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Roxanne

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Posts posted by Roxanne

  1. Not sure if this is the case for you (there are so many variations of modded vampires...) but you can look yours up in NI (first check the area you encounter them to see which cre-files they are). If they have script Vampir01.bcs assigned in some slot, remove it.

     

    Mind that the check will only be effective from any save prior to visiting the area they are in or prior to the event that spawned them.

  2.  

    The key additions are the global checks of OHLathanderOverride, OHHelmOverride, and OHHelmOverride. You can now force a kit to go to your temple of choice simply by setting this variable to one. So from our example above, forcing true neutral Tempus clerics to the Lathander temple is now as simple as extending ar0900.bcs with this:

    IF
      Global("OHLathanderOverride","GLOBAL",0)
      Alignment(Player1,NEUTRAL)
      Kit(Player1,OHTEMPUS)
    THEN
      RESPONSE #100
        SetGlobal("OHLathanderOverride","GLOBAL",1)
    END

    I'm not fully conversant in scripts the way I am in Weidu. Correct me if I'm wrong but in addition to thst global, you still need to satisfy the class requirements, right? I.e. there is an implicit 'AND' between those 'OR' blocks...?

     

    So If I want my kit to get the Lathander temple stronghold, and my kit is a Ranger kit, there would be more to do.

     

    Correct

    The block above just sets one of the conditions in the earlier OR(3) block to true but you still need to match one of the OR(6) in the second block + not belonging to one of the two excluded deities in the last two conditions.

  3. Thanks.

    I hope I will not encounter problems in my mod that revisits some of the NTotSC areas in later campaigns. This has always worked in old BGT and also in EET with my former interim version. That one did not have the flags but it always worked as expected. On the other hand, you can visit all the other BG1-flagged areas throughout the whole game, so I cannot see a reason why the NTotSC ones should be different. I keep my fingers crossed. (I am currently playing through 2 different full EET installs and it will still take some time until at least one of them is finished and I can make a new install on that PC with the updated mods...)

  4. With argent77's syntax, the flag is set correctly. Before, the areas were flagged as Outdoor (leading to vamoires in a dungeon to turn into their bugshape). The setting of the flag for the NTotSC areas was from k4thos, or at least it was in the NTotSC version I took over from k4thos.

    Did you find any other use for it than what I described in the previous post?

    I am asking that because some of my mods add areas to EET worldmap as well during BG1 part. I have never encountered any issues with NOT having that flag, I just want to make sure that I miss nothing.

  5. Looking into EET again, I suggest that you do not need that flag in your mod.

     

    EET allows you to visit all areas explored before (e.g. during BG1 part) in all subsequent parts. However, when you start your game in ToB or Irenicus dungeon, you are not supposed to have access to BG1 areas. This is what the flag does.

     

    The case with NTotSC areas is that they are

    - accessible from adjacent BG1 areas which already have the flag

    - revealed by quest givers who are in BG1 areas which already have the flag

    So in either case the original EET behavior already does the job.

  6. The behavior in the OP seems strange (or the test was not conducted correctly).

    The EET already introduces the Flag in order to handle worldmap display for the various campaigns. So if you install a mod after EET (i.e. after the BGEE conversion, which should be the case for the NTotSC), the flag should already exist in the gameand all the BG1 areas should have this flag.

    post-5210-0-97838100-1518945579_thumb.jpg

    High Hedge in my EET

     

    Edit - from my own experience with the NTotSC interim for EET, I found no need to set this flag - but maybe I missed some subtle detail.

  7. Recent changes to the EET Compatibility List

     

    Moved to Native EET support

    • Ajantis BG1
    • Tiax BG2
    • Sellswords

    Upgraded

    • The long-term interim NTotSC version for EET has been replaced by the full version 2.0, usable now without patches

     

    Outlook
    Famous modder Kulyok has recently announced *retirement*, with permission to her mods
    mirroring and technical updates are allowed and welcome.

     

    There is a chance that someone now provides EET compatibility to those formerly untouchable mods.
  8.  

    Which other mods are you referring to which have EET issues?

     

    I cannot recall by heart but I made reports to their forums where appropriate. I only mentioned it as a general example for those early patched mods that are in the third part of the EET list, those should be taken with caution and in the long term get true EET compatibility. The interim that agb1 once has provided is already *interim* a bit too long. It was expected that this status was a matter of months only, not a permanent workaround.

  9. Ah, I see! Thank you for clearification.

    What would be the outdated code for EET compatibility? While scanning what is inside the 0Xan folder I saw the usual things: EET continuous chapter system, fatespirit, which I thought would be valid for the current EET version, too?

    Maybe that was never enough. Honestly, I did not go for code analysis and what really needs to be done for Xan. I cannot even assure that the original patch was working since I never took him into party before. All I can say from recent reports and my own install is that in EET this version of xan with those patches does not work. It starts after Underdark and falls apart in ToB.

