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Angel

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Everything posted by Angel

  1. I have some plans for putting a few select items from IWD1 into BG1 and BG2 but nothing definite yet. And I can vouch for Daulmakan's Item Pack, that one has quite a few interesting ones.
  2. Or sell the ones you don't need for a little extra cash. I don't know of any mods that change this, but it wouldn't be too hard to write. The relevant files are the random treasure tables, mainly rndscrl.2da. https://gibberlings3.github.io/iesdp/files/2da/2da_tob/rndscrol.htm
  3. On BGEE, some journal entries for "A Warm Place for Noober" get added to the normal journal instead of the quest journal.
  4. Don't worry about, I remember being similarly confused when I first tried that modification. I had to take a savegame apart with DLTCEP to figure out what was going on. ^^
  5. They are at the far right end of the regular spell list, castable once per day. The idea is that they no longer use up a 9th/7th level spell slot, but still work as regular spells, not innate abilities. (This is actually somewhat like how epic/quest spells in 3.5E work.)
  6. Interesting, and just when I was pondering starting a new BG1EE game. This one will go right in. ^^
  7. When exporting as a .bmp from GIMP, open "compatibility options" and check "do not write color space information", then open "advanced options" and make sure "24 bits" is selected.
  8. BG2EE and EET are currently untested as I have not yet had the time to look at them. It is on my to do list though. The mod will work with BG1EE/SoD, that was the whole goal of this release. ^^ Since D0Tweak was originally written for BG2, I suspect that most components will work for BG2EE, perhaps with a little tweaking. Well, for instance, "GAME_IS ~bg2ee~" returns false in BG2EE games with EET installed... so it is quite possible for such a thing to happen. In fact a number of mods that stopped being maintained after the BG2EE 1.3 patch, but before the release of EET, have/had this very problem. In most predicates, I have used GAME_INCLUDES "bg2" or GAME_INCLUDES "tob", which should return true for BG2EE and EET. So feel free to test it for yourself. I suspect most mods will work. I explicitly disabled "Summoning Cap Removal" and "BG1-Style Summoning Spells" for EE games as I already know it is incompatible with EE (and there is a much better alternative available in CamDawg's Tweak Anthology anyway). Of course I would welcome patches for bug fixes on BG2EE and EET.
  9. Yes, it's for real. Although seems my packaging scripts still have a few bugs to be worked out. :-(
  10. V24 of SimDing0's Tweak Pack is now available on GitHub. Biggest change is that the mod should now work on BG1EE/Siege of Dragonspear. Visual Ioun Stones now covers two ioun stones added by SoD (Trollblood Ioun Stone [bdioun01] and Blood Red Ioun Stone [bdioun02]), and Sensible Lore now takes shamans into account (they get the same lore as sorcerers). I also further tweaked the code in places. Most specifically, Enhanced Goodberries now patches the existing item and spell instead of copying in new ones, which should make it more compatible. I also created myself a Linux version of the G3 ModPackaging tool (pull request has been sent), so archives for Windows, OSX and Linux can now also be downloaded from GitHub. The download page is here: https://github.com/AngelGryph/D0Tweak/releases/tag/v24 EDIT: The self-extracting archive for Windows did not work, replaced it with a .zip file.
  11. I remember getting this same problem when trying to run IWD1 under GemRB on Linux. This explains a lot. ^^
  12. I've been pondering it, yeah. I have a version of the paladin's Smite Evil (and for flavor, Smite Undead for the Undead Hunter) for BG2 in one of my personal projects, you'd be welcome to use it. It's been tried and tested with BG2 and should work with BG(2)EE too. Here is the install code: https://github.com/AngelGryph/MadeInHeaven/blob/development/mih/components/paladin_powers.tpa And here are the spell files and bam: https://github.com/AngelGryph/MadeInHeaven/tree/development/mih/paladin_powers
  13. You will need to use Modmerge with BGEE:SoD no matter where you got it from. SoD is distributed in a format that WeiDU does not understand.
  14. Great, installing it on my brand new BG1EE and BG2EE installs now. Really looking forward to using Seven-Eyes and Wall of Moonlight. ^^
  15. Phew, been ages since I wrote that fix. I remember there was a variable scope issue (one function trying to use a variable that is set in another), but I can't recall the details, sorry. Best to do a diff on the tp2 and tph file and see what the differences are. The cdshar2.itm and cdshar2.spl files should be safe to replace. I edited them with DLTCEP and tested them in BGT, I know they work correctly. That was a fix for the infinite dark bolts as I recall.
