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Everything posted by argent77
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Porting NWN animations - a work in progress
argent77 replied to The Artisan's topic in General Mod Discussion
NI's BAM Converter should have no difficulty importing hundreds or thousands of .png files at once, provided there's enough memory available. Make sure you have a 64-bit Java Runtime installed. The legacy 32-bit version uses horrible memory allocation settings, which were fine 15 years ago when systems were equipped with 256 MB RAM or less, but will only cripple Java apps on modern systems. To speed up BAM creation you could also use the Session import/export feature of the BAM Converter. It uses text files for frame, center and cycle definitions, which may be easier to create or update than doing everything in the GUI. -
It's one of the transformation filters in the post-processing tab of the BAM Converter. The Near Infinity Wiki has a page which explains all the feature available in the BAM Converter.
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Use the button Add... -> Add file(s)... in the Frames tab to import an image as frame into the original BAM and remove the old frame. You may have to assign it to the right cycle in the Cycles tab afterwards.
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EE games ignore the center position of item icons. To change the relative position of the icon in an inventory slot you have to add empty space to the respective side(s) of the icon. Since the BAM in question contains multiple frames you can't use NI's BAM Converter to accomplish this. Otherwise, the "Center BAM frames" filter could have been used. The best option is to export BAM frames to PNG images and use a graphics tool to add empty space to the first frame graphics. Many graphics tools call it "Resize Canvas" or something like that. Afterwards, import the modified frame back to the BAM. I could fix the alignment issue for the Helm of Balduran by adding 6 columns of transparent pixels to the left side. However, the helmet shadow still overlaps the inventory slot on the right side, so you could add some additional space to the left and right sides of the frame.
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New testing version of Tweaks Anthology, v10 RC1, now available
argent77 replied to CamDawg's topic in Tweaks Anthology Forum
I can confirm that this is no longer an issue for WeiDU devel branch. Can you confirm too? Yes. The issue has been fixed in WeiDU's devel branch, so with the next official WeiDU release LABELs can be safely reactivated in TA. -
The error message indicates that EET cannot find the lua.exe binary which should be included in the mod package. It's not related to the DLC Merger or the game itself. Likely causes are: Your antivirus tool removed or quarantined the lua.exe binary from the EET mod package because of a false positive detection. You can double-check by looking into the folder "EET\bin\win32\x86_64". There should be a lua.exe and a weidu.exe. It's usually possible to revert the action made by the antivirus tool. The EET mod archive is corrupted. Redownload the file. The latest package can be found here: https://github.com/Gibberlings3/EET/releases/latest
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Create interval saves on Linux appends to a wrong file name/path
argent77 replied to suy's topic in Tweaks Anthology Forum
The Linux version of WeiDU lowercases all paths by default, which includes the path to the home directory. The issue is most likely that, even if the home directory itself has been made case-insensitive, the path *to* the home directory must also not contain any uppercase letters. As a workaround it could work to create a soft link to "$HOME/.local/share/Baldur's Gate - Enhanced Edition" with only lowercase characters in the path name. Edit: Another option could be to edit the home folder name of the game to all lowercase in the engine.lua file which can be found in the installation directory of the game. -
Forum Software Updates and Questions
argent77 replied to Mike1072's topic in G3 News and Announcements
Unfortunately the issues still persist even with the new software update. It looks like I can work around the posting issue by using Firefox' Private Browsing mode, though. -
New testing version of Tweaks Anthology, v10 RC1, now available
argent77 replied to CamDawg's topic in Tweaks Anthology Forum
I've noticed two issues with the "Weapon Styles for All" component: 1. Monk class doesn't get any points in the 2-weapon style. 2. Monk kits (Sun Soul, Dark Moon) get points in all weapon styles, even in those styles they can't use for technical reasons (2-handed, sword&shield). Issue with the installation process: When the mod is installed interactively it introduces long delays (which takes several seconds) between the individual stages of the installation process, e.g. after the prompt for displaying readme, prompts for component groups, etc. I could track it down to the heavy use of LABELs within the mod. The issue itself can probably only solved by WeiDU. However, if the delays become too annoying for the players I'd suggest to temporarily disable LABELs until the underlying issue has been solved. -
That's probably possible, but a very time-consuming task. The mod would have to scan all scripts and dialogs of the game for hints that a creature can be turned into a familiar. One challenge I can think of: the mod would have to detect dynamically assigned creature scripts and match them with the right creature. It would still not cover all use cases (and installation order would become relevant.) For example, golems of the Golem Construction mod use identical script names per golem type. In that case only the first (or a random?) instance of the respective golem type would be affected by the speed boost.
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Forum Software Updates and Questions
argent77 replied to Mike1072's topic in G3 News and Announcements
This is the same issue I am experiencing for quite some time (first mentioned here). After a brief time where it improved a little I'm having this issue almost every time I want to post something on this forum. I'm using Firefox as well, so it doesn't appear to be browser-specific. I've noticed another issue when I'm not logged in. The forum content doesn't update when I reload the browser content. It usually works after waiting a certain amount of time (about 10 minutes or so), or by manipulating the page url a bit (like removing or adding a trailing slash). But the latter trick works only once per page. I have to wait the afore-mentioned amount of time before I can try again. It's not an issue when I'm logged in. -
Familiars as well as a selected number of followers will be included in the next release of the mod.
