Jump to content

argent77

Modders
  • Posts

    1,587
  • Joined

Everything posted by argent77

  1. 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
  2. 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.
  3. 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.
  4. 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.
  5. 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.)
  6. [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)
  7. [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:
  8. [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:
  9. Unfortunately, the damage visual effect is linked to damage type. I'll probably have to change it from acid to something else (probably poison).
  10. 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.
  11. 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.
  12. 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.
  13. 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.)
  14. @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".
  15. A safer option would be to promote everything to the MYAREA scope (provided there are no name collisions.)
  16. That confirms my suspicion. You're most likely using a 32-bit version of the Java Runtime to run NI. That version uses very conservative memory settings by default, which may have worked fine on Windows XP 20 years ago but are now largely outdated. I'd strongly recommend to install a 64-bit version which makes much better use of available memory. You can download the official Oracle version or the Open Source version (choose package type 'JRE'). If you can't run the 64-bit version for some reason then try the "Hide NI DOS" script found somewhere in the first post of this topic. It attempts to run NI with extended memory settings.
  17. The current implemention behaves a little bit weird. The door does indeed open after 10 rounds, but closes again at the next script pass. That's barely enough time for a single character to slip through. It'll open and close again after another 10 rounds, and so on. Edit: It might have to do with the LOCALS used in the script (see here).
  18. I'm in favor of that option, too. It makes the least changes to the original encounter and merely requires an update of the door script. Yes, it can also be abused, but probably not without sacrificing a party member or two.
  19. Yes, that works too. It's actually door "AR4005Door12" that needs fixing though, where you'd have to update the "Open location" instead. This option is still abusable, since you can immediately open the door if you position your party right.
  20. That's an intriguing option. Realization would be a challenge though. I can think of two ways: 1) Adding a trigger region in front of the door (outside) to unlock it when someone steps on the trigger. 2) Adding more "impeded cell blocks" on the inside, so that party members cannot even reach the door. The latter is more difficult to implement and could be prone to engine quirks though.
  21. Yes, the fix should not be too intrusive. The cutscene option sounds promising, as the same is already done for the Luremaster scene in the castle dungeon. It would probably interfere with your strategy to defeat Yxunomei though. Moreover, it's difficult to decide the right placement of the party since the room is heavily trapped. I agree that the other two options have the potential for abuse. I can think of two more options: Make the door unlockable by the party. That's easily doable in a fixpack, but may impact the encounter design negatively. After all, the whole point of the unlockable door is to limit your tactical options. Unlock the door automatically after a span of time (maybe one or two turns.) This option would be even less intrusive, since it doesn't change the original encounter, unless you intentionally prolong combat.
  22. There are several instances where variables in the LOCALS scope are used in scripts assigned to map regions, containers and doors (not counting those in ActionOverride/TriggerOverride). Since LOCALS don't work correctly in these cases (ie. always return false), it would be a good idea to check whether they are causing scripting issues. Otherwise, they could be safely removed. I have found the following scripts so far: IWDEE: EETPLDOR.BCS (door script) D4DOORT.BCS (door script) D4DOORG.BCS (door script) D4GELDOR.BCS (door script) D5DOOR.BCS (door script) D5YXUDOR.BCS (door script) 5104D3.BCS (door script) UDTRAP1.BCS (region script) WTBRIDGE.BCS (region script) LDEYETP1.BCS (region script) LDEYETP2.BCS (region script) LDBDGOPN.BCS (door script) BGEE: BDMENHI1.BCS (region script) BDMENHI4.BCS (region script) NETRIG1.BCS (region script) BG2EE: OHBPOT.BCS (container script) PSTEE: 1204TRIG.BCS (region script)
  23. Could you post the error log after attempting to open the baldur.gam (menu Tools > Show Debug Console)? Or attach/upload your BALDUR.GAM, so that I could take a look at it myself.
  24. It is possible that the Yxunomei encounter will lock you out from further plot progression, even in the literal sense. This can happen if you try to be "clever" and place most party members further away from the boss chamber, and then approach Yxunomei with one of your characters. When the battle begins, the door to the last segment of the serpentine passage is closed and locked by script, and does not open until Yxunomei is dead. The door cannot be unlocked by force, skill or spell. There is also no key for the door. If the character inside the closed area dies, or is otherwise unable to defeat Yxunomei, it is impossible to advance the plot without cheating. This is not strictly a bug, but rather a loophole in the boss encounter design. However, I still think it should be fixed it in the EEFP. Thoughts?
  25. [BG2EE] Item Usability: Sensate Amulet (WA2AMU.ITM) Expected: According to the oBG2 item description, item is only usable by Clerics. Observed: Item is usable by Clerics and Monks.
×
×
  • Create New...