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Roxanne

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Posts posted by Roxanne

  1. Do you mean this should happen in BG1 too? This behaviour is BG2 only right? I think it should actually be based on level rather than arbitrary story elements.

    From Bear.bcs (most, but not all bears have this script):

    IF

    Range([GOODCUTOFF],7)

    Allegiance(Myself,NEUTRAL)

    !See([PC.0.0.DRUID])

    !See([PC.0.0.RANGER])

    !See([PC.0.0.FIGHTER_DRUID])

    !See([PC.0.0.CLERIC_RANGER])

    GlobalLT("ENDOFBG1","GLOBAL",2)

    THEN

    RESPONSE #100

    Enemy()

    END

     

    This means if someone comes close to the bear (who is neutral by default) , i.e. Range 7 and there is no Ranger/Druid in sight then the bear turns hostile. The green marked condition means in EET that it applies to BG1 = Global("ENDOFBG1","GLOBAL",0 ) and SoD = Global("ENDOFBG1","GLOBAL",1 )

  2. For the bears, I just found it weird that their behaviour changed even for bears in the same areas. I didn't know it was only because of the ranger in my party though and I guess that can make enough sense.

    The ranger in your party has some influence on bears in his/her vicinity (Range,20). If you keep your party close to him, you should be save, If your party spreads out and someone encounters a bear while the ranger is further away, the bear will attack. (In case your game behaves differently, there may be a problem.)

  3.  

    A few days ago Weidu 2.40 has been released.

     

    Does it mean we are ready for EET 1.0 release? Or do you want to wait for fog bug solution?

     

    The answer is here http://gibberlings3.net/forums/index.php?showtopic=28161&do=findComment&comment=245436.

     

    At least it is a major step towards it.

     

    I just did a *mini installation* with weidu 2.40 (i.e. I updtated the *tail-end* of my EET game where my own mod and worldmap and EET-end are located) to test out the new journal capability of weidu. I had no problem with the installation and now mod quest journal entries are treated correctly.

  4. I am planning to do a new EET install these days. A few days ago Weidu 2.40 has been released.

     

    Has anyone already made experience with using the two together?

    Should I rather wait for next EET release to take new Weidu into account?

     

    (PS - looks like EET 6.3 has everything I would need, not sure if waiting for next release is necessary.)

  5. Sorry for staying vague btw, my RC4 playthrough I took a safe bunch of mods and there were close to no bugs from mods themselves but in this instance there are more mods I installed so I don't want to be worrying you by claiming it's EET when i'm not sure it's not.

     

    As I said, I think what EET brings has been pretty much bug free for me. I'm trying to sort between different bugs i've noted but i'm trying to track down issues more precisely first. (I have some weird usability flags for a number of npcs/classes in BG2 but I don't think it's due to EET for example, it's probably due to one of the tweaks mod I used, but i'm not quite sure which one yet.)

     

    I've only installed mods from the compatibility list and checked the install order through BWS (only exceptions is alternatives that I couldn't find on bws, I included it just after the quest pack as it is the only thing mentionned in the alternatives readme).

    ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #999 // Remove Anyone Identifier in EA.ids: v1.5 BETA_20160522

    ~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.00b_160119

    ~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ #0 #0 // Alternatives: v11

    ~DSOTSC/DSOTSC.TP2~ #0 #0 // Dark Side of the Sword Coast (DSotSC): v3.0

     

    I did a similar thing regarding Alternatives - there is no issue with the mod, I even took one of their alternative paths to get to Brynlaw.

     

    Cannot comment on tweak mods, I use none of them at this time - I want to see how the EET game looks without them and decide which ones may really enhance the NEW game (none of them was originally designed to enhance EET but some other games).

  6.  

     

    The horizontal lines between tiles is a known problem with TIS files in the old palette-based format. You can see a good example in this bug report.

    I see. Thank you.

    Means I should avoid playing any mods that add areas to the game (including my own). Makes EET world much smaller...

    It depends on whether you can tolerate the graphical glitches. The lines appear and disappear when you move or scale the map. The game is still perfectly playable otherwise.

     

    It will be a continuous source of discussion for those who add a mod to EET that contains areas.

     

    Is there something that can be done with the various tools that NI has to offer, or do you need to have the original source material for the areas?

  7.  

    Edit: Only seems to happen in BG1 areas. Possibly related to the EET import process, biffing of map assets, etc?

