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Roxanne

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Everything posted by Roxanne

  1. Are you talking about that special rest script that was published by someone to prevent multiple rests triggered by mods interacting? I cannot find it anymore to see how exactly it worked, just - does that always trigger and substitute RestParty()? Or is the triggering of that script rather the exception? Is there anything in this script that you could evaluate, some global set or so?
  2. Ah... add ActionOverride("yourCre",Rest()) to the script? It is different from RestParty() as you do not see movie or effect and you can apply it to a single creature.
  3. Sorry, the *same spell used by the rest function* actually is not correct, that was what I tried but not got adequate results. I use a custom spell now for it, you can find it in my Corwin mod - there is also a slightly similar spell in Argent77's Djinni mod,(when the guy rests in his bottle) and some other mods I cannot remember off-hand.
  4. I have worked with those two alternatives in my mods: 1) I have given those 7th member-like creature a minimum regeneration effect, so an 8 hours rest heals them as well. Of course the same happens during a worldmap travel of some length. Use of this idea of course depends on how late and at which level your *NPC* appears. It is not for low level creatures early in the game but if we talk of somewhere in SoA or ToB it works. Anyway, I admit that it is a matter of taste and a workaround. 2) Use the PartyRested() trigger in the creature's script to apply the same spell used by the rest function on your creature.
  5. No panic. This is just a discussion in what can/should be done. And even if...BWS is a community tool and will not disappear.
  6. So, which is the better way ahead? 1) Wait for the *New BWS* that Alien has kind of officially announced in the previous posts OR 2) Fork a copy of *Old BWS* to Github (instead of Bitbucket, which modders rarely use) and then strip it off the outdated game selections remove abandoned mods and those only usable by unsupported games remove pre-selections and recommendations remove the term *preferred* from conflict resolution proposals The result would be a kind of BWS-EE (those are the games still supported) that primarily works by the mod selection screen and manual compilation/conflict resolution. Users need to invest a bit more time into composing their game selection but have all freedom of choice (yes, they already have that now but often do not recognize it as they are afraid to ignore warnings). Automated download, extraction, patching,and installation of mods remain the benefits of using the tool. De facto, this is already what current BWS does, only it is not obvious to the average users because fancy menu options, buttons, pulldown menus etc suggest functionality that has already become meaningless. The stripped down version would only make more transparent to the user what is REALLY provided and what not. While writing it down, I gave myself the answer already. An "honest" BWS has little chance of acceptance because users will complain about the *missing* parts even if those are just illusions because they no longer work. Conclusion? Do manual installs until the *New BWS* is released. Or use your own fork like I will use mine.
  7. Most of those are *new NPCs*, just imposters (in a technical sense). The issue is that most modders want their NPCs to be usable in the different games not just EET and have therefore constructed their NPCs as different creatures for different games, It is a bit of work to change that in an existing NPC. There is also the issue of crossmod contents for some of them. More recent mods take EET into account already. You need to consider as well that many mods have been created before SoD was added, so for many of them there is still a gap in that campaign.
  8. No idea about EE Keeper - I always use Near Infinity - but I assume they are equivalent in this respect. EET has the feature of *Continuous NPCs*, that means that you normally only deal with a single incarnation of an NPC you take into the party. When you meet an NPC in a later part of the game, and you had the NPC in the party previously, the original NPC is moved to the new location, not the SoD/SoA/ToB substitute. The EET checks for the BeenInParty flag to decide which version of an NPC appears. In addition, it is checked if that NPC is still alive. No BG2 Viconia if she was killed already in BG1. (Imoen and Edwin make an exception as they are needed in the plot). If you tweak a joined NPC with some tool, this NPC will keep stats etc throughout. Note that some mod-added NPCs have not yet implemented this concept, EET does not change mods, this is up to the modders to do and to decide (Some mods use different script names for the BG1 and BG2 versions of their NPCs which makes it impossible for the game to treat them as one and the same creature).
  9. In the mages stronghold mod I use this to add the correct trigger ADD_TRANS_ACTION MGTeos01 BEGIN 43 END BEGIN 0 END ~SetGlobalTimer("TeolMessenger","GLOBAL",SEVEN_DAYS)~ Can be put into just any dialogue file you compile with your mod.
