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Angel

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Posts posted by Angel

  1. Thanks for pointing me where to look. It's not a bug then, but just me being unaware where the spells show up. I looked for them in my spellbook and under the abilities button, but indeed they're to be found on the far right under the castable spells button.

    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. ^^

  2. Nice work, Angel! Just to be sure. The mod works with BGEE/SoD and BG2EE, right? Will it work also for EET?

    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.

     

     

     

    How would it be possible to NOT work with a mod to BG2EE if it works in the regular game ?

    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.

  3. 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.

  4.  

    Have you thought of adding some of the IWD class progression? (Druid's modified shapeshift, paladin smite evil, etc). There's code in the main IWD-in-BG2 converter somewhere.

    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

  5. 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.

  6. Aka, this:

    !StateCheck(Player2,0xf00)
    
    Is the same exact thing as:

    OR(4)
    !StateCheck(Player2,0x100)
    !StateCheck(Player2,0x200)
    !StateCheck(Player2,0x400)
    !StateCheck(Player2,0x800)
    
    The only benefit is that it might be a little more clear to the eye of the beholder... the computer does the exact same checks in BOTH cases.

     

    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.)

  7. 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.

  8. I've run into a couple of issues when installing CDTweaks v3 (my game is bgt, GoG version)

     

    - Exotic Item Pack

    It breaks in-game stores/inns - buying items still works, but when I try to buy drinks in Friendly Arm Inn, it just displays random gibberish. Opening .sto files in NI shows that every modified store has a minor corrupted entry

     

    The problem seems to be in the block of code that adds scimitars:

    COPY_EXISTING_REGEXP GLOB ~^.+\.sto$~ ~override~ // adds generic scimitars to stores that sell short swords if not present already

    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

  9. still, if it can be done - to make attacking possible but ineffective, that would be a better-looking tweak.

     

    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.

  10. Cool. I don't play BGT, so I just wanted to be sure that passing the JOINED dialogs into your function wouldn't remove anything that's supposed to be in the BGT journal for continuing NPCs.

     

    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. :-)

  11. Angel - Thanks!

     

    Some of BG1NPC's JOURNAL entries are added to the JOINED dialog files. Since BGT uses the same JOINED files for BG1 and BG2 content, would it be bad to pass this function the JOINED dialog files for the vanilla NPCs?

     

    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.

  12. I've recently started playing BG1 with your Made in Heaven mod installed, and I really like it - tweaked encounters look very promising (and that one quest made me laugh). I'm just wondering if you have any host/forum for your mod beside GitHub. I tried googling it but couldn't find anything...

    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.

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