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You can return the animation structure offset via "RET fj_return_offset". Afterwards use it to set width and height. COPY_EXISTING bd4300.are override LPF fj_are_structure INT_VAR fj_loc_x = 370 fj_loc_y = 290 fj_flags = BIT6 | BIT8 | BIT12 | BIT13 //not covered by wall, draw as background, shown in combat, EE: use wbm STR_VAR fj_structure_type = animation fj_name = Portal_Closing fj_bam_resref = bd4400pc RET fj_return_offset END WRITE_SHORT fj_return_offset + 0x48 width WRITE_SHORT fj_return_offset + 0x4a height BUT_ONLY
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This one can be realized in the EE engine. I've made a small mod for it some time ago: https://forums.beamdog.com/discussion/80609/non-cluttered-object-highlights But since it requires a two-step installation to be fully functional it is not something that fits into Tweaks Anthology.
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EXTERN shouldn't be needed since you're referencing a state in the same dialog. Try this instead: ALTER_TRANS bdff1709 BEGIN 2 END BEGIN 1 END BEGIN ~EPILOGUE~ ~GOTO 0~ END
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Out-of-combat haste for familiars?
argent77 replied to LuckiestMage's topic in Tweaks Anthology Forum
Auto-haste for familiars has been added just recently. But it won't be available until the next public release of the mod. -
NPC Generator This mod allows you to install any number of pregenerated or exported characters as regular NPCs. It is available for original BG2, BGT, Tutu, BG:EE (with or without SoD), BG2:EE, EET and IWD:EE. Version 1.6 provides French translation and allows you to assign individual AI scripts to NPCs in follower mode. Download: GitHub Discussion: G3, Beamdog Readme
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NPC Generator: NPC creation made easy!
argent77 replied to argent77's topic in Miscellaneous Released Mods
Update: NPC Generator 1.6 This version adds French translation as well as a dialog option to assign individual AI scripts to NPCs in follower mode. Changelog: - Added French translation (thanks @deratiseur) - Added option to assign AI scripts to NPCs in follower mode via dialog -
Magic Store of Vergadain The mod allows you to acquire a magical artifact called "Magic Store of Vergadain" that provides the means to visit any store you have visited in the past. Getting your hands on this unique artifact involves a small quest of one kind or another. It is available for original BG2, Tutu, BGT, BG:EE, SoD, BG2:EE, EET and IWD:EE. Version 2.2 provides French translation by Deratiseur. Download: GitHub Discussion: G3, Beamdog Readme
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Done. This tweak works in both PST and PSTEE.
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[EET mod request] Unified (SoD) weather everywhere
argent77 replied to maurvir's topic in General Mod Discussion
It depends on your expectations. Using the code snipped provided by CamDawg should be enough to enable fog on maps. However, if you want to have full control over the fog behavior then you also have to add definitions to FOGPT.2DA and/or FOGAREA.2DA. I wouldn't recommend to define FOGPT.2DA entries though, because without it the fog will creep in from the edges which looks more natural. Setting up definitions allows you to specify only a single fog generator location which may look artificial. Btw, fog on maps with active day/night cycle may cause problems because of a bug in the fog implementation. It looks like the engine applies the night lighting incorrectly to the fog which causes some unwanted coloration (see screenshots below). -
The mod "Magic store of Vergadain" should definitely be installed before EET_end since it adds new lines to Taerom's dialog.
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Variable replacement cannot be performed for instances where WeiDU expects a numeric value or an expression. There are several ways around it though. For SAY you can use WRITE_LONG instead. The ADD_JOURNAL action is more limited, but it's possible to include variable replacements if you build the command dynamically and INCLUDE it. Btw, simply prefixing existing strrefs by "2" can be dangerous if the strref in question is either less than 10000, or greater than 100000. It's much safer to add 200000 as a number instead. ALWAYS OUTER_SET eet_2 = GAME_IS ~eet~ ? 200000 : 0 END // Build ADD_JOURNAL command dynamically <<<<<<<< .../inlined/my_mod/journal.tph >>>>>>>> OUTER_SET title_strref = eet_2 + 59615 APPEND_OUTER - ~.../inlined/my_mod/journal.tph~ "ADD_JOURNAL EXISTING TITLE (#%title_strref%) @10000 @10001 @10002 @10003 @10004 @10005 @10006 @10007 @10008 @10009 @10010 @10011 @10012 @10013 @10014 @10015 @10016 @10017 @10018 @10019 @10020 @10021 @10022 @10023 @10024 @10025 @10026 @10027 @10028 @10029 @10030 @10031 USING ~sodrtd/translations/autotra/%LANGUAGE%/game.tra~" INCLUDE ~.../inlined/my_mod/journal.tph~ // Replace SAY by WRITE_LONG COPY_EXISTING ~sodrtd/cre/c#rtdblc.cre~ ~override/c#rtdblc.cre~ SAY NAME1 ~Karlen~ SAY NAME2 ~Karlen~ WRITE_LONG SELECT_COMMON1 (eet_2 + 69456)