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K4thos

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  1. Just wanted to say thanks and show appreciation for the work done on this update
  2. not sure if you've read it: it's a very old change and I no longer remember exact reasoning behind choosing this implementation over another. Any change to this would require lots of testing, so don't expect it any time soon. Not sure if it's even worth it considering: - component 66 probably already works if it uses vanilla Find Familiar spl files, - component 67 should already work (from what I understand from description) if you use vanilla CRE names (just extend this patching to familiar CRE files imported from BG1 - in EET they have _ suffix) - component 68 could be implemented by patching just K#FAMSUM.BCS (which is pretty self explanatory how to do it if you open the file and look what's in there) - component 69 is very similar to EET Tweaks component "Familiar death consequences"
  3. you can but in such case you will remove the EET feature that allows summoning different CRE files in different parts of the game. If you prefer it like this you can use this code to get rid of EET implementation: ACTION_FOR_EACH file IN FAMCAT_ FAMDUST_ FAMFAIR_ FAMFER_ FAMIMP_ FAMPSD_ FAMQUAS_ FAMRAB_ FAMCAT FAMDUST FAMFAIR FAMFER FAMIMP FAMPSD FAMQUAS FAMRAB FAMCAT25 FAMDUS25 FAMFAI25 FAMFER25 FAMIMP25 FAMPSD25 FAMQUA25 FAMRAB25 BEGIN COPY_EXISTING ~%file%.CRE~ ~override~ LPF DELETE_CRE_EFFECT INT_VAR opcode = 232 END BUT_ONLY END You will also need to restore vanilla SPCL342.SPL and SPWI123.SPL since EET removes opcode 192 from them and adds script execution instead. Alternatively, if you want to keep EET implementation, you can edit: - K#FAMSUM.BCS - controls which familiar will be spawned and initial bonuses - K#FAMKIL.BCS - controls what happens when your familiar dies - K#FAMREM.BCS - used to manually remove the familiar without negative consequences (for example after importing character that has familiar to new game or at the end of SoD, so that player can summon new one after leaving the cage)
  4. unswered here: all it does is unhardcoding find familliar spell to no longer use opcode 192 but scripts instead, so that different CRE files can be summoned in different parts of the game. And since summoning and removing familiar scripts are meant to work exactly like opcode 192 by default, hence the K#FAMPRO global variable usage.
  5. EET changes find familiar spell to trigger K#FAMSUM.BCS, which does the same thing as original opcode 192 but allows to easily set which CRE file will be spawned (different in BG1, BG2 and ToB). Also vanilla familiars trigger K#FAMKIL.BCS on death (via cast spell on condition opcode) in order to implement the same penalties as opcode 192. This way the system is completely unhardcoded and does what we need using vanilla CRE files with no other changes necessary. I'm all ears.
  6. EET_end.tp2 has this code contribute by Argent77, so I assume nothing else is needed: // Works around a bug in the game engine which fails to load KEY files containing backslashes as pathname separator // Problem shows up after MAKE_BIFF is used on osx and linux games COPY ~chitin.key~ ~chitin.key~ READ_LONG 0x08 numBiffs READ_LONG 0x10 ofsBiffs FOR (idx = 0; idx < numBiffs; ++idx) BEGIN SET curOfs = ofsBiffs + idx*12 READ_LONG (curOfs + 0x04) ofsBiffName READ_SHORT (curOfs + 0x08) lenBiffName READ_ASCII ofsBiffName biffName ELSE ~~ (lenBiffName) NULL PATCH_IF (NOT ~%biffName%~ STRING_EQUAL_CASE ~~) BEGIN INNER_PATCH_SAVE biffName ~%biffName%~ BEGIN REPLACE_TEXTUALLY ~\\~ ~/~ END WRITE_ASCIIE ofsBiffName ~%biffName%~ END END BUT_ONLY just make this line return false to skip biffing: ACTION_IF (~%argv[0]%~ STRING_CONTAINS_REGEXP ~[bB]~ = 1) BEGIN it does patch it for windows, linux and mac (although I don't know if this one works since I haven't received a confirmation, requested earlier in this topic, regarding relative path to mac os game executable). The changes are minor (removes some hardcoded spells references that caused problems in ToB, gets rid of hardcoded DAYNITE / NITEDAY movies and some other stuff that I don't remember what it’s for). Even if you skip executable patching I wouldn't expect huge issues on a tablet. Here are the changes (implemented in lua since using weidu REPLACE_TEXTUALLY on an executable may result in out of memory problem): https://github.com/K4thos/EET/blob/master/EET/lib/binary.lua
  7. this sounds like a very nice mod, indeed. Congratulations! Is this original content? If I remember correctly vanilla game already had unused lines for Elminster that refer to defeating S. btw. same is true for Volo - his new dialogue will show up without any edits, IIRC.
  8. K4thos

