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argent77

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Everything posted by argent77

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. [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
  8. [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.
  9. 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.
  10. 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?
  11. 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?
  12. 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?
  13. 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)
  14. Imoen in BG2EE uses opcode 360 to prevent her from leaving the party at low reputation. The effect is applied directly to her CRE file.
  15. Try this: ACTION_GET_STRREF berserker_desc "berserker_description" OUTER_PATCH_SAVE "new_berserker_description" "%berserker_description%" BEGIN SET offset = BUFFER_LENGTH // If text is stored in the string variable "my_text" SET text_len = STRING_LENGTH "%my_text%" INSERT_BYTES offset text_len WRITE_ASCIIE offset "%my_text%" (text_len) // If text is stored in a file SET text_len = SIZE_OF_FILE "%MOD_FOLDER%/text/my_text.txt" INSERT_BYTES offset text_len WRITE_FILE offset "%MOD_FOLDER%/text/my_text.txt" END I haven't tested it, but it should work. Edit: I totally forgot the most obvious solution: ACTION_GET_STRREF berserker_desc "berserker_description" OUTER_SPRINT new_berserker_description "%berserker_description%" ^ "%new_text%"
  16. [PSTEE] Consistency issue with travel time from one Hive map to another. Initially, you can move between areas with a travel time of 0 hours. Later, when travelling by worldmap is unlocked, travel time is 4 hours per transition. Is this something we should fix in EEFP? Edit: Fixed here and here.
  17. More potentially misplaced actors on maps (found by the script attached to my previous post above): [PsTEE] Map AR0902: Anarchist (actor #5) at position [802.218] is on impassable terrain Could be intentional. Scripting is not negatively affected by her position. [SoD] Map BD0020: Noblewoman (actor #122) at position [1843.188] is placed outside of map range [SoD] Map BD5000: Ogre (actor #7) at position [3953.2018] is on impassable terrain [BG2EE] Map AR0305: Shadow Thief (actor #4) at position [398.527] is on impassable terrain [BG2EE] Map AR2000: The gypsy Kveroslava (actor #88) at position [1060.3033] is on impassable terrain [BG2EE] Map AR5202: Skeleton Cleric (actor #1) at position [878.882] is on impassable terrain [BG2EE] Map OH5500: Crusader (actor #6) at position [1021.2607] is on impassable terrain [BG2EE] Map OH5500: Celestial Hound (actor #21) at position [2552.2880] is on impassable terrain [BG2EE] Map OH7100: Yi Niu (actor #21) at position [1412.888] is on impassable terrain Could be a false positive. The creature is initially disabled, so I couldn't verify it in a quick test.
  18. I don't suppose there is a way to test for such cases programmatically? I ran through a quick mental exercise and figured it would be more or less straightforward to cross-reference ARE based CREs against the search map, but things quickly became non-trivial if you include other blocking regions, script and DLG based summons, etc. Maybe there is a way to leverage already existing architecture (such as NI's ARE Viewer) to minimize the additional effort required for such an endeavor? Anything involving non-structured resources (such as bitmaps) are almost as difficult to code in NI as in WeiDU. Dynamically created creatures should be automatically placed on passable terrain, so the scope of the task is actually manageable. I have created a WeiDU script for an automated scan (see attachment). It verifies the BG2 Frost Salamander issue posted above, and it found several more (but less severe) blocked creature instances. Edit: Improved version filters out more false positives. A7-CheckCreatureLocations-v2.zip
  19. [BG2EE] One of the Frost Salamanders in Abazigal's Hideout (AR6005) is on impassable terrain The Frost Salamander closest to the dungeon exit portal is placed on impassable terrain. As a result the creature cannot move and is therefore an easy target for the party. Edit: The same bug exists already in oBG2.
  20. I think I experienced that as well in my tests. (Iirc) it happened when I closed NI by the "Quit" option in the "Near Infinity" menu instead of the "Game" menu. @subtledoctor There is an improved macOS package for NI available as proper app installer (pkg and dmg archives): https://github.com/AstroBryGuy/NearInfinity-OSX/releases It installs NI with the right permissions, so that more recent macOS versions should have no trouble accessing the home folder of EE games. I'll see if I can fix the settings-not-saved issue when the app is closed from the app's system menu (or via ⌘ + Q shortcut).
  21. Yes, they are now included in the official releases as well. I think I experienced that as well in my tests. (Iirc) it happened when I closed NI by the "Quit" option in the "Near Infinity" menu instead of the "Game" menu.
  22. That's it! You are using a version with a vastly inferior file caching mechanism (coincidentally that was the last version with slow loading times). I strongly recommend to update NI.
  23. I was curious and wanted to see how 100,000 files in /override affect NI's startup time. So I tested it on my Windows 10 system, as well as on Linux and macOS virtual machines. This is what I got: Windows: 12 seconds (SSD), 63 seconds (HDD) Linux Mint VM: 12 seconds macOS 'Catalina' VM: 32 seconds It's a fairly recent desktop system, which is probably faster than a laptop. But that alone can't explain the huge timing difference.
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