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Roxanne

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Posts posted by Roxanne

  1. I got the quest *just* before adding Gavin to the party. And I tried to kill Bassilus before going to the mines but at that time he was too tough an opponent so I headed to the mine, encountered the messenger, did the mine and then went back to the temple.

     

    Trying to figure out how to upload an attachment to this forum. Help?

     

    Put a complete savegame folder into a zip. rar or 7z file.

    Select the *More Reply Options* at the bottom right of the window where you type your reply. This will make the *Attach File* function available.

    If the file is too big, you may need to upload the attachment to something like dropbox and post the link, but for such an early game save this probably is not necessary.

  2. Global("B!GavinMessenger1","GLOBAL",3) means either: You were at the temple with Gavin after the messenger and Kelddath gave the Bassilus quest (obviously not in your case), or: you've heard from Kelddath about Bassilus before any messenger (with or without Gavin in the party) - but then there shouldn't be a messenger concerning the Bassilus quest for Gavin. *scratches head* Do you remember when you talked to Kelddath in the temple and heard about Bassilus, was it with Gavin in the party, did Gavin join afterwards, or did he leave the group somewhere before or after Bassilus was killed?

    Wait - did you kill Bassilus *before* you spoke to Kelddath and Gavin the first time?

    What game are you playing (BG:EE, Tutu, BGT) and which version of Gavin?

     

    Thank you, Roxanne, for supporting Gavin.

    (If this would be my mod I would consider changing Gavin's joining motivation from "want to earn money" to "want to earn money and my High Priest offers a reward for killing this Bassilus so why don't we do that together" and skip the first messenger. It's not my mod, though.)

    Yes, everything looks fine, except that this messenger has appeared at all.

    I played with Gavin in EET just these days, I killed Bassilius before I took Gavin into the party (I had Drake before). When the messenger appeared in my case and I went to the temple, I received the Mutamin quest correctly. And a few days later the Valeria task. So in my case it all worked fine.

     

    With respect ti changing Gavin's motivation - that Drake NPC I just tested comes with exactly that motivation for Basilius. It may not be a good idea to change Gavin, might look like a copy. (But maybe few people will ever recognize or even install both in the same game...)

  3. Do this

     

    1. In the ini file you referenced, update your data to the new version.

    2. In the BiG World Setup\Config\BG2EE open select.txt

     

    Search for Fade and enter those lines below her entries:

    STD;Lena;1;05;0111;
    STD;Lena;2;05;0000;

     

    Do not start the BWS vbs in update mode.

     

    Alternative

    Select *Pause* in BWS prior to SCS. Install your mod manually. Continue BWS.

  4.  

     

     

    You need to look up some globals in order to narrow your problem down because Gavin's quests depend on what you already might have done in the game:

     

     

     

     

    - did you kill Basilius?

    - did you kill Mutamin?

    - did you meet Valeria?

    In the Temple you taklked to the priest to get a quest?

     

     

    Look for the following globals

    - B!GavinMessenger1

    - B!GavinMessenger2

    - B!GavinMessenger3

    either with Near Infinity, EE Keeper or with console.

    GetGlobal("B!GavinMessenger1","Global") or 2 or 3

     

    Then report which of these globals is greater than 1.

     

     

     

    Basilius is dead

    Don't know how Mutamin is yet

    I've seen Valeria but haven't spoken to her yet.

    And I've been back to the temple several times but haven't gotten the quest yet.

     

    Variables:

    B!GavinMessenger1 is 3

    The other two messenger variables are absent.

     

    This looks like the Basilius quest is finished (with otr without Gavin) and the Mutamin quest is not yet started, so the temple has no task for you. There is a five day wait in between quests or even more depending on what timers you selected at install.

     

    You can check if everything is fine by looking at these

    - Global("B!GavinBassilusQuest","GLOBAL") should be greater than 4

    - Global("B!GavinMutaminQuest","GLOBAL") should be 1

    - Global("B!GavinMutaminQuestTimer","GLOBAL") should give you some value expressing game time

    If all this is set, then you are in the waiting period between quests.

     

     

     

    So being summoned to the temple was a bit of a misnomer? I'm replaying the part between where I finish with the mines and where Gavin reminds it has been three days since he was summoned to the temple.... so why is it three days? Why not five?

     

    3 or 5 days may depend on your install choices, Gavin allows you to select the interval for his banters etc. It is five in my game, I just have Gavin in my current party and by coincidence I finished his third quest just yesterday.

     

    I suggest that maybe you post a savegame here - it will be easiest to see what (if at all) the matter is. The mod uses a large number of interacting globals and timers here. Also, Ajantis or Coran in party can have an effect on the plot.

  5.  

     

    hi everyone,

     

    I was trying to add support of my mod to EE games (specifically to EET). I managed to fix the standalone installation and it seems to work fine. As next step I tested BWS (BigWorldSetup) and with minimal mods it worked fine. Setup was ok but I have not tested game.

     

    To start my first game I decided to add almost everything in BWS also to see any conflict if there is any. My mod failed to install because of a conflict. Now one of the interjection cannot find the specific node in a dialog of HaerDalis TOB.

    INTERJECT_COPY_TRANS2 ~HAERD25J~ 11 EU#LenaTalk.InterjectHaerDalisAsgarethIntro.1
        == ~EU#LENAJ~ IF ~InParty("EU#Lena")
            !StateCheck("EU#Lena",CD_STATE_NOTVALID)~ THEN @5539
    END
    

    Weidu says HAERD25J does not have node 11 during setup in BWS. In vanilla BG2 it is there, in BG2EE it is there but during BWS setup it is not.

     

    As a quick workaround I wanted to put the interject into a condition, "if node exists" but I could not find such a thing in weidu.

