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argent77

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Everything posted by argent77

  1. I've heard of the term long before I even thought of creating "Skip Chateau Irenicus". I don't know how, why or when this came up either, but it was certainly invented long before Beamdog even existed. The term is fitting though. I can see many parallels to a real castle or palace. The hideout has been decorated in a very extensive and opulent manner, as it contains luxurious living rooms (which even leave Imoen in awe), servants' quarters, a well-stocked library, a torture prison, and even an arboretum. Moreover you can encounter all kinds of servants, guards, prisoners and even some female company.
  2. Spellhold Studios Skip Chateau Irenicus This is a mod for classic BG2, BG2:EE and EET that allows you skip all the boring details of Chateau Irenicus without losing potential equipment and items. Version 3.2 adds previously missing support for BGT and provides an option to improve the opening cutscene in Chateau Irenicus by making it more believable. You can grab the latest release from the download links below. Links: Forums: SHS, Beamdog Download: SHS, GitHub Readme
  3. Zip archives can store unix permission info. However, not all zip packers support this feature or simply store a dummy record. You can check with "unzip -Z [zip_filename]" (from the command line) whether or which unix permissions are included. The same is true with zip unpackers. Some unpackers ignore permissions stored in the zip and apply default permissions instead. The standard unix zip/unzip tools for the command line should properly support unix permissions though.
  4. @K4thos It looks like removing the binary patching caused some issues. The game crashes reliably for me whenever the DAYNITE or NITEDAY animations are triggered. The game executable probably chokes on the fake video files. If you don't want to revert to binary patching then using a valid dummy video file with a single black frame works well enough to satisfy the game engine. The game screen may flicker shortly, but it's barely noticeable. You could generate these files dynamically since ffmpeg is already part of the package: ffmpeg -f lavfi -i color=c=black:s=1280x720:r=15/1 -c:v libvpx -t 1ms -f webm daynite.wbm ffmpeg -f lavfi -i color=c=black:s=1280x720:r=15/1 -c:v libvpx -t 1ms -f webm niteday.wbm Edit: It seems to work even better (and without any flickering) when using a transparent dummy video file: ffmpeg -f lavfi -i color=c=black@0.0:s=1280x720:r=15/1 -pix_fmt yuva420p -t 1ms -f webm daynite.wbm ffmpeg -f lavfi -i color=c=black@0.0:s=1280x720:r=15/1 -pix_fmt yuva420p -t 1ms -f webm niteday.wbm
  5. Spellhold Studios Test Your Mettle! Test Your Mettle! is a mod for BG2:EE and EET that provides you with a unique dungeon crawling experience. Version 1.4 provides several improvements and fixes a couple of bugs and compatibility issues. Moreover, it is now possible to install the spell "Spacewarp" independently from the main component. Full changelog: Added labels for Project Infinity. Added areas to the game's debug console. Added compatibility with the "Imoen 4 Ever" mod. Added option for sorcerers to learn the Spacewarp spell. Changed availability of the Spacewarp spell in stores. Component "Make 'Spacewarp' available to stores" can be installed independently from the main component. Modron director gives more specific directions where to find the boss of the maze. Fixed a problematic 'call for help' function in modron combat scripts which also affected certain summoned creatures. Fixed a compatibility issue with a visual effect caused by EE patch 2.6. Fixed a missing variable when choosing the "bad ending" of the quest. Fixed various minor combat script issues. Links: Forums: SHS, Beamdog Download: GitHub Readme
  6. Using variables in string arguments requires the EVAL keyword before the assigned value. ACTION_IF GAME_IS ~eet~ THEN BEGIN ... LAF HANDLE_CHARSETS ... STR_VAR tra_path = EVAL ~%MOD_FOLDER%/lang~ The keyword "EVAL" can be omitted only if the AUTO_EVAL_STRINGS directive has been defined.
  7. Coincidentally I had to perform just the same operation today. From what I read setting the "ignorecase" option to false is generally a bad idea on case-insensitive filesystems. It can cause all kinds of weird errors. For example, if a filename only differs in letter case it might cause git to report spurious conflicts or create duplicate files. I can think of two options how to accomplish it anyway: 1. By brute force: Delete the original uppercase files from the git project, afterwards add the lowercase files to the project. This method is best done if you want to rename the content of whole folders. I have done it this way. It involves: - making a backup of the files you want to rename - deleting the files from the project: git rm -r path/to/files/ - restoring and renaming the backed up files - adding the (renamed) files to the project: git add path/to/files/ Afterwards git should be smart enough to detect that the files have been renamed. 2. Enforce file renaming via -f option: git mv -f MYFILE myfile I haven't tested this method. But from what I could find on various websites it should at least work on macOS. You might have to specify the full path to the file you want to rename. In either case you don't have to set the "ignorecase" option to false.
