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argent77

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Everything posted by argent77

  1. Yes, it does. See the readme for more details (linked in first post).
  2. Your line of thought would be more fitting for a delivery service kind of mod. But that's not what I had in mind. The 'ghostly merchant' is certainly arguable (I initially thought about making it a conversable item), but I think the way it's currently implemented fits well into a high level magic world like the Forgotten Realms. I could have just as well used a djinni instead. There are still several aspects that have to be tweaked in future releases though. In its current state the artifact is quite powerful.
  3. Thank you! Yes, it was a coding challenge (which was the main reason I actually created this mod in the first place. )
  4. Magic Store of Vergadain This 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. The mod supports the following games and game variants: Original BG2 Tutu/EasyTutu BGT BG:EE (with or without SoD) BG2:EE EET IWD:EE The mod is currently available in English and German. Download: GitHub Discussion: G3, Beamdog Readme
  5. Magic Store of Vergadain Download from GitHub Readme Introduction The games contain a great number of stores for your shopping needs. However, finding or returning to a store can take a lot of time or is sometimes not even possible. This mod allows you to acquire a magical artifact 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. The mod supports the following games and game variants: Original BG2 Tutu/EasyTutu BGT BG:EE (with or without SoD) BG2:EE EET IWD:EE It is currently available in English, German, Polish and Russian. Components 1. Magic Store of Vergadain (for BG2, Tutu, BGT, BG:EE, SoD, BG2:EE, EET and IWD:EE) This is the main component. It installs the artifact "Magic Store of Vergadain" and associates it with a small quest. The Magic Store keeps track of the stores you visit throughout the game, so you can visit them later at any time and place even if the original store becomes unavailable. Activating the artifact summons a ghostly merchant who offers a list of available stores for your shopping needs. Each game campaign provides their own small quest to get access to the Magic Store of Vergadain. The quest usually starts by acquiring a book about forgotten artifacts. It can be found in: BG1: Somewhere in Beregost. SoD: In the opening dungeon. BG2:SoA: Somewhere at Waukeen's Promenade in Athkatla. BG2:ToB: Somewhere in Saradush. IWD:EE: Somewhere in Kuldahar. Only one Magic Store can be acquired in the whole game. For example, if you acquired the Magic Store in EET during the BG1 campaign you can't get another one during the SoD, BG2:SoA or BG2:ToB campaigns. 2. Alternate portrait for Ghostly Merchant (requires the main component) This optional component installs an alternate portrait version of the Ghostly Merchant without ghostly features.
  6. There is a git option that defines how line endings are handled. You can check it with this console command: git config --get core.autocrlf On Windows it should be set to "true" (unless you know what you're doing), so that text files are checked out with cr/lf (windows-style) and committed with lf (unix-style). You can find more info here: https://git-scm.com/book/en/v2/Customizing-Git-Git-Configuration#_formatting_and_whitespace
  7. Update: NPC Generator 1.4 Changelog: - Added Project Infinity metadata - Added German translation for WeiDU prompts - Fixed potential display issues with component names in WeiDU.log and Project Infinity - Compatibility improvements
  8. Yes, that should work fine. The code checks the FAMILIAR status, so that speed increase is only applied when the creature is in follower mode. @jastey Just to make sure, are these value correct? (Cre resref is only used to check for creature existence during install time.) // cre resref => script name ~c#bran01~ => ~c#brandock~ ~c#grey02~ => ~c#grey~ ~c#sola12~ => ~c#solaufein~
  9. Thanks for the reminder. I planned to expand this feature to support familiars, but couldn't find the time to actually implement it until now. I have rewritten the code to be more flexible (see commit). Non-EE games and EE games prior to patch 2.0 don't (properly) support the Familiar target which makes it a bit more complicated for these games, but I found a workaround for this issue. The code also supports special familiar-type followers (provided they exist at install time). @jastey I think one your mods provides a familiar-type follower? If you can tell me their cre resref and script name I can add it to the list.