     

    Is there any way to check if node 11 exists in HAERD25J and add interject if it is there but ignore the interjection if it is not there?

     

    regards

    Where in the BWS install sequence do you place your mod? Especially where in the EET is it?

    If you try to install the interject at the end of an EET install, you get the problem you describe because the EET end moves the 25J contents into the BG2J dialogues. (In my EET install, Heard25J is empty after EET_end, as is any other 25J)..In EET the continuous NPCs use a continuous J file.

    Try to install your mod in the BG2EE part of EET after EET_core but before EET_end - this should work.

     

    As a rule, all mods that add or interject with dialogue files must be installed in EET prior to EET_end.

     

     

    I see. I forgot what EET is supposed to do. Probably all of my interjections with vanilla companions need to be updated

     

    I do not know anything of BWS install sequence. Is there any documentation of it that I can check? I followed this topic only and it does not mention anything of install order regarding EET:

     

    http://gibberlings3.net/forums/index.php?showtopic=27751

     

     

    also how can I make my mod to install like what you mentioned here: "Try to install your mod in the BG2EE part of EET after EET_core but before EET_end"

    you know, mod tp2 is single and my mod component is single. Do I need to separate it for such parts?

     

    thanks

     

    The references etc are all correct.

     

    If your mod is for BG2EE/ToB only, there is nothing special you need to do for EET except that you may (or may not) want to check the ToB transition to switch your override script from BG2 to ToB and maybe see if you want to modify your fatesp.dlg append if you have one.

    Normally you need not to do anything with respect to dialogues and interjects for EET. The EET_end takes care of that.

     

    BWS install sequence - does your mod already exist in BWS, what is its name?

     

    Also, for BWS or manual install, it is always that you install any contents/dialogue mod prior to EET_end. My assumption for the errors you received was that you tried to install your mod on top of an already completed BWS/EET install. If that was not your case, then my advice was invalid.

     

    So, in a nutshell - your ~HAERD25J~ 11 interject should work as intended, you just need to install your mod prior EET_end as afterwards this state has become something like HaerdaJ 2351 (including your interject) but you cannot predetermine the state number as it depends on other mods that are maybe installed.

  6. hi everyone,

     

    I was trying to add support of my mod to EE games (specifically to EET). I managed to fix the standalone installation and it seems to work fine. As next step I tested BWS (BigWorldSetup) and with minimal mods it worked fine. Setup was ok but I have not tested game.

     

    To start my first game I decided to add almost everything in BWS also to see any conflict if there is any. My mod failed to install because of a conflict. Now one of the interjection cannot find the specific node in a dialog of HaerDalis TOB.

    INTERJECT_COPY_TRANS2 ~HAERD25J~ 11 EU#LenaTalk.InterjectHaerDalisAsgarethIntro.1
        == ~EU#LENAJ~ IF ~InParty("EU#Lena")
            !StateCheck("EU#Lena",CD_STATE_NOTVALID)~ THEN @5539
    END
    

    Weidu says HAERD25J does not have node 11 during setup in BWS. In vanilla BG2 it is there, in BG2EE it is there but during BWS setup it is not.

     

    As a quick workaround I wanted to put the interject into a condition, "if node exists" but I could not find such a thing in weidu.

     

    Is there any way to check if node 11 exists in HAERD25J and add interject if it is there but ignore the interjection if it is not there?

     

    regards

    Where in the BWS install sequence do you place your mod? Especially where in the EET is it?

    If you try to install the interject at the end of an EET install, you get the problem you describe because the EET end moves the 25J contents into the BG2J dialogues. (In my EET install, Heard25J is empty after EET_end, as is any other 25J)..In EET the continuous NPCs use a continuous J file.

    Try to install your mod in the BG2EE part of EET after EET_core but before EET_end - this should work.

     

    As a rule, all mods that add or interject with dialogue files must be installed in EET prior to EET_end.

     

    PS - just to test this you can 1. uninstall EET_end 2. install your mod (see that it works) 3. install EET_end again, >>your interject should now be somewhere in HaerdaJ.dlg in the state that formerly was 11.

  7.  

    You need to look up some globals in order to narrow your problem down because Gavin's quests depend on what you already might have done in the game:

     

     

     

     

    - did you kill Basilius?

    - did you kill Mutamin?

    - did you meet Valeria?

    In the Temple you taklked to the priest to get a quest?

     

     

    Look for the following globals

    - B!GavinMessenger1

    - B!GavinMessenger2

    - B!GavinMessenger3

    either with Near Infinity, EE Keeper or with console.

    GetGlobal("B!GavinMessenger1","Global") or 2 or 3

     

    Then report which of these globals is greater than 1.

     

     

     

    Basilius is dead

    Don't know how Mutamin is yet

    I've seen Valeria but haven't spoken to her yet.

    And I've been back to the temple several times but haven't gotten the quest yet.

     

    Variables:

    B!GavinMessenger1 is 3

    The other two messenger variables are absent.

     

    This looks like the Basilius quest is finished (with otr without Gavin) and the Mutamin quest is not yet started, so the temple has no task for you. There is a five day wait in between quests or even more depending on what timers you selected at install.

     

    You can check if everything is fine by looking at these

    - Global("B!GavinBassilusQuest","GLOBAL") should be greater than 4

    - Global("B!GavinMutaminQuest","GLOBAL") should be 1

    - Global("B!GavinMutaminQuestTimer","GLOBAL") should give you some value expressing game time

    If all this is set, then you are in the waiting period between quests.

  8. Hello,

    I've installed the Gavin mod via the BiG world project along with several others. So far, I really, really like Gavin as a character but something has gone wrong with his first (?) quest. My party received a messenger saying that he needed to go back to the Morningstar Temple. Since we were about to enter the mines I selected the, "We need to finish our current quest" option. As it turns out I made short work of the mines and made my way back to the temple...but the quest didn't trigger.

