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Roxanne

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Everything posted by Roxanne

  1. Sorry... I propose that you ask about this in the SCS thread directly. EET_end just seems to choke at something that went wrong before.
  2. You will find everything that happened during SCS installation in Setup-stratagems.debug which is in your bg2ee folder. You can open it with any text editor and do a search for *warning" or *error* or *DW#2TMG8*.
  3. Yes, Sword Coast Stratagems. And - hm- it is in override already but not in chitin.key, so my solution may not work. (not sure if deleting it from override does it...?)
  4. I am afraid this is neither an EET nor a BWS issue, this is something in SCS...
  5. I do not want to all reinstall. Please help me !!!!! I'm waiting to answer the BWS... Here is the file to be extracted into BG2EE/override folder DW#2TMG8.zip Did you maybe encounter errors while installing SCS mod?
  6. The item has not been changed from the original design as it was in the mod. Does EE change the way Poison(25) works? We (group of modders) are currently creating a new RoTerror version that is supposed to work for EE and classic game, so your input will be taken into account and also item descriptions are overhauled. Can you give us the details of what exactly you changed in the settings? PS - did you run change-log on Enterisd.itm to see if any mod had affected it?
  7. Random issues are a bit hard to come by...Anyway this is something that has helped many who had black worldmap if you use the BP-BGT_worldmap mod (I think that is the one you describe). http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_id=29330. Just install it in BG2EE directory.
  8. You can easily fix the issue locally if you have Near Infinity. Just go to the respective TIS file of the area and *Export* > PVRZ-based TIS. This will result in a new TIS file and some corresponding PVRZ files. Put them all into override and you are done.
  9. @PaulaMigrate Please have a look at the translations and iconv configuration. There seems to be an issue with the french journal entries as well. I tested the update and it seems to work now. Quick response!
  10. @PaulaMigrate Please have a look at the translations and iconv configuration. There seems to be an issue with the french journal entries as well.
  11. The default behavior for BG1 cities is that they are not revealed. There used to be BGT Tweaks mod for the classic games to reveal the town areas. This component had issues and bugged games, I do not know if an equivalent exists for BGEE, but I know of none for EET. You can easily do it yourself by adding this to the area scripts of the areas you want revealed: IF OnCreation() THEN RESPONSE #100 Explore() Continue() END Or with console C:Eval('Explore()')
  12. Go to your BG2EE folder and open weidu.log with a text editor. See if you have this: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1101 // Do Not Reveal City Maps When Entering Area: v3 The component is selected in BWS per default, so unless you de-selected it prior install this is how it is supposed to be. Why should you have knowledge of a city you never visited before?
  13. Yes, in EE you can do this with C;Eval('CODE') where CODE is the action as you have it in the script.
  14. In an ongoing game, you can probably use console to do the settings in ar400 - or is there more?
  15. For a mod of this magnitude, it is quite impressive that we have a stable, bug free and enjoyable version since more than half a year. So far the stuff I found that could be improved all are inherited from the original games. EET just makes them more apparent.,
  16. Be careful - ToB has 3 chapters You visit ar4500 in chapters 20 and 21.
  17. Do not blame yourself - and even if you correct it in your mod, the next one may block it again. It is that stupid use of OnCreation() by bean dog that is still in many places. It serves absolutely no purpose since there is a second global in the block that is checked as well. The only thing it does is that it prevents things from happening if there is a previous event triggering. Since mods were added, the use of that trigger should be been forbidden...
  18. Just as a side note The chapter change performed in this way is inherited from the base game. EET only applies its own numbering scheme to the chapters. Missing the chapter increment can therefore happen in non-EET as well. Just the consequences may be less visible. SetGlobal("Chapter","GLOBAL",8) in non-EET. The special case in EET is the handling of PIDs, everything lower than chapter 20 is taking the SoA PIDs, thereafter the ToA PIDs since EET uses a single J-dialogue file for NPCs.
  19. I currently opened an issue in the EET github repository. Let us see what happens. Longer term, I am considering to turn the BlackPitFix I already contributed to EET into an EET_Fixpack where we could solve things as interim until they are included into EET. Personally I hate this idea after the extremely bad experience made with BWFixpack. But on the other hand, this one would target just one mod and all the entries in the fix can be accompanied by a respective entry in the EET repository.
