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argent77

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Everything posted by argent77

  1. 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.
  2. 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.
  3. 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.
  4. Familiars as well as a selected number of followers will be included in the next release of the mod.
  5. 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
  6. 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.
  7. 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
  8. Auto-haste for familiars has been added just recently. But it won't be available until the next public release of the mod.
  9. 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
  10. 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
  11. Good catch, thank you! The bug doesn't appear to have an impact on the resulting mod installation though. It'll be fixed in the next release.
  12. 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
  13. New release: Magic Store of Vergadain 2.2 Changes: Added French translation (thanks @deratiseur)
  14. Done. This tweak works in both PST and PSTEE.
  15. 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).
  16. The mod "Magic store of Vergadain" should definitely be installed before EET_end since it adds new lines to Taerom's dialog.
  17. 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)
  18. I don't think RESOLVE_STR_REF supports the USING directive. However, you could wrap the WeiDU action in a WITH_TRA block. WITH_TRA ~modname/translations/%s/blabla.tra~ BEGIN OUTER_SET strref2 = RESOLVE_STR_REF(@107) END
  19. Usage is exactly like GET_RESPONSE_STRREFS except that you specify a second array parameter ("text") for accessing the response strref. Afaik WeiDU always returns the same strref for identical strings. For example if tra reference @1234 is used to add a new transition to a dialog then RESOLVE_STR_REF(@1234) should return the same strref that can be used to find the response later on. This contrived example adds a response trigger to selected transitions of Jaheira's BG2 dialog.
  20. Another point to consider is that many mods have already been updated to be compatible with patch 2.6. However, as a result it is possible that these mods are not fully compatible with patch 2.5 anymore. EET itself does only support a specific patch version anyway. You'd have to install older mod versions which were still developed for patch 2.5 to create a stable mod installation. But in that case you might miss new features or bugfixes. Btw, I don't see EE patch 2.7 coming in the foreseeable future.
  21. Following up on jastey's description of the GET_RESPONSE_STRREFS function above, this is a more powerful version that returns not only response strrefs but also the remaining response elements such as flags, journal entries, triggers, actions and the next dialog state. Definition of patch function GET_DLG_RESPONSES: Example code that prints information of a dialog state to the console (from SoD file BDEDWIN.DLG):
  22. Spellhold Studios Trials of the Luremaster for Baldur's Gate Trials of the Luremaster for Baldur's Gate is a port of the Icewind Dale expansion for the Baldur's Gate series. Version 3.0 overhauls monsters and brings them closer to their pen & paper descriptions, improves combat scripts, adds more starting points for the adventure and fixes several bugs. More details can be found in the Changelog section of the readme. You can grab the latest release from the download links below. Download: GitHub Forums: SHS, Beamdog Readme
  23. Improved Archer Kit This mod makes an attempt to rebalance the Archer kit. It adjusts overall power and adds several unique skills and abilities to the kits. Moreover, it offers similar kits for the fighter, thief and paladin classes. Version 4.0 overhauls all available kits, completely revises the "Create ammunition" ability to make them more unique for all kits and fixes several bugs. The full changelog can be found in the Readme. You can grab the latest release from the download link below. Links: Forums: Beamdog, SHS Download: GitHub Readme
  24. Achievements! This mod makes Steam Achievements available to everyone as journal entries and a special item that tracks your current progress. The mod supports all Enhanced Edition games patched to version 2.0 or higher, which includes BG:EE (with or without SoD), BG2:EE, EET, IWD:EE and PST:EE. Project Infinity is supported as well. You can find out more in the readme linked below. Download: GitHub Discussion: G3, Beamdog Readme
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