  8. According to the WeiDU docs the percentage signs (%) are treated as an alternate option to double quotes and tilde signs to enclose literal strings. It doesn't help that they are also used to substitute variable content. Apparently this is commonly misunderstood by many modders and can lead to bugs that are hard to track.
  9. It works! The resulting script doesn't contain the vanilla content anymore.
  10. Yes, versions before 8.4 replaced the monk/smuggler event by its own version, which were functionally the same but used mod-specific variables. Version 8.4 didn't change the functionality of the script in that regard, but also added (or forgot to remove) the vanilla game script. In any case one of the two code portions can be safely removed since they both do effectively the same. It would save me some work though if you left the original modification from Wheels in and just remove the vanilla content. I have attached the different script versions for you to verify. ar5504-wheels.zip
  11. Congrats on the release! One question though, I've noticed you have expanded the area script of the Amkethran smuggler cave (AR5504) with code that handles the event of the monks threatening the smugglers. What exactly is it needed for? From what I've seen there are already script blocks using different (mod-specific) variables which do basically the same thing? Unfortunately these additions also break compatibility with my Djinni Companion mod.
  12. Spellhold Studios Afaaq, the Djinni Companion Afaaq, the Djinni Companion is a mod for BG2, BGT, BG2:EE, EET and IWD:EE. It features the djinni Afaaq, a unique travelling companion who joins the party as your "seventh party member" and provides interesting dialogs, lots of quests and several new areas or area expansions. Version 2.9 adds Project Infinity support and adds several improvements. More details can be found in the readme. You can grab the latest release from the download links below. Links: Forums: SHS, Beamdog Downloads: SHS, GitHub Readme
  13. 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 2.1 provides Polish translation by Cahir and GoForTheEyes. Download: GitHub Discussion: G3, Beamdog Readme
  14. New release: Magic Store of Vergadain 2.1 Changes: Added Polish translation (thanks @Cahir and GoForTheEyes)
  15. Spellhold Studios Convenient Enhanced Edition NPCs This mod allows you to tweak various aspects of the new Beamdog NPCs for BG:EE, SoD and BG2:EE to your comfort level. Version 4.3 fixes compatibility issues with Neera's ToB quest as well as a couple of item usability issues. Moreover, it also improves Neera's passive BG2 introduction. You can grab the latest release from the download link below. Links: Forums: SHS, Beamdog Downloads: GitHub Readme
  16. Spellhold Studios Reveal Hidden Gameplay Options This is a mod for all Enhanced Edition games that adds a great number of useful options directly to the game's options menu. These options include the (in)famous debug console, various convenience and graphics options and many more. Version 3.0 adds more Gameplay options. Moreover, it allows you to recreate the key binding sections for mage and priest spells with vanilla game spells as well as custom spells added by mods. You can grab the latest release from the download links below. Links: Forums: SHS, Beamdog Download: SHS, GitHub Readme
  17. Unfortunately the 256 kits limit is still present in the EE games. It doesn't apply to all kinds of kits though. True multiclass kits (which are, afaik, only supported by the EE engine) are not affected by this limitation. However, from a practical standpoint this doesn't make much difference because you have only little control over the kit installation order, and most kits are still single class kits. I tried to overcome this restriction some time ago for the A7-add_kit_ex library. However, that would have required considerable changes in WeiDU's ADD_KIT functionality which are not backwards compatible. Since it's unlikely to exceed the kit limit (unless you install pretty much every kit mod in existence) I dismissed the idea in the end.
  18. Yes, that should work. These script slots exist only in memory. They are not saved with the game, so after a reload (and possibly an area transition) the script is cleared automatically. I'm not sure I understand this sentence, but if I trigger the area script change via baldur.bcs is shouldn't make any difference, right? Yes, it's badly worded. I mean master scripts are still executed in linked non-master areas. For example, after entering an interior map the script of the exterior map (e.g. city map) will still be executed. My example from above is probably not fail-safe enough. It's probably better to reset the variable to 0 directly in the block where the new area script is assigned. Otherwise the variable may not reset at all if the player saves and reloads or changes the area.
