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K4thos

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Everything posted by K4thos

  1. Jarno Mikkola, fair points. - kits mods - installing kit after EET_End results in missing default biography text for this kit, also the kit data won't be copied among CAMPAIGN.2DA file variants, so it won't be selectable in some campaigns, - NPC mods - installing them after EET_End results in missing JOIN dlg merging and problems with PDIALOG.2DA (different 2da file is used in different campaigns, EET_End makes all necessary changes to 2da files automatically) - mods that reference particular JOIN DLG file names or JOIN dlg state numbers (other then BG2 SoA ones, since those files are used as a base for merging others) - mods that takes advantage of "K#IMPORT.2DA" items import feature (explained here) - tweaks that expects particular data in 2DA file that is altered by EET_End (can't think about any such mod, but there is a room for conflict here) - (only if you're interested in the "Save patcher" feature) mods that add new TLK entries that are referenced in save files - EET_End updates file that stores mod added strings during installation/re-installation, hence it should be installed after such mods I will make a list of 2da files and post them in this topic at a later date. I don't think SCS is a mod that must be installed before, especially in a modder test setup (in which "Save patcher" feature has 0 value)
  2. Not sure if I understand "explicitly allowed for EET compatibility" sentence correctly. Even mods with full EET compatibility are installed before EET_End since they expect state of the game (campaign related 2da files, NPC JOIN dlg file names and state numbers) present before this component alters it. Of course someone could create a mod that expects post EET_End state of the game but I'm not aware about any such mod. ------------ Of course if mod does not affect the same stuff that EET_End modifies (or it's a test installation where it doesn't matter), installing them after EET_End won't be a problem. Even if other readme files also says to install different mod at the end, EET_end can't really brake such mods, so to avoid confusion and problems that's what EET readme says. edit: It would be silly to re-install the component each time player tests some new EE GUI or UI component, so readme file of mods like EEUITweaks Mod Collection actually mentions that it's ok to install it after EET_end IIRC (it doesn't matter if it's before or after it). When I'm releasing a weidu installer hotfix for some bug I'm also not expecting players to uninstall EET_end in order to install it. In other words it's a general rule (and it's always safe to follow it, regardless of what other mods readme files says), not necessity.
  3. Here is all that EET_End does: (hopefully I didn't miss anything important, it's been a while since I've touched this code) 1. Save patcher - optional feature available only during first running EET_End on the current installation. It allows to make saves created on different EET installation (even with completely different mods selection) work on current installation without issues (by updating TLK references using TRA files generated during previous installation, removing non existing resources from saves and re-generating worldmap file from scratch, patching it with info from old map) 2. generate and patch 2da files related to CAMPAIGN.2DA engine feature (e.g. campaign variants of PDIALOG.2DA) 3. NPC's JOIN DLG files merging consisting of 3 steps: - reading whole content of the DLG file and adding proper trigger filtering depending on which part of the story they come from, using "chapter" variable. Dialogue file only receives filtering if the state can be called by script (which means already has some triggers). - combining JOIN DLG files - updating all DLG, BCS and CRE files that exists in game to change references to files and updating old state numbers into new ones 4. generate lua code used for biography based on CLASTEXT.2da and RACETEXT.2da (used in GUI to display correct biography in different campaigns) 5. generate extra code for item importation (other mods can append to K#IMPORT.2DA in order to make item transferable from SoD to SoA) 6. export SAVES.TRA (traified TLK starting from string outside the vanilla game range) and SAVES.TXT - both used by Save patcher, updated each time the mod is installed/re-installed ------------------- All of this stuff is something that has to be done after all other mods are installed (at least after those that modify affected 2DA files and/or stuff related to NPCs JOIN dialogs - including any state references to them). Preferably also after any mod that add strings to TLK file (otherwise Save patcher feature won't be reliable). The main reason why this code is at the end is the JOIN DLG files merging. Without it the open aspect of EET world (returning back to any previously visited area from later portions of the game) would not exist. Well ok, it could, but adding EET compatibility for mods that have not been designed with EET in mind would be a nightmare. More information is available in "Modder's Notes". ------------------- As for the length, running EET_End on vanilla EET installation (without other mods) is pretty fast (about 1 min if I remember correctly). If having large installation extends the installation time so much in future I will change the code for state reference patching from weidu to Lua (like I did in main component). This should speed up the installation time drastically (with Lua code amount of mods installed should not longer affect how long regexp takes).