    Progress

    we're in contact, don't worry about it. Patience, please. edit: in fact the feature released today is one of the things I've requested edit2: and another one
  9. K4thos

    Progress

    We don't usually disclose the percentages or dates. If there is no new post about the progress then there is nothing new to announce (and in such case you definitely should not hold on playing the game). We work on this mod as a hobby, and disclosing too much information could lead to wrong expectations from the community in case of delays and put an unwanted pressure on the EEex author (since further mod development depends on EEex updates).
  10. based on my test with vanilla BG1 link between west edge of Durlag's Tower area and Gullykin (ENTRY_NAME set to N, DEF_ENTRY set to 1) the party ends up in the middle of the northern part of the Gullykin, right here: Not sure what would happen if that part of the map would not be traversable, but in such case you can just use entrance name (btw. BG2 doesn't have a single link that would depend on DEF_ENTRY and in BG1 it's also not that common)
  11. DEF_ENTRY: It's the default entry location (ignored if ENTRY_NAME entrance exists, I think). 1 = Northern edge 2 = Eastern edge 4 = Southern edge 8 = Western edge ENC1-5: ARE file name where optional random encounter takes place (chosen randomly from the available areas). "N" here means "none". ENC_PROB: % chance for random encounter
  12. It's part of the ARE format. The easiest way is to use NI Area Viewer and display all entrances:
  13. everything looks good to me, I really appreciate the work you've done on it. If someone would like to share feedback on those encounters before they are scripted, please share your thoughts.
  14. from weidu documentation: String This is how you tell WeiDU what text you want shown to the player. For international mods or international translations, you may use any encoding you like (that is, you are not restricted to 7-bit characters or Latin-1 or anything like that). is "abcdef" A string can be any sequence of characters not including a " that is enclosed in ""s. or ~abcdef~ A string can be any sequence of characters not including a ~ that is enclosed in ~~s. or %abcdef% A string can be any sequence of characters not including a % that is enclosed in %%s. This is handy for Big5 translations, since " and ~ can be part of Big5-encoded characters. or ~~~~~abcdef~~~~~ That’s five consecutive tildes on each side. A string can be any sequence of characters not including ~~~~~ that is enclosed in ~~~~~s. For example, string #8750 is ~!@#$\%^&*()_+-=[]{}\|;:'",<.>/? and can be given to WeiDU as ~~~~~~!@#$\%^&*()_+-=[]{}\|;:'",<.>/?~~~~~ (the content of the string is shown in red for clarity). or String ^ String String literal concatenation. The second string is appended to the first string. No whitespace is added. Thus "hello" ^ "World" is the same as "helloWorld". you can use REGEXP within REPLACE_TEXTUALLY. Try this to catch both Enemy() and Enemy() enclosed within ActionOverride (that END is not needed): REPLACE_TEXTUALLY ~Enemy()\()?\)~ ~Enemy()\1 ApplySpellRES(somethinghere)~
  15. it was not removed, the code that automatically generates descriptions just wasn't good enough to list it. Since there are no BG items with bonus like this I didn't think about comparing launcher range values. I’ve noticed it listed on the IWD2 side by randomly comparing descriptions in the HTML file. The converted item itself already had correct value (150 instead of 100 - still within visual range, I think), the bonus was just not listed in the automatically generated description.
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