     

    Now in other...let's call them "alternative" play through... my PC forgot about the quest and Gavin had to remind me. Then I was killed and had to go back to before the reminder and start again. However in my...let's call it actual play through ... even though it has been several days since the messenger came through I have not received that reminder.

     

    I've done some googling and read through these forums but I haven't found a solution for this problem. I suppose if I dug a little deeper I would find the answer I require, but every time I start reading I learn something about the mod that I really didn't want to know. Good stuff...stuff that would have liked to have been surprised by in the game. So I'm really hoping someone will just spoon feed me the answers I need without spoiling anymore surprises.

     

    Please let me know if there is anything you need from me.

     

    Thanks,

    simAlity

    You need to look up some globals in order to narrow your problem down because Gavin's quests depend on what you already might have done in the game:

     

     

    - did you kill Basilius?

    - did you kill Mutamin?

    - did you meet Valeria?

    In the Temple you taklked to the priest to get a quest?

     

     

    Look for the following globals

    - B!GavinMessenger1

    - B!GavinMessenger2

    - B!GavinMessenger3

    either with Near Infinity, EE Keeper or with console.

    GetGlobal("B!GavinMessenger1","Global") or 2 or 3

     

    Then report which of these globals is greater than 1.

  9. I just recently did a large install of EET using the BWS installer.

     

    I have been unable to enter the area immediatly south of Candlekeep and north of the lighthouse, where the beached ship is. Has anyone else had the same problem?

     

     

    my Weidu

     

