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argent77

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Everything posted by argent77

  1. No. The whole point of EET_End is to integrate (NPC) mods into the EET system. Only a few selected technical mods can be safely installed after EET_end.
  2. I guess you're about to make another pull request, but this time to fix single column entries. Yes.
  3. Strictly speaking it's EET_End's pdialog.2da parser which should properly handle entries with only a single column.
  4. It looks like GlamNpcPack is indeed the culprit. Could you try again with the attached PDIALOG.2DA? pdialog.zip
  5. Cure Disease should print the message "Disease Cured" after successfully casting the spell. It looks like the strref for this string has been screwed up by some mod.
  6. Could you post the content of PDIALOG.2DA (in spoiler tags) or zip and attach the file? It can be found in the override folder of the game.
  7. That sounds like the same issue that is reported here: If that's the case then this is a bug in the current v13.4 release of EET. You should be able to fix it by downloading the latest WIP version of EET and unpack the file "EET_end/EET_end.tp2" from the downloaded zip archive. Overwrite the old version with this file and run EET_end again.
  8. The Eval() console command is even more powerful than this. Instead of using a specific target, such as "Player1", you can replace it by "Myself" and execute the command while the mouse cursor is placed over the target character or creature. The same is true for actions that are applied to the active creature instead of a specific target, such as AddSpecialAbility(): C:Eval('ActionOverride(Player1,AddSpecialAbility("spcl922"))') can be shortened to C:Eval('AddSpecialAbility("spcl922")') while the mouse cursor is placed over the target (selection circle or character portrait). Alternatively, C:Eval() does also accept a second argument that indicates the portrait slot index of a party member who should be selected as target, starting with 0 for the current party leader. For example: C:Eval('AddXPObject(Myself,1000)',0) adds 1000 experience to the character in the first party slot. This option doesn't require the mouse cursor placed over the target.
  9. PickPocketFailed() doesn't appear to work in PST:EE. It still counts as an attack though (so Attackedby() will be triggered). But that's not surprising. Many script triggers don't work correctly in PST:EE.
  10. 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 4.2 adds Spanish translation and fixes crashes for several languages in original BG2 because of oversized kit descriptions. You can grab the latest release from the download link below. Links: Forums: Beamdog, SHS Download: GitHub Readme
  11. It looks like the issue discussed in this topic were actually introduced by the fixpack itself. I had mistakenly assumed these creatures weren't covered by EEFP and didn't cross-check with vanilla IWDEE. There is also a second related issue with missing weapon overlays for summoned (Tough) Lizard Man creatures from the vanilla game. Both issues have been fixed.
  12. It looks like the reason for that is that IWDEE replaced the original weapon overlay with an incompatible version for the Lizard Man animation (mli2h*.bam). IWDEE: Original IWD: However, simply replacing the EE weapon animation by the original version doesn't work since the Lizard Man SD sequence has been fixed in IWDEE by replacing a couple of still frames. These fixes have to be applied to the halberd weapon overlay as well to make it work.
  13. [iwd] The green Lizard Man animation (LIZARD_MAN - 0xE510) does not work correctly with the Halberd weapon overlay. Creatures with incorrect weapon overlay: LM1HWPO.CRE LM1HWPOY.CRE MS2LIZM.CRE SS1LIZ3.CRE SS1LIZ4.CRE
  14. Thank you! I have added the file to the official Release page on GitHub.
  15. Building PKG files is actually a (relatively) simple process, provided it works the same way on ARM64 as on Intel machines. You need a recent Java version (v17 or preferrably v21) and a build script I created originally for manually building pkg files on Intel machines. You'll also need the (latest) NearInfinity.jar file itself. I don't think Xcode is needed for the process, but I can't verify that since Xcode is already installed on my test machine. First-time preparations Building a PKG archive
  16. The macOS installer is currently not available for Apple's ARM64 architecture. I don't have access to such a system and GitHub doesn't appear to support this architecture for automated operations yet unless you are a paying customer. If someone would like to volunteer and create these packages I could add them to the Release page though.
  17. NI works fine even on older operating systems if you download and run NearInfinity.jar directly. You just can't use the convenience installer for that since it is made for 64-bit systems. If you encounter memory issues then you could apply the advice from this post: https://forums.beamdog.com/discussion/comment/478798/#Comment_478798 There is also a small helper tool by @Sam. which does basically the same thing. But since SHS Forum is currently down you have to download the files directly from GitHub: https://github.com/Sampsca/Hide-NI-DOS
  18. ADD_KIT_EX does indeed add a CLAB placeholder entry for multiclass kits to kitlist.2da. Does adding a valid CLAB table have any effect for multiclass kits (except to satisfy the expectations of some mods)?
  19. It is possible, but there are potential pitfalls. Linux WeiDU automatically lowercases all paths internally. If the (absolute or relative) path to BGEE+SoD contains capital letters then you won't be able to proceed. The easiest way to solve it is probably to create a symlink to the BGEE folder where the path consists only of lowercase characters. You can remove the symlink after EET has been installed. I don't use ciopfs to mod games on Linux, so there may be additional steps involved with that method. I prefer casefolded ext4 partitions for these games which is much less hassle (except maybe for the initial part.)
  20. The second issue is actually the lesser of the two since file associations can also be set up manually by the user.
  21. There are two unsolved issues actually. 1) macOS uses a special event-driven method for passing parameters to the app. I couldn't get this method to work, even though it should theoretically be supported (with the caveat of losing system integration like global app menu, etc.) 2) The method for registering file association by the PKG installer doesn't work. I can't say what prevents the first issue from working. Solving the second issue probably requires an Apple Developer account with signing abilities which costs quite a lot of money and forces me to conform to Apple's app guidelines. That is beyond my experience with macOS (which I can presently only test in a virtual machine). The lack of file association is certainly inconvenient, but I tried to make it up by providing alternate options, like drag & drop or loading mods directly through open file dialogs.
  22. The tool still requires that the game is either lowercased (original games only) or installed on a case-insensitive partition to work properly on Linux since it uses WeiDU in the background. Thanks.
  23. GibberlingsThree WeiDU Install Tool Weidu Install Tool (WIT) is a graphical front end for WeiDU to install modifications for Infinity Engine games, such as Baldur's Gate, Icewind Dale or Planescape Torment. It offers all the functionality of the WeiDU command line interpreter as well as many usability improvements and convenience features to help with the mod installation task. The tool is available for Windows, GNU/Linux and macOS. This is the first stable version. It comes with Russian translation and several bugfixes as well as all the features from the release candidates. More information can by found in this topic: Version 1.0.0 of the WeiDU Install Tool available. Download: GitHub Discussion: G3 Readme
  24. WeiDU Install Tool Version 1.0.0 Download Readme Project Forum WeiDU Install Tool (WIT) is a graphical front end for WeiDU to install modifications for Infinity Engine games, such as Baldur's Gate, Icewind Dale or Planescape Torment. It is available for Windows, GNU/Linux and macOS. This is the first stable version after a series of release candidates. Changelog: First stable release Added Russian translation (by abalabokhin) Fixed typos and cosmetic issues
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