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argent77

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Everything posted by argent77

  1. 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.
  2. 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%"
  3. [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.
  4. 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.
  5. 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
  6. [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.
  7. 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).
  8. 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.
  9. 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.
  10. 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.
  11. Near Infinity v2.3-20220906 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 an option to specify a custom home folder for EE games, adds a new check feature, and provides many other improvements and fixes. More information as well as a detailed Changelog can be found in the respective topics at Spellhold Studios and Beamdog Forums. Download: GitHub
  12. That's even stranger. Maybe using the loopback device has some side effects? On my Linux test installation (ext4 casefolded, on ssd partition) NI starts up in about 3 seconds with override folder containing over 13k files. Btw, option -i has been removed some time ago. It should have no impact on starting NI anymore.
  13. That's quite unusual. Are you using a current NI version? Some older versions had issues with a great number of files in the override folder. However, other factors could also play a role, e.g. slow harddisk, security software interfering with file operations, etc. Biffing the override folder should help a lot in these cases though.
  14. I'm not sure if this is an oversight or intentional game design: The courtesans in the Saradush Tavern are regular humans. However, they behave like vampires in almost every respect (scripts, stats and items). They cannot be turned, nor do undead-specific weapons and spells work as expected.
  15. At least the inventory items look like a mix-up or copy&paste error to me, since they are basically duplicates of undroppable weapon that are actually equipped. The +1 swords maybe were intentional, but I don't think so. Otherwise, there would be a lot more items droppable (halberds, hammers, shields, etc.)
  16. [BG2EE] First Pocket Plane challenge: Summoned creatures should not drop items Some of the summoned creatures have items equipped that are not flagged as "undroppable". As a result they will drop lots of bows and swords. Some of the droppable items aren't even needed, since they only exist in inventory slots. Affected creatures: CHEVIL01.CRE: BOW05.ITM (inventory slot) CHEVIL03.CRE: SW1H01.ITM (inventory slot) CHGOOD04.CRE: SW1H05.ITM (equipped) CHGOOD05.CRE: SW1H05.ITM (equipped)
  17. [BG2EE] Hexxat quest: Visual effect on Graveyard map has black outlines How to trigger: 1) Enter Copper Coronet in the Slums and let "Hexxat" join. 2) Travel to Graveyard and go to the crypt in the lower right corner. Animation SPCCMDSI.BAM is played back by cutscene script OHHOPEN.BCS. Since the animation file has no associated VVC, it is played back without blending effect. Comparison:
  18. [BG2EE] Hell Trials map (AR2900): Visual effect of closing the eyes of the tear door has black outlines and is misaligned Animation SPNPOISI.BAM is played back when an eye is closed by a tear. Since the animation file has no associated VVC, it is played back without blending effect. Moreover, the animation isn't correctly aligned with the underlying eye. It should be slightly shifted down (positive y axis) by about 25 pixels. Comparison:
  19. Unfortunately, the damage visual effect is linked to damage type. I'll probably have to change it from acid to something else (probably poison).
  20. No, they are using vanilla projectiles. The projectile for +4 ammo might change yet, since there is no vanilla arrow or bolt projectile for that enchantment. I'm currently using the +3 projectiles.
  21. A closer look at the error message reveals excessive data allocation while reading some kind of resource list. The error doesn't provide enough information, but only two files are read in the indicated data structure: PROJECTL.IDS and SLOTS.IDS. Both files are not known to contain massive amounts of lines though. But could you look up the number of lines in these files anyway? PROJECTL.IDS should have several hundred entries at most. SLOTS.IDS should have only about 40 entries. It is also possible that party members in the BALDUR.GAM contain an excessive amount (thousands?) of spell effects, which could also trigger this error. In that case, uploading/attaching the BALDUR.GAM would be helpful. I don't use OneDrive, so I can't check. But if read operations on OnDrive files are corrupted for some reason, then that could also be a source for this error.
  22. Good catch! Crafted and conjured ammunition is correctly enchanted but uses a projectile type that is blocked by PfNM in BGEE/BG2EE. It'll be fixed it in the next release. In the meantime you can install this fix: A7-ImprovedArcher-Ammo-Fix.zip It updates the ammo projectiles, so that they aren't blocked by PfNM anymore.
  23. The amount of available memory should be enough, but I have never tested it on a megamod installation with several hundred mods. I don't think trying out the "Hide NI DOS" script will improve the situation, since 32-bit apps can't reserve more than 2GB memory under normal circumstances. If the whole savegame archive is too big for the size limit, then attach only the zipped BALDUR.GAM file (or use 7-zip for better compression.)
  24. @Oloriniel Could you post a screenshot of the system information that is shown in the main panel when you start up NI? If that's not available then enable menu Options > Display system information at startup, and restart NI. Could you also zip and attach one of your saves, so that I can check it myself? You can use NI for that: Right-click on a savegame folder and choose "Create zip archive".
  25. A safer option would be to promote everything to the MYAREA scope (provided there are no name collisions.)
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