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Everything posted by argent77
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Let's put the Black Pits 1 into BGEE!
argent77 replied to subtledoctor's topic in General Mod Discussion
The check is fine. Response 2 checks for OPENING = 2. Response 3 checks for OPENING > 2. WeiDU provides a great number of functions to modify dialogs. Adding triggers to existing responses can be done with ADD_TRANS_TRIGGER. // Adds trigger Global("MyNewTrigger","GLOBAL",0) to the three responses of state 29 ADD_TRANS_TRIGGER ~BPBELLOW~ 29 ~Global("MyNewTrigger","GLOBAL",1)~ DO 0 1 2 Put this line into your .d file and COMPILE it. Correct. However, most of the time you use WeiDU's dialog functions to modify existing dialogs to avoid destructive changes. -
Yes, there is a delay of one or two transitions between setting and using a variable. In EE games you can enforce immediate script execution (for instant actions only) with a flag.
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Brandock the Mage NPC Mod (Kerzenburgforum)
argent77 replied to jastey's topic in Miscellaneous Released Mods
That's not unusual. The game engine adds an empty proficiency effect if you select a new weapon proficiency at character creation or level up screen and reset it again in favor of another proficiency. As a level 2 mage he should only have a single weapon proficiency anyway, which seems to be Quarterstaves. -
You're right, it belongs to the BG:EE section. However, I'm not sure if this string is actually shown in BG:EE when you talk to a character without valid dialog.
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It looks like some spaces were added intentionally. For example, that's the case for lines that are composed of multiple strings by the game engine (e.g. attack rolls when To-Hit Rolls are enabled in the game options). These lines are listed in ENGINEST.2DA, and are potential candidates for keeping their "surplus" whitespace: BGEE: @24172 = ~ has nothing to say to you.~ @14643 = ~Attack Roll ~ @16468 = ~Find Trap Mode ~ @16466 = ~Turn Undead Mode ~ @15917 = ~Party AI Off ~ BG2EE: @14643 = ~Attack Roll ~ @16468 = ~Find Trap Mode ~ @16466 = ~Turn Undead Mode ~ @15917 = ~Party AI Off ~ IWDEE: @14643 = ~Attack Roll ~ @16468 = ~Find Trap Mode ~ @16466 = ~Turn Undead Mode ~ @15917 = ~Party AI Off ~ PSTEE: @68592 = ~Attack Roll ~ @68620 = ~ Find Trap Mode ~ @68692 = ~ Turn Undead Mode ~ @68748 = ~ Party AI Off ~ I have noticed it only for the attack roll string. I don't know if the other strings have some use in the game (outside of debug info).
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Firing all available NPC responses would require to rewrite or rephrase a number of lines. Otherwise, some of them would sound out of place. From what I can see in the dialog file, some of them are also intentionally made mutually exclusive (mostly romance interests). Always getting responses from the same party members is more of an engine restriction, as they have to be evaluated in a predefined order. Randomizing them would greatly complicate the dialog structure and makes it basically impossible for mods to add their own responses.
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Achievements! This mod makes Steam Achievements available to everyone as journal entries and by a special item that tracks your current progress. This updated provides French translation (thanks 11jo) and a new component that adds a couple of rewards based on your achievements progress. You can find out more in the readme linked below. Download: GitHub Discussion: G3, Beamdog Readme
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A new version is available: Achievements! v2.0 It includes French translation and a new component that provides a couple of rewards based on your achievements progress. Changelog: Added French translation (thanks 11jo) Added new component "Achievements reward" Minor text fixes
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The Chaos Sorcerer is a unique sorcerer kit, inspired by the "Wild Mage" specialization for mages. Version 2.7 fixes a couple of bugs and improves Project Infinity compatibility. Links: Download Forums: Beamdog, SHS Readme
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That's strange. A missing dependency should have printed some error messages to the console. Another option to find out if dependencies are missing is with this console command: ldd SiegeOfDragonspear | grep "not found" Replace "SiegeOfDragonspear" with the executable in your game installation. Does it show any messages?
