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Roxanne

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Posts posted by Roxanne

  1. It is not just a matter of xpcap setting but also of game difficulty at large. For example, I play EET at core level setting with SCS installed, so I remove any xpcap and set EET_Tweaks xp gain values at 50% (considering 35% next time)..

    This means that I get into BG2 with more xp and my PC now being at level 10 and party members from level 7 to 11 around me. But on the other hand this is compensated by what SCS does to the game.

    In the end, it is all a matter of taste and which type of gameplay you prefer.

  2. That looks like my fault, but CamDawg has the right answer. Looking it now, I'm surprised it wasn't causing me any problems, unless all vanilla store files just happen to have item types listed last.

    This seems to be the source of it. Stores that have no issue with the tweak are those that have purchased item types last. The ones that get *shoplifted* are the ones that have the list of itmes to sell in the end.

  3. I have seen the effect of this code in many stores in my EET install as well, not only old mega mods but also newer versions of mods are affected. I saw it for Drittr Saga EET version, Grey Clan, the new TDDz, RoT, the new EET DSotSC, etc. It only affects some sto-files, not all added by those mods. The result is that those stores are empty and in NI all items to sell appear as Null. (some offset seems to be wrong)

    I found the intact versions of the stores always in the backup folder of one of the mods in your signature, but I guess you know that already,

  4. Gwendolyne, I have searched for our PM conversation with Argent77 regarding our issues with Improved Archer kit and it seems that he was able to estimate the total length of a kit description for BG2 vanilla as 4150 bytes. Hope it helps.

    I am no programmer but 4096 is one of those magic numbers, right?

  5. Understood, thanks!! I guess that this rule does not apply to all NPCs correct?

     

    For example, Khalid is somewhat critical in the story of SOD. Even if he died in BG1, he still shows up in SOD correct?

     

    And some NPC is not critical for the main story, but is critical in some scenes; Like Rasaad, Tiax, Garrick & Safana...

     

    These NPC will show up even if they die in BG1 correct?

    Of those you listed, only, Rasaad is a continuous NPC and he should not appear in SoD or BG2 if he died before.

    Khalid is a plot figure in SoD, so he will be there.

  6. I arrived Coast Way crossing (CH8 first map) yesterday; I've recruited Glint & Baeloth.

     

    However, Edwin doesn't show up. Is this because i killed him in BG1EE?

     

    In BG1EE, i took Edwin & Minsc to rescue Dynaheir. Then i back Minsc & Dynaheir and Edwin pissed off and gone.

    I met him later in Spider forest with other Red Wizards and i slaughtered them all.

    It is the continuous NPC feature of EET. If they are dead they do not re-appear. generally,

     

    However, Imoen and Edwin are special cases since the BG2 plot later requires them. So, Edwin will be in Mae'Var's guild for his role there - but not in SoD.

  7. Hello!

     

    Has anyone here (had) any direct experience playing SCS with Simding0's "Virtue" modification?

     

    Virtue seems to make big changes to SHOUTs scripts and I was curious about how SCS deal with it, considering that Virtue should be installed after SCS.

     

    Thanks.

    In BWS, for classic BGT, virtue installs after SCS. The only dependency is with Gloran mod.

    Note that this is what I read there in the files, it is not what I ever tested myself.

  8. Hello,

    a happy new year to everyone!

     

    Now, that I really play the "new" Bonehill Mod I encounter a strange Issue:

     

    If I get a container with contents (Zahrdals Spellbook for example),

    and I retrieve the spells, they have a counter of zero !

    that means, if I put them in another container, they disappear !

    BUT

     

    If I put them back in the SAME container and extract them now, they have a counter of 1 and I can put them in another!

     

    I dont know if that only happens in Bonehill or with scrolls only, but perhaps its a general issue in EE(T) ?

    How often do you get containers with contents anyway ?

     

    Does anyone have an idea if its a Bonehill issue or a general one ?