    // Log of Currently Installed WeiDU Mods

    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
    ~SETUP-WEIDU.TP2~ #0 #0 // 24200
    ~SETUP-BWS.TP2~ #0 #0 // Expert Click-Properties Selected
    ~SETUP-BWS.TP2~ #0 #1 // User Ignored Rule: C:EET(-):scales_of_balance(122)
    ~SETUP-BWS.TP2~ #0 #2 // User Ignored Rule: C:scales_of_balance(122):scales_of_balance(121)
    ~SETUP-BWS.TP2~ #0 #3 // User Ignored Rule: C:BG1NPC(1):might_and_guile(210)
    ~SETUP-BWS.TP2~ #0 #4 // 20161130 - Updated by agb1 (installation started Thu 11/30/2017)
    ~A7-BANTERACCELERATOR/SETUP-A7-BANTERACCELERATOR.TP2~ #0 #21 // Banter Accelerator -> Frequency: 600 ticks, Probability: 25%: 1.2
    ~EET/EET.TP2~ #0 #0 // EET core - resource importation: 1.0 RC9.2
    ~EETBPFIX/EETBPFIX.TP2~ #0 #0 // EET Black Pits Fix: v1
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v2.4
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #100 // Check for and fix incorrect spell animations: v2.4
    ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #0 // Ascension Core (requires ToB): v1.51 BETA BWP 20170519
    ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB): v1.51 BETA BWP 20170519
    ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB): v1.51 BETA BWP 20170519
    ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB): v1.51 BETA BWP 20170519
    ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB): v1.51 BETA BWP 20170519
    ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB): v1.51 BETA BWP 20170519
    ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #101 // Ascension Portraits - Bodhi: v1.51 BETA BWP 20170519
    ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #102 // Ascension Portraits - Original Balthazar by Cuv: v1.51 BETA BWP 20170519
    ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #103 // Restored Bhaalspawn Powers by David Gaider: v1.51 BETA BWP 20170519
    ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #104 // Extended Epilogues for Bioware NPCs by shawne: v1.51 BETA BWP 20170519
    ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #105 // Extended Epilogues for Beamdog NPCs by shawne: v1.51 BETA BWP 20170519
    ~BACKBRYNNLAW/SETUP-BACKBRYNNLAW.TP2~ #0 #0 // Back to Brynnlaw mod for Baldur's Gate II: v5 BWP Fix
    ~SELLSWORDS/SETUP-SELLSWORDS.TP2~ #0 #0 // The Sellswords mod for Baldur's Gate II: v5 BWP Fix
    ~SWORDAP/SETUP-SWORDAP.TP2~ #0 #0 // Improved Haer'Dalis' swords (special for Kania): v2 BWP Fix
    ~SETUP-ALORA.TP2~ #0 #0 // Chosen of Mystra's Alora NPC Mod: 1.3 and 1.5 BWP Fix
    ~ISRA_BG2/ISRA_BG2.TP2~ #0 #0 // Isra for BGII: v2.1 BWP Fix 3
    ~DEARNISE/SETUP-DEARNISE.TP2~ #0 #0 // de'Arnise Romance for Baldur's Gate II: v5 BWP Fix
    ~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: v14 BWP Fix
    ~SETUP-BANTERPACK.TP2~ #0 #1 // Install SOA Banter Accelerator script? (Increases the frequency of interparty banter): v14 BWP Fix
    ~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: v14 BWP Fix
    ~SETUP-BANTERPACK.TP2~ #0 #3 // Install TOB Banter Accelerator script? (Increases the frequency of interparty banter): v14 BWP Fix
    ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #0 // Extended NPC-NPC Interaction SoA: v4.2_Isaya BWP Fix
    ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #1 // Extended Minsc/Aerie Interaction ToB: v4.2_Isaya BWP Fix
    ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #2 // Imoen "Retrospection" dialogue for BGII: ToB: v4.2_Isaya BWP Fix
    ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #3 // Wake-Up dialogue for Anomen Romance (By David Gaider with additions from Kulyok): v4.2_Isaya BWP Fix
    ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #4 // NPC Conflict Revisions: v4.2_Isaya BWP Fix
    ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #5 // Restored Aerie/Jaheira/Anomen interjection in Underdark: v4.2_Isaya BWP Fix
    ~VICONIA/SETUP-VICONIA.TP2~ #0 #0 // Viconia Friendship: v3.3_Isaya BWP Fix
    ~MAZZY/SETUP-MAZZY.TP2~ #0 #0 // Mazzy Friendship: v2.2_Isaya BWP Fix
    ~YOSHIMO/YOSHIMO.TP2~ #0 #0 // Yoshimo Friendship Mod for BGII: SoA: 4.0
    ~IMOENFRIENDSHIP/IMOENFRIENDSHIP.TP2~ #0 #0 // Imoen Friendship: 3.0
    ~LAVALYGAR/LAVALYGAR.TP2~ #0 #0 // LaValygar - new talks with Valygar Corthala
    ~SAREVOKFRIENDSHIP/SAREVOKFRIENDSHIP.TP2~ #0 #0 // Sarevok Friendship for BGII: ToB: 1_Isaya
    ~BRANWEN/SETUP-BRANWEN.TP2~ #0 #0 // Branwen BG2 NPC mod for players and modders: v3 BWP Fix
    ~LUCY/SETUP-LUCY.TP2~ #0 #0 // Lucy the Wyvern: v4 BWP Fix
    ~KELSEY.TP2~ #0 #0 // Kelsey: v4 BWP Fix
    ~SETUP-KETO.TP2~ #0 #0 // Keto-SOA NPC V2: v4 BWP Fix
    ~HAERDALISROMANCE/HAERDALISROMANCE.TP2~ #0 #0 // Haer'Dalis Romance (SoA & ToB): v2.1 BWP Fix
    ~UB/UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v27beta
    ~UB/UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v27beta
    ~UB/UB.TP2~ #0 #2 // Kalah and What He Was Promised: v27beta
    ~UB/UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v27beta
    ~UB/UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v27beta
    ~UB/UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v27beta
    ~UB/UB.TP2~ #0 #7 // Restored Encounters: v27beta
    ~UB/UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v27beta
    ~UB/UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v27beta
    ~UB/UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v27beta
    ~UB/UB.TP2~ #0 #12 // Item Restorations: v27beta
    ~UB/UB.TP2~ #0 #15 // NPC Portrait Restorations: v27beta
    ~UB/UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v27beta
    ~UB/UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v27beta
    ~UB/UB.TP2~ #0 #18 // Restored Minor Dialogs: v27beta
    ~UB/UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v27beta
    ~UB/UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v27beta
    ~SETUP-D0QUESTPACK.TP2~ #0 #401 // Miscellaneous Enhancements -> Without Additonal Random Encounters: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #6 // Alternative Harper/Xzar Plot: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #7 // Extended Reynald Sequence: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #8 // Intrigue In The Copper Coronet: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #9 // Rahul Kanakia's Potion Quest: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #13 // Saving Sanik In Brynnlaw: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #14 // Burglary Of The Bookkeeper: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #15 // New Fate For The Dryads' Acorns: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #16 // The Tragedy Of Besamen: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #17 // Further Slaver Involvement: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #18 // Sending The Solamnic Knights Home: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #19 // Nazariel The Lich: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #20 // Reward Negotiation: v3.2 BWP Fix
    ~SETUP-D0QUESTPACK.TP2~ #0 #21 // Infernal Thievery: v3.2 BWP Fix
    ~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v6 BWP Fix
    ~WILSONCHRONICLES/WILSONCHRONICLES.TP2~ #0 #0 // Wilson Chronicles - expansion for our favorite bear companion: 1.1
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 15
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 15
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 15
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 15
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 2
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 2
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #0 // Revised Specialists: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #11 // Metamagic: 0.7
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // Cantrips -> Innate Cantrips: 0.7
    ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #0 // Thrown Hammers: v6.0.3
    ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #15 // Thrown Spiritual Hammers: v6.0.3
    ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #25 // Normal throwing hammers: v6.0.3
    ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #35 // +1 throwing weapons: v6.0.3
    ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #50 // Additional magic items: v6.0.3
    ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 10
    ~ITEM_REV/ITEM_REV.TP2~ #0 #3 // Allow Spellcasting in Armor -> With Casting Speed Penalties for Arcane Casters: V4 Beta 10
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1101 // Allow Thieving Skills in Armor -> Stealth is Penalized by Armor and Shields: V4 Beta 10
    ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10
    ~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10
    ~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 10
