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Everything posted by K4thos

  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
  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
  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 ~~ (lenBiffNa
  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


    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


    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
  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.
  16. 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
  17. 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. W
  18. 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, v
  19. 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.
  20. 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
  21. I'm afraid I'm out of ideas. Even with the above script Imoen doesn't lose any XP in my game. After loading the save she has: 1 521 077 XP in mage class, which allows her to level up from level 13 to 14, after which she stays at that XP value.
  22. Please upload IMOEN2.BCS file. With it I should be able to at least reproduce that Imeon loosing XP bug (since the EET code for XP decrement is in that file, there has to be something in your version of the script that conflicts with it, even if I can't reproduce it with just SCS component installed).
  23. can't reproduce it with you save after installing SCS component. Jan leveled up to 12/14 (880 000XP * 2 = 1 760 000) which is in line with your CHARNAME total XP in that save = 1 637 498 (not exactly the same value but very close) Imoen also didn't loose the XP like you described. No idea what is happening in your game but it looks like SCS component is compatible with vanilla EET (at least based on this limited test case)
  24. SCS readme file says: so I don't see why Hexxat, Jan or Mazzy getting about 4 000 000 XP when your CHARNAME also has almost 4 000 000 should be considered a bug. Sounds like it works as expected here. The only compatibility issue seems to be Imoen losing her XP like you mentioned. EET adds few lines to her script to handle her XP before dual classing (I think, can't say I fully understand what was the purpose for it), which likely conflicts with SCS code - I will install the component and see what's up.
  25. I suspect you deleted everything in override directory instead of uninstalling mods. Which means your BG:EE folder still has weidu.log file and weidu thinks it's not a clean installation. Deleting whole directory and installing the game again should solve this issue.
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