     

    sounds like some engine problem or lack of contability with TIS generated by tile2ee. Someone reported something like this here: http://redmine.beamdog.com/issues/23972

    And this happens on vanilla BG:EE with Sirine's Call second component installed:

    UPFFyvW.jpg

    Also seen some reports regarding Fishing For Troubles on BG2:EE.

     

    If you have time please check if the same problem will be present when this mod is installed on BG:EE. If yes than it's unrelated to EET and we need to wait for White Agnus to show up and see what's up.

     

    I have not yet had the issue of those missing tiles (black squares). I had a random tile displayed in a wrong place on a Fishing for Trouble map. But those horizontal lines appear occasionally and on multiple maps - they happen when you switch between normal view and area map view. When you return from area (or worldmap view) to normal, there are often those horizontal line as shown in the Candlekeep picture above. They more regularly appear in modded or mod added areas than on vanilla maps.

    Problem is, unless you make a screenshot when it occurs, the problem is random and not reproduceable. Load the game and same map and it is gone...

  8. well... I don't think that changelog is reliable in an EET environment because some mods changed BG1EE part and others BG2EE (with EET).

    I have not tried the new EET version (I wish i had time for that :( ), but changelog first EET (before SoD was out...) was not showing BG1 mods.

    This is correct - if you refer to the post above, I verified my statement by looking at both games used. The one in BGEE is different from the one in BG2EE/EET (which is the one I posted).

     

    Generally speaking - changelog is still reliable in EET, however you must keep in mind that you have to run it in both parts for those cases where a file is imported already by EET from BGEE part.

  9.  

    How long is the longest line of spawngrp.2da in eet?

    attachicon.gifSPAWNGRP.2DA

     

    Mods affecting SPAWNGRP.2DA:

    (None)

     

     

     

    Oh, much simpler than bgt then, thanks.

     

     

     

     

    How long is the longest line of spawngrp.2da in eet?

    attachicon.gifSPAWNGRP.2DA

     

    Mods affecting SPAWNGRP.2DA:

    (None)

     

    Oh, much simpler than bgt then, thanks.

    The file uploaded by Roxanne is exactly the same as my bgt/backup/0/spawngrp.2da (so i guess vanilla bg2 one ?).

     

    BGT contains this include file that adds many entries to spawngrp.2da.

     

    Doesn't EET do a similar modification ?

     

    Edit: EET contains this code that does something with the file EET/temp/array/SPAWNGRP.2DA but i couldn't find a "temp" directory.

     

    This is the only version of file SPAWNGRP.2DA in my EET installation. Since the file is in my override directory (but not modified according to changelog check), one has to assume it is the one created by EET, right?

  10. Sounds good Roxanne. I'll just sit tight until it's all ready and you have a page back up on SHS.

     

    One last EET related query, though:

    If I understand correctly, Sandrah uses IWD. Will we need to have IWD-in-EET finalized before Sandrah is available, or is it truly only NTotSC?

     

    Apologies if this isn't the right thread for mod-specific topics, that's my last one :)

    IWD-in-EET is treated as an optional mod, i.e there is crossmod content and additional quests, You gain further insight into some plots that otherwise you just get from dialogues.

    NTotSC is needed for the additional areas and creatures (and their story) that play a large role in later chapters of Sandrah (Field of Dead, General Ghotal, Temple of Black Hand, etc)

  11.  

     

    I've been doing exactly as Ser Elryk, checking daily, admiring the prowess and dedication of the various modders, and drooling over Roxanne's megamod integration of all the stories.

    I have to deeply disappoint you with that - Sandrah does not support multiplayer at all. By contents, purpose and design, it is just the opposite as it makes your firends and companions (NPCs) a most important part of the game, only with them and their help you can get through the game (the mod is not for soloplayers, six-of-my-own or multiplayers at all).

    Ah ok, I was wondering about that.

     

    Well I had already planned on "play testing" it all myself, solo, first. I'll just look forward to the Sandrah mod for my own party then. My friends will get to experience "vanilla" EET then. Thanks for the tip about the DLC builder for multiplayer, btw.

     

     

    I have to say, I'm really excited, as a healer was the ONE slot that I was missing for a richly developed NPC in a good aligned party, taking the character from candlekeep through the throne (poor Finch seeks refuge in a Library after Sarrvok). Sandrah's even a dualed Fighter/Cleric to boot!

     

    Is there another thread where I should ask you a little more about your Sandrah mod, Roxanne? I didn't see a discussion thread for it on G3.