     

    thnx in advance

     

    Lundar

    I never use containers, so I never saw this, What I did with the spells in the BH spellbooks is that I gave the book to my mage, let her learn all spells she (Imoen) could and put the remaining scrolls back in. I also put spells from other BH spellbooks into the one book that I kept for Dynaheir later on. When I let Dynaheir join in a later chapter, she took the spellbook and learned all she could. So at least between the containers from the mod itself, I did not see the issue.

     

    PS - I have now successfully tested both parts of the Bone Hill mod in EET. I found no further issues with the converted mod.

  9.  

    I see a problem by removing the original author and replace it by SUPPORT. I would not want to do such a thing for any mod I currently support. The author's credits go to the original creator regardless of how much effort *Support* may involve.

    It's not about removing since original author name is still inside mod's readme but eventually, you can also just add "//" so line with AUTHOR will be commented and SUPPORT line will ensure that a player which face error during installation, will be directed to a place where he might get any kind of answer instead of sending messages to non-existing emails.

     

    Thanks.

    The // commenting out should do it. Should have seen this myself...

  10.  

    I found this in the changelog for new Weidu 243

    SUPPORT is an alias for AUTHOR.
    There is not much documentation of how where why to use it, though.

     

    As the changelog states, it is just an alias. You can use either of the keywords, it doesn't make a difference for WeiDU internally. I guess this keyword had been requested to emphasize that AUTHOR should preferably provide a means to contact the author instead of just the author's name.

     

    This is how I understood it as well. I am not sure this is how it was intended (if I am correct, this was Alien's proposal for mods that have been adopted by new modders where the original author has retired/disappeared etc).

    I see a problem by removing the original author and replace it by SUPPORT. I would not want to do such a thing for any mod I currently support. The author's credits go to the original creator regardless of how much effort *Support* may involve.

  11. 1) Did you level up your cleric? Spells only get added at level-up.

     

    2) You can't control the RES of a spell added by ADD_SPELL. You copied it as sppr113,* but the game will add it in the next available sppr slot, whatever that happens to be. So to make the scroll work, you need to run RES_NUM_OF_SPELL_NAME on CLERIC_DOOM, and obtain the resulting %spell_res% variable, and then COPY and ALTER_EFFECT on the scroll to insert that variable into the resource field.

     

    * EDIT - that might be your problem: you COPY the spell in as SPPR113, then ADD_SPELL the one from your mod folder... now, since sppr113 already exists, the ADD_SPELL must find another sppr slot.

     

     

     

    1) Did you level up your cleric? Spells only get added at level-up.

     

    2) You can't control the RES of a spell added by ADD_SPELL. You copied it as sppr113,* but the game will add it in the next available sppr slot, whatever that happens to be. So to make the scroll work, you need to run RES_NUM_OF_SPELL_NAME on CLERIC_DOOM, and obtain the resulting %spell_res% variable, and then COPY and ALTER_EFFECT on the scroll to insert that variable into the resource field.

     

    * EDIT - that might be your problem: you COPY the spell in as SPPR113, then ADD_SPELL the one from your mod folder... now, since sppr113 already exists, the ADD_SPELL must find another sppr slot.

    1) No, as indicated above, my intent is to get this on the spell selection screen before getting into Candlekeep (character creation).

     

    2) When I open DLTCEP it shows SPPR112 as the last number taken, so I thought ADD_SPELL would allow the spell # SPPR113.

     

    If I remove the "COPY ~modmanmod\spl\SPPR113.spl~ ~override~" line it still does not show Doom on the level 1 cleric spell selection screen during character creation, nor does it show up in game at Candlkeep.

     

    Would not the way to do this be to

    - create a unique level 1 spell e..g. MMDoom1.spl from the original.

    - add GA_MMDoom1 to the level 1 column in the Clabpr01.2da ...04 files

    ?

  12.  

    I can't get a custom spell to show up on a new character in BG1/TotSC (non-EE, from original discs). I used the official patches but have only 1 mod installed (the Widescreen mod). I searched the forums for ADD_SPELL but couldn't find help.

     

    I copied the level 1 cleric spell 'Doom' from BG2 (SPPR113.spl) and imported it into the BG1 game, including the bam files. My TP2 setup code is below (MMSC21.itm is a Doom spell scroll so I can test it in game).

