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CajunAzn

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Posts posted by CajunAzn

  1. Has anyone encountered a problem in BG:EE where releasing the familiar from the pack, will not summon the familiar at all?

    Even though it isn't summoned, the familar item will disappear from inventory and you will not be able to summon another one.

    In BG2:EE, this problem doesn't offer. I'm trying to figure out why there's a difference.

  2. Sorry if necroing this thread breaks convention, but I thought this was relevant.

    I recently rediscovered the TeamBG LV 40 HLA mod for BG:EE (download link from @CamDawg's ChosenOfMystra mirror), which adds the missing HLA SPLs, but I can't get the thief traps working: "Set Spike Trap" (SPCL910), "Set Exploding Trap" (SPCL911), and "Set Time Trap" (SPCL912).

    The game will say "Set Snare Succeeded" after casting, but the trap indicators on the area map won't appear, the 7 trap limit will not be counted against, and the traps won't fire.

    Does anyone know what other files need to edited for the HLA traps to register properly when set? Thanks a lot!

  3. In the readme for the "XP for Traps, Spells and Lockpicking" component, is says: 

     

    Quote

     

    Available options:

    1. BG1 values (default in EET)
    2. BG2 values (if you are using EET/BGT/Tutu than keep in mind that it's way to high for BG1 portion of the game, but consider installing it after starting BG2)
    3. Vanilla friendly progressive (with default XP CAP your thief and mage will earn the same XP rewards as in BG1. Later in the game rewards increases progressively to end up on BG2:ToB values when your thief reaches maximum level and about half of the maximum XP for level 9th spells)
    4. Disabled (pen and paper accurate)
    5. Custom value (type in integer percentage value)

     

    Option 4 is not the only 2e PnP implementation. In the DMG Ch. 8, under "Table 34: Individual Class Awards", there is a section for optionally granting xp for using class abilities.

    Spoiler

    1708668262_irfran0001.Screenshot2022_06_15085057.thumb.jpg.70cbad39071bbc261449c97c6271a78f.jpg

    And to be clear, "special ability" for Rogues refers to thieving skills as described in the PHB, Ch. 3 "Rogue":

    Spoiler

    Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.

    So while other options are not exactly the PnP values, they still take inspiration from the original rules.

  4. Hi, I'm sorry if this has been asked before, but is it possible to add a component to make the strength damage bonus consistent (ie. add or remove it) across all throwing daggers?

    I noticed a lot of item mods that have custom throwing daggers (such as Thalantyr Item Upgrade), will lack the strength bonus.

    Alternatively, some people might find the strength bonus overpowered/unrealistic (supposed to be light throwing knives) and prefer the non-EE behaviour. 

  5. On 6/3/2019 at 2:39 PM, K4thos said:

    edit: of course if you install EET you don't have to worry about this. 

    Thanks for checking the  .SPL in the game files. I would love to do a full EET install, but I don't have SoD, which is a requirement. 😕

    Edit: Thanks to CamDawg in the Beamdog forums, I found the link to the HLA Mod for BG1:EE. You may also want the accompanying Level 40 Rules Tables too, if you don't have any other mods (like DR or RR) which add those class progression tables.

    Edit 2: Ok I just tested installing the HLA Mod on Patch 2.5, and I noticed two things:

    1) You don't need a modified UI.MENU for the HLA selection screen in BG:EE. The game will still allow you to use the +/- buttons on blank abilities, so your game won't get stuck.

    2) The HLA mod fills in those missing .SPL files for the HLAs so their icons and descriptions will appear in the HLA selection screen. All the abilities seem to be working fine, except the HLA traps ("Set Spike Trap", "Set Exploding Trap", and "Set Time Trap") which seem to do nothing after they are set.

    Will continue testing and see if I can get the HLA traps to work. Thanks again everyone! ;)

  6. Hey K4thos, thanks the quick reply.

    I believe Lefreut's Enhanced UI already contains a patched UI.MENU with HLA selector, so really all that's needed should be the HLA tables themselves.

    But I understand if that's outside of scope. If I wanted to manually do it, could I take the  "LU***.2DA" from BG2:EE and put them in the override folder for BG1:EE?

  7. Hi, first off big thanks @K4thos for maintaining this mod.

    I was wondering is it possible to add HLA tables to the "Total XP CAP" component? (This is mainly for BG1:EE only installs using EET Mod Setup.)

    Under the readme,  there's no mention for editing the "LU***.2DA" for each class.

    Quote

    Simply adjusts whole game XP CAP via editing XPCAP.2DA, XPLEVEL.2DA and STARTARE.2DA (if exists) files.

    Available options:

        2,950,000 (BG2 without expansion XP CAP)
        8,000,000 (BG2:EE XP CAP - default)
        Disable XP CAP
        Custom value (type in integer value)

    Solaufein made a mod a while ago that added level 40 HLA tables (but the link is broken).

    If you'd like to use that, I could try asking around the Beamdog forums if someone has a copy. Otherwise maybe just pull the HLA tables from BG2:EE as baseline?

  8. The file that contains all this information is kitlist.2da. To familiarise yourself with some of the commands you might want to use, here's an example of how you could make sure all kit names in the LOWER column are in lowercase:

     

    COPY_EXISTING ~kitlist.2da~ ~override~
     COUNT_2DA_COLS num_cols
     READ_2DA_ENTRIES_NOW ~r2en_kitlist~ num_cols
     FOR (i = 0; i < r2en_kitlist; i += 1) BEGIN // for each row
    READ_2DA_ENTRY_FORMER ~r2en_kitlist~ i 2 lower_strref // read from LOWER column
    PATCH_IF (IS_AN_INT lower_strref) BEGIN
      GET_STRREF lower_strref lower // get string associated with this strref
      TO_LOWER lower // make string lowercase
      INNER_PATCH ~0~ BEGIN // add our new string to dialog.tlk if it's not there already and retrieve its strref
    	REPLACE ~0~ ~%lower%~
    	READ_2DA_ENTRY 0 0 1 lower_strref
      END
      SET_2DA_ENTRY_LATER ~s2el_kitlist~ i 2 lower_strref // write new strref to file
    END
     END
     SET_2DA_ENTRIES_NOW ~s2el_kitlist~ num_cols // finalise all of our S2EL
     // make the file look nice
     PRETTY_PRINT_2DA
     REPLACE_TEXTUALLY ~2DA +~ ~2DA ~
     BUT_ONLY

     

    To correct the kit descriptions, you may wish to read from the ROWNAME column to determine the kit, then write a completely new description on top of the old HELP entry. It'd probably be safest to do this using the INNER_PATCH/REPLACE + S2EL method as above.

     

    Wow thanks a lot for writing that snippet of code! So if I that code block as a tp2 file and run it with WeiDU.exe it should replace all the relevant lines in the dialog.tlk? I'm guessing thats much cleaner than going into the dialog.tlk directly. Thanks a lot Mike!

  9. Hi I have a small question with regards to changing kit names and descriptions.

     

    After having installed some kit packages, I noticed some errors in the 'lower', 'mixed', and 'help' strings which are assigned to some kits:

     

    For example, I would like to change the 'lower' name from 'Bladesinger' to 'bladesinger' so it appears correctly on the Kit Selection screen. Which file would I edit to do this?

     

    Sometimes the 'help' descriptions list incorrect abilities or requirements, how would I change those descriptions so the help text appears correctly on the kit selection screen?

     

    Thanks a lot, and great guide :blush:

     

    PS. I want to edit the game files directly, rather than editing tp2 and reinstalling because I would have to redo a 6 hour BWP install, which hopefully I can avoid.

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