    ~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #103 // Select an installation method below: -> choose components individually: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #200 // new and revised cleric kits: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #201 // Add Cleric of Lathander: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #202 // Add Cleric of Torm: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #208 // Add Cleric of Helm: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #210 // Add Cleric of Tempus: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #212 // Add Cleric of Leira: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #219 // Add Cleric of Loviatar: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #224 // Add Cleric of Talos: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #314 // Add Acolyte of Ilmater: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #315 // Add Acolyte of Deneir: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #316 // Add Acolyte of Sune: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #322 // Add Acolyte of Tempus: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #325 // Add Acolyte of Mystra: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #329 // Add Acolyte of Mask: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #330 // Add Acolyte of Shar: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #331 // Add Acolyte of Moander: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #332 // Add Acolyte of Beshaba: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #700 // new and revised druid kits: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #732 // Add Mountain Druid: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #733 // Add Jungle Druid: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #734 // Add Desert Druid: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #735 // Add Arctic Druid: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #703 // Add Earth Mystic: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #704 // Add Water Mystic: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #705 // Add Air Mystic: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #706 // Add Fire Mystic: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #707 // Add Light Mystic: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #708 // Add Shadow Mystic: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #762 // Add Beast Lord: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #763 // Add Elementalist: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #863 // Add Zealot of Talos: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #865 // Add Zealot of Ilmater: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #869 // Add Zealot of Mystra: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #900 // new and revised ranger kits: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #902 // Add Mountain Ranger: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #903 // Add Jungle Ranger: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #904 // Add Desert Ranger: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #905 // Add Arctic Ranger: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #932 // Add Beast Master: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #954 // Add Barbarian Ranger: 0.74r
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #953 // Add Mage Hunter: 0.74r
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.6.7
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 3.6.7
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Class Overhaul: 3.6.7
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): 3.6.7
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.6.7
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.6.7
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.6.7
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.6.7
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1225 // Adjust Cromwell's Forging Time -> Instant forging (original BG2 default): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1270 // Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior (plainab) (BETA): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v4
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.7.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #103 // IWO - Light/Heavy Weapon Distinctions: v5.7.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.7.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #124 // WPO - Fighting Style Changes: v5.7.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.7.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.7.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.7.5
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v5.7.5
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4160 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4171 // Increase the price asked by Gaelan Bayle -> Gaelan wants 60,000 gold pieces: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6041 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #3 // Fix Smarter Abazigal: v2.4
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #4 // Fix Smarter Irenicus at the Throne: v2.4
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #5 // Remove entourage from Ascension Fallen Solars: v2.4
    ~BGEESPAWN/SETUP-BGEESPAWN.TP2~ #0 #101 // BGEE Leveling Spawns Mod: v0.3
    ~KLATU/SETUP-KLATU.TP2~ #0 #1000 // The Gloves of Goodman Hayes: 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #1030 // Romance Cheat: Isra will Romance Neutral Characters: 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #1050 // Appropriate XP Rewards for Cowled Enforcers: 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2040 // Fix Wild Mage Items and Spells: 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2050 // Prevent Wish Spells from Interrupting Caster: 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2080 // Drop Equipment on Disintegration: 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2120 // Treat all Psionic Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2130 // Treat all Bardsong Effects as Non-Magical (Unaffected by Wild/Dead Magic): 1.7
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #300 // Add expiration notifications for buffs: v2.4
    ~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed away: proto-7 171126
    ~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: proto-7 171126
    ~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: proto-7 171126
    ~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: proto-7 171126
    ~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: proto-7 171126
    ~RANDOMISER/RANDOMISER.TP2~ #0 #1100 // Randomise items -> Mode 1: Randomise with in-game scripts. No items are lost: proto-7 171126
    ~RANDOMISER/RANDOMISER.TP2~ #0 #10200 // Remove Protection from Undead scrolls from stores -> All scrolls from 9 out of 10 stores: proto-7 171126
    ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #1000 // Main -> Vanilla: 0.71
    ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #3000 // BG1NPC -> Vanilla: 0.71
    ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #11000 // Sellswords -> Vanilla: 0.71
    ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #17000 // Isra: 0.71
    ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #22000 // Siege of Dragonspear -> Vanilla: 0.71
    ~RANDOMISER/RANDOMISER.TP2~ #0 #10300 // Prevent Watcher's Keep statues from disappearing: proto-7 171126
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1000 // Edwin appearance -> BG1: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1010 // Imoen appearance -> BG1: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1020 // Jaheira appearance -> BG1: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1030 // Minsc appearance -> BG1: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1041 // Viconia appearance -> BG2: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1050 // Cameo NPCs appearance: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2002 // Total XP CAP -> Disabled: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2042 // XP for Traps, Spells and Lockpicking -> Vanilla friendly progressive: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3000 // Disable hostile reaction after charm: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3010 // PnP spell scroll caster levels: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4030 // Remove junk from global scripts: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4040 // Import party items to SoA: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4050 // Books/Scrolls categorization: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4060 // Wand Case: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4070 // Key Ring: 1.7
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4080 // Replace classic BG1 movies with BG:EE ones -> Replace movies: 1.7
    ~SODBANTER/SODBANTER.TP2~ #0 #0 // SoD Banter Restoration: v0.2b
    ~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.2
    ~EET_END.TP2~ #0 #0 // EET end - last mod in install order
    ~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #0 // Area Patcher: ALPHA 16
    ~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #2001 // Fix AR2300 Script - Prevent infinite loop after Sahuagin king dies: ALPHA 16
    ~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #2003 // Fix AR0406 Script - Remove Lord Jierdan from Copper Coronet after Windspear Hills battle: ALPHA 16
    ~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #5000 // Fix BG1NPC X#AJR1.ARE: ALPHA 16
    ~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #5001 // Fix BG1NPC X#CH11.ARE: ALPHA 16
    ~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #0 // Install Marker: ALPHA 6
    ~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #100 // Gives some vanilla items the Droppable Flag: ALPHA 6
    ~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #101 // Gives some Big Picture items the Droppable Flag: ALPHA 6
    ~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #102 // Gives some CtB items the Droppable Flag: ALPHA 6
    ~ITEM_PATCHER/SETUP-ITEM_PATCHER.TP2~ #0 #105 // Gives some Keto items the Droppable Flag: ALPHA 6
    ~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #261 // Choose a class for Safana -> Make Safana a fighter/thief: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #722 // Choose a class for Nalia -> Make Nalia a bard: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #762 // Choose a class for Mazzy -> Make Mazzy a paladin: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.8
    ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2