     

    Does anyone know why this isn't adding the spell to a cleric's book?

     

    // Doom from BG2
    COPY ~modmanmod\bam\sppr113a.bam~ ~override~
    COPY ~modmanmod\bam\sppr113b.bam~ ~override~
    COPY ~modmanmod\bam\sppr113c.bam~ ~override~
    COPY ~modmanmod\itm\MMSC21.itm~ ~override~
    SAY NAME2 @97
    SAY IDENTIFIED_DESC @98
    COPY ~modmanmod\spl\SPPR113.spl~ ~override~
    ADD_SPELL ~modmanmod\spl\SPPR113.spl~
    1 // cleric
    1 // level 1
    CLERIC_DOOM
    SAY NAME1 @97
    SAY UNIDENTIFIED_DESC @98
    Thank you.

     

    You just add the spell to the game this way. You also need mechanisms to make the spell appear in spellbooks or to be learnable from scrolls or whatever you intend to do.

    Is the spell for the protagonist or for an NPC, do clerics (or who?) get it on level up etc? Or you can provide it as an ability from some script triggered by an event.

    You need to be more specific about who is supposed to have that spell under which condition.

  13. I haven't had a chance to fully track it down, but in my latest modded install I ended up with a BACKSTAB.2DA that had backstab modifiers reduced on kits that should have normal thief progression (thief, bounty hunter, etc.) and the assassin reduced to the backstab multiplier of the stalker. As far as I can tell this mod would be the last that modified the BACKSTAB.2DA in my mod install order so I feel like this is the culprit. Any idea if that may be the case?

    You can test that by renaming the backstab.2da in your override folder to something else (for backup). Then look for a version of backstab.2da inside the M&G/backup folders. Copy that one and put it into override.

    If that solves the problem, you have an indication that M&G is the problem. If not, restore the renamed earlier file, (You may then use change-log to look for other possible culprits).

  14. I am sure it was mentioned in some other discussion and I have forgotten it, but what exactly is the reason for SCS - dealing with AI and scripts for enemies - to be necessarily installed after mods that add multiclass kits? Those kits are normally for PC or joinable NPCs and not for enemies.

    Is it not simply possible to change install orders?

  15. What Roxanne posted is what you need to type into the cheat line.

     

    I'll make a note of this, but locally I can't reproduce the error.

    I never had the issue in any of my many playthroughs with highly modded games - Tulbor is always there, whether you do the quest or not. If any mod should block his appearance, it is one I have not found.

     

    In ar3357.bcs

    IF
        Global("C#Q01_TulbsCreation","GLOBAL",0)
    THEN
        RESPONSE #100
            SetGlobal("C#Q01_TulbsCreation","GLOBAL",1)
            CreateCreatureEffect("C#Q01004","",[401.132],S)  // Tulbor
    END
  16. He never spawned at all. All the other quests I have encountered seem to work fine. I am playing Baldurs Gate with Siege of Dragonspear installed. I know little and less about how to spawn npcs.. I have the console enabled, can I add Tulbor through that? If so when I put in the command you said I should, it doesn't work. Is there some prefix I need to enter first? Thanks for the reply.

    With console

    C:CreateCreature("C#Q01004")

  17. Somehow I am still wondering why my githyanki NPC is not affected here - not that I am complaining. I just tested the whole transition again with her being dead or alive after Sarevok's defeat. She always appears in Korlasz dungeon completely as she is expected, githyanki animation and all. So knock on wood that it stays that way.

     

    bdresurr.spl has parameter2 of its opcode 32 set to one.

    I understand that refers to what NI shows as *unused*, there are two parameters and the second is 1 in my install?

    post-5210-0-20632200-1515489461_thumb.jpg

  18. There's a handful of items in BG1 hardcoded to certain users (as in coded within the .exe). The section looks something like this:

     

    SCRL75 MISC86 MINSC MISC84 ALORA MISC88 EDWIN MISC89 XAN SW1H13 ELDOTH AROW14 MINSC MISC84 ALORA MISC88 EDWIN MISC89

     

    It would've made sense to unhardcode (externalize) this in EE, but I don't know if they did this.