  19. In that case the mechanism used by breakable cutscenes might help you to save some work. It sets a script to a temporary area script slot with the SetAreaScript(S:Script*,I:ScriptSlot*ASCRLEV) action. The same action can also be used to clear the script slot after the script is done. Breakable cutscenes use the OVERRIDE slot, but any other slot type should work as well. For example, add this to an area script: IF Global("should_update","GLOBAL",1) THEN RESPONSE #100 SetGlobal("should_update","GLOBAL",2) SetAreaScript("myscript",OVERRIDE) // or use slots DEFAULT, GENERAL, RACE, CLASS Continue() END And add this block to the bottom of your custom script ("myscript.bcs" in this example): IF True() THEN RESPONSE #100 SetGlobal("should_update","GLOBAL",0) SetAreaScript("",OVERRIDE) // or use slots DEFAULT, GENERAL, RACE, CLASS END The master/non-master relation of area scripts should also work for these scripts since they are technically still area scripts.
  20. It depends. If these blocks are added only to a few selected area scripts then it might be a better option. For NPC override scripts you would also have the option to assign these scripts temporarily on demand.
  21. 250 is quite a number. But I don't think this is enough to slow down script processing in the EE engine. However, loading time of areas might increase (if only slightly). Is there no way to reduce the number of blocks?
  22. 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 1.5 comes with several bugfixes and improvements. Moreover, it allows you to define custom epilogues for the NPCs that are shown at the end of the Throne of Bhaal expansion of original BG2, BGT, BG2:EE and EET. Download: GitHub Discussion: G3, Beamdog Readme
  23. Update: NPC Generator 1.5 This version adds biography text to the installed NPC if available and fixes an issue with NPCs turning hostile when hit by friendly fire in follower mode. Moreover, it is now possible to define custom epilogues for the NPCs in BG2/BG2EE by providing a text file (or two) with the text that should be displayed. More details can be found in the readme. Changelog: - Added support for custom epilogues at the end of BG2:ToB for installed NPCs - Custom biography text is assigned to installed NPCs if available - Show explanatory message if NPCs are not available for installation - Fixed NPCs turning hostile when hit by friendly fire in follower mode
  24. I hope you don't mind if I expand the bug report a little. I haven't tested it in-game yet (BGEE+SoD), but I suspect this script portion of PLAYER1D.BCS has been incorrectly generated by the mod: IF GlobalGT("cd_lore_monster_total","GLOBAL",71524) // ??? Global("cd_lore_monster_bonus","GLOBAL",0) THEN RESPONSE #100 SetGlobal("cd_lore_monster_bonus","GLOBAL",1) ApplySpellRES("cdlore1",Myself) DisplayString(Myself,71525) // Defeating many types of monsters has earned you a lore bonus. END IF GlobalGT("cd_lore_monster_total","GLOBAL",71526) // ??? Global("cd_lore_monster_bonus","GLOBAL",1) THEN RESPONSE #100 SetGlobal("cd_lore_monster_bonus","GLOBAL",2) ApplySpellRES("cdlore1",Myself) DisplayString(Myself,71527) // Defeating even more varieties of monsters has earned you a lore bonus. END IF GlobalGT("cd_lore_monster_total","GLOBAL",71528) // ??? Global("cd_lore_monster_bonus","GLOBAL",2) THEN RESPONSE #100 SetGlobal("cd_lore_monster_bonus","GLOBAL",3) ApplySpellRES("cdlore1",Myself) DisplayString(Myself,71529) // You have earned another lore bonus for defeating so many monsters. END It looks like the numbers used by the GlobalGT() triggers are strrefs and refer to the strings "monster_bonus_1", "monster_bonus_2" and "monster_bonus_3" respectively. Maybe a case of undefined variables during installation? Edit: Another potential issue: The following script block was added identically over 80 times to the DPLAYER3.BCS script: IF Global("cd_lore_monster_100","GLOBAL",0) See([0.0.100]) StateCheck(LastSeenBy(Myself),STATE_REALLY_DEAD) THEN RESPONSE #100 SetGlobal("cd_lore_monster_100","GLOBAL",1) IncrementGlobal("cd_lore_monster_total","GLOBAL",1) END
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