $j8hhexsd(~%row%~ ~2~) // Hide WRITE_BYTE 0x64 $j8hhexsd(~%row%~ ~3~) // DetIll WRITE_BYTE 0x65 0 // Set Traps WRITE_BYTE 0x67 $j8hhexsd(~%row%~ ~4~) // Unlock WRITE_BYTE 0x68 $j8hhexsd(~%row%~ ~5~) // Silent WRITE_BYTE 0x69 $j8hhexsd(~%row%~ ~6~) // DetTrap WRITE_BYTE 0x6a $j8hhexsd(~%row%~ ~7~) // Pocket BUT_ONLY END WeiDU loads 2DA data into a 2d-array which can be accessed just like any other array via $array_name(~row~ ~col~). Afaik, the only restrictions with these arrays are that they don't work correctly with PHP_EACH, and you can't return them from a WeiDU function via RET_ARRAY.
  7. [PSTEE] Names of parameters 2 and 3 for ExploreMapChunk() should be swapped in ACTION.IDS Observed: 435 ExploreMapChunk(P:Center*,I:Radius*,I:Mode*) Expected: 435 ExploreMapChunk(P:Center*,I:Mode*,I:Radius*)
  8. PVRZ, more specifically, the chosen texture compression type (DXT1 or DXT5) may result in visible degradation of image quality under certain conditions.
  9. PVRZ compression is to blame. There are many instances like this in all games, especially noticeable in areas with small color differences or darker colors.
  10. Great job with the documentation! I've noticed one fix missing from the PsTEE docs, though: [PSTEE] The Baator map (AR1000) should be populated with more enemies Screenshots for comparison: These screenshots are quite large. I leave it up to you whether to add them to the gallery or not.
  11. argent77

    Animation fixes

    From the album: Enhanced Edition Fixpack

    Another example of an unblended animation, here at the Graveyard as part of Hexxat's SoA questline.
  12. argent77

    Area Animation Fixes

    From the album: Enhanced Edition Fixpack

    Shown here are the Tears of Bhaal animation in the SoA finale. This animation is one of several that are not properly blended with the background; in this case it also plays too far above where it should.
  13. I think they are hardcoded. You could probably use a brute force approach by applying coloring to individual dialog strings (as described here). But that's not something I would recommend, since it requires your mod to be installed last (to catch all dialog strings) and may have undesired side effects.
  14. Spellhold Studios PS:T Unfinished Business - Reloaded This mod is a continuation of Qwinn's original PS:T Unfinished Business (PST-UB), based on version 4.12, that has been completely overhauled and made compatible with Planescape Torment: Enhanced Edition (PST:EE). This release adds two new components: "Restored Spell Keys", which is based on unused content, affects TNO's spellcasting. "Miscellaneous Restorations and Improvements" installs minor restorations and improvements which are too small to warrant their own components. More details can be found in the mod's Readme linked below. Changelog: Added new component: Restored Spell Keys Added new component: Miscellaneous Restorations and Improvements Added Brazilian Portuguese readme (thanks Felipe) Added component labels for Project Infinity Download: SHS, GitHub Discussion: SHS, Beamdog Readme
  15. Try this: OUTER_SET stats_val = IDS_OF_SYMBOL("stats" "CLERIC_REGENERATION") OUTER_SPRINT reg_params "[-0-9]+ [-0-9]+ %stats_val%" COPY_EXISTING_REGEXP ".+\.bcs" "override" PATCH_IF (INDEX_BUFFER("^TR[%WNL%]1645[23] %reg_params%") >= 0) BEGIN // CheckStat() and CheckStatGT() DECOMPILE_AND_PATCH BEGIN // find and replace... END END BUT_ONLY Change "1645[23]" to "1645[234]" if you want to include CheckStatLT() in the test as well. You can easily compare decompiled and compiled script code in NI. IESDP provides the syntax for the bytecode.
  16. You didn't say what exactly you want to find and replace. If it's possible to search the raw bcs files and only decompile and patch on a successful hit, it can greatly improve performance.
  17. [PSTEE] Missing enchantment info in weapon descriptions: The following weapons are missing enchantment information in their item descriptions: Acidic Sponge Bolts (BOLT02.ITM, strref 46627): Enchanted: +1 Fiend's Teeth (FTEETH.ITM, strref 63075): Enchanted: +1 Green Steel Dagger (GSDAGGER.ITM, strref 50891): Enchanted: +1 Green Steel Knife (GSKNIFE.ITM, strref 50886): Enchanted: +1 Baatezu Mace (BMACE.ITM, strref 49044): Enchanted: +1
  18. [PSTEE] Container items should have a correct number of charges It shouldn't have consequences in the vanilla game. However, that will change when mods are installed which make items stackable. Affected container items: - Rusty Dagger (RUSTDAG.ITM): AR0108.ARE, container #0, item #3 (Quantity/Charges 1: 20) - Silver Ring (SILRING.ITM): AR0701.ARE, container #2, item #0 (Quantity/Charges 1: 11865) - Steak Knife (STEAKKNF.ITM): AR0704.ARE, container #8, item #2 (Quantity/Charges 1: 15) - Copper Earring (COPEAR.ITM): AR1700.ARE, container #7, item #0 (Quantity/Charges 1: 14) - Copper Earring (COPEAR.ITM): AR1700.ARE, container #8, item #0 (Quantity/Charges 1: 21) Especially the second item in the list can be exploited to earn a practically unlimited amount of money. Edit: Fixed here.
  19. I couldn't reproduce the dialog state issue you mentioned in the first post, but I noticed an issue in one of the spell resources. It looks like D5C115B.SPL contains an opcode 146 (cast spell) instance which calls itself recursively. This is most likely the cause of the game freezes/crashes.
  20. I also wonder why the table row for state 8 is completely empty? Even with bad or invalid strings, at least the field labels should be displayed. Does the issue persist if you replace the string in the string table with something else, or apply a different strref to the "Response" field in the dlg state?
  21. The file is loaded correctly if there is nothing shown in the debug console. Does the string look fine when you open it in the StringRef Lookup or string table editor?
  22. Difficult to say from afar. It is possible that you inadvertently added a special UTF-8 symbol to the text which causes the display issue. Does NI's debug console show anything when you open the dialog file?
  23. My Improved Archer Kit mod provides several Archer-like kits: A7_MARKSMAN - Marksman (Fighter kit) A7_BOWKNIGHT - Bow Knight (Paladin kit) A7_SHARPSHOOTER - Sharpshooter (Thief kit)
×
×
  • Create New...