     

     

    What exactly does "unable to enter the area" mean?

    What happens if you enter this in the console:

    C:MoveToArea("BG3100")

  10. the patch is entering open beta next week.

     

    we can haz IWD-in-EET now, right? :)

     

     

    Is ther anyone to even do it?

     

     

     

    Yeah, but he's been MIA for several months now:(

     

    Oh, I've been worrying about K4thos for years... he always comes back. =)

     

    K4thos came back every time after a big bean dog activity was finished, as if he were involved there.

     

    The issue for IWD-in-EET is, that a) EET is his project and b) only he knows why he thinks the update is required to integrate IWD.

  11. First off, let me say this: Every-time I try to leave Bonehill to another part, the game crashes, so let me ask:

    Would it just be easier to re-install with the new version?

    And the following picture is from the beginning cutscene:

     

    Yes, it would be better to re-install. The graphic issue had also an influence on original areas like Friendly Arm. The crash when travelling is fixed as well. The whole mess was due to the naming of EET and BH areas, one uses BGxxxx the other BHxxxx - but the graphic files only use the first letter Bxxxx1....18 etc.

  12. Do this

    Put the files from the attached zip into BG2EE/override

    https://www.dropbox.com/s/vcmmcr1vtu8nzbs/BH0100Graphics.zip?dl=0

    Revisit the area

    See if the problem is gone.

     

    I am afraid that you are among the few unhappy victims that downloaded the first attempt of Bone Hill conversion for EET before we found the issue of some area graphics overlapping with EET naming conventions. This is already repaired.

    If the attached files work for that area, then this is the problem for Bone Hill.

     

    Reign of Terror >>>Region of Terror? I need more details of any problem here, again some area code will help.

  13. Anyone is working on this ?

    This is now incorporated in the Sandrah mod:

     

     

    A strange dwarven pub on the west side of the Waterdeep fish market contains the entry to the Black Pits. If you trigger the right dialogue option (maybe talk to the guy several times), he will reveal a backdoor that leads to the arena.

     

    These are Baeloth’s Black Pits which are only accessible as a separated campaign otherwise.

    The visit is not really related to the Sandrah mod, although she will comment at some points on the events.

    Black Pits is simply a series of arena fights of your party against other groups with increasing difficulty. The mod allows you to play this extension with your current group and leave with that group again afterwards. You do not get the experience point rewards of the original but some limited gold and you can buy equipment from merchants in the pits.

    Once you enter the pits you can only leave again by defeating Baeloth himself in the last battle. To get there, you need to win all previous battles. There is not much story content in this episode, just tactical fights.

    The final challenges are slightly modified taking into account also a lower level party. Difficulty depends on your party level but you can visit there at any time during an EET game. To get the full final fight, the party must be at least level 9. Lower level parties can convince some other slaves to side with you instead of with Baeloth for the showdown.

    When you succeeded, you free Baeloth’s djinni slave who helps you to return to the pub. Confront the *dwarf* on your return to find he is actually another duergar.

    In addition some bugs that led to CtDs or freeze in cutscenes are repaired (those appeared when going into Black Pit s campaign from EET directly.)

     

     

    You can only play this without Baeloth in the party. In addition, Baeloth will not be available during the BG1 part of EET anymore. He will be there in SoD in his restored/resurrected incarnation. Due to the limited contents/fun to play, this is all I invested into this minor episode.

  14. Apologies if this has been brought up before, but I searched for a while and couldn't find anything on it, I installed pretty much all the big mods for BGEET, and when anything from Bonehill OR Reign of Terror comes up, the whole map is black. Effects, water, creatures, and buildings still exist, it's just all black. And anytime I try to click the map button, the game crashes. So...uhh...yeah...

    Please post your Weidu.log

     

    What is the area code of that area in the screenshot?

  15. ACTION_GET_STRREF 75168 palinchange
    
    OUTER_PATCH_SAVE palinchange ~%palinchange%~ BEGIN
      REPLACE_TEXTUALLY ~Lahl was grateful for my defeat of Karoug.~ ~Lahl was grateful for my defeat of some beasts outside the walls.~
    END
    
    STRING_SET_EVALUATE 75168 ~%palinchange%~

    because at that time the STRREF for that line was 75168. But when I reinstalled the game a second time, that STRREF was wrong.

     

    I suppose one could use ALTER_TRANS?

    ALTER_TRANS used to not work with JOURNAL and @tra texts. But my knowledge here may be outdated, last time I tried was many weidu versions ago...

     

    The Lahl dialogue state with the respective journal entry is a stand alone state with no dependencies. It will be just easy to add a new state with weight that adds the new text.

     

     

     

    APPEND Lahl

    IF WEIGHT #-2~ Dead("karoug") Global("scLahlQuest","GLOBAL",1)Global("Kaishas1","GLOBAL",1)~ THEN BEGIN newsalk

    SAY~Thank you for destroying those terrible beasts. To tell you the truth I didn't think much of you when you first arrived, but now, I have to say you'd make welcome additions to the pa... er... village.~

    IF ~~ THEN DO ~SetGlobal("scLahlQuest","GLOBAL",2)

    ~ UNSOLVED_JOURNAL~The Mysterious Island

    Lahl was grateful for my defeat of some beasts outside the walls. I have made a lot of friends here. He said I would make a good addition to the village.~EXIT

    END

    END

     

     

  16. Okay, what I am trying to do is to change the text of some strings.

     

    The problem is that those line are not always associated to the same string number, depending on what mods are installed and what order they are installed in.

     

    This means I cannot use STRING_SET but rather need to find where that line is in some other way.

    You can use

    STATE_WHICH_SAYS strref

    to find the respective line- but then? If it is a line in a dialogue that is often interjected there is a big problem.

  17.  

    There was a slight chance of it to work - but it looks like more is faulty in your install.

    Sorry. I do not see anything from remote that may help you at this point. I am just puzzled that you came this far in the game at all without noticing any other issues.

     

    Yeah as only started in BG2 and the non mod quests are fine except anomen's...SOD doesnt have many mods however but yeah BG1 was fine besides a few mods not downloading...Funny enough I'm playing in a modded part Trollford and have gone through several fade in areas with no issues so its not evry Mod npc dialogue fade in.

