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argent77

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Everything posted by argent77

  1. WeiDU Install Tool (WIT) is a graphical front end for WeiDU mods and supports Windows, GNU/Linux and macOS. 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 written in Java and uses the JavaFX framework to provide a modern UI. It is licensed under the Apache License, Version 2 and is available on GitHub.
  2. The sources for EE Keeper are still available at SourceForge if someone wants to take a look. There is also a bug tracker with a whole bunch of issues that have accumulated in the meantime. That request has come up several times in the past. Shortcut always run the risk of introducing subtle bugs (except maybe for the most basic modifications.) Moreover, the way how resources are handled in NI makes it very cumbersome to implement new interfaces for editing data. Most of it would have be implemented from scratch. Not something I'd be really looking forward to.
  3. [bg2ee] Potion of Perception: Discrepancy between item description and actual effect The Potion of Perception (POTN39.ITM) should provide a bonus to the follow skills according to the item description: Find Traps: +20% Pick Pockets: +20% Open Locks: +20% Move Silently: +20% Hide In Shadows: +20% The item itself, however, lacks the skill bonus for "Hide In Shadows". This bug appears to be a carry-over from oBG2 where the same bug exists. And that bug was probably caused by an incorrect conversion from oBG1 when "Stealth" was split into "Move Silently" and "Hide in Shadows" in BG2. I'm unsure how this issue should be fixed. BGEE lacks the "Move Silently" bonus in both item description and item effect. IWDEE provides a bonus to both skills in both item description and effects list. Which leaves the following options how to fix it: Fix item description only: Remove "Hide in Shadows" bonus from item description. Apply the BGEE version: Remove "Move Silently" bonus from item description. Replace "Move Silently" bonus (op59) by "Hide in Shadows" bonus (op275) in the item effects list. Apply the IWDEE version: Add "Hide in Shadows" bonus (op275) to the item effects list. Or perform a more accurate conversion from oBG1 by preserving the net effect of "Stealth": Provide both "Move Silently" and "Hide in Shadows" bonuses to BGEE, SoD and BG2EE versions of the item, which requires fixing item descriptions and effects lists.
  4. Yes, but only if 15 or 11 doesn't fix everything. Converting all game textures can take a long time.
  5. It looks like grub does not support the casefold flag on the boot partition (and probably never will considering that it's a rather exotic flag.) Btw, I have also made an attempt to install mods on an EE game on a case-sensitive partition, but didn't succeed. To even proceed to the mod language selection I had to lowercase any single game language folder names first. But then I couldn't proceed much further because of mixed case biff files (both file names and chitin.key references). When invoking WeiDU with the "--case-exact" option WeiDU expects all biff files in upper-case. Without that option it expects all biff files in lower-case. In any case, it's just not a feasible for the average player who just wants to install the occasional mod on their Linux version of the game.
  6. PVRTC is the texture format of choice for iOS. ETC1/ETC2 are supported by Android devices. You should try options 15 or 11. The tileset in question isn't alpha-blended. But I'm not sure whether the "override only" options are sufficient. EET automatically places imported BGEE content into biff archives, which are not considered by the aforementioned options.
  7. Any pause can trigger the bug. I haven't tested it, but auto-pause option "Weapon unusable" could trigger at the same time when this spell effect is executed.
  8. I have now. There are certainly different ways how to implement the regeneration behavior of trolls.
  9. Yes, it basically addresses the issue mentioned in the linked post.
  10. Considering the engine limitations and the powergaming potential of the game, it's still quite faithful.
  11. I think that behavior would already be too far away from the original AD&D description. It sounds more like an idea for a tweak mod. AD&D description of trolls: The current implementation is still quite faithful to the AD&D description.
  12. Not all trolls in IWD can regenerate (e.g. ice trolls). Other trolls seem to be leftovers or incomplete imports from BG2 (or an early patch version of BG2EE) which don't appear in the game. CDTROLL1.CRE is one of them.
  13. The script that was responsible for the falling-down mechanism in oIWD is still in place but doesn't contain any code. Instead it's realized by REG1HP2.ITM (or CIREVE.ITM for revenants) which does basically the same as TROLLREG.ITM in BG2EE. I have already made a PR which should cover all instances in SoD, BG2EE and IWDEE.
