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Angel

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Everything posted by Angel

  1. At Abazigal's Lair, game gets stuck in cutscene mode after the two black dragons are defeated. Tried several times, never works. EDIT: Poked at it a bit more, problem seems a reference to non-existing creature "dwcutctr".
  2. That ogre in the cave is part of AC quests, as is the girl. I've had these same mods installed on BGEE without any issue. Are you 100% sure you started a new game after installing, as in rolled up a new character and started in Candlekeep? Because this behavior is typical of trying to continue from an old save after changing mods. Another possibility is that your dialog.tlk got corrupted.
  3. Couple of things I noticed in my setup: - Some IWD spells do not show up in BG2. No scrolls are available for Emotion: Hope, Summon Monster IV and Anti-Magic Shell, and Jaheira is missing Static Charge and Wall of Moonlight from her list. I suspect this is from interference from A7 Tales of the Luremaster mod. - Mordenkainen's Force Missiles uses the wrong projectile at higher levels. May also be from conflict with A7 TotLM. - Despite what documentation says, Hell Irenicus will timestop/melee at Tactical difficulty. Setting globals to prevent this has no effect. - Despite having set the separate HLA difficulty to insane, no mage in SoA, not even Irenicus, uses HLAs.
  4. SCS uses AUTO_EVAL_STRINGS. I've checked (and patched in my game) nabparab.spl, the resources get set to "override", not to "%DEST_RE". The latter would be the result of a missing EVAL, it would also generate a warning. I filed a bug on this behavior of DEST_RES over at PPG, we'll see if it gets picked up.
  5. Yeah, there is no release of my tweak pack yet, because I am still testing. What I have should be installable though, if you want to give it a try.
  6. Yeah, it's a quirk I've run afoul of myself several times, so I recognized it instantly. I didn't check all code, it may be in more places. Maybe I should see if Wisp can fix it as it is not very intuitive behavior.
  7. Found a bug in the code that installs the Nabassu's paralyzation aura, the 60 second immunity is not granted properly, making the aura quite overpowered. Issue is here: LPF ADD_SPELL_EFFECT INT_VAR opcode=206 target=2 parameter1="-1" duration=60 resist_dispel=1 STR_VAR resource="%DEST_RES%" END LPF ADD_SPELL_EFFECT INT_VAR opcode=206 target=2 parameter1="-1" duration=6 resist_dispel=0 STR_VAR resource="%DEST_RES%" END // this second one is so that creatures with MR check only 1/rd Problem is that there is a quirk in WeiDU, if you copy to "override" without specifying an explicit file, %DEST_RES% is set to "override", not to the target file. Thus the immunities are not properly set. I'd suggest using %SOURCE_RES% instead.
  8. Baldur's Gate at the start of Siege of Dragonspear is pretty crowded with refugees, so the EE engine at least should be able to handle a few dozen people. Dunno about the old engine though, I think that could run into some unforeseen limits.
  9. I also have a spell pack and a tweak pack, by the way. Same deal, still testing but the BG1 part (spell level 1-5 for the spell pack) should work.
  10. I'm currently testing it. The BG1 part should be playable, but I can't guarantee it will be bug-free.
  11. I'm having a stutter problem with Gavin (BG2) that I traced down to Gavin's reactions to Lava's Tales of the Deep Gardens mod, specifically his reaction to the beggar's scalp. It seems this block keeps triggering over and over, interrupting Gavin's actions: IF IsValidForPartyDialogue(Myself) PartyHasItem("DGxQ4") // ~Beggar's scalp~ !AreaCheck("AR0400") !Global("B!GavDGScalp","LOCALS",2) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 SetGlobal("B!GavDGScalp","LOCALS",9) END I was able to fix it by changing the block to this: IF IsValidForPartyDialogue(Myself) PartyHasItem("DGxQ4") // ~Beggar's scalp~ !AreaCheck("AR0400") !Global("B!GavDGScalp","LOCALS",2) !Global("B!GavDGScalp","LOCALS",9) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 SetGlobal("B!GavDGScalp","LOCALS",9) END
  12. Thanks, you beat me to it. My locale is set to en_US.utf8, unless you're using something very exotic you're probably good, especially since you didn't edit the files.
  13. I checked an unmodded BG2EE installation fresh from Steam. File splstate.ids does not contain the string ITEM_PSIBLAST there. setup-stratagems.debug.gz weidu.log.gz
  14. Getting a whole bunch of these while installing Improved Mindflayers on BG2EE: [tb#_compile_eval_buffer/weidu_external/workspace/ssl_out/flayer01.baf] PARSE ERROR at line 1654 column 1-59 Near Text: ) [CheckSpellState] argument [ITEM_PSIBLAST] not found in [splstate.IDS] [tb#_compile_eval_buffer/weidu_external/workspace/ssl_out/flayer01.baf] PARSE ERROR at line 1667 column 1-99 Near Text: ) [CheckSpellState] argument [ITEM_PSIBLAST] not found in [splstate.IDS] [tb#_compile_eval_buffer/weidu_external/workspace/ssl_out/flayer01.baf] PARSE ERROR at line 1668 column 1-105 Near Text: )
  15. Can we extend "Make Xan a Generalist Mage" to other NPC mages as well? It's kinda frustrating to be locked out of a whole school of spells with most of them, and Dynaheir being unable to use enchantment/charm which has most of the best disabling spells weakens her quite a bit IMHO.