  10. Disregard...I mixed up Alternatives with Assassinations...idiot me.
  11. This should work, unless you use similar components other mods as well like tweak anthology (Alter Priest spell progression) or faith and power (sphere system).
  12. You need to go down to component level here. Large parts are compatible but some components are not.
  13. But you can do that already? BWS shows you two conflicting components and you can either just click on slove conflict or decide which of the two you don't want and then have that one removed. You need to understand that someone who does not use the tool (due to not using windows) cannot know how BWS treats conflicts or expert mods or other such detail. Not knowing does not mean you cannot post about it, it is the year 2018 on the internet, *alternative facts* are new (U.S.) standard these days.
  14. Maybe there is a chance that this mod will be updated sometime. It would be nice to have EET compatibility for it as well.
  15. There is something in your weidu.log that may cause issues. You are using BG2 Tweaks mod ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v16 BWP Fix This mod is long outdated and probably no longer valid for BG2EE. It has been replaced almost 2 years ago by Tweaks Anthology which now comprises former BG1 and BG2 Tweaks, It also has an improved version of the *rest anywhere* http://gibberlings3.net/forums/index.php?showtopic=27884
  16. EET is totally stable in its current version. There is no urgent need for anything to be done on that mod itself. Things just become more complex with the list of EET compatible mods getting constantly longer and not all dependencies/conflicts/other issues are known already. But those are things to be figured out and corrected by the users and modders, not necessarily by the EET creator. And actually that is what happens on this forum every day.
  17. Problem is that the BWS is built that way. If you identify a problem or conflict, the order in which you present the problem is taken as a *preferred* sequence. Unless you change the code, which nobody can anymore, this is what we have to deal with. Whenever you highlight/notify/present something especially to the user, the tool presents a default solution. The only other method is to just add notes into the descriptive texts which you only read if you select a mod and want to see further information. But this method is as effective as putting the stuff into a readme... PS - my personal assessment of IR since the EE game went to v2.3 is that is no longer compatible as a whole. But I was overruled in this.
  18. It's the main/core component as far as I can tell. Like Doc said, general issue with EE. With respect to EET compatibility list >>> The warning about Shaman's should be sufficient With respect to BWS >>> according to the classification used in BWS, it would give the mod expert warnings (i.e. you can install it if you accept that in case of shamans you may need EE-Keeper of NI to resolve issues.) Since many components in IR are redundant to components of other mods, BWS can give the alternative the higher priority if the user chooses both. Opinions?
  19. Well, as for the origional IR, it looks like the mod is no longer updated so if BWS can deal with it that would be very nice. Is that some specific component in IR? Does it conflict with a mod or is it generally not compatible with the new EE class?
  20. Is this some EET specific issue or is this a general IR defect? Should BWS deal with it. OR is that not rather something to be treated by the mod itself? I am not sure what your expectation is with respect to the compatibility list on this issue. EDIT - Please check the entry in the list now, I added a few words - see if that captures it.
  21. Did you install it via BWS or manually? If you use BWS, then SCS components are installed in the BG2EE part of the EET Install and the components applicable to BG1 will be installed after the BG1 resources are imported by the EET. e.g see this from my EET weidu.log in BG2EE ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility Look into your weidu-log in BG2EE to see if they were really skipped.
  22. Just to understand. - this is a new EET install. - you did an english install this time - you ran EET_end and everything and there is no error. - you start the game from baldur.exe in BG2EE - task manager shows that the game has started but you see nothing. Did you try again to use this http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_id=30094 to see if it is again with loading the quests (journal entries)? Or something different this time? Could you post your weidu.log from BG2EE as an attachment (not the copied contents)?
  23. Is this related to this issue here? http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/page-260?do=findComment&comment=601277 The most likely reason is a mod with a journal entry that uses an illegal symbol in the french translation. PS - It may be a good idea NOT to address your questions to me but ask everyone on the forum. There are many helpful people here.
  24. I found the reason why EET_end chokes on this file and (maybe will also on some others from SCS) but this does not help us much. (These scripts try to adjust difficulty of encounters based on chapter progression and EET_end tries to translate those chapter values to the EET chapter numbering). Something has failed early in the install. Open weidu.log in BG2EE with just any text editor and look for ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ verify that at the end of a line for the mod it has this:......BWP fix + K4thos' EET compatibility
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