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Posts posted by argent77
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3 hours ago, squiros said:
if you look at the original nashkel mines entrance, you'll see that the textures are normal. however, if you look at the same spot on bgee, you'll notice actual large pixel blocks. specifically, look at the ground near the mining lift wheel, and some of ground near the tree. it's actually blocks of pixels.
This is caused by the texture format used in EE games to store map background graphics. It may introduce compression artifacts under specific conditions (e.g. at huge or very low contrasts between pixels). It may be possible to optimize compression to make it less noticeable, but it isn't possible to prevent it completely.
This is a magnified version to see the differences:
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11 hours ago, DavidW said:
Just for fun, I had a look at how to do this. I don't think it can be done in the vanilla game, but it can be done on EE with a small UI edit (you don't need EEEx).
Great stuff! I never thought about using the GUI for that. Thanks for the code!
The option to disable stealing from stores didn't work, but I think I found a way to fix it.
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Only languages with non-ASCII characters were affected by this issue. English translation should be fine since UTF-8 is backward compatible with US-ASCII.
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47 minutes ago, DavidW said:
You should be able to
(1) install everything except generalized biffing using WEIDU v249
(2) copy WEIDU v246 over setup-generalized_biffing.exe and then run that.
There isn't a workaround to using the latest WEIDU with IWDification.
Afaik the legacy build of the latest WeiDU version should still correctly preserve filenames with non-ascii characters.
Download "WeiDU-Windows-*-x86-legacy.zip" from the latest WeiDU Release, unpack "weidu.exe" from the zip file and rename it to "setup-generalized_biffing.exe". Since it is the latest version it shouldn't be "fixed" by WeiDU's auto-update feature, so you don't even have to remove all the other setup executables.
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Spellhold Studios
Trials of the Luremaster for Baldur's Gate
Trials of the Luremaster for Baldur's Gate is a port of the Icewind Dale expansion for the Baldur's Gate series. It is available for BG2:EE, SoD and EET.Version 4.1 updates several lines for the French translation.
You can grab the latest release from the download links below.
Download: GitHub
Forums: SHS, Beamdog
Readme -
Reveal Hidden Gameplay Options
This is a mod for all Enhanced Edition games that adds a great number of useful options directly to the game's options menu. These options include the (in)famous debug console, various convenience and graphics options and many more.
Version 4.4 adds Italian translation.
Links:
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HQ-SoundClips for BG2:EE
This mod restores original high quality sound clips for the EE NPCs in BG2:EE and EET from an earlier game patch which was replaced with lower quality content by Beamdog in patch v1.3 and later.
Version 1.3 provides Brazilian Portuguese translation and labels for Project Infinity.
Download: GitHub
Discussion: Beamdog
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18 hours ago, Sergio - ex SHS member said:
Golem construction for spellcasters
1) It would be cooler if it was the player agency that activates the mod, rather than the mod being activated from minute 0. What I mean is that you wouldn’t be finding bones or body parts, until you do a certain thing (wouldn’t finding the manual be a good moment?).
I agree in principle, but that's one of the many limitations of the game engine. Most stuff is added via random treasure tables, and (to my knowledge) it is not possible to selectively disable or enable this mechanism.
18 hours ago, Sergio - ex SHS member said:Magic store of vergadain
- I dislike the limited amount of times you can use it daily (3). You should be able to tweak that.
I'll see what can be done about that.
18 hours ago, Sergio - ex SHS member said:I think a good idea would be an optional component that makes building of the artifact and the single parts way more expensive. I would gladly pay 15k to build the “whole” artifact, due to the services that it offers.
I don't think that a higher price would make a real difference. It's the challenge of collecting the source materials and finding the right person(s) to create the artifact that should have a greater impact on the general experience.
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12 minutes ago, jastey said:
I feel a bit daft, what do you mean by that?
Sorry, I meant half-jokingly that nobody is available to take care of the problem.
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I think it was just bad timing. It must have been Sunday evening in Canada when the website went down.
47 minutes ago, jastey said:*thinks about SHS*
*cries*
I get the impression that in Australia it's always Sunday evening lately.
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18 minutes ago, Roberciiik said:
Do you know if all languages have the same subtitles timings or it can be provided per language?