  16. It's still a work in progress, but here goes: Enhanced Ankhegs: Ankhegs get 18/50 strength and will close in for physical attacks instead of making ranged ones. When they lose half their HP they will use their acid breath weapon (8d4, save vs. breath for half) once. Their level is also raised to 8, making them immune to Sleep. (This is P&P actually, ankhegs cannot continuously spit acid like they do in BG and the biggest ankhegs have 8 HD.) This component also enhances the ankheg pit, there will be way more ankhegs varying between 3 and 8 HD and more will spawn continuously off screen. The pit is now fairly dangerous even for level 5-6 characters. (Hint: Bring scrolls of acid protection.) Enhanced Zombie Farm: The zombies are given the stats of ju-ju zombies, making them a bit more dangerous. (I'm still working out what else to do here, I was thinking of adding an encounter with a hag coven, but a zombie lord is also a good idea.) In general, I try to make encounters I think are too easy a bit more challenging, and I fix a few monsters that are radically different from how they are meant to be. Sorry, haven't gotten around to making a full readme yet, but it's on my to-do list.
  17. I'm working on a mod that does this. Mind you, it's still somewhat experimental, but here you go: https://github.com/AngelGryph/MadeInHeaven_EncountersAndQuests/releases
  18. I made the v2 release of the item pack. This fixes the bugs found by CamDawg and others and makes a few more changes. A couple of the bigger tweaks were moved to a separate mod to avoid install order issues.
  19. Um, I already answered that. It's literally right above your question.
  20. It's untested with EET at the moment, but I can't think of any reason why it wouldn't work. I followed the instructions for BG2 item imports and I use g3_eet_cpmvars, so it should work.
  21. Not much choice there, I'm developing on Linux. The game itself is very inconsistent with case too, sometimes it uses lower, sometimes upper and sometimes even mixed. But this is actually the first time I encountered a situation where it matters, it seems to work fine for all my items and spells.
  22. Alright, I got it working. After much fiddling around, this seems to do the trick: OUTER_SPRINT spell_res_upper "%spell_res%" ACTION_TO_UPPER spell_res_upper COPY_EXISTING "bgee.lua" "override" REPLACE_TEXTUALLY CASE_INSENSITIVE EXACT_MATCH ~mageBookStrings = {~ ~mageBookStrings = { %spell_res_upper% = {tip = 24616, title = 'SPELL_SEQUENCER_TITLE', action = "ADD_SPELLS_SEQUENCER_LABEL"},~
  23. Mm, just appending to bgee.lua does not work, but a little further poking does show that the crash is indeed related to this file. If I manually add an entry (just copy the line for spwi420 and change it to spwi529) it works. Guess I'll now have to figure out how to weidu-ize it. There seems to be precious little documentation on bgee.lua though.
  24. So for an upcoming mod, I want to add a new sequencer-type spell: Spell Matrix. (5th level, stores two 3rd level spells, adapted from 3.5e Player's Guide to Faerun) I started with editing a copy of spwi420, Minor Sequencer. In addition to the base spell, EE also has spwi420d and spwi420p, the latter is missing in non-EE BG2. So I copied those as well. I edited spwi420 to be fifth level and allow up to 3rd level spells, and everything works as expected in EE. Of course I don't want to alter Minor Sequencer but I want to have my own spell. So I renamed my copy of spwi420 in override to spwi529, the first free slot in my setup. I renamed spwi420d and spwi420p as well, and then I went through all the resource fields in the spell effects of all three spells and changed those accordingly as well. Literally nothing else was changed. However, when I try it in BG(2)EE, I get a crash to desktop. But if I put the same files in non-EE BG2 it works perfectly. As stated above I did catch the extra <spellname>p.spl file that non-EE BG2 doesn't have (same as <spellname>d.spl except that it targets an area instead of a creature), but something else must be missing. Does anyone know what?
  25. Well, I fixed all the bugs CamDawg found. Yes, even the big critical one with the Girdle of Dwarvenkind. ^^ As for the Staff of Water, the other elemental staves already in the game have the same problem, so I decided to leave that one for now until the other staves are fixed in EE/Fixpack. Then I can probably ride along on that fix (just like the Ring of Water Control already does). Now to see what I can do about the overpowered items...
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