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argent77

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Everything posted by argent77

  1. @K4thos: EET RC7 installs a file called "%LANGUAGE_BG2%" directly into the "lang" folder of the game. Is this the intended filename or just an unresolved variable name?
  2. Thanks. I was able to fix this issue on my end with the suggested addon.
  3. After updating Mozilla Firefox to version 49 I'm experiencing issues with the colors of certain text elements of the forums, which is very distracting. I've noticed a bright blue colored text on the main page, the "New content" page, the profile pages of each member and several other text elements all over the forum pages. Screenshot (main page): http://i.imgur.com/dvxpUUA.png Screenshot (profile): http://i.imgur.com/VMGGMJP.png Is there something you can fix?
  4. That's not a good idea. Not everyone will remove the original BG1 directory. As K4thos already mentioned, handling shortcuts is way too complicated as it's platform-specific and most likely distributor-specific as well. And not everyone wants to abandon BG1 afterwards.
  5. The SoD -> SoA transition issue mentioned in an earlier post doesn't appear to be fixed in RC7 yet. A character wearing a CON increasing item (such as the Helmet of Dumathoin) may die if reduced to very low hit points in the ambush at the end of SoD. If the character happens to be the protagonist the game will end. If it happens to an NPC like Minsc or Jaheira they will be lost forever without a chance to resurrect them later. I have attached a test save to reproduce. 000000101-Test Transition SoD - SoA.7z
  6. This is a list of strings mentioned in the BG2EE executable which are supposedly related to the ToB expansion initialization. Without further insight into the game's source code I can't tell you the meaning of each string (but most of them should be obvious anyway).
  7. Vanilla BG2:EE sets the variable Global("InToB", "GLOBAL") to 1 when you start the ToB campaign. EET doesn't appear to set this variable which is causing issues in one of my mods.
  8. The mod Afaaq, the Djinni Companion has been updated to v2.4 which is now fully EET compatible (including correct chapter checks).
  9. I've discovered a bug in the script action TakeItemListPartyNum() which heavily affects the item importation process during the SoD/SoA transition. Apparently TakeItemListPartyNum() doesn't properly transfers items found in bags or cases. The items are removed from the inventory, but not added to the target container. Since EET uses a Bag of Holding for temporarily storing items for importation every instance of TakeItemListPartyNum() will fail to work. You can reproduce it with this sequence of commands for the debug console in the SoA starting dungeon: C:CreateItem("BAG04") C:Eval('AddStoreItem("BAG04","MISC73",1,1)') C:CreateItem("RING25") C:Eval('ActionOverride("Picture1",TakeItemListPartyNum("IMPORT03",2))') The code should create a bag of holding, put item MISC73 (The Horn of Kazgaroth) into the bag, create item RING25 (Koveras's Ring of Protection) directly in the active character's inventory and transfer both items to the container behind the picture in the room with starting equipment. Currently it removes both items, but only puts the ring into the target container.
  10. Is there some kind of thread/discussion/support forum for this tool? I do not want to hijack this thread here. Yes, there is one: http://www.shsforums.net/topic/58219-tile2ee-a-mos-and-tis-converter/
  11. In the old engine, there's also other horizontal lines... including in the menu GUI, if you adjust computers graphical settings "incorrectly". If for example you have your GPU's control set to 3D quality instead of performance, in the NVidia control panel. Yeah, it's most likely related to how textures are placed on the screen (maybe a rounding issue or some driver-specific optimizations). But that has to be fixed directly in the game engine by Beamdog. The tool tile2ee can be used to convert TIS and MOS files between the old and new format. I would recommend it to every modder who installs new tilesets in EE games. The package also contains a WeiDU library which takes care of the details in a platform-independent way. It's difficult to fix already installed TIS files as WeiDU can only process game resources up to 16M size. BGGO contains many tilesets which exceed the size limit. Furthermore, since BGGO already biffs all the TIS files you can't even use COPY_LARGE to access them from the override folder.
  12. I see. Thank you. Means I should avoid playing any mods that add areas to the game (including my own). Makes EET world much smaller... It depends on whether you can tolerate the graphical glitches. The lines appear and disappear when you move or scale the map. The game is still perfectly playable otherwise.
  13. The horizontal lines between tiles is a known problem with TIS files in the old palette-based format. You can see a good example in this bug report.
  14. I had this component installed in my run as well. I can't remember if Imoen died (she had not been chunked at any rate), but I didn't notice any issues with her in the course of the game.
  15. I would say it's caused by cdtweaks' "ToB-Style NPCs" component. It replaces the level 8 Imoen with 41 HP by a level 1 Imoen with 6 HP. The 20 HP damage are applied via script action, so it's always the same damage amount.