  10. 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 1.3 fixes an installation error in IWD:EE and improves plot-specific behavior of NPCs and followers for SoD and BG2-SoA. Download: GitHub Discussion: G3, Beamdog Readme
  11. Update: NPC Generator 1.3 Full changelog: - Added scripted NPC/follower removal at the end of the SoD campaign - Added code to improve handling followers during the SoA Spellhold dream sequence - Fixed an installation issue in IWD:EE
  12. I've noticed a couple of issues in version 5 beta 3 (EET game, SoD campaign): At the Coalition Camp after the attack of Caelar's troups, Ophyllis arrives with news about your money. At the end of the conversation Imoen interjects, and right after that Imoen dies in place of Ophyllis. Line @5530 (~I said I'd follow you anywhere, <CHARNAME>! Do you need any more proof? We are in *hell*!~) is endlessly repeated by Imoen when you reach hell. Looks like an incorrectly set script variable. Moreover, the way how this script block is coded it blocks the chapter screen from showing up and interferes with scripting of the crusaders fighting the devils. I solved it locally by moving the block from the top to the bottom of the script. I'm not sure if this is also caused by this mod: At the end of SoD when you flee Baldur's Gate, you meet Imoen again. However, her dialog was very generic ("Heya, how are things going?") with the option to have her join you, and then nothing else. To trigger the expected dialog, I had to manually initiate a PID with Imoen which led to the expected plot sequence. I don't think this is the expected behavior. (I came up with the PID idea only later. Without it, all you can do is triggering generic talk with the canon NPCs, and when you try to leave the area the worldmap shows up without a single valid destination.) There is a typo in game.tra, line @5540: "Such a huge dragon skelleton! ..." -> "Such a huge dragon skeleton! ..." I can post the WeiDU.logs if you need them.
  13. Yes, no entries at all. All you can do is go back and select another kit that works. As I said, in theory your idea should work since it only permutes existing rows. But you don't know if mods installed afterwards might get confused because of the mismatching row number / kitids values. There could also be other side effects that we haven't yet noticed.
  14. After more testing it looks like KITIDS values don't have to correspond to the kitlist row number as long as a valid kit entry with the row number equal to the lowest order byte value of KITIDS exists. Otherwise character creation fails to list available alignment entries for the selected kit. So in theory sorting the kitlist table works without unwanted side effects, but it would be a rather fragile solution.
  15. I think the KITIDS column in kitlist.2da must correspond to the row number, but I have to do some more tests to be certain. A quick test showed that character creation can't be completed if row number and the lowest order byte of the KITIDS value are different. Exceptions are specialist mages and the barbarian kit. If KITIDS is indeed linked to the kitlist row number then you'd have to update a lot of game resources.
  16. If you rearrange kit entries in kitlist.2da you might also have to update kit references in game scripts and effect opcodes, maybe even references in saved games (if you're thorough).
  17. You can fake it by using the non-breaking space (U+00A0). It doesn't count as column separator in 2da files. Typing a non-breaking space can be tricky. On Windows the keyboard shortcut Alt+255 (digits entered on the numeric keypad) might work.
  18. This definition doesn't work as intended: ACTION_DEFINE_ASSOCIATIVE_ARRAY response_strrefs BEGIN %63960% => 1 %65051% => 1 %70436% => 1 END The percent sign is, along with tilde (~) and quotation mark ("), one of several options to enclose strings. The percent sign is special as it has a double meaning depending on context. It can be used to enclose strings as well as evaluate variables inside strings. So in this example you're just using the literal number 63960 as the array index since the percent signs aren't placed inside a string. This code should work as intended: ACTION_DEFINE_ASSOCIATIVE_ARRAY response_strrefs BEGIN ~%63960%~ => 1 ~%65051%~ => 1 ~%70436%~ => 1 END I would generally advise against using the percent sign for enclosing strings. Both tilde and quotation mark are much more readable and less ambiguous.
  19. There is no need to call ADD_TRANS_TRIGGER multiple times for the same state. All responses that should be updated are listed in the variable following the DO keyword. For example, this code ADD_TRANS_TRIGGER ARAN 39 ~Global("C#IM_ImoenStays","GLOBAL",0)~ DO %responses_39% will be resolved as ADD_TRANS_TRIGGER ARAN 39 ~Global("C#IM_ImoenStays","GLOBAL",0)~ DO 1 3 if the code structure from your earlier comment found matching strrefs in response entries 1 and 3. This .d command will then add the trigger "Global("C#IM_ImoenStays","GLOBAL",0)" to both response entries in one go.
  20. That example code (together with the function GET_RESPONSE_STRREFS I posted in an earlier comment) should work fine with multiple responses in individual states. Have you encountered any problems?
  21. What exactly fails? Should only one of the two responses be patched? I think that could be solved with an UNLESS or IF condition.
  22. Near Infinity (or short: NI) is an open source cross-platform browser and editor, based on Java, for resources of Infinity Engine games. This version provides a couple of nifty features such as filtered list items, launching games directly from NI or improved loading times. You can grab the latest release from the download link below. Links: Discussion: SHS, Beamdog Download Documentation
  23. It should be supported by all EE games since patch 2.0. There are several instances in Beamdog NPC-specific maps in BG2:EE as well.
  24. Add PRETTY_PRINT_2DA after you're done modifying the 2DA file.
  25. Congratulations from me too! Looks like GemRB is even (slightly) older than Near Infinity.
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