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K4thos

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Posts posted by K4thos

  1. reviving this topic, it's time to implement this idea into separate mod (BP-in-EET, or whatever).

     

    Black Pits1:

    As Roxanne proposed, the vanilla Captured by Mind Flayers sidequest will be altered like this:

    1. This conversation will be tweaked (just new variable) so that the second option will result in hostile Githyanki during the fight

    2. Defeating Githyanki (you can attack them even if they are not hostile during the fight) will result in a new cutscene where Najim shows up with his "You have qualified" vanilla text and teleport your party into Black Pits.

    3. The quest can be completed the normal way if you didn't attack Githyanki, Black Pits is just an alternative solution.

    4. During the cutscene all party inventory is taken away and will be distributed among Black Pits shop keepers.

    5. After each fight you are granted gold, just like in vanilla Black Pits, but it's not extra gold - you are given back portion of your own gold (yep, we're taking party gold too via TakeObjectGoldGlobal and distribute it, decreasing the gold pool)

    6. No extra XP after each fight, no option to battle the same enemies again

    7. The last battle with Baeloth will take place in the Illithid City arena, no BP one, so after defeating him you still need to escape the place on your own

    8. If you've chosen the Black Pits path, there will be conversation with Najim here regarding Master Brain, instead of Simyaz group

    9. Your items that you didn't manage to buy back during Black Pits will be lost :spanking:

    10. Remaining gold will be given back via GiveObjectGoldGlobal after returning from the Black Pits.

    11. Ideas how to balance it:

    - super lazy approach: don't do anything special, like subtledoctor mentioned taking away party inventory and limited amount of gold available to buy it back may be enough to make it interesting

    - lazy approach: add opcode 216 (Level Drain) into the vanilla BP Slave Ring that characters are forced to equip. The same ring could also have protection against spells that have opcode 224 (Level Drain Restoration). There could be several variants of the ring (swapped as you progress), so that we have full control over party level during different portions of the Black Pits

    - if neither of the above approaches will be good enough an actual effort will need to be made in order to make the fights interesting (new enemies, buffed up stats etc.)

     

    Black Pits 2:

    1. Vanilla Black Pits 2 tavern cutscene triggers if you finished BP1 and go to sleep in Vyatri's Pub (Trademeet) during ToB

    2. Minor tweaks to the BP story (Najim instead of Baeloth teleporting you back at the end?)

    3. You can try to win the tavern battle in order to skip the capture all together (unlike vanilla BP2 here you can prepare for the fight properly - items, sequencers, traps etc.)

    4. Again both items and gold is taken and you need to buy back your items from stores with (your own) gold received after each fight

    5. Adjusted or removed reward system (not yet sure how to handle it)

    6. BP2 battles are hard enough, so I don't think additional balancing is really needed here for ToB characters

     

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

    Of course nothing is set in stone, please feel free to leave feedback and ideas how to make it better.

     

    I'm looking for a save file with a party of 6 and tons of items in inventory, including stuffed Bags of Holdings (so a normal save file from later point in game - either EET save or vanilla BG2:EE save). The save is needed, so that I can test if the engine will handle the idea proposed by subtledoctor (huge script with tons of PartyHasItem triggers generated during mod installation, based on all droppable items found in the game at the time of installation). Even better if the save was made somewhere in the underdark, without many mods, so that I can test difficulty of Black Pits fights with a party that has amount of XP and items strength expected during that portion of the game.

  2. REPLACE_MULTILINE: Patch function that replaces set or all occurrences of the given regexp pattern in the file with the given string. Use EVAL to perform variable substitution on the string and/or the regexp pattern. Unlike REPLACE_TEXTUALLY the pattern can be multi-line text, even without using regexp. Just like REPLACE_BCS_BLOCK the function ignores pattern whitespace. The function can be also used as a COUNT_REGEXP_INSTANCES alternative with the above mentioned features. Optional PATCH_WARN message is printed if the task could not be performed (pattern not found or different amount of pattern matches than expected).

     

    https://github.com/K4thos/IE-code-repository/blob/master/replace_multiline.tpa

     

    Mostly useful for UI.MENU patching because REPLACE_BCS_BLOCK doesn't work with text files and we often need to replace multiple lines in this file, preferably ignoring whitespace differences (enters, spaces, tabs). Of course it works with any text file, so can be used on decompiled scripts and dialogs as well.

  3. Well, so long as you didn't install the EET_end, you'll do fine with nearly any mod, so long as you install the EET_end there after all other mods before you start the game.