     

    Cheers!

     

    Sorry, there is no thread/forum for Sandrah at this moment. Her home at Spellhold Studios was completely erased by the breakdown they had some time back (I have no permission to post stuff in the G3 forum). I have not started a new Spellhold page for her yet, since the mod is not yet (fully) useable without NToftSC for EET. Everything is prepared and ready and on hold.

  12. Quick update, it was indeed a Sirene NPC bug, it's fixed and will be incorporated into next update, thank you Roxanne.

     

    For the curious or the new npc makers, solution was to replace above code block by the followings :

     

    IF

    Global("C02SireneRomanceActive","GLOBAL",2)

    Global("bd_neera_romanceactive","global",1)

    THEN

    RESPONSE #100

    SetGlobal("bd_neera_romanceactive","global",3)

    END

     

    IF

    Global("C02SireneRomanceActive","GLOBAL",2)

    Global("bd_rasaad_romanceactive","global",1)

    THEN

    RESPONSE #100

    SetGlobal("bd_rasaad_romanceactive","global",3)

    END

     

    IF

    Global("C02SireneRomanceActive","GLOBAL",2)

    Global("bd_dorn_romanceactive","global",1)

    THEN

    RESPONSE #100

    SetGlobal("bd_dorn_romanceactive","global",3)

    END

     

    IF

    Global("C02SireneRomanceActive","GLOBAL",2)

    Global("bd_corwin_romanceactive","global",1)

    THEN

    RESPONSE #100

    SetGlobal("bd_corwin_romanceactive","global",3)

    END

     

    IF

    Global("C02SireneRomanceActive","GLOBAL",2)

    Global("bd_glint_romanceactive","global",1)

    THEN

    RESPONSE #100

    SetGlobal("bd_glint_romanceactive","global",3)

    END

     

    IF

    Global("C02SireneRomanceActive","GLOBAL",2)

    Global("bd_voghiln_romanceactive","global",1)

    THEN

    RESPONSE #100

    SetGlobal("bd_voghiln_romanceactive","global",3)

    END

     

    IF

    Global("C02SireneRomanceActive","GLOBAL",2)

    Global("bd_viconia_romanceactive","global",1)

    THEN

    RESPONSE #100

    SetGlobal("bd_viconia_romanceactive","global",3)

    END

     

    IF

    Global("C02SireneRomanceActive","GLOBAL",2)

    Global("bd_safana_romanceactive","global",1)

    THEN

    RESPONSE #100

    SetGlobal("bd_safana_romanceactive","global",3)

    END

     

     

    Exactly - I did not see the error in playthrough as my PC was female..

  13. This is half way between IE question and EET modding, Sirene npc is stuttering in my game(seemingly an issue with her dialogs), I'm not sure at all it's related to EET(I'd be surprised but it's really more of a gut feeling) how can I identify the source of the stutter using NI or other ?

     

    Thanks.

    I use this since years and found it extremely helpful and quick for debugging stutter

    http://www.shsforums.net/topic/33937-how-to-gather-clues-when-debugging-stuttering/

     

    If you adapt it for C0Sirene.bcs, it will tell you if anything is wrong with her.

     

    PS - I had her in EET BG1 and SoD parts and found no problem.

  14.  

    when the official version is just days away.

     

    I only have permission to maintain BGT/EET version of DSotSC (from original author CuChoinneach). NTotSC has been created by Aurelinus and I didn't receive a reply from him, so it can't be called "official" release.

     

    Frustrating news.

    I have completely misunderstood previous posts, like e.g

    Like I've mentioned on SHS I'm working on updating NTotSC to work with both EET and BGT at the same time, so a version that hopefully will replace the one currently hosted on SHS. Native support, so installed after EET on BG2:EE or after BGT on BG2. Similar treatment as DSotSC, so modernized tp2 coding, EE engine related changes, cross-platform coding,
  15. I've been doing exactly as Ser Elryk, checking daily, admiring the prowess and dedication of the various modders, and drooling over Roxanne's megamod integration of all the stories.

    I have to deeply disappoint you with that - Sandrah does not support multiplayer at all. By contents, purpose and design, it is just the opposite as it makes your firends and companions (NPCs) a most important part of the game, only with them and their help you can get through the game (the mod is not for soloplayers, six-of-my-own or multiplayers at all).

  16.  