  4. there was a report like this recently here: https://github.com/K4thos/EET/issues/28 I can't reproduce it on clean EET after loading a save attached in the linked topic, so I assumed it's a problem introduced by some other mod. In the linked save there was Tamoko NPC which may be related to the problem. Do you have her in the party? no idea which mod changes SoD start based on sword pickup, it's not EET though. these mods seems harmless. Unkinhead, if you still have save made before the battle please upload it, so that I can test if I will be able to reproduce it.
  5. Looks like Avast scanning at the same time and some other background programs take enough memory out of your computer that weidu is not able to finish the installation. Don't even try to install SCS. Either disable background running programs or use 64-bit weidu - you can find it in EET/bin/win32/x86_64/ directory. Rename weidu.exe that you will find there to setup-EET.exe replacing old file in your game directory. It's not done by default because there are still people who use 32-bit systems.
  6. is it SoD GUI? If yes the old hotfix for this problem is available in this topic: http://gibberlings3.net/forums/index.php?showtopic=29586 (not needed if you have latest EET)
  7. if my assumption is correct and ALIEN will find LIGHTHOUSE_BLACKALARICSCAVE_BCS file in his override directory (for which he should run weidu File Changelog and send this information to that mod maintainer) then exactly the same problem would show up in vanilla game. This variable is the same for all platforms that use cpmvars (BG1, BGEE, Tutu, BGT, EET). Unrelated to EET in this context means it's not related to EET code, but a bug in some other mod.
  8. No need for that - the error doesn't mention ZORDRAL.DLG. Weidu fails on DECOMPILE_AND_PATCH use on filename "LIGHTHOUSE_BLACKALARICSCAVE_BCS". Which means such file likely exists in your override directory (some mod likely didn’t use %% properly in tp2). Unrelated to EET.
  9. added missing release, thanks https://github.com/K4thos/EET/releases
  10. minor update. RC 11.1 Changelog: - internalized hotfixes for remaining patch 2.5 issues (chapter 4, Marek and Lothander quest, SoD GUI HLAs) http://gibberlings3.net/forums/index.php?showtopic=28161&page=71&do=findComment&comment=262242 - splstate.ids importation and patching - changes to tp2 code and TRA files related to IWD-in-EET (code unification, support for IWD:EE GUI) - cosmetic changes - changed arch_var code that caused crashing on macOS (needs testing) unrelated to EET. Please report it to Thalantyr Item Upgrade mod maintainer. Doubt he is actively monitoring this topic.
  11. aliKater, I've just pushed RC11.1 on Github that hopefully fixes arch_var issue on macOS. No idea about the second problem mentioned by subtledoctor in this post, though. Can't reproduce it locally.
  12. installation code looks for the "movies/sodcin05.wbm" file inside the path you specified. Here is whole weidu code responsible for bgee path detection: https://github.com/K4thos/EET/blob/master/EET/lib/bgee_dir.tph Dunno how to help you with this.
  13. latest patch currently means v2.5.16.6 for BG2:EE and 2.5.17 for BG:EE+SoD.
  14. One more error in EE IESDP, this time opcode 12 all damage types works fine and don't crash the game (tested by assigning it to Magic Missle and killing Charname, NPCs and random character) --------- Also this part of opcode #233 is wrong in EE games: parameter2 can be treated as 2 short values: - first 2 bytes: Proficiency Type - last 2 bytes: Behavior (using labels from NI: 0 - Set if higher; 1 - Increment)
  15. 1. I think there was consensus that splprot.2da "Evasion check" didn't work outside IWD:EE engine mode. This is no longer the case in latest BG:EE and BG2:EE patches: https://i.imgur.com/kJa5fpn.jpg Use it the same way as it is used in IWD:EE (opcode 324) edit: see below posts 2. This is wrong. Opcode #183 works perfectly fine in EE (tested on latest BG2:EE patch by applying permanent opcode #183 effect to creature - bonuses showed up only when particular item was equipped and were removed alongside the item type automatically). The only limitation that I'm aware of is that following item types are not detectable: Bows, Slings, Crossbows.
  16. Setting opcode #248 (Melee hit effect) parameter2 to 4 results in restricting this effect to fists only. 0 means all weapons (including fists). Not sure if there are other possible values. edit: EE engine.