This is defined globally for all languages. It might be possible to override it by adding definitions to language-specific Lua files, but I haven't tested if or how it works.
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PS:T Unfinished Business - Reloaded
This mod is a continuation of Qwinn's original PS:T Unfinished Business (PST-UB), based on version 4.12, that has been completely overhauled and made compatible with Planescape Torment: Enhanced Edition (PST:EE).
Version 2.2 reactivates the debug console for original PST, adds an option to revive dead party members to Mebbeth's store, and provides several more improvements and bugfixes. -
Subtitles in the games are handled via Lua scripting.
In BGEE.LUA you can find a nested array "movies" with several entries.
movies = { {'intro', 1, 120, 32207, 0, 1}, {'intro', 719, 779, 32166, 1, 1}, {'intro', 809, 869, 32167, 0, 1}, {'intro', 889, 959, 32168, 0, 1}, {'intro', 949, 989, 32169, 1, 1}, -- ...and so on... }
Each entry defines a single subtitle. The individual elements of an entry are defined as follows:
index 1: name (resref) of the cinematic (without file extension)
index 2: starting frame of the subtitle
index 3: ending frame of the subtitle
index 4: string reference of the subtitle
index 5: horizontal text alignment (0=left, 1=right, 2=center)
index 6: vertical text alignment (0=top, 1=bottom, 2=center)Btw, the murder cinematic (sodcin03) is already defined in the BGEE.LUA, but has been commented out. If you remove the comments then you'll notice that the timing is off and there are more subtitles than spoken lines. It was probably created for an earlier revision of the cinematic. However, the lines already exist in the game, so you'd only need to adjust the timing.
There are no subtitles available for the ambush cinematic (sodcin05), however. Those have to be created from scratch.
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Spellhold Studios
Trials of the Luremaster for Baldur's Gate
Trials of the Luremaster for Baldur's Gate is a port of the Icewind Dale expansion for the Baldur's Gate series. It is available for BG2:EE, SoD and EET.Version 4.0 introduces a new subcomponent that allows you to trade with Hobart before the adventure starts, adds Brazilian Portuguese translation, and provides many improvements and bugfixes all across the mod.
You can grab the latest release from the download links below.
Download: GitHub
Forums: SHS, Beamdog
Readme -
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 4.1 adds Tutu/EasyTutu support, improves the flexibility of Shot abilities and fixes several bugs and shortcomings. The full changelog can be found in the Readme.
You can grab the latest release from the download link below.
Links:
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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 2.3 fixes a bug in the store installation routine of the mod.
Download: GitHub
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New release: Magic Store of Vergadain 2.3
Changes:
- Fixed a comparison bug in the store installation routine
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Golem Construction for Spellcasters
Golem Construction for Spellcasters is a mod for BG:EE, SoD, BG2:EE, EET and IWD:EE. It allows you to build a great variety of different kinds of golems and provides several more golem-related improvements.
Version 6.3 provides various improvements and bugfixes as well as Project Infinity support.
Links:
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Recolored character's toolbar buttons
This small UI mod provides recolored buttons for the toolbar displayed at the bottom of the screen to make the enabled/disabled states of the buttons more distinguishable. The mod support BG:EE (without SoD) and BG2:EE.
Version 4.3 provides full Project Infinity support.
Download: GitHub
Discussion: SHS
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Reveal Hidden Gameplay Options
This is a mod for all Enhanced Edition games that adds a great number of useful options directly to the game's options menu. These options include the (in)famous debug console, various convenience and graphics options and many more.
Version 4.3 improves compatibility of the Improved Cheat Menu with Iwdification and SCS and adds more compatibility checks for several GUI mods.
Links:
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Convenient Enhanced Edition NPCs
This mod allows you to tweak various aspects of the new Beamdog NPCs for BG:EE, SoD and BG2:EE to your comfort level.
Version 4.4 makes several more NPC-specific items available to everyone if the NPCs have been disabled and fixes a scripting bug with Baeloth in SoD after a class/kit change.
You can grab the latest release from the download link below.
Links:
Magic Store of Vergadain: Visit any store anywhere and anytime!
in Miscellaneous Released Mods
Posted
Great minds think alike. I solved it basically the same way.
I'd suggest to post your script in the WeiDU macros thread as well so it doesn't get lost so quickly.