  14. That's handled slightly differently where the trigger delay isn't as noticeable, but the patch should work basically the same. Edit: There is also "BDTROLL1.ITM" in SoD, but I couldn't find out where or whether it is actually used.
  15. Slow doesn't appear to delay the falling-down trigger. Maybe it's delayed from one tick to two ticks, but that isn't noticeable by the player.
  16. I have recently made an attempt to further improve the falling-down mechanism of trolls, which had been initially improved in EE games by moving it from script to spell effect, but still only triggers once per round. My change includes a second opcode 232 (Cast spell on condition) to the trolls' TROLLREG items which triggers an intermediate spell on "TookDamage()/instant" that executes the original falling-down spell (TROLLREG.SPL, etc.) when the current hit points fall below a certain threshold. The result of this change is that trolls will immediately fall down and are susceptible to elemental damage without being invulnerable for another full round (in the worst case). Would such a (quite radical) change of the regeneration behavior be suitable for inclusion in the EE fixpack? Can you think of unintended side effects this implementation might introduce? I have only tested it with direct damage and continuous poison effect damage, which both worked as expected. Relevant WeiDU code:
  17. My guess is that some other mod already tinkered with some of the the savegame names and causes this Tweaks component to fail or not work correctly. You could perform a changelog on the file if you want to get to the bottom of it. For this, create a copy of "setup-cdtweaks.exe" (or any other setup-*.exe) and rename it to "weidu.exe", then execute this command from the command line in the game directory: weidu.exe --change-log savename.2da It should list all mod components that modified the file. It also creates copies of earlier revisions of the file if there were mod components listed by the command above. One of them might fix the quicksave/autosave issues by renaming them back to "savename.2da" and putting them into the override folder of the game. Make a backup of the original "savename.2da" in the override folder first.
  18. I couldn't reproduce this error but I found a typo in the mod script which might be responsible for this issue. Could you download and unpack the attached zip file into the folder "cdtweaks/lib" in the game folder where you unpacked the Tweaks Anthology mod? Accept to overwrite the old file when prompted. Then try installing that component again. personalized_save_names.zip
  19. XP reducer from the mod only affects creatures and quest XP from mod-related content. The EET XP reducer works globally on all game content. You only need to install one of them, otherwise quest XP will be reduced twice.
  20. All Infinity Engine games support weather effects, except PST and PSTEE. Even fog works across the EE games (but vanilla IWDEE lacks the necessary fog tables for that.) The 'Snow' weather effect in IWDEE can be difficult to see because the engine appears to use the native screen resolution to render snowflakes, which can be hard to see on higher resolutions.
  21. Magic Store of Vergadain The 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. It is available for original BG2, Tutu, BGT, BG:EE, SoD, BG2:EE, EET and IWD:EE. Version 3.0 adds several options that allow you to restrict the services offered by the summoned stores, such as resting, healing, identifying items or the steal option. Download: GitHub Discussion: G3, Beamdog Readme
  22. New release: Magic Store of Vergadain 3.0 This release adds several options that allow you to restrict the services offered by the summoned stores, such as resting, healing, identifying items or the steal option (thanks @DavidW for the code contribution.) Changes: Added new subcomponents that allow you to restrict available services in summoned stores (EE only)
  23. Improved Shamanic Dance This mod improves the main feature of the Shaman class - the Shamanic Dance. It allows you move at reduced speed while dancing to improve tactical options and provides additional features such as more useful spirits at higher levels, a new shamanic spell as well as several shaman-specific artifacts. Version 4.5 fixes a conflict between the subcomponent "Shamanic Pact" and the "Faiths and Powers" mod. You can grab the latest release from the download link below. Links: Forums: Beamdog, SHS Downloads: GitHub Readme
  24. Spellhold Studios Skip Chateau Irenicus This is a mod for classic BG2, BG2:EE and EET that allows you skip all the boring details of Chateau Irenicus without losing potential equipment and items. Version 3.4 adds a Brazilian Portuguese translation to the mod (thanks Felipe). You can grab the latest release from the download links below. Links: Forums: SHS, Beamdog Download: SHS, GitHub Readme
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