     

    there is no problem with un-installing and re-installing EET_end even during playthrough. For example if you need to install some other mod or change install order or whatever else you need to do, uninstalling EET_end in order to do so won't cause any issues. Of course adding mods during playthrough is always risky (because usually you need to install them before you visit area that the mod affects) but this has nothing to do with EET_end.

     

    but the final try where it succeeds was when i only install the EET and nothing else haha

    let me guess, "out of bounds" errors during spell patching like this. It's currently unknown why mods tend to corrupt spells mentioned in the linked topic, but the same is true for vanilla BG2:EE. I would wait before starting large installation until mods that are known to cause it are fixed.

  4. Lundar, you can install it directly on Mac via .command file distributed with mod or use subtledoctor's installation tool (should be somewhere on Beamdog forums). Also please read the EET readme file. No idea what Bootcamp is or how it works.

     

    Etamin, not sure if it's fixed, didn't play SoD with patch 2.5 engine yet.

     

    RC 10.2 is up on Github. Changelog:

    • fixed problem with in-game days tracking (Issue #23 on GitHub, code by repus7)
    • fixed regression with PVRZ importation (in previous versions few items may had incorrect art due to several pvrz files being overwritten)
    • updated BG:EE resource importation list taking into account patch 2.5 (missing ttf files; existDELETE, KEY: Duplicate problems)
    • updated BIGLOGO.BAM and TITLE.BAM
    • Mac OS .command files are now generated for EET_end and EET_gui
  5. I don't know if you got fixes in your backlog that will be released only after BGEE 2.5 is out

    nothing EET related. Once patch is released it will fix many vanilla BG:EE and SoD problems which will benefit EET as well. So up to you, if you're interested in those fixes.

    Keep in mind that there is a problem (unrelated to EET) with spells modified by patch 2.5 that end up being corrupted after installing some mods (Ascension, SCS, probably more), so I wouldn't hurry if you're planning to use these mods.

     

  6. Save games from original BG:EE, SoD and BG2:EE are not directly supported - you need to start a new game. And once you have save game created in EET enviorment: (quote from the readme file)

    Saves in EET behave exactly the same as in vanilla games which means you won't encounter any save problems when it comes to BG:EE, SoD and BG2:EE vanilla content, regardless of language chosen during installation and mod selection. It's also possible to share saves between different players without issues. Like in vanilla games this functionality is not extended to mod content (mods not related to EET don't use persistent TLK entries).

     

    btw. in your weidu.log you have "SHINEONCAELAR" mod installed after "EET end - last mod in install order", which is wrong - please refer to the readme file. There are no problems with uninstalling EET_end, so just uninstall it and after SHINEONCAELAR finishes re-installtion, install EET_end again.

  7. If you call the weidu binary directly to install EET, you should also make sure that a .DEBUG file with the installation log is created. By default the log is only printed to standard output.

    After coping EET/bin/osx/lua to EET/bin/osx/x86_64/lua, installation starts and finish without problems :)

    thanks, both issues should be fixed in the re-drafted release.

  8. Above, you're not passing anything to weidu, so not sure what you're trying to achieve by running it.

     

    setup-EET.command is meant to start the weidu installation, but when I now think about it you're right, if the weidu is not named correctly auto-tp2 feature won't work. This should do the job:

    #!/bin/sh
    
    command_path=${0%/*}
    cd "$command_path"
    chmod +x EET/bin/osx/x86_64/weidu
    ./EET/bin/osx/x86_64/weidu EET/EET.tp2
    exit 0

    The question is still valid - would the same command (terminal?) code work also on linux (using linux weidu of course) or this syntax is unique to mac os? If the former then I will add linux command file as well for easier installation.

  9. This is how it looks for Beamdog Client + default Mac OSX installation:

    thanks, so the path to mac executable is the same as in windows.

    New build is up on Github. Aryn, please test it using setup-EET.command file. I need to be sure that the mod can be installed without additional tools.

    Changelog:

    • Removed tileconv/tile2ee dependencies and unused wed, tbs files (Pull request #20 by Argent77 on Github)
    • Fixed Mac OS and Linux support (hopefully)

     

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

    btw. does .command code also work for linux? Something like this for mod installation:

    #!/bin/sh
    
    command_path=${0%/*}
    cd "$command_path"
    chmod +x EET/bin/unix/x86_64/weidu
    ./EET/bin/unix/x86_64/weidu
    exit 0

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

    edit:

    There is also "/Users/a/Beamdog Library/00783/BaldursGateIIEnhancedEdition" and "/Users/a/Beamdog Library/00783/BaldursGateIIEnhancedEdition64" but those are linux binaries.

     

    uhh, these ones are not the same as in Windows (I have BaldