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K4thos

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Everything posted by K4thos

  1. EET Tweaks are also open for internalization: https://rawgit.com/K4thos/EET_Tweaks/master/EET_Tweaks/readme-EET_Tweaks.html Despite the name many of these components are for different games (see: Compatibility line of each tweak). If most of them (well, ok, at least XP adjustments group) would land in Tweaks Anthology I'd be happy to remove the mod from my Github.
  2. I'm afraid, I have no knowledge how BWS works, so can't help you with this problem. I'm not playing with mega-mods. There are maybe 10 mods that I'm interested in, so I'm installing everything manually.
  3. ? The answer to your question is right there in my reply. At the beginning of the file.
  4. you would need to edit UI.MENU file, CHARGEN_KIT section. For example by additional "enabled" condition like this: enabled "enable_kit(chargen.kit[currentChargenKit].id)" that calls a function like this: function enable_kit(id) if currentCampaign == const.START_CAMPAIGN_BG1 and id == 'id_of_the_kit' then return false end return true end untested, probably would need more effort to make it work as expected, but this is the general direction if you want to spend time on figuring out how to make it work. edit: from what I see something like this exists in Lefreut's GUI, so refer to it for example code: https://forums.beamdog.com/discussion/61571/mod-lefreuts-enhanced-ui-for-bg1ee-sod-bg2ee-and-eet/p1
  5. you can find some useful links in this post: http://gibberlings3.net/forums/index.php?showtopic=27741 As for the mod you're talking about its Sandrah Saga. You can select it in BWS (or install manually)
  6. if you used RC 10 then you should try re-installing using RC10 (or 11 if it works and you're on BG:EE+SoD patch 2.5), not earlier versions. Check if EET/temp folder exists. If yes - delete it before trying re-installation. As for debug file you can post it, although I doubt it will tell us anything considering I have no problems with re-installing the mod. Sounds like some weidu bug to me (unless you have the same error when you do completely new installation with those mods too)
  7. none. Only SoD content is not translated.
  8. BG2:EE polish translation works fine. Dubbing and movies as well (looks like Beamdog used movies converted by us, so Polish version movies are in wide aspect ratio )
  9. can't reproduce it, reinstallation works fine in my game. Try re-installing using the same EET RC version that you used for your installation.
  10. once I finish testing this stuff. I'm a bit busy right now, so it may take few more days. There are 3 hotfixes available for RC11, all related to patch 2.5 changes: Chapter 4: http://gibberlings3.net/forums/index.php?showtopic=29560&do=findComment&comment=261916 Marek and Lothander quest: http://gibberlings3.net/forums/index.php?showtopic=29585&do=findComment&comment=262083 SoD GUI: http://gibberlings3.net/forums/index.php?showtopic=29586 no, just download full GoG release instead of incremental patch. Due to amount of missing files it's pretty obvious that GoG incremental patch is just for BG:EE, not for BG:EE+SoD. Even if I add missing files to the package there would be still differences in scripts. If GoG doesn't provide incremental patch for SoD, it should be reported to GoG technical team - maybe they are not aware about this problem.
  11. no, unless the mod added resources that conflict with BG2 ones. With the prefixes usage - very unlikely. But since Quest Encounters already has native support I doubt anyone would install it on BG:EE either way. bg1 npc already uses cpmvars, so hopefully it will be updated at some point.
  12. yep, patch 2.5 related issue (the potion now sets local variable, so it has to be imported from BG:EE instead of using BG2:EE version of the same item). Place this file in override and drink the potion as player1. https://www.dropbox.com/s/wicm5wjafbuk2xh/POTN47.ITM?dl=1 From what I see in scripts other characters don't have to drink it. Thanks, will be fixed in the next version.
  13. you're using SoD GUI, right? Add this at the beginning of UI.MENU: ` currentHLASelection = nil function chargenHLADescription() if currentHLASelection == nil then return 63817 else return chargen.HLAs[currentHLASelection].description end end function chargenHLAPlusMinusFrame(cell, rownumber) if cell == 3 then if chargen.HLAs[rownumber].canAdd then return currentCellCheck(cell) else return 3 end elseif cell == 4 then if chargen.HLAs[rownumber].canSubtract then return currentCellCheck(cell) else return 3 end end end ` Or you can switch to default GUI that doesn't have this problem. will be fixed in the next version, thanks.
  14. Not sure if this is what you're looking for https://gibberlings3.github.io/iesdp/file_formats/ie_formats/bif_v1.htm https://gibberlings3.github.io/iesdp/file_formats/ie_formats/key_v1.htm
  15. thanks, the above hotfix contains everything that is needed. Will be included in the next version.
  16. Thanks for testing. Definately looks like GOG incremental patch is not working as indented and with stuff like BCS files missing the game would be bugged even without using EET. Just to be sure - these files don't exist in override directory after using GOG incremental patch? (the code that compares the game content ignores override directory, but the fact that BPENDA.2DA was not detected via FILE_EXIST_IN_GAME weidu check suggests that they are not present in game files at all). I think it's GOG who prepares the incremental patches, not Beamdog, so sending the GOG support team a link to this post would be a good idea. In the meantime I will add missing files to the EET package and copy them if needed. edit: skellytz, if there are files in override directory after using GOG incremental patch please use new version of compare_distribution mod and post a missing.txt list again. It now takes override into account, so it will be the exact list of files that I need to add to EET package: https://www.dropbox.com/s/0b3xrctxyv958l4/compare_distributionV2.zip?dl=1
  17. Xam, thank you. Looks like your report contradics skellytz's post which mentions that bpenda.2da is missing in GOG release. Could you please install this code as well and report back if the file is found in your game?
  18. let's do the full comparison. This mod creates "new.txt" and "missing.txt" files based on all the resources present in game in comparssion to Beamdog store release: https://www.dropbox.com/s/0n9kipjvhgzxyol/compare_distribution.zip?dl=1 After the mod finishes comparison whole compare_distribution directory can be safely deleted (it doesn't produce weidu.log entry). The mod should be run on a clean installation of BG:EE+SoD with latest patch (after using modmerge). Before the next release following distributions needs to be tested: - GoG - Steam Thanks in advance. yes
  19. Thanks, argent. 445 files will be most likely the MOS area minimaps missing in Beamdog distribution. No idea about the rest. I've read your topic on Beamdog forums regarding broken STATES.BAM in Steam version. Same problem doesn't exist in Beamdog store distribution... Supporting 3 (or more) different versions instead of 1?
  20. hotfix adds to baldur.bcs what has been added in latest BG:EE patch. Other chapters don't use BALDUR.BCS to increase variable. Looks like my report has been fixed by Beamdog via another chunk of code added to global script: https://support.baldursgate.com/issues/29782 Please re-install the hotfix which now adds all the missing code (hopefully): https://www.dropbox.com/s/sebk2ohnbk0zo6r/chapter4hotfixV2.zip?dl=1 ---------------------- Does anyone still have BALDUR.BCS and BDBALDUR.BCS files from BG:EE+SoD patch 2.3? Just to be sure that no other block has been changed there I'd like to compare them with winmerge.
  21. skellytz, doubt it. Hope it doesn't mean that there are now differences between different versions of BG:EE+SoD in different stores Latest EET version is based on Beamdog store distribution. Please run this code after using DLC-merger in your BG:EE+SoD directory and post what is printed: https://www.dropbox.com/s/3249aea2f8bl0bk/BPENDA_check.zip?dl=1
  22. Yep, I can reproduce it. Looks like BG:EE patch 2.5 moved chapter increase from area script to BALDUR.BCS. Here is hot fix (it appends missing code to BALDUR.BCS): https://www.dropbox.com/s/ko6khe8j0bmji33/chapter4hotfix.zip?dl=1 Thanks for reporting it.
  23. please upload save, right before the problem occurs (so before picking up those letters). If you have a save before entering the area upload it too.
  24. because when someone new to modding would see a question: "Should we biff art resources?" "yay! " "nay! " such person would have no idea what it means. The option is there, so that subtledoctor can test PVRZ conversion to format that is supported by mobile devices, nothing else. only wav and art sources are biffed. Stuff that will be edited by other mods always lands in override directory.
  25. thanks for bumping, I've missed this topic It's been a while since I've messed with this code, but will check your test case and report back to you. Even if there is some problem here no mod that uses this function will need to be updated thanks to the fact that the function is loaded from EET directory rather than mod directory.
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