    I did not go into the code since this is pocketplane mod and it helps nobody if I learn anything about their mods.

    Somebody with experience and access to the mod needs to do a real conversion for that mod. I know from my own conversions that some complex mods need far more than just the EET conversion tools. Those provide a basis but the rest is a bit of work still. (But I think, you know that. too?)

     

    PS - there are some more mods converted hastily to EET that have issues. There was some enthusiasm when EET came out to convert mods as fast as possible. Often the devil is in the detail.

  10.  

     

     

    Update (sad case)

     

    The mod is not officially EET compatible yet, unfortunately.

    The mod was made compatible via the BWFixpack. Meanwhile the mod has been updated without including the fixpack corrections. The fixes no longer work with the updated version. The compatibility fixes fail due to changes in the target files.

    The mod is thus bugged when used in EET.

     

    To whom it may concern

    The Xan fixes existing in BWFixpack have been moved to a renamed folder (0Xan) so that they are not used for applying patches to the wrong mod version - but they are preserved for possible use if someone wants to update the mod.

     

    I checked now and I don't understand: the official Xan BGII version is 15, the BWS Fixpack patches v15, neither the patch nor the mod changed for a long time, what is the problem?

     

    The fixpack does NOT patch v15 but v14. When 14 was updated to 15 in the mod, BWS raised errors for wrong version. In fixpack, only the tp2 patch has been changed to the new version number but the actual files have not been revised.

    The result is a bugged mod in EET, as you can see from reports - I could write one myself from my own install but I have no access to PPG.

    So someone can take the BWFixes and use them to include them into the mod where still appropriate or make a new fix for the new version that fits, To make that easier, the patches are kept in the BWFixpack to save work already done but they are disabled so that e,g, BWS does not falsely use them.

     

    EDIT

    On further inspection - the Fixpack contents for Xan was done based on an earlier version of EET for an earlier version of the Xan mod, so twice outdated (if there is such a thing).To pursue this further looks like a dead end to me.

    I suggest the only good way ahead is to either provide an EET compatible version of the mod or to put the mod on github and allow others to contribute an update by creating a branch that the author can merge if appropriate,

  11.  

    Update (sad case)

     

    The mod is not officially EET compatible yet, unfortunately.

    The mod was made compatible via the BWFixpack. Meanwhile the mod has been updated without including the fixpack corrections. The fixes no longer work with the updated version. The compatibility fixes fail due to changes in the target files.

    The mod is thus bugged when used in EET.

     

    To whom it may concern

    The Xan fixes existing in BWFixpack have been moved to a renamed folder (0Xan) so that they are not used for applying patches to the wrong mod version - but they are preserved for possible use if someone wants to update the mod.

  12. Update (sad case)

    Xan in BG2 part

     

    The mod is not officially EET compatible yet, unfortunately.

    The mod was made compatible via the BWFixpack. Meanwhile the mod has been updated without including the fixpack corrections. The fixes no longer work with the updated version. The compatibility fixes fail due to changes in the target files.

    The mod is thus bugged when used in EET.

  13. Change logs are attached. I chose the BWS option to install everything in a third directory (called Big World), so the files and weidu.log are from there. Running in the BG2EE directory produces nothing as there shouldn't really be any mods installed there.

     

    Can you elaborate this a bit?

    Is this referring to the *Alternatively an independent installation can also be provided*?

     

    With the previous analysis we have eliminated almost every possibility for the error. Fact is that your joined dialogue files appear to be in a state I have never encountered before.

     

    I have no idea what the BWS does with the above option for an EET install. I am not even sure that was ever tested for EET, The configuration of the language files and resources in EE is quite different from what it was for classic games (this option was designed for those games).

     

    I will try to get in contact with Alien - the last remaining expert for BWS with knowledge deep enough for this. It may take a bit to get his response (if at all). But currently this is my only clue about what went wrong in your install.

  14. "Time for more experiments...*

     

    Just to summarise

    1. You played half of SoD already when those issues started?

    2. You did not install/uninstall new stuff during the game?

     

    Q1 - Did you receive a reputation increase shortly before the issues started?

    Q2 - Can you please post the file BG2EE/override/DPlayer2.bcs

     

    And do this

    1. Unpack the zip to your BG2EE directory

    logchanges.zip

    2. Start the change-log.bat file from BG2EE diectory

    3. After it finished (window closes), go to the change-log folder and post the two txt files here. (keep all the other files, we may need them for repair).

     

  15. We narrow it down. Edwin's SoD settings are correct. We can eliminate the Edwin romance mod as possible source of problem. It is not running yet, because Edwin has another script active in SoD that is not affected by the mod.

    I can load your game without problem, There is nothing wrong with your Edwin in my install.

    Try this

    C:SetGlobal("bd_edwin_reputation_warning","GLOBAL",2)

     

    This is the dialogue Edwin starts with me when loading your game. He is not happy that you are such a good girl. You miss nothing crucial here.

