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argent77

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Everything posted by argent77

  1. 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.
  2. 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
  3. Try this: APPEND ~gtimes.ids~ ~3600 AJROM_TIMER~ UNLESS ~[ %TAB%]AJROM_TIMER$~
  4. 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
  5. 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.
  6. 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).
  7. Yes, and it works fine: Just make sure to activate weather in the area type flags and set fog probability to an appropriate value.
  8. 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.
  9. Exe patching has been removed from the latest EET version. Quote from EET 13.1 changelog:
  10. Cheers, got it. @CamDawg I think you forgot to apply the actual fix: https://github.com/CamDawg/EE_Fixpack/blob/master/eefixpack/languages/en_us/gtu_pstee.tra#L6223-L6224
  11. Pinging @argent77 for a followup on this one. Yes, there is a line in his dialog which doesn't really make sense at that point in the conversation. When choosing dialog option "I can't say I think much of your town.", he replies with: It is available right after asking for his name, so he shouldn't know about your intentions yet. However, the whole conversation leads to the point where he offers you some help in your conflict with the deva, even though you never clearly tell him about your intentions. I think we can leave it unchanged and just assume that he knows (or suspects) why you returned to the city. Btw, there is a typo in strref 57065: fallen on it -> fallen on him
  12. The add_kit_ex library shouldn't remove table entries without at least triggering a warning. Can you provide a repro for this issue?
  13. Have you made sure that both mods use the same folder name for the same language? From what I've seen themed_tweaks uses "american" for English language. Edit: Btw, you can specify multiple tra paths for WITH_TRA, so you could also add a fallback path in case a specific language doesn't exist.
  14. It almost sounds like an issue that was present in Tweaks Anthology v9 and older. However, if it can be solved by changing difficulty level then it could be scripted behavior instead.
  15. "Same level" is misleading, since states can be triggered multiple times in a dialog. To allow a specific state to be evaluated when a conversation starts you have to add a state trigger, and possibly a weight definition as well. This .d code example would turn state 5 of AMARCH02.DLG into an initial state. ADD_STATE_TRIGGER AMARCH02 5 ~True()~ SET_WEIGHT AMARCH02 5 #-1 // ensures that state 5 is evaluated first (be careful not to block plot-related dialog branches)
  16. The engine can actually display both icon frames if they are configured correctly. The issue is caused by the difference how the engines handle large and small icon frames of an item. The original engine expects each icon frame in a separate cycle (cycle 0: large icon, with shadow, cycle 1: small icon, without shadow). The EE engine expects both frames in a single cycle (frame 0: large icon, frame 1: small icon). If only one icon frame is present or the second frame is assigned to a different cycle then the engine will only use the first frame. It looks like there are still many icons present in the game with the old frame configuration. With the help of a WeiDU script I counted over 700 icons in BGEE+SoD, and still over 180 icons in BG2EE. A good number of them are probably defined intentionally that way or don't need fixing because they are unused.
  17. That one has already been restored by the 1pp mod (ishld17.bam).
  18. BDBOOT05 is attached to a minor side quest in SoD. Replacing it with BOOT01 doesn't work without killing the side quest. And although the item description may suggest otherwise, it is also not advisable to have more than one instance of these boots in the game.
  19. Yes, one approach could be to keep the same identifiers across the games. Another option could be to prefer the name that describes the referenced spell more accurately. For example, KAISHAS_CHANGE in BG1 and WIZARD_COMET in BG2. Since WeiDU resolves a value to the last instance found in the referenced IDS file, a simple reordering should fix it.
  20. Another somewhat related issue are multiple symbolic names for the same spell resource, which can be a source of bugs or compatibility issues. One example is Nahal's Reckless Dweomer (SPWI124), which can be referenced as WIZARD_ALARM in all games, but also as WIZARD_NAHALS_RECKLESS_DWEOMER in BG2EE. Depending on the tool you're using to (de-)compile or check scripts, or the current order of file entries, you might end up with one name or the other. List of duplicate entries in SPELL.IDS:
  21. BGEE, SoD, BG2EE and IWDEE: Symbolic value for the Neothelid animation should exist Observed: There is no entry for the Neothelid animation available in both ANIMATE.IDS and ANISND.IDS. Expected: The entry "0x3001 NEOTHELID" exists in ANIMATE.IDS. The entry "0x3001 MNEO CGAMEANIMATIONTYPE_NEOTHELID" exists in ANISND.IDS. BGEE, BG2EE and IWDEE: Animation INI stub file for Neothelid should exist Observed: Stub file 3001.INI with creature animation definitions for the Neothelid does not exist. Expected: File 3001.INI exists in the game.