  17. if you're looking for fast help regarding RoT + Sandrah Saga combination try asking here: https://baldursextendedworld.com I'm afraid there are not a lot of people on g3 that knows much regarding mega mods (I don't know anything at all)
  18. thanks, I wasn't aware about this trick. doesn't seems to work: - if you equip item before spell state is applied and later apply spell state then the effect won't work (since opcodes #318/#324 are not updated, even with timing mode = 2 and you're still protected from the EFF file) - if the item is equipped after spell state is active then opcodes #318/#324 will prevent the EFF from working (which is good thing, since that's what we're aiming for here) BUT - even if the spell state ends EFF file will still work (since opcodes #318/#324 are not updated) with such limitations this approach can't be used here, although I will probably find other use cases for this trick in future (for conditions that can't change dynamically), thanks. Waiting up to whole round (6 seconds) is not good enough. If the effect is not removed each second player could cheat by switching weapon while the effect is still applied and attack up to whole round with applied bonuses that shouldn't be there. So this implementation doesn't sound like an optimal apporach too. Are you sure the problem is still there in EE engine? Is there a Beamdog redmine entry for this issue? If no, please consider creating one with a test case. Beamdog fixed tons of opcodes already, so there is a good chance they could handle this one too (especially considering opcode 272 is used in many places in original files - even SoD added items with those opcodes). I would do it myself but I'm not able to reproduce it - I've just added 5 more effects with different times, as described in this post, and all of them seems to work correctly.
  19. I think this information is missing something: - what opcode should be used on the EFF file? - how exactly the SPL effects will be removed after the item is no longer eqquipped if your proposed implementation doesn't use opcode #272? - you've mentioned #324 on ITM providing immunity to the EFF - in NI resource field only accepts ITM and SPL files, not EFF Do you have some example item that works exactly like this in one of your mods that I could use as a base to test it? edit: what's the benefit in this implementation over the one I've posted in my previous post? Seems like it's the same thing, but harder to implement, unless I'm missing something. If one of your mods has such item I'd like to take a look how exactly it's implemented (timing modes and cancelling stuff). And yes, the effect should go away as soon as CRE is no longer under spell effect, even if the item is still equipped.
  20. regarding the above question - looks like Instant/While equipped doesn't work like that, no matter what, so as a workaround I've implemented it like this: ITM -> global opcode #272 (Apply Repeating EFF) -> once per 1 second EFF -> opcode #326 (Apply effects list) -> condition: spell state = x SPL -> melee opcode #1 (Modify attacks per round) limited duration = 1 Works as expected, although if someone has better idea how to implement it feel free to post.
  21. thanks, I will test it. One more question: I'd like to implement an item that applies global effect (+1 attack per round) but only if character wearing that item is under specified spell state. The problem is that when I'm trying to use opcode 326 (Apply effects list) as a global item effect the same way as normally opcode 177 is used (Use EFF file) the effects of the applied spell are permanent even though I've set both 326 and the applied spell Timing Mode to 2 (Instant/While equipped). Any ideas how to make it work only when item is eqquipped? I've attached STAF01.ITM with opcode 326 (EA -> ANYONE condition) and the spell in case someone would like to test it in game. Thanks in advance. test.zip
  22. I'm looking for a reliable way to apply SPL or EFF effect on Self target only if character attacks (it should be applied even if character missed the attack). I've experimented with following opcodes without success: - Cast spell on condition (232) -> Target = self, parameter1 = 0 (Caster), parameter2 = When attacked (7) - Apply effects list (326) - I didn't find any splprot condition that would work for this - Melee hit effect (248) - this seems to work only when the attack hit the target and I need it to fire also on miss Is it even possible with current EE engine? edit: hmm, even if I scrap the idea to apply effect on miss Melee hit effect opcode (248) seems to be working only on Target that has been hit. Any ideas how to set it up to make it run on the creature from which the spell effect originated? Target = Original caster (9) doesn't seems to be working. edit2: new question: http://gibberlings3.net/forums/index.php?showtopic=29694&do=findComment&comment=263300
  23. just noticed it now that you're using 32-bit system. EET comes with 64-bit windows weidu by default. I thought windows would display some kind of error regarding lack of compatibility if you're trying to use 64-bit application on 32-bit system. Can anyone confirm that it's not the case? Try copying EET\bin\win32\weidu.exe (which is 32-bit weidu) to main game directory and rename it to setup-EET.exe, replacing old file. There is a known problem with GoG incremental patch that doesn't have SoD related resources (if I remember correctly CBUTT.BAM is among them). To solve it full GoG release is needed to be installed. But the same should not be the case for Beamdog release (which is a version I'm using). No idea how to help if you're absolutely sure that you're using latest patches (see the readme file for exact patch number version that is required).
  24. the one that has "1" in the first column is Quick Save in all EE games.
  25. http://gibberlings3.net/forums/index.php?showtopic=29560&do=findComment&comment=261916
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