     

    >>>> In a wa that proves again what we found, because there are no cutscenes in Trollford that trigger from JOINED dialogues but from normal NPCs or scripts. The ones that do not work are those from in party NPCs, which are those that the EET modifies.

     

     

    Thanks again for your help though and two last questions if I do another BWS set up with a clean install anything I can look for or do to make sure this bug doesnt happen and for EET will know now to look for EEt_end & EET Gui set up.

     

    >>>> Just to clarify - EET Gui set up is an option, it is not mandatory. EET_end is mandatory. The only other hint is to follow the BWS and EET install instructions, take a few extra minutes at the mod selection to make sure there are no conflicts. Look out for any errors you get during install.

     

    also any way/console code I can skip Anomen's quest halfway or completely (good option) so I can keep him in the party or should I just dump him?

    >>>> I have to admit that I do not know Anomen's quest well enough, especially not the way it may interfer with the rest of his story/behaviour. I never take that guy along in my party, I never played with him longer than a few hours ever since the original game was released.

    I would suggest to kick him out as he has a large number of dialogue triggered cutscenes even beyond his quest. But, I would rather install a new game, as it stands.

  18. I did a clean install of both games (BG1:EE + SoD, BG2:EE), started them, made a new save file on each as requested by BWS and applied the mod merge, but the error doesn't go away. I also disabled my anti-virus as it tends to interfere with some programs during the installation, made a backup, picked the BG2:EE/Trilogy version, Recomended mod selection + a few extras (Romantic Encounters + Animal companions + Faith and Powers).

     

    Any help would be appreciated.

     

    Here is the log:

     

    "##### Enhanced Edition Trilogy #####

    ### 0000: Enhanced Edition Trilogy ###

    Ready for installation

    Setup-EET.exe --no-exit-pause --noautoupdate --language 0 --skip-at-view --args-list p "C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition" --force-install-list 0 --logapp

    [setup-EET.exe] WeiDU version 24200

    Using Language [English]

     

    Using .\lang\en_us\dialog.tlk

     

    Installing [EET core - resource importation] [1.0 RC9.2]

     

    INTERACTIVE = 1

     

    LANGUAGE = en_US

     

    argv[0] = p

     

    argv[1] = C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition

    Copying and patching 1 file ...

     

    LANGUAGE_BG2 = en_US

    Creating 1 directory

    Copying 1 file ...

    Copying 1 file ...

     

    C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate II Enhanced Edition>ECHO AMD64 | FINDSTR AMD64 1>NUL && SET arch_var=AMD64 || SET arch_var=x86

     

    C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate II Enhanced Edition>ECHO AMD64 1>EET\temp\arch_var.txt

     

    arch_var = x86_64\

    Copying and patching 2 files ...

     

    C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition directory assigned via auto install batch command

    Copying and patching 1 file ...

    Copying and patching 1 file ...

     

    LANGUAGE_BG1 = en_US

    Copying and patching 1 file ...

    Copying and patching 1 file ...

     

    68 BG:EE mods detected. Checking compatibility with EET...

     

    WEIDU BG:EE component detected

     

    BWS BG:EE component detected

    FAILURE:

    EETBPFIX BG:EE mod is not recognized by EET, so it can't be imported to BG2:EE with EET

    ERROR: [C:/Program Files (x86)/Steam/steamapps/common/Baldur's Gate Enhanced Edition/WeiDU.log] -> [EET/temp] Patching Failed (COPY) (Failure("EETBPFIX BG:EE mod is not recognized by EET, so it can't be imported to BG2:EE with EET"))

    Stopping installation because of error.

    Stopping installation because of error.

     

    ERROR Installing [EET core - resource importation], rolling back to previous state

    Will uninstall 1 files for [EET/EET.TP2] component 0.

    Uninstalled 1 files for [EET/EET.TP2] component 0.

    ERROR: Failure("EETBPFIX BG:EE mod is not recognized by EET, so it can't be imported to BG2:EE with EET")

    PLEASE email the file SETUP-EET.DEBUG to K4thos (swit)

    Automatically Skipping [EET core - resource importation] because of error.

    Using Language [English]

     

    NOT INSTALLED DUE TO ERRORS EET core - resource importation

     

    C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate II Enhanced Edition>

    ERROR: [C:/Program Files (x86)/Steam/steamapps/common/Baldur's Gate Enhanced Edition/WeiDU.log] -> [EET/temp] Patching Failed (COPY) (Failure("EETBPFIX BG:EE mod is not recognized by EET, so it can't be imported to BG2:EE with EET"))

    ERROR: Failure("EETBPFIX BG:EE mod is not recognized by EET, so it can't be imported to BG2:EE with EET")

    Enhanced Edition Trilogy (Enhanced Edition Trilogy) was not installed due to errors.

     

    Without this component the installation cannot be continued."

    This has been repaired - start the BWS with the update vbs to download corrected version.

  19. Add a new actor to an area. This is a simple wrapper around fj_area_struct that saves having to type a bunch of variables.

     

     

     

    DEFINE_PATCH_FUNCTION add_area_actor
    BEGIN
      PATCH_IF FILE_EXISTS_IN_GAME "%cre_resref%.cre"
      BEGIN
        INNER_PATCH_FILE "%cre_resref%.cre"
        BEGIN
          READ_STRREF 0x0008 cre_name
        END
      END
      ELSE
      BEGIN
        PATCH_FAIL "Adding non-existent actor %cre_resref% to area!"
      END
    
      LAUNCH_PATCH_FUNCTION fj_are_structure
        INT_VAR
        fj_loc_x                    = x_position
        fj_loc_y                    = y_position
        fj_dest_x                   = x_position
        fj_dest_y                   = y_position
        fj_orientation              = orientation
        STR_VAR
        fj_structure_type           = "actor"
        fj_name                     = "%cre_name%"
        fj_cre_resref               = "%cre_resref%"
      END
    END
    

     

     

     

    Clear all actors from an area. Useful if you want to give a generic house in BG1 some new purpose.