  22. I have written a small WeiDU script to help locate excess spaces and line breaks in strings. I'm attaching it for everyone who's interested (in fixing that stuff). WeiDU script only. Setup binary is not included. ScanForWhiteSpaceIssues.zip
  23. PSTEE: I have found several more potential issues with duplicate journal entries. However, most of the dialogs can only trigger one of these entries without cheating, so I'm not certain whether they should be fixed in EEFP. DCOAX.DLG: Strref 26090: As I left the siege tower for the Fortress, the golem asked that I help him break free of his prison and continue his entropic crusade across the planes. I said I would not. He has cast me from the siege tower, and I am never allowed to set foot in it again. It was a small price to pay so that the planes would not suffer. Strref 26093: As I left the siege tower for the Fortress, the golem asked that I help him break free of his prison and continue his entropic crusade across the planes. I said I would not. He has cast me from the siege tower, and I am never allowed to set foot in it again. It was a small price to pay so that the planes would not suffer. DCOAX.DLG: Strref 26091: I surrendered the Modron Cube to the golem, then there was darkness. I don't know what happened, but the siege tower is still there. I have a strange feeling that I will never be able to enter it again. Yet he seems to have left me with a strange weapon... Strref 26094: I surrendered the Modron Cube to the golem, then there was darkness. I don't know what happened, but the siege tower is still there. I have a strange feeling that I will never be able to enter it again. Yet he seems to have left me with a strange weapon... DMANYAS1.DLG: Strref 38206: I have told Many-as-One that the Silent King is too powerful for him to approach. The cranium rat hive-mind did not see falsehood in my words, but it forbade me from returning to the Warrens of Thought on pain of death. We'll see about that. Strref 38870: I have told Many-as-One that the Silent King is too powerful for him to approach. The cranium rat hive-mind did not see falsehood in my words, but it forbade me from returning to the Warrens of Thought on pain of death. We'll see about that. DMANYAS1.DLG: Strref 38871: Many-as-One, the hive mind of the cranium rats, has asked me to kill the Silent King in the Dead Nations. I have agreed. I am to report back to Many-as-One when the deed is done. Strref 38872: Many-as-One, the hive mind of the cranium rats, has asked me to kill the Silent King in the Dead Nations. I have agreed. I am to report back to Many-as-One when the deed is done. Strref 38873: Many-as-One, the hive mind of the cranium rats, has asked me to kill the Silent King in the Dead Nations. I have agreed. I am to report back to Many-as-One when the deed is done. Strref 38874: Many-as-One, the hive mind of the cranium rats, has asked me to kill the Silent King in the Dead Nations. I have agreed. I am to report back to Many-as-One when the deed is done. Strref 38970: Many-as-One, the hive mind of the cranium rats, has asked me to kill the Silent King in the Dead Nations. I have agreed. I am to report back to Many-as-One when the deed is done. Strref 38977: Many-as-One, the hive mind of the cranium rats, has asked me to kill the Silent King in the Dead Nations. I have agreed. I am to report back to Many-as-One when the deed is done. DMEBBETH.DLG: Strref 23487: Mebbeth wants me to fetch her wash from the cloth-seller in the market, a fellow named Giscorl. I wish she'd remembered it before I went looking for those herbs of hers... Strref 23471: Mebbeth wants me to fetch her wash from the cloth-seller in the market, a fellow named Giscorl. I wish she'd remembered it before I went looking for those herbs of hers...
  24. PSTEE: You should not get duplicate journal entries after talking to the Pillar of Skulls - Start a new game and end the conversation with Morte. - C:MoveToArea("AR1001") - C:CreateItem("Cube") - Move Morte out of sight of the Pillar of Skulls. - Talk to the Pillar of Skulls: select ( 1 1 2 1 1 1 1 1 1 1 1 4 5) - you get 53491. - Talk to the Pillar of Skulls again: select ( 1 1 2 1 1 1 1 1 1 1 4 5 ) - you get 53500. - Open the journal. Observed: You have two identical journal entries. Expected: You have one journal entry. Notes: Journal entries contain different quotation marks for "Trias the Betrayer" (double quotes vs. single quotes). DPILLAR.DLG - Either journal entry 53491 or 53500 should be defined in response 121 and 125. Journal entry 53491: The Pillar of Skulls told me that Trias - who it called "Trias the Betrayer" - would know where the portal to the Fortress of Regrets was. Journal entry 53500: The Pillar of Skulls told me that Trias - who it called 'Trias the Betrayer' - would know where the portal to the Fortress of Regrets was.
  25. PSTEE: You should not get duplicate journal entries after talking to Fall-from-Grace about her race If Grace is not a party member: - Start a new game and end the conversation with Morte. - Set a global: C:SetGlobal("Grace","GLOBAL",1) - Spawn Grace: C:CreateCreature("Grace") - Talk to Grace: select ( 1 > 2 > 3 ) - You get journal entry 27465. - Spawn Annah nearby: C:CreateCreature("Annah") - Talk to Grace again: select (1 > 2 > 3 ) - You get journal entry 27466. - Open the journal. If Grace is a party member: - Start a new game and end the conversation with Morte. - Set a global: C:SetGlobal("Grace","GLOBAL",1) - Spawn Grace: C:CreateCreature("Grace") - Press Ctrl+Q on Grace to force her into the party - Talk to Grace: select ( 1 > 3 ) - You get journal entry 27465. - Talk to Grace again: select ( 1 > 1 > 3 ) - You get journal entry 27466. - Open the journal. Observed: You have two identical journal entries. Expected: You have one journal entry. Notes: DGRACE.DLG - Either journal entry 27465 or 27466 should be added to all responses in states 72 and 73 as well as in states 213 and 214. Journal entry is: Fall-from-Grace said she was a succubus, a "lesser tanar'ri," one of the fiends that roam the Lower Planes. Apparently, her race seeks out mortals and seduces them, taking their souls to the Abyss. Charming.
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