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Ulb

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Posts posted by Ulb

  1. 2 hours ago, Alonso said:

    Nope, that's not my argument.

    Quote

    Project Infinity is too difficult to use for the vast majority of gamers. Only super advanced power gamers with some programming knowledge (like myself) can make PI work, and even for them it's very difficult.

    Yeah that's your argument.

    As for my coding experience; it is literally none existent. Most of my mods are either kit mods (which basically use a fixed blue print) or involve mostly animation ports which also require very little coding. If of course your definition of 'some coding experience' includes everyone capable of looking up stuff online for 5 minutes, then yeah, maybe you need 'programming knowledge' to use PI (or do anything else besides breathing).

     

    *edit*

    Before anyone goes after my use of 'literally' I would like to point out that the Oxford dictionary now allows it to be used like that. ;)

  2. 1 hour ago, Alonso said:

    Show me a casual player, just one, who has managed to make PI work and I will retract everything I've said. Otherwise you might want to consider retracting what you have said.

    Is it a casual player now or someone without coding experience as you've claimed before?

    Your current argument is that you could do it but since you have coding experience it must be too hard for people without such experience. Which is obviously not a valid argument.

    PI sure is a bit harder to set up than BWS/EET-Setup-Tool are but I think your critique is a bit over the top. (Truth be told, it does sound as if you've got a bit frustrated with PI and use this 'feedback' to vent out said frustration.) 

    What might be helpful though is to point out where its current documentation is lacking and could be improved. It's been a while since I've set up a PI installation so I can't point to details in that regard but I can attest that PI is usable by someone without any talent or interest in coding, so there is that..

  3. Sorry for somewhat derailing the topic but I have questions about this op code and its history.

    I am almost certain that you could at some point in the past use this op code to do the following:

    - turn the 'aura cleansing' feedback message on and off (while keeping the effect active)

    - set a specific number of spells per round e.g.: setting two spells per round would allow the character to cast two spells without delay per round but no more than that.

    Were these ToBEx features or do I simply have a completely false set of memories or what else has changed?

  4. 25 minutes ago, jastey said:

    Wait, I think I misunderstood. You meant if the NPCs are dead, whether the cameos are removed then? I do believe so, yes, but I am not sure about Coran&Safana etc. I think Xzar makes an appearance in all cases because he is a quest giver.

    Most cameo NPCs have dialogue options that allow you to establish if they were killed in BG1 or not. Xzar, Edwin and Drizzt I am certain of, not sure about Coran & Safana though, as I rarely ever visit that area.

    @4udr4n

    AFAIK EET should by default change NPC portraits when you change campaigns. So BG1 to SoD (for NPCs that do have portraits for that campaign) and SoD to BG2 should happen the way you want. Having them changed when transitioning into ToB would probably require a new tweak since that was never a thing.

  5. I don't know where the error is coming from. Until someone else posts something you can check where you installed BG, might be an issue with Windows folder access...

    Also Beamdog's version doesn't need modmerge, modmerge is outdated, use Argent's DLC merger instead (only if you use SOD from GoG -and Steam I suppose-.)

    Also also, better post a WeiDU log.

     

  6. 1 minute ago, Lauriel said:

    Yeah, his dialogue file looks fine in NI.  I think I'm going with what @jasteysuggested because I attacked him with something 'different'.  I'm testing out a new Psionic powers from Will to Power mod from @subtledoctor.  I attacked him with some solar flash dealy.   If my attacking him with something odd would make him suddenly lose his marbles?  I don't know, it's so odd and random.

    I'm going to try to wound him with something else and see if he still channels fallen paladins from Athkatla.

    Yeah, that makes sense. A psionics mod sounds like it might have some 'combat feedback' lines which might have gotten scrambled...

  7. 12 minutes ago, Lauriel said:

    I'm sorry, I thought you'd recognize the name.  He's the 1st assassin you run into in the Candlekeep prologue if you go clockwise.  I've just done that so many times I forget not everyone else has too.  My bad.

    Really, not your bad at all! Shame on you @jastey & @Jarno Mikkola, I guess my boy Carbos is also just a random dude to you snobs?

    In any case, it really sounds as if either EET didn't correctly patch his dialogue or maybe some weird mod reset his dialogue with a static dalogue.talk entry?

  8. The BG-SoD transition sets a certain variable after switching the voice sets, all my mod does is set that variable before that happens.

    I haven't looked at the SoD-BG2 transition but I doubt it's an isolated variable code block just for the voice sets.

    I just skimmed through this thread but your goal is to have consistent BG1 sound sets for all your NPCs through out EET?

    If so, there should be a relatively easy way to achieve that without much modding I think.

    BG characters have a certain flag, which either prevents or allows them to be exported. If that flag is set, characters can have their portrait and voice sets edited (like the player character) or not (like NPCs).

    So, if you just download those BG1 voice sets (they should be available around the web) and just set that flag for the characters you want them to have (I think Shadowkeeper can do that, otherwise you will need NearInfinity) you can just re-set their voice sets after campaign transitions.

  9. Quote

    Yes, the debug file is cleared each time you run the setup-modname.exe

    I was not aware, I assumed it would just append to the file. In that case the file is probably not very helpful, yes.

    I also admit the current installation was more of the 'quick and dirty' kind but it was close enough to what I usually run that I didn't expect to run into any major compatibility issues.

    I guess I was wrong about that.

     

  10. 10 minutes ago, Jarno Mikkola said:

    One of the mods before made cheese from your spell.ids file. Open it with Near Infinity and have a look.

    I will, but I've gotten a lot of different error messages that seem unrelated to spell.ids. Like, at one point it said it was missing a translation for a file and at another it said it couldn't make changes to %candlekeep%.are because the file didn't exist and so forth.. (should all be in the debug file)

  11. I get error messages for almost every SCS component I'm trying to install. I moved from 32.8 back to 32.7 but that didn't change a thing.

    My very uneducated guess is that there is something wrong with SCS's not so standard installation/scripting process. It almost looks as if it didn't recognize it's own variables?

    ERROR: illegal 1-byte read from offset 1 of 1-byte file INNER_PATCH_SAVE "%spellcode_base%"
    ERROR: [spell.ids] -> [override] Patching Failed (COPY) (Failure("INNER_PATCH_SAVE \"%spellcode_base%\": read out of bounds"))

    (see debug file for more detailed error messages..)

    I've got a new machine with Windows10 so I'm not quite sure if it's related to that. Maybe stupid windows is preventing some part of SCS's installation process to run/access files properly?

     

    SETUP-STRATAGEMS.7z

  12. 5 minutes ago, Cahir said:

    Thanks, it might be helpful to others if you could add the download link to the listing on the first page. Googling for it doesn't net any results and the linked thread does not make it apparent that there is indeed a fix for this issue.

    direct download link btw: https://us.v-cdn.net/5019558/uploads/editor/ys/pttzybgirr5w.zip

  13. 1 minute ago, Cahir said:

    @Ulb apparently patch 2.5.17 screwed up pathfinding instead of upgrading it (don't know, I just read about it) and I was advised to install this tweak. As far as I understand this tweak reverts pathfinding implementation back to the 2.3 patch era, where apparently it worked better.

    But I dunno, if you guys think it's not needed just let me know.

    No, assuming patch 2.5.17 is still the latest patch and was when I last played BG (which was last year) path finding definitely has some issues (characters getting stuck because they are on top of each other being one of them) and I'd love the patch you've listed.. only I can't find said patch anywhere on the web?

    Do you have a link for it?

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