  16. As far as I can tell, there is the following issue with the Edwin romance mod

    The romance should not be initiated prior to the start of SoA.

     

    This in Edwin.baf should be ammended

    IF
    GlobalGT("Chapter","GLOBAL",%bg2_chapter_1%)  //which the BGFixpack patch would translate to GT chapter 13 for EET
      Global("EdwinMatch","GLOBAL",0)
      Global("CheckEdwinMatch","GLOBAL",0)
      Gender(Player1,FEMALE)
      CheckStatGT(Player1,13,INT)
      !Global("AnomenRomanceActive","GLOBAL",2)
      !Global("EdwinRomanceActive","GLOBAL",3)
      OR(5)
      Race(Player1,HUMAN)
      Race(Player1,HALF_ELF)
      Race(Player1,ELF)
      Race(Player1,HALFLING)
      Race(Player1,GNOME)
    THEN
      RESPONSE #100
        SetGlobal("CheckEdwinMatch","GLOBAL",1)
        SetGlobal("EdwinMatch","GLOBAL",1)
    END

    You can validate this by

    C:GetGlobal("CheckEdwinMatch","GLOBAL")

    C:GetGlobal("EdwinMatch","GLOBAL")

     

    If BOTH checks give you result 1, then

     

    C:SetGlobal("EdwinMatch","GLOBAL",o)

     

    Just remember that once you are in SoA to set it back

    C:SetGlobal("EdwinMatch","GLOBAL",1)

  17. In your BG2EE/override folder will be a file BDBanter.2da. It would be helpful to post it here.

    Or you may just try to put this substitute there

    BDBANTER.2DA

     

    About Jaheira, you have this

    ~HQ_SOUNDCLIPS_BG2EE/SETUP-HQ_SOUNDCLIPS_BG2EE.TP2~ #0 #0 // Install high quality soundclips for new BG2EE content: 1.1

    This mod is not on the compatibility list. I am just guessing here, but EET merges the ToB dialogues of continuous NPCs with their other dialogues, this may not be considered by that mod? Although the author is pretty familiar with EET - it may be an issue that the mod is installed after EET_end?

     

    If none of the above help, a save game posted here would be helpful.

  18. Ok,

    I'm a total dweeb and rely on you all being the great modders you are! I just started a play thru of BG: EE after having not played a BG title at all in 6 or 7 years. Really enjoying BG:EE but this EET Mod looks to cool. My question, is this something I can download and run and use my saved game file from where I am currently in that game, or do I need to go back and start from scratch with a fresh install of EET?

     

    If I have to start over I will prob. just finish my current game (Chapter 6) and then run thru the others. Any answers or advice would be a great help.

     

    PS., was the Amber Mod ever made EE compatible? I had a blast playing that character many years ago when it first came out, it's actually how I found this web site.

     

    Thanks

    1. EET requires a new installation and you cannot use old save games.

    2. Amber NPC (EET version) v5.01 or above

  19. Interesting. Thanks for the answer! Can I ask one more thing? In EET, does my 6-person party's loot automatically appear in a chest in the starting BG2 dungeon? I just want to make sure I understand how it works before triggering the start of BG2.

    What appears - on the duergar's tables or behind the trapped picture - depends on which mod components you have installed. It is never ALL from your six men, thieves and duergar take their toll.

  20.  

     

    Hey guys,

     

    how would I go about removing the Planetar's 15% insta-kill attack?

     

    It's really cheap.

     

    Encounter a challenging fight? Just summon a couple planetars and have them attack. Nothing happens? reload. But eventually if you're lucky they'll just one-shot anything in the game.

     

    At first I thought it was funny but now I simply don't summon them anymore, pure cheese.

     

    I think it's their weapon that insta-kills? I know my way around EEKeeper and NearInfinity a bit

    Did you try to change Planetar.itm >> item ability >>>effect >>>Kill target >>>probability 25%? (This reflects the NI sequence to it)

     

     

    I'm not sure this is the right item?

     

    I summoned a planetar and it summons plangood.cre, which has the following item equipped:

     

    planetar.jpg

     

     

    But the item itself has no tooltip.

     

    Or did I mess up something?

     

    I use Near Infinity. Plangood.cre (and all other planetars) have a silver sword called planetar.itm which is the one I was talking about. It is in the weapon1 slot.

  21. Hey guys,

     

    how would I go about removing the Planetar's 15% insta-kill attack?

     

    It's really cheap.

     

    Encounter a challenging fight? Just summon a couple planetars and have them attack. Nothing happens? reload. But eventually if you're lucky they'll just one-shot anything in the game.

     

    At first I thought it was funny but now I simply don't summon them anymore, pure cheese.

     

    I think it's their weapon that insta-kills? I know my way around EEKeeper and NearInfinity a bit

    Did you try to change Planetar.itm >> item ability >>>effect >>>Kill target >>>probability 25%? (This reflects the NI sequence to it)

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