     

    There is new opcode 319 Restrict Item (with the DV of the cre that can use it) and this is used for the new NPCs like Neera's personal staff.

  19. You can patch the spl to restore dog animation on appropriate targets.

     

    Supposedly this should work, though I haven't tried it myself:

     

    COPY_EXISTING bdresurr.spl override
      LPF ADD_SPELL_EFFECT INT_VAR opcode=177 parameter1=105 parameter2=4 target=2 timing=1 STR_VAR resource=doganim END
    
    // the CREATE_EFFECT function can taken from IR https://github.com/Gibberlings3/ItemRevisions/blob/master/item_rev/lib/macros.tpa#L69
    LAF CREATE_EFFECT INT_VAR opcode=53 parameter1=0x7400 parameter2=2 target=2 timing=1 STR_VAR effect=doganim END
    Other than that, you can inject ~IF Race(Player2,DOG) Global("fix_the_dogs","bd0120",0) THEN RESPONSE #100 SetGlobal("fix_the_dogs","bd0120",1) WhicheverActionActuallyChangesAnimation(Player2,DOG_WILD) Continue() END~ for players 2-6 after the first block in bd0120.bcs.

     

    WhicheverActionActuallyChangesAnimation = Polymorph or ChangeAnimation

  20. I made a small testmod with a creature that casts the bdresurr.spl onto Grey [DO ~ApplySpellRES("bdresurr","C#Grey")~] , and it turns him into a human animation no matter whether he is dead or not. Only the bdresurr.spl is applied this way, so I am rather convinced it's the spell. (Maybe there are other instances I'm not aware of, too, but the spell does it if cast on its own).

     

    I guess resetting to some default is the cause for this, I just don't understand why it happens for a spell that does nothing but raise dead.

     

    EDIT: In the cutscene, the spell is only cast to party members, maybe that's why familiar-like companions are not affected. And I guess it does nothing to an animal companion that doesn't have a hacked kit like my dog has.

    Ah, it means your dog is a joinable NPC?

    This is maybe comparable then whith my githyanki NPC (Argent77's comment has reminded me of this.) Although the race and animation exist in the game, they are not definedt for joinable creatures. I remember there were issues with my creature before I made an entry for githyanki into APPEND ~racetext.2da~.

    This was before EE, and I cannot recall all the details and I never discussed that on a forum, but maybe adding *dog* to racetext.2da helps - the second column in that file makes the reference to the id for race.ids (152 for githyanki or 105 for dog) and if I remember well, that connects to the animations etc).

     

    Just to test, you can just add a line with NI into racetext.2da and repeat the test you described above.

  21. The resurrection spell bdresurr.spl is used in SoD to raise potentially dead party members upon transition from BG:EE to SoD (in bdsodtrn.bcs).

     

    Thing is: This spell changes the animation from my joinable dog NPC into a human fighter. None of the other resurrection spells do: sppr504.spl, sppr729.spl, spwi720.spl, sppr504.spl.

    The change inot human fighter animation also happens for Adalon's "change into drow and back" spells, so the dog is immune to those.

     

    Since I'd like my dog to remain a dog, does anyone know why bdresurr.spl is so different? When looking at it with NI, all I see is a ranged "Raise Dead" effect like it is also in sppr504.spl, so I am at a loss why this breaks my "dog kit". (The dog cre has "animal" for GENERAL and "dog" for RACE but the kit is a wild addition of several kits to restrict it from using normal items).

     

    Also, how would I prevent this from happening? The only thing I can think of is making my dog immune to bdresurr.spl.

    Under which circumstances does that happen? Only when the dog is actually dead?

     

    Background

     

    In my mod the party can have Haiass the tame wolf as PC's companion and Sandrah has her pantheress Pelligram. I have done the transition with them countless times without any issues, so I wonder what may be different here. Unless the difference is BGEE+SoD vs EET. No issue with Adalon's spell for me.

     

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