  16. I have just tried out EET RC6.3 on my (outdated) Mac OS X 10.7.4 ("Lion") virtual machine. My first attempt ran about 15 minutes before it terminated with the following error message: It looked like ffmpeg didn't work at all on my system. I also couldn't run it manually. For my next attempt I replaced the ffmpeg binary with the version for OSX 10.6 up to 10.11 provided here: http://www.ffmpegmac.net/ It installed successfully. I can't test it though as I had to use the Windows version of BG2EE as basis. The whole EET installation process took exactly 20 minutes (+2 minutes for EET_end) to finish. Btw, I had to manually enable the executable flag for the external tools in EET/bin/osx or the installation would terminate with the message "/bin/sh: ./EET/bin/osx/ffmpeg: Permission denied". It's probably a good idea to call "chmod +x EET/bin/osx/toolname" in EET before trying to execute them. I have attached the resulting DEBUG files for you to check. eet-logs-osx.7z
  17. It looks like you have installed an outdated version of bp-bgt worldmap. You have installed v10.1. Current version (and minimum supported version according to mod compatibility page) is v10.2.1.
  18. More issues with the SoD/SoA transition. First issue: In one of my test runs one character died because he had been reduced to 1 HP before falling down. Removing a CON increasing item afterwards most likely caused his death. He remained dead in Chateau Irenicus. (Somewhat related) second issue: For some reason Imoen panicked after the character died. The morale failure continued in Chateau Irenicus which prevented Imoen from initiating a conversation with the protagonist. I don't think these issues can be reproduced very easily since it requires several special conditions to be triggered (including a bit of an (un)lucky dice). I can provide screenshots, but no savegame. Edit: Fatigue from the other multiplayer characters appears to be removed only temporary. After a few minutes they were fatigued again. Does magical rest remove fatigue? Alternatively you could apply a regular rest before triggering the initial cutscene in CI.
  19. Thanks for the EET update. I can confirm that the failed healing action during SoD/SoA transition has been fixed. There is still a minor issue with the protagonist who doesn't appear to be immune to the fatigue effect after arriving in Chateau Irenicus. Other multiplayer characters are not affected. I have also noticed that EET automatically enables "UI Edit Mode". It prevents me from using the thief's "Thieving" skills or other class-specific skills which map to the keys 'F5' and 'F11'.
  20. This is the content: extractedPartyItems.7z And a screenshot of the party after being transferred to Chateau Irenicus:
  21. Here you go. WeiDU-BGEE.log WeiDU.log And the save that caused these issues: 000000061-FM - Escape from Baldur's Gate.7z
  22. I can't isolate the issue of the missing healing actions to a single mod or component. My guess is that it's a timing issue that is somehow related to the number of items and bags (and items in bags) in the party inventory. I had six different bags and cases with a huge number of items. I would estimate about 600 different items in containers and inventory, and several thousands of stacked item instances (ammo, potions, etc.). I can give you my WeiDU logs if you want to reproduce it.
  23. Multiplayer characters not been kicked is intented. Although the fact that you were able to open thier inventory before the cutscene starts is not (there is a slight delay caused by MoveToCampaign command before the area script starts working). As you can see in game Player1 is still under MakeUnselectable() effect applied during SoD ending (violet foot ring) but other characaters already recovered from this state when transported to dungeon. I've attached a fix for this issue to this post. It needs to be tested so please upload a save (or try it out with this patch installed) It can be installed after last component - order doesn't really matter. Thanks. The attached fix solved this particular issue. I couldn't access the bag of holding anymore. I have attached my latest SoD save for you to try out (from a modded RC5 installation, but it also works in a clean EET game). However, in my modded game the characters are not healed and the "Unconscious" portrait icon is not removed from the characters after waking up in Chateau Irenicus. In one test run a character died in the middle of the transfer process, probably because a HP increasing item had been removed. I don't know yet which mod interferred with the script. 000000060-FM - Escape from Baldur's Gate.7z
  24. Thanks for the quick fix. The latest BG1NPC release is from April 2016. It looks like RC5 and earlier didn't transfer BG1EE's PLAYER1.DLG at all. I haven't noticed it since it just contains a few lines that are probably only relevant in certain party compositions.
  25. I've noticed an issue with the transition from SoD to SoA. If you're playing with a party consisting of two or more custom characters they are all moved to the SoA starting dungeon into their respective cells. However, they are not disabled. For some reason the temporary bag of holding for the imported items is placed into the inventory of the second party member, so you can manually drop items that are still in the bag to the ground. In my case I could drop the Helmet of Dumathoin (bdhelm09) and the Archer's Eyes (bdamul02). Another issue involves the "Import Game" feature when starting a new SoA game. If you start a regular SoA game, save and import that save to start a new SoA game you have two Imoens in your party. The Imoen from the imported save appears to be treated like a custom-made character. Rinse and repeat to fill all your party slots with more Imoens. And another minor installation issue. A text file called "A" is created in the root folder of the drive where you install EET. It contains some log data from the tileconv conversion process:
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