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K4thos

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  1. Unlike other IE games (at least EE ones) IWD2 AttackedBy trigger works correctly with nested objects. This one sounds more like an engine bug in other engine variants though, so I've also reported it on Beamdog redmine. If anyone is aware about other triggers with the same problems please post them here.
  2. Another not so obvious scripting difference in IWD2 engine: SetGlobal and IncrementGlobal in IWD2 sets the variable during the same script run, not in the next one, like in other IE games. For example this code: IF Global("Marked","LOCALS",0) THEN RESPONSE #100 SetGlobal("Marked","LOCALS",1) FloatMessage(Player1,1) // Ettin Continue() END IF Global("Marked","LOCALS",0) THEN RESPONSE #100 SetGlobal("Marked","LOCALS",1) FloatMessage(Player1,2) // Beetle END prints only the first message.
  3. from the IESDP description you may assume that OR works exactly the same in IWD2 as in other IE games. This is not the case. I've noticed that in IWD2 the first found trigger within Or declaration that returns true ends the Or loop. In other EE games all triggers within OR are checked 1 by 1 regardless if true match is found. It matters for things like targeting (object referencing set via See, Attacked etc.) and trigger priority (reversed). If this was already known and there is a topic that discusses obscure changes like this please leave a link here. edit: changed the topic name to more general one.
  4. K4thos

    ToB news

    I don't have access to no EE games currently, so can't test it, sorry. But I doubt Name and DV work differently in original engine.
  5. K4thos

    OUTER_SPRINT %variable% = [string]

    without AUTO_EVAL_STRINGS I'm using following syntax: OUTER_SPRINT EVAL ~s_%variable%~ ~%access%~
  6. K4thos

    ToB news

    if I understand correctly you're trying to filter script block to work on Player2 and only if the character is not NPC. If this is the case you can use following code since PC characters don't use DVs: IF Name("None",Player2) THEN RESPONSE #100 //do something END
  7. K4thos

    Mod Compatibility List for EET

    If you're using Privacy Badger or similar browser plugin - disable it. Some adblockers may also block google captcha, so try disabling it too (notice that G3 doesn't have any adds)
  8. K4thos

    Mod Compatibility List for EET

    thank you, added
  9. K4thos

    EET support?

    I've just checked the files and it looks like The Beaurin Legacy uses IsGabber(Player1) trigger for Player-Initiated Dialogues, so no additional filtering is needed here. EET has built in PID dialogue detection via IsGabber trigger and adds Chapter checks in such places automatically - unless Chapter trigger already exist, in such case the additional PID filtering is skipped.
  10. K4thos

    Mod Compatibility List for EET

    nope, I don't think so. Roxanne recently removed all mods that she hosted from compatibility list, including her own (Sandrah Saga, Shine On Caelar, Tamoko). Considering she has access to editing the list without pull requests, her mods will be back once she decides to add them. aleady on the list, but thanks.
  11. K4thos

    Progress

    @Ser Elryk, it's not abandoned. The mod was put on hold for some time, but I've been developing it recently and plan to continue working on it.
  12. K4thos

    EE/EET Mod Setup Tool

    I've received information that Roxanne has permission for the Amber ToB content from original authors, so despite 2 different versions with conflicting numbering being available now, both seems to be ok from ethical point of view.
  13. K4thos

    Choosing a License for Your Mods

    No license = all rights reserved (at least in EU), even in the context of free software, so choosing one of the open licenses doesn't sound like a bad idea to me. It's also less work with explaining how you want your mod to be redistributed in case you go missing. I think licenses became quite popular in TES community due to Bethesda mods monetization circa 2015 and plagiarism that happened at the time.
  14. K4thos

    Mod Compatibility List for EET

    done, thank you for sending the correct links!
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