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PSTEE, strref 59886: "They is" -> "They are"
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What error message is displayed when you start the game executable in a console window?
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What exactly is the issue with BGEE?
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Can someone give some advise on my mod order plz?
argent77 replied to jacklhoward's topic in General Mod Discussion
Hidden Gameplay Options should be installed after Tweaks Anthology if you install Tweaks Anthology component "Create interval saves". Hidden Gameplay Options and EEUI Tweaks component "Hidden Game Options" are mutually exclusive. -
[not an issue] Kangaxx and Protection from Undead scrolls
argent77 replied to argent77's topic in EE Fixpack
Looks like you're right. I first tried with a party from an existing save which didn't trigger the dialog no matter how long I attacked. Trying again with a fresh party from scratch triggered the dialog correctly. This topic can be closed. -
There is the popular tactic for fighting Kangaxx by using "Protection from Undead" scrolls on party members to protect themselves. However, that strategy is flawed, as his combat script expects at least one party member to be "visible" for the transformation into the demi-lich form to succeed. If that condition isn't met, then Kangaxx will stay in his original lich form indefinitely (or until protection runs out). I propose to add an additional check for this case, so that his transformation can always succeed. To keep changes to a minimum I'd suggest to change his combat script (HLKANG.BCS) to this: I'm aware that this issue is known almost as long as the game itself and almost expected by the players to work like this. Would it be worth fixing it in EEFP? Edit: Seems to be fixed in recent EE patches, so no fix is needed.
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Nice work! A note about character sets in regular expressions: The expression [%WNL%%LNL%%MNL%] can be shortened to [%WNL%], since %WNL% already contains characters defined by both %MNL% and %LNL%. Another peculiarity involves the end-of-line character $. The symbol matches only Unix-style line breaks. To include support for the (more common) Windows-style line breaks, you have to add %MNL% as an optional match (e.g. "Minsc%MNL%?$"). I would also suggest to mention that syntax highlighting is available for a couple of text editors, since it greatly improves readability: - Visual Studio Code: https://github.com/BGforgeNet/VScode-BGforge-MLS - Notepad++: https://github.com/Argent77/NotePad_PlusPlus_WeiDU - TextMate (macOS): https://github.com/critto-bg/textmate-weidu
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Need a smarter way to check when patching gtime.ids.
argent77 replied to jastey's topic in Modding Q&A
Try this: APPEND ~gtimes.ids~ ~3600 AJROM_TIMER~ UNLESS ~[ %TAB%]AJROM_TIMER$~ -
Mac install guide for Baldur's Gate EET
argent77 replied to 1Mac's topic in Enhanced Edition Trilogy
The problem is that the individual EET versions support only specific patch versions of the game. For example, EET v12 works only on BG2EE v2.5 and EET v13 works only on BG2EE v2.6. Using an older EET version on BG2EE 2.6 results in a non-functional GUI and a couple of plot-related scripting issues, among other things. If you can still run EET v12.2 then try to apply the attached patch. It's a hotfix that was released shortly after the BG2EE 2.6 patch came out. Simply unpack it to the same location you have unpacked EET to, before installing the mod. It will update a couple of files in the EET/lib folder. EET-v1.0rc12.2-fixes-patch26.zip -
Mac install guide for Baldur's Gate EET
argent77 replied to 1Mac's topic in Enhanced Edition Trilogy
It sounds very much like you're trying to install an outdated EET version. Your error about failed executable modification should also not happen with a recent EET version. See my previous comment for a link to the latest EET version. -
Not necessarily. @CamDawg I'd suggest to add stubs of FOGAREA.2DA and FOGPT.2DA to IWD:EE, just as it has already been included in vanilla BG:EE (without SoD).
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Yes, and it works fine: Just make sure to activate weather in the area type flags and set fog probability to an appropriate value.
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Fog works fine in any of the EE games since patch 2.0, except PST:EE. IWD:EE doesn't contain the relevant files for fog definitions (namely FOGAREA.2DA and FOGPT.2DA). But apart from that there are no further obstacles to add fog to the game.