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Posts posted by argent77
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22 minutes ago, Weigo said:
Is there a way to convert multiple ARXXXX.tis files to png or jpg format in one go without clicking on each one individually?
You could try NI's Mass Exporter. There is an option to "Export MOS/PVRZ/TIS as PNG". You can further restrict the list of exported files by using regular expression in the resource name filter.
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11 hours ago, 2BABeachBum said:
Another question, can I install GlamNPCPack after EET_End?
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.
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2 minutes ago, JohnBob said:28 minutes ago, argent77 said:
Strictly speaking it's EET_End's pdialog.2da parser which should properly handle entries with only a single column.
I guess you're about to make another pull request, but this time to fix single column entries.
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Strictly speaking it's EET_End's pdialog.2da parser which should properly handle entries with only a single column.
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It looks like GlamNpcPack is indeed the culprit. Could you try again with the attached PDIALOG.2DA?
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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.
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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.
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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.
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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.
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7 hours ago, Frenzgyn said:
Sorry for the necroposting, but can anyone confirm that in PSTEE PickPocketFailed() still doesn't work as intended, passing by an Attackedby?
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.
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Yes, that should be quite safe. NI supports all Infinity Engine games (EE and non-EE).
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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:
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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.
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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:
Spoiler
Original IWD:Spoiler
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. -
[iwd] The green Lizard Man animation (LIZARD_MAN - 0xE510) does not work correctly with the Halberd weapon overlay.
SpoilerCreatures with incorrect weapon overlay:
LM1HWPO.CRE
LM1HWPOY.CRE
MS2LIZM.CRE
SS1LIZ3.CRE
SS1LIZ4.CRE -
Thank you! I have added the file to the official Release page on GitHub.
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9 hours ago, critto said:
What does the process entail, exactly?
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
Spoiler1. Install Java
On macOS I'd recommend the SDK Manager for that. Execute this command in a terminal:
curl -s "https://get.sdkman.io" | bash
Restart the terminal and install latest Java:
sdk install java 21-tem sdk upgrade
2. Install build script
Download NearInfinity-assets-master.zip and unpack it on your system (e.g. into the Documents folder).
The script is probably not yet executable. You'll also have to create the subfolder for the source NearInfinity.jar.
cd ~/Documents/NearInfinity-assets-master/redistributable/macos chmod +x build.command mkdir -v jar
Since this code was written for creating Intel x86-64 PKG archives you have to adjust the resulting filename in the script file. Open "build.command" in a text editor and in line 42 change "NearInfinity-macos-x86_64-${NI_VERSION}.pkg" to "NearInfinity-macos-aarch64-${NI_VERSION}.pkg".
Building a PKG archive
Spoiler1. Download the NearInfinity-<date>.zip file from https://github.com/Argent77/NearInfinity/releases/latest and unpack it into the directory "~/Documents/NearInfinity-assets-master/redistributable/macos/jar". Overwrite the old version if needed.
2. Open the terminal and perform these steps:
cd ~/Documents/NearInfinity-assets-master/redistributable/macos ./build.command
If everything went well then you'll find the resulting PKG file in the same directory as the build script.
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34 minutes ago, critto said:
Looks like the end of the road to me. It seems that the current NearInfinity app was built for Intel architecture.
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.
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6 hours ago, Prrsha said:
I know NI is probably a better tool for that but I can’t get it to run on Windows 7 or XP
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
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17 hours ago, subtledoctor said:
EDIT - or actually, it is probably that ADD_KIT_EX is coded to not list the kit ability table for multiclass kits, only putting “ * ” instead. I don’t love this, given that my multiclass kits actually have ability tables; but some multiclass kits do not, so I think this was a reasonable decision by @argent77
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)?
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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.)
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The second issue is actually the lesser of the two since file associations can also be set up manually by the user.
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2 minutes ago, AL|EN said:
@argent77 What's the story with macOS lacking file association? Can't you use CFBundleDocumentTypes or so: Core Foundation Keys (apple.com) ?
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.
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3 hours ago, Axatax said:
Wow. First such tool for Linux. Will def. check this out!
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.
1 hour ago, Jarno Mikkola said:Congrats.
Thanks.
This is a bug for EE Fixpack? A SoD cinematic subtitles problem
in EE Fixpack
Posted
I've taken a closer look and think it is possible to restore subtitles for both cinematics with relatively little effort.
Text of the subtitles for both cinematics already exist in the game. Only the "Ambush" cinematics title requires a text update. The actual string entry for it exists but is currently empty. Apart from that, only the timings of the subtitles have to be created or adjusted in BGEE.LUA.