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K4thos

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Posts posted by K4thos

  1. For example, the creature BSHOP02 has a bugged name text : "This humble staff radiates...". How do I figure out which mod is doing this? Do any of the weidu logs tell you which file was modified?

    BSHOP02.CRE is not touched by EET.

     

    Extract this archive: https://www.dropbox.com/s/vaf9kietqk3h7rm/change-log.zip?dl=1

    1. Run changelog.bat and check if any mod is listed there. Post the list here and upload BSHOP02.CRE located in override directory if the file has been affected by some mod.

    2. Use traify-tlk.bat and upload strings.tra file that will be created after using it.

    3. Also add a save made near that problematic creature to the package.

     

    You can upload files on external site like sendspace.com or dropbox.com

  2. So just 3909 limes that uses a .bat to 168 limes(well, 163) ... that likely manages it differently.

     

    I have no idea what you're talking about (limes?). You were meant to look for macros that are mentioned in the linked file, not compare whole macros.tph file (which contains tens of different macros and functions unrelated to the linked peace of code, some are not even used by EET main component). What you see in the linked lua file is almost 1:1 equivalent to weidu code mentioned there (literally line by line, that's why it looks so ugly). From what I remeber the only change is using data stored in lua tables instead of weidu associative arrays (and those tables are generated from weidu weidu associative arrays, so it's the exact same thing either way).

     

    -------------------

    ACTION_FOR_EACH spell IN [list of spells] BEGIN
      OUTER_SET match_var = 0
      ACTION_IF (~%spell%~ STRING_MATCHES_REGEXP ~%my_regexp%~) = 0 BEGIN
        OUTER_SET match_var = 1
      END
      ACTION_IF match_var = 0 BEGIN
        [apply spell effects to enemy .CREs]
      END
    END

    this is very unoptimized peace of code if you're using it on all cre files. Consider storing

    1. in weidu associative array and check if the spell matches via VARIABLE_IS_SET instead of doing the same check tens of times for each cre file. You can find examples in EET macros.tph file how to do it.

     

    edit: or just read Mike's explanation: http://forums.pocketplane.net/index.php/topic,29444.msg337277.html#msg337277

     

    edit2: btw. if you're interested in matching exact string use STRING_EQUAL_CASE (STR_EQ in short) instead of STRING_MATCHES_REGEXP, since the latter is likely slower due to regexp evaluation.

  3. or because my regexp didn't work

     

    regexp? Weidu is not suited for that. Just for perspective - I've managed to reduce EET install time from 1 hour to about 10 minutes (from which most of it is unbiffing and biffing). Regexp that on clean game took weidu 40 minutes (or close to 2 hours with mods like BG1NPC Project and some NPCs installed on BG:EE) now takes about 10 seconds (exact same code, just in pure lua, which btw. is infamous for slow regexp processing). Of course I'm not expecting that DavidW will switch to lua, just informing that there are indeed ways to optimize mod installation time drastically (if it's really bcs regexp what slows down SCS)

  4. Nevermind, I think AR304.BCS is set to hide Edwin until you complete Mae'Var's first task and get told to report to Edwin. But seeing him vanish after going to the 3rd floor makes it look like a bug.

    Please upload a save right before entering the room where the jarring hiding can be observed. Should be doable to make it unnoticeable (a matter of additional variable to move him only when the first quest is done, not during the first visit)

     

    Everytime you install mods tat change things in game, you corrupt your save more. Doesn't matter, if they are on some compatible list... you need to start a new game, not load an old save.

    the thing is that it should not be the case for vanilla game content, no matter what. Based on the fact that the problem seems to be gone after he re-installed the game suggests dialog.tlk corruption in his older installation. This does't seem to be related to EET though.

     

    Edit : Looks like the scribe spell scrolls component of atweaks is causing the weird character names...the weird thing is uninstalling that component doesnt revert the change...

    hmm, maybe the mod misses check for EET somewhere. If it uses STRING_SET and considers EET as BGEE, not BG2:EE, this could explain the behavior.
    edit: nope, nothing in that component affects strings like that: https://github.com/FredrikLindgren/aTweaks/blob/master/atweaks/lib/115-scribe_scrolls.tpa

    So whats the deal with Illyich not having the mail of the dead and the sword of chaos?

    who gives which item and where is controlled by vanilla game scripts and mods that you install. EET itself doesn't change the vanilla behavior (and I have no idea what the vanilla behavior is in patch 2.5). Item importation code has been successfully tested recently.

  5. I successfully finished bg 1 with no bug, beside one enormous that make me use EE keeper to remove logs entries in my journal. For some reason, i did return to candlekeep before trigerring this needed quest from the flaming fist (if i remember). All the quest works (talking/killing throne members, going to jail, going out, etc.). For some reason, i was at the chapter 7 - since i never did the game before, could have been normal - now, i know there's something wrong!

    So i left candlekeep, put me on the chapter 8 and i couldnt do anything: no one at the bridge to meet my comeback to baldurs gate; nothing at the Duc Castle, etc. I needed to remove this chapter from eekeeper. Going back to the castle, retrigger everything, then it works.

     

    if you want me to test something proper repro steps are needed. Either step by step explanation how to reproduce it or save game made before this problem happened with explanation what to do to trigger it.

    Another remark, for my own experience, i was a bit frustrated to not get my party back at the start of SoD. Maybe some can help me if i missed something. For exemple i had Beeloth, with nice stuff. Since the game give you back "what was in the inventory" and not the "equiped gear", i dont really understand when i'll have this stuff back ! or simply reuse this awesome guy!

     

    After he leave you in Korlasz' Tomb, you can find him in the first area after leaving BG in SoD. He should have his gear equipped (I think, don't remember how it works since it's vanilla implementation, but you shouldn't loose those items). If not, again, please upload save where I can test it (the one in Korlasz Tomb, when he is still in party).
  6. My rule of thumb, just use 7-letter filenames for spells, full stop. Certain script actions and opcode 172 can fail on 8-letter files. It's easier to use 7 letters everywhere, than to try to remember which circumstances need which length.

    according to Beamdog not needed in EE patch 2.5: http://blog.beamdog.com/2018/08/updates-to-infinity-engine.html

     

    Removing 8 letter spells should not fail (vanilla bug)

     

    this info should be added to IESDP

  7. I've made biffing optional to make the conversion possible (new weidu flag will be available in next release). The problem is that unbiffed TISv1 files (I think) seems to have problem with displaying correctly:




    Considering the problem doesn't exist when all art files are biffed I assume this has something to do with weidu not extracting TIS header correctly. I remember argent77 mentioning --h flag that should be used with --big-get-rest, but it doesn't seem to be supported anymore by weidu (or at least I don't know how to use it correctly). Any ideas?


    edit: false alarm, forgot to include 1 directory.

  8. Anyway, I'll wait for EET update, even if I'm quite deep into BG1 storyline and I have done many sidequests (it's not easy to give up 70-ish hours of gameplay for a single game, but if I can't play SoD...)

    you can play SoD. All BGEE and SoD resources are in your BG2:EE (EET) game. Whatever happened to BG1/SoD folder after EET installation doesn't matter at all (you can even delete it altogether, it’s not used anymore). You can continue your game just fine.

  9. He, I forgot to make a zip of BG1 and BG2, although it seems that BG1 folder hasn't been reverted to original state. I guess my game is broken. I'll wait for an update if EET before doing anything else

     

    ? No, it's not
    BG1/SoD patch, even if forced by steam, didn't affect your BG2:EE (EET) game. And it didn't affect your EET saves.
    -----------
    As for creating a new installation I'm working on EET upadate that will support latest SoD patch.
  10. all BG1 areas in EET uses BG prefix, so the correct console command is:

    C:GetGlobal("Gibberdead","BG4600")

    in your save it's set to 11. The bug is not related to EET. If the same thing happens when you load earlier save and do the quest again then it's some other mod fault (in such case set the value to 12 via console). If you can't reproduce it then it was an engine bug.

     

    I've just completed The Gibberling Hordes quest without problems using different save.

  11. Im a bit confused. Are you guys saying that I cannot import BG 1 : EE saves to EET?

    You can't. This information is in the readme file. The mod uses different worldmap, sets variables along the way which are not present in your save, has renamed resources and moved strings position to not conflict with vanilla BG2:EE. Start new game. Then you will have save that can be reused in different installations (when it comes to vanilla game content, to re-use saves on installations made with different mods you can use this feature, which is unique to EET).

     

  12. I've noticed on github that the EET related commit modifies shout.baf. It's unrelated to EET. Looks like it's there to fix the problem mentioned in this old topic, which also affected SCS. May be a good idea to review this particular change since there were several patches since 2014 to EE games, maybe it's no longer needed (or could be coded better).

  13. Probably a next version of the DS. That has the K4thos's stat wants for EET. That's then intergrated into the SCS'es AI component.

    don't worry about the stuff I'm working on, it's not SCS job to adjust to something needed by other mod. It would be nice if mods that do simple true/false checks didn't use stats.ids entries, but let's focus on things that actually need fixing (change introduced in patch 2.5 that breaks old DS implementation): https://forums.beamdog.com/discussion/67571/the-big-is-it-a-bug-or-supposed-to-be-like-this-thread/p6

     

    As for the othe things, I know a few, but it might really be best to simply start with kreso's "variant SCS" as the base, even though it's not the pure product. Kreso's version had lots of fixes and was rock solid on 2.3. That plus the DS fix will likely work great on 2.5.

    voting for this. If Kreso's version won't be used as base then I'd like to request internalizing my old patch (it adds EET support, nothing else changed)

  14. And you referring to BG:EE as BG1:EE without SoD ?

     

    doesn't matter. Saves created on BG:EE or SoD would have wrong area names stored in it (BG1 areas in EET uses BG prefix). That's why he ended up in wrong area (area from BG2).
    edit: when I now think about it Shandalar House is BG area, not BG2 one, which means my assumption that he is loading wrong save is incorrect. Not sure what's the issue here.
  15. I updated today the EEtool, added GB Anniversary mod and tried a install. I could install yesterday EET "perfectly" (The quote marks are because... it did install, but ingame I got a crash when opening the worldmap). But today it shows me this error and doesn't even install:

     

    one of the mods in your installation is broken (uses ANSI encoding for Spanish tra files instead of converting them to UTF). No matter how many times you're going to re-install the crash will be always there (and would be on BG2:EE without EET too). Even a single string with wrong encoding crashes the game. If it happened when you tried to to open worldmap the most likely candidates would be mods that add new areas to worldmap. There are quite a few in your installation and the only way to find out is uninstalling them one by one. Alternatively you could try using this to export TLK in order to look for broken encoding manually but that would be a lot of work too.
    Weidu.exe --noautoupdate --no-auto-tp2 --logapp --use-lang "es_ES" --out "strings.tra" --traify-tlk

    If you find which mod cause the issue please report it to mod author. The problem has nothing to do with EET.

  16. bob_veng, that's exactly what I meant by "variable checks which will be set passively based on character's ability scores and existing skills". Until active skill selection is implemented it has to be simulated with what already exists. What existing stuff should contribute is open for discussion of course.

     

    Everything I write here is meant as a constructive attempt to give some insight into what I've learned.
    which is appreciated :) I've finished reading your post and I found a lot of valuable information in it, thank you. Will think about merging some proficiencies together and other proposed stuff once I start implementing this system.
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