  16. There actually is one advantage: the former will work with older versions of IE that do not implement OR(), like the original BG1 and PST. (IWD1 does have it.)
  17. I know there is some stuff in BG1 still left unrestored, mostly small side quests and encounters. I use a few in my own Made in Heaven mod. To mention a few, there is a druid who wishes to be a bird, a ranger beset by cave bears and an elven archer who lost a "lucky" arrow. As for BG2, well with the BGEE people discovering dummied out banter more than fifteen years after the initial release, who knows what else is lurking in there... As a note, I volunteered to maintain UB for the time being until someone more qualified than me steps up to the job. But I'm not actively looking for dummied out content myself. However, if someone brings some to my attention, like CamDawg did with the banters I mentioned, I will do my best to give it a place.
  18. With level-locked spell scrolls, the code for level 6 or higher spells doesn't work correctly. Wizards don't get to use level 6 spell scrolls until they are level 13, one level after they gain a 6th level spell slot. Normally I'd write a quick fix, but I'm on vacation at the moment. ;-)
  19. but it's a bit above my modding skills to find out where exactly Yeah, I'm noticing this too. When installing on BGT, even some BG2 stores get corrupted, trmer02.sto in my case. Furthermore, if another mod (like my Made in Heaven mod) adds items to the corrupted store, it corrupts even further and can make other items for sale vanish entirely. For example in my case trmer02.sto no longer sold the Belt of Inertial Barrier, just showing a corrupt empty item instead. I have prepared a hotfix, attached to this message. It contains a fixed setup-cdtweaks.tp2. Just put that in the cdtweaks folder and reinstall the component. Stores that you already visited will remain corrupted in your save though, unless you use DLTCEP to prune the corrupted store file from your save. (NB: I couldn't trace the exact issue in the current code either, I rewrote the whole adding scimitars part from scratch. My new code is much simpler to understand.) cdtweaks-v3_store_corruption_hotfix_by_angel.zip
  20. I think it can be done, by setting all resistances to 100% for the duration, and maybe prevent a bunch of other effects like instant death. But like I said, it's just an idea I am considering. I have no idea yet if it will be practical or even feasible.
  21. I'm toying with the idea of modifying Time Stop so that all those affected by it will also be immune to all damage for the duration (as is the rule in 3.5E, if I am not mistaken), preventing cheap "Time Stop & melee" tactics.
  22. Unlike EET, BGT resets the chapter number to 1 and empties the journal on BG2 transition. If you keep BG1 journal entries they will show up in BG2 chapters, where they are usually not very appropriate. I don't know of any NPC quests that span both BG1 and BG2 (such a quest could only be fully played on BGT or EET, as Tutu and BGEE do not include BG2) but if there is such a thing it's probably best on BGT to re-set any relevant journal entries at the start of BG2, for example with some script in the starting dungeon. Like I said, the cleaning script runs only once, right before the party finds themselves in "Chateau Irenicus". As an aside, I have toyed with the idea of writing a mod for BGT that implements EET-style chapter numbering, but I couldn't find a feasible way to do so, at least not without rewriting most of BGT which I fear is a little bit beyond my current skills. :-)
  23. It should not matter. All my function does is extract the string reference number of the journal entries in the compiled dialog and add a call to EraseJournalEntry() with that refererence to the BG2 transition script of BGT. That script (aram00.bcs) will run only once to clean the journal on transition to BG2, and never runs again in that game, so any journal entries added after the BG2 transition will not be affected. So if you wanted to clean up journal entries in Minsc's joined dialog, you'd run something like (assuming you use G3 compat libraries): LAUNCH_ACTION_FUNCTION erase_journal_entries_on_bg2_transition STR_VAR dialog = EVALUATE_BUFFER "%MINSC_JOINED%" END If you want to clean up entries from multiple dialogs, you can use a loop, like this example from my own mod: ACTION_FOR_EACH dialog IN "mh#brok1" "mh#helen" "mh#letha" "mh#tania" BEGIN LAUNCH_ACTION_FUNCTION erase_journal_entries_on_bg2_transition STR_VAR dialog END END Note that my function will do absolutely nothing if the game detected is not BGT, so you can run it safely on BGEE, EET, vanilla BG1 or whatever.
  24. Heh, you will be the first besides me who has ever played it. Hope it doesn't break your game too much. What did you install it on, BGT? And no, it's not hosted anywhere other than GitHub.
  25. When playing this mod on BGT, some journal entries are left behind on transition to BG2. I wrote a function that can help deal with this, here: http://gibberlings3.net/forums/index.php?showtopic=28835&p=255762
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