  20. Do you have any insider information about what the EE patch may affect in EET? And if so, what it may mean to all the EE/EET compatible mods? So far nobody provided evidence that the patch would require changes to mods, Otherwise, as you see in this post http://gibberlings3.net/forums/index.php?showtopic=29295&hl=, I agree to your requirement. Alternatively we may need to have a EET_fixes mod for such things...
  21. The chapter is set in EET when you enter Ar4000 (the Ancient Grove) with the stone heads. It is in the area script in a code block that has OnCreation(). IF OnCreation() Global("TurnDay","AR4000",0) blabla SetGlobal("Chapter","GLOBAL",20) This is probably something that might break if some mod adds code on TOP of ar4000.bcs and blocks it. OnCreation() never was a good trigger and in EET it is even worse. The best way (and without losing anything, I think) would be to simply remove IF OnCreation() Global("TurnDay","AR4000",0) THEN all the blabla SetGlobal("TurnDay","AR4000",1) SetGlobal("Chapter","GLOBAL",20) further blabla END The question is, how do we do that without k4thos? We can have a simple EXTEND_BOTTOM ar4000.bcs with IF Global("TurnDay","AR4000",0) GlobalLT("Chapter","GLOBAL",20) Global("MoveChapter","ar4000",0) THEN RESPONSE #100 SetGlobal("MoveChapter","ar4000",1) SetGlobal("Chapter","GLOBAL",20) END Question - where to put the fix? PS - If you have a save of the problem, could you just add the above code to the bottom of ar4000.bcs and jump to the area to verify that it indeed fixes the issue?
  22. There is a (BWS?) patch for the de Arnise mod available. My copy of the setup tp2 file starts with ACTION_IF GAME_IS ~eet~ BEGIN OUTER_SET bg2_chapter = 12 END ELSE BEGIN OUTER_SET bg2_chapter = 0 END OUTER_FOR (i=1; i<=10; i=i+1) BEGIN OUTER_SET bg2_chapter = bg2_chapter + 1 OUTER_SPRINT name_source ~bg2_chapter_%i%~ OUTER_SET EVAL ~%name_source%~ = bg2_chapter END I guess that means there is hope. Obviously a modder had a native EET version ready and and tested and was just waiting for a confirmation to publish it. http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/page-258?do=findComment&comment=601171 The one you use is most likely the BWS + BWFixpack one that was the interim solution until a day ago. You see that at the top of the tp2 file if it has" VERSION ~v5 BWP Fix". The downside of those fixes always is that they become unusable if the original mod is updated without incorporating the fixes. This is why they are only an interim solution and should be overcome in foreseeable time. Those are the mods in the last block of the EET-compatibility list, that has become pretty short during the last months. Ideally one day we can get rid of it.
  23. Aye, I was. The way it is currently handled is totally fine. All I am saying is that marking it as expert (assuming BWS still uses Recommended/Standard/Tactics/Expert flags, tbh I couldn't say for sure without checking right now) might spare newer users some grief. The BWS mod selection is huge and I can imagine someone just taking pretty much all the quest/npc mods available without taking a closer look at what the description says. The expert flag actually was meant for another pupose, i.e. when it would require console or code knowledge to handle certain situations in a mod as you else would get stuck. In an NPC mod not understanding some words or finding language switching immersion breaking would not justify this. You can kick out an NPC you do not want at anytime and just play on. It is not a valid criterion to discriminate a mod. I recently ran into an asian mod that was FULLY translated to English, but...I did not understand anything - it was some google translation that made no sense most of the time.
  24. On a unrelated note; it looks like you've taken the BWS under your wing, at least to a certain extend. Thank you so much for that! The important part is *at least to a certain extend* I have limited knowledge of the coding used and I only have the BGEE games myself, so I limit myself to maintain the EE/EET selections for those mods I have in SUPPORT status and I try to help those that fumble to do the same for their mods. There are some other modders that do the same thing for mods they support, some even beyond BG.
  25. SCS is a mod with many components and you select the difficulty yourself. Just take a bit more time during mod selection as to which components you chose. There is nothing to *fix* with Sendai, it is just that you selected a component that is quite hard. The improved Sendai e.g. requires you to defeat all her copies first before the real one can die. But that component is optional. Depending on your choices you can configure your BG2 SCS from *challenging* to *pure madness*,..
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