     

     

     

    DEFINE_PATCH_MACRO remove_all_area_actors
    BEGIN
      FOR (i = SHORT_AT 0x0058; i > 0; --i)
      BEGIN
        LAUNCH_PATCH_FUNCTION fj_are_structure
          INT_VAR
          fj_delete_mode            = i - 1
          STR_VAR
          fj_structure_type         = "actor"
        END
      END
    END
    

     

     

     

    Add a simple trap to an area. Care should be taken that the trap form a long thin rectangle, or thieves may not be able to get close enough to disarm it. Another wrappper around fj_area_struct to save typing because I'm lazy. :-)

     

     

     

    DEFINE_PATCH_FUNCTION add_simple_trap
      INT_VAR
      trap_detect           = 10
      trap_remove           = 10
      STR_VAR
      trap_script           = "gtar"
    BEGIN
      PATCH_IF ll_x < ul_x
      BEGIN
        SET min_x = ll_x
      END
      ELSE
      BEGIN
        SET min_x = ul_x
      END
    
      PATCH_IF lr_x > ur_x
      BEGIN
        SET max_x = lr_x
      END
      ELSE
      BEGIN
        SET max_x = ur_x
      END
    
      PATCH_IF ul_y < ur_y
      BEGIN
        SET min_y = ul_y
      END
      ELSE
      BEGIN
        SET min_y = ur_y
      END
    
      PATCH_IF ll_y > lr_y
      BEGIN
        SET max_y = ll_y
      END
      ELSE
      BEGIN
        SET max_y = lr_y
      END
    
      LAUNCH_PATCH_FUNCTION fj_are_structure
        INT_VAR
        fj_type             = 0    // Trap
        fj_box_left         = min_x
        fj_box_top          = min_y
        fj_box_right        = max_x
        fj_box_bottom       = max_y
        fj_trap_active      = 1
        fj_loc_x            = (min_x + max_x) / 2
        fj_loc_y            = (min_y + max_y) / 2
        fj_alt_x            = (min_x + max_x) / 2
        fj_alt_y            = (min_y + max_y) / 2
        fj_trap_detect      = trap_detect
        fj_trap_remove      = trap_remove
        fj_flags            = BIT3
        fj_vertex_0         = ul_x + (ul_y << 16)
        fj_vertex_1         = ur_x + (ur_y << 16)
        fj_vertex_2         = lr_x + (lr_y << 16)
        fj_vertex_3         = ll_x + (ll_y << 16)
        STR_VAR
        fj_structure_type   = "region"
        fj_name             = "%trap_name%"
        fj_reg_script       = "%trap_script%"
      END
    END
    

     

     

     

    Batch-add new actors to an area from a table. Table takes the form <resref> <xpos> <ypos> <orientation>. Uses add_area_actor().

     

     

     

    DEFINE_PATCH_FUNCTION add_area_actors_from_2da
      STR_VAR
      path_to_2da           = "none"
    BEGIN
      PATCH_IF FILE_EXISTS "%path_to_2da%"
      BEGIN
        INNER_PATCH_FILE "%path_to_2da%"
        BEGIN
          COUNT_2DA_COLS cols
          COUNT_2DA_ROWS cols rows
          READ_2DA_ENTRIES_NOW __actor_data cols
        END
    
        FOR (i = 0; i < rows; ++i)
        BEGIN
          READ_2DA_ENTRY_FORMER __actor_data i 0 cre_resref
          READ_2DA_ENTRY_FORMER __actor_data i 1 x_position
          READ_2DA_ENTRY_FORMER __actor_data i 2 y_position
          READ_2DA_ENTRY_FORMER __actor_data i 3 orientation
    
          LAUNCH_PATCH_FUNCTION add_area_actor
            INT_VAR
            x_position
            y_position
            orientation
            STR_VAR
            cre_resref
          END
        END
      END
      ELSE
      BEGIN
        PATCH_FAIL "add_area_actors_from_2da called with invalid path %path_to_2da%!"
      END
    END
    

     

     

    I have a question whether these functions can be modified in such a way that I can either:

    - remove an individual cre (actor) from an are-file

    - replace an individual cre (actor) from an are-file

     

    Currently I just modify the resource name (cre-file name) at the respective offset in the are-file. This works fine, but may be a bit fragile as some other modder may one day decide to change the same are-file in a way that changes the current offset.

     

    Has anyone done this?

     

    Background

     

    In EET, I change the fixed appearance of a vanilla NPC by a scripted appearance where either the vanilla creature OR the continuous NPC from a previous campaign is triggered. In my upcoming mod, Corwin from SoD can join the PC already during the BG1 part as soon as Baldur's Gate City becomes available. I kind of extend the NPC forward...

    Of course, when she re-joins in the SoD campaign, I use the same continuos creature. Bad thing in SoD coding is, that her appearance there is from the cre being part of an are-file. I have already changed that, so actually the problem is solved - just maybe not permanently, if some other modder touches a cruicial part of the respective are-file.

    What I do at the moment is to go into the are-file actors part, go to actorXX and in the *character* field change the resource. (A rabbit appears instead of the NPC) The NPC is created by the area script now instead, thus allowing me to select based on some globals set/not set previously.

     

  20. I have added a small fix mod to EET compatibility. It addresses the issue reported for EET (which I also found in my Sandrah mod's Waterdeep access to Black Pits module) that causes a CtD in one of the battles,

    This mod is not needed if you have Sandrah installed (it is fixed there already) or if you have no intend to play the Black Pits standalone campaign in EET

     

    BlackPitsFix.zip

     

    PS - added to BWS

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