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K4thos

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About K4thos

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  1. 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
  2. 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.
  3. 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
  4. 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).
  5. 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)
  6. 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
  7. It's part of the ARE format. The easiest way is to use NI Area Viewer and display all entrances:
  8. 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.
  9. 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)~
  10. 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.
  11. New versions of HTML files with item descriptions have been uploaded to dropbox. Changelog: - Implemented Saving Throws penalties following feedback from this topic * negated HoF -10 ST bonus * implemented new formula for ST penalties that converts IWD2 inflated values to BG style range of -1 up to -5 - Fixed few Saving Throws assignments: * Xvimian Fang / Xvimian Fang of Despair: Death => Petrification/Polymorph * Lamp Oil: Rod/Stuff/Wand => Breath * Lolth's Sting / Lolth's Cruel Sting: Rod/Stuff/Wand => Spell - Added missing "Weapon range increased by 50%" bonus description (Sophias Flight and Sophia's Arc bows) - Added missing "Immunity to bleeding" bonus description (Periapt of Wound Closure) - Added missing "Damage type: " to Halbards "Slashing or piercing, whichever is better" description
  12. there is no such limitation. All CRE files from vanilla games used in encounters will be copied to unique files. You can design encounters using any CRE files from BG:EE, BG2:EE, IWD:EE, IWD2. Or you can create new CRE files from scratch. yes. It's possible to have random encounter chance, force random encounter, encounter to take place in particular coordinates of the worldmap etc. I can implement it the way a person responsible for designing random encounters envisions it Between IWD1/HoW/IWD2 areas only snow areas since that's what we got and it fits the surroundings. When it comes to random encounter that can happen when you travel between BG <-> Icewind Dale my idea is to give a small chance for an encounter (for example Pirates attack, maybe some monsters like Harpies, Kuo-Toa etc) to happen somewhere on the sea between those locations – that’s why I’ve requested a boat image. You first travel to Icewind Dale via boat (see IWD2 intro for a story framing) and once there you can use worldmap to travel back to BG areas (at least in portions of the story that it makes sense). So even though we're not showing how the travel back and forth looks like the player knows that it's done by the sea each time thanks to the random encounter that may happen. So with this in mind using BG1/BG2 random encounter areas art don't seem like something necessary although I’m not strictly against it if that’s what encounter designer wants to implement. yes. Ideally with percentage chance value for the encounter (for example 5%). For easier implementation additional information where to place the party and CRE files on the map (image coordinates) would be useful too.
  13. whole mod is meant to be installable also on top of IWD:EE down the line, so yes (IWD:EE platform has less priority for now though). Also even though I'm not planning to extract/maintain different parts of the mod as separate mods/components, I'm not against others doing so (if people contributing content for particular feature also don't mind) edit: from the get-go you will be also able to play IWD1/HoW campaigns separately from the BG story via EET "Select Campaign" feature (which works like IWD:EE base game but with additional features that this mod introduces like random encounters, voiced greetings, optional IWD2 rules, etc.)
  14. Thanks for your work, Fluke565. If I remember correctly "deep water" SR color is used in some BG1 maps near water, so can't be replaced without regressions. Yellow color is not used in any BG1 and BG2 areas, which makes potentially fixing it on engine level safe. This could be likely fixed via EEex but on the other hand "sand" sounds are acceptable imo, so not sure if it's worth bothering Bubb with it. currently you're the only person interested in designing actual encounters. If anyone would like to help with it please share your ideas/thoughts in this topic.
  15. here is a dedicated function by Mike1072 for appending to tooltip.2da. If you use it you don't have to worry about missing columns in other rows. tooltip.tpa
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