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argent77

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Everything posted by argent77

  1. There is a bit more. Bit 3: Drain to max. HP of caster Is supposed to increase the caster's max. HP as well. Bit 5: Suppress damage feedback Do not show damage message in the combat log. Bit 9: Made save This bit is used internally by the game engine.
  2. I can confirm that an Alpha value of 1 is indeed treated as alpha=1 (i.e. almost fully transparent). It seems full transparency can only be realized by using palette index 0. Moreover, the following line from IESDP is not quite correct: It looks like palette index 0 is always treated as transparent color, regardless of how this palette entry has been defined (at least in the EEs).
  3. That's right. I usually don't play with any AI enhancing mods, so I have no experience about adding SCS support to the Golem Construction mod. If someone is willing to make a compatibility fix for it I will integrate it into my mod. There are two kinds of script enhancement to consider. Making use of new golem innates in vanilla golem scripts, which is installed by the main component. And adding specific actions to enemy mage scripts to use more effective measures against golems, which is part of an optional subcomponent.
  4. @vanatos: Since Imoen uses the same CRE resource for the whole game you should add a chapter check to her banters with Jaheira (and Minsc, if there are any), so that they are not triggered in Chateau Irenicus.
  5. Try this: 000000060-Sod Ending (fixed).zip Imoen's condition was exactly the same as in my run. She was invisible and had a "Remove creature" effect applied to her. It might indeed be a side effect of her dying in an earlier chapter.
  6. I had exactly the same problem in my current run (including the chunked Imoen during the assassination attempt). Inspecting Imoen in Near Infinity she had several effects in place which prevented her from appearing. If you provide a zipped save from before entering the map where Imoen is supposed to meet you I can try to fix it.
  7. It's more a combination of a game engine bug and the way how items are transferred in EET. EET uses the approach to put everything into a special bag of holding to save inventory space. However, the engine bug causes items that are meant to be exported to simply vanish if they happen to be in a container. As a workaround you could place all your items into a bag of holding manually and store it into a container before the SoD/SoA transition sequence. Then, in SoA simply console in a bag of holding or wait until you can acquire a bag regularly, or visit the area again where you left the bag to have access to everything again. Everything else that is not meant to be exported is unaccessible by normal means, as mentioned by Roxanne. I would expect a new EET Tweaks component in the future which addresses this issue.
  8. You can transfer them via debug console if you need the items badly: C:Eval('MoveContainerContents("AR0602*K#ImportContainer","AR0602*Picture1")') This command will place all items into the container behind the picture in the room with starting equipment in Chateau Irenicus. Because of a bug in the current version of the game you probably won't find items that are supposed to be transferred if you imported a character from BG1 (such as the Golden Pantaloons). The bug has to be fixed by Beamdog first.
  9. The reputation reset is most likely aimed at the BG2 part, but it would be more logical to postpone it to after the trial has ended.
  10. Thanks - but those are just dialogue options, they do not add an additional way out of BG, right? There is no additional path, but afaik you need three or more positive arguments to unlock the good ending. The change is caused by EET which adds a couple more blocks to bdcut61.bcs, including the reputation reset.
  11. Many options refer to certain decisions you made during SoD, but some options depend on other conditions:
  12. Another issue I've noticed is that reputation will be reset before the final trial in SoD. This action robs you of an option to follow the good ending if you had a high reputation.
  13. I've just noticed that Minsc lost Boo during the SoD/SoA transition in my current run (using EET-RC7). I tested it with an older RC6 installation and Boo was missing there as well. I never noticed it before since I didn't use Minsc as party member. Both games are heavily modded though, so it could be a mod incompatibility. Has anyone else encountered this issue?
  14. Party inventory is supposed to be stored in an inaccessible container (as it's done in your case), so that (tweak) mods could potentially make use of it. The amount of money is also stored in the global variable "K#ImportGold", so a mod could restore it as well.
  15. It may be related to the issue I described in this post. We probably have to wait for a new patch from Beamdog to get it fixed.
  16. Opcode 365 (Make unselectable) does something similar, but with more control over which aspects should be disabled (dialogue, scripts, selection circle). It's currently used for the spirit animals summoned by the shamanic dance.
  17. The djinni is also affected by the horde wish. To reproduce it, summon a horde of rabbits and try to cast Limited Wish again. The fix suggested in this topic solves both issues, the size of the summoned horde and the ability to summon the djinni again afterwards.
  18. It sounds like the issue described in this topic: http://gibberlings3.net/forums/index.php?showtopic=28320
  19. Another BG1-related issue: Fergus, the Flaming Fist member you can meet in the HQ, should be removed by script if you enter the HQ in BG1 chapter 7 (when you're about to rescue Duke Eltan). EET seems to update his script so that it points to BG2 chapter 7 (i.e. chapter 19) instead. Since he's still there he will inevitably turn hostile and your reputation drops dramatically if you kill him. Edit: It looks like the same script (FERGUS.BCS) is present in BG2EE as well, that's probably why it is affected by the chapter update function.
  20. I'm not really happy with the current solution, but it's better than nothing. (I'll probably remove the respective code portions manually from EET anyway whenever a new version is released.) Another minor issue: The BG1 item MISC2D (Kiel Wardstone) contains an empty description. The cause is most likely an identical item in the BG2 assets that is not replaced by the original BG1 item (which does have the correct description).
  21. I've already explained the cause of the overwrite warning in detail, twice. You'll see what I mean when you look at the file list on Github. Btw, I'm obviously unpacking it into a clean BG2EE installation, or this particular issue wouldn't even occur at all (unless you choose to confirm the overwrite warning for each file individually).
  22. You should read my statement more carefully. The zip archive itself contains files of the same name, but of different cases. This is no problem on Linux because uppercased and lowercased filenames are treated differently. But on Windows (and OS X) you'll get overwrite warnings because the filesystems are case-insensitive.
  23. My two cents about EET RC7.1: 1. I would strongly suggest to make the desktop shortcut creation optional. Not everyone wants to allow a mod to make changes outside of the game environment. 2. The EET download archive contains PNG files of same name but different case in the "EET/docs/images" subfolder which triggers confusing overwrite warnings on Windows (and probably OS X as well).
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