    Hmm, okay, I guess can fix that. There's going to be a heck of a lot of other mods that don't conform to this new style, though.

    thanks. True about those other mods. In fact I have the exact same problem when it comes to DSotSC that sits on my Github. It's just to damn time consuming to update hundreds of descriptions by hand, so the mod still has beta status for like half a year now and I doubt I will find motivation to finish updating those descriptions. I'm seriously considering writing a function that would generate EE style descriptions automatically based on effects found in ITM file. If I find time for it than other mods could be updated too without much effort. One thing is certain for me - if the mod adds an item with description in different style than every single item in game than the mod has not been made fully compatible with EE games. Inconsistencies weren't much of a problem in vanilla games considering there were like 3 different item description styles used there. In EE everything is standardized, though.

     

    Just a reminder - you may not want all mod items to have automatically generated descriptions this way. There are items in mods that do not reveal every detail about them on purpose. Sometimes it is part of a plot or concept NOT to tell you (you can cheat and look into the item file but the readable description is not supposed to tell you.)

    if the mod adds an item with description in different style than every single item in game than the mod has not been made fully compatible with EE games.

    This may not be applicable for NPC's personal items or mod plot items e.g.. If nobody else can use them and the owner does not know/refuses to tell you this is intentional part of a mod at some occasions. Another example are cursed items...

  17. (Speaking of mods: Also, a shout out to Roxanne. I am crazy impressed by, and looking forward to playing it all with her Sandrah mod!)

    Everything is ready - just waiting for K4thos to publish the long announced version of NTotSC which is required by my mod. (I have my own version of an EET-compliant version of that mod, but it makes no sense to publish links to that interim version when the official version is just days away.)

  18. - fixed SoA transition when party has many items in inventory
    on the fly in-game via PolymorphCopy("Imoen2").

    Questions to RC 6.3

    1. Is this understanding correct: "EET by itself does not provide excessive import of items from SoD to SoA (i.e. a tweak), but it allows other mods to introduce such features"?

    2. The Imoen copy is the Imoen2 that was last in the party prior to transition? (Not Bdimoen.cre - with DV Imoen2 - who waits for you in the transition area)?

  19.  

    Does this mean that Player1.dlg becomes Player1_.dlg for the BG1 campaign?

     

    what do you mean by it? Isn't it just a normal dialogue file like any other in game? It's not assigned to Player1 like MULTIG.DLG is assigned to multiplayer characters (or at least that's not the case when I load the save file in NI).

     

    BG1NPCProject simply CHAINS to it and removes it from charaname when dialogue is finished:

    CHAIN ~PLAYER1~ IMINT4.7A
    @357
    = @358
    == ~%IMOEN_JOINED%~ @359
    = @360
    DO ~ActionOverride(Player1,SetDialogue(""))~
    EXIT
    
    CHAIN ~PLAYER1~ IMINT4.7B
    @361
    = @362
    = @363
    = @364
    = @365
    == ~%IMOEN_JOINED%~ @366
    DO ~ActionOverride(Player1,SetDialogue(""))~
    EXIT

    Or maybe I'm missing something? If the dialogue is special in any way than we could merge it via setup-eet_end.exe

     

    ---------

     

    edit: to clarify - I meant that you can append to PLAYER1.DLG in your mod instead of PLAYER1_.DLG if you like and it should work regardless of the campaign since it's your code that assigns it, not the engine.

     

    You are right - the question was stupid.

    Player1.dlg is not assigned to player1 - only the dream file is.

  20.  

    What are the consequences of removing the links between AR2500 and AR3000? If it would only increase travel time then I'm in favor of removing the links in question to solve the random encounter issue.

     

    no consequences, just bad looking travel distance (exactly the same as in vanilla BG2:EE though, so not a bug).

    http://i.imgur.com/hFaKvQq.jpg

     

    BP-BGT Worldmap adds 3 new connections with Watcher's Keep compared to vanilla game:

    - de'Arnise Hold (AR1304 version, in vanilla game for some reason only AR1300 is connected which is likely a bug)

    - Small Teeth Pass (12 hours)

    - and the problematic Underdark Exit (4 hours)

     

    Above screenshot has link between Underdark Exit and Watchers Keep removed.

     

    Is all of this maybe a consequence of the (old stupid) BGT feature to make Watcher's Keep available during SoA already? If I remember correctly, this was an option offered by BP-BGT worldmap and maybe all of it is no longer applicable for EET anyway? (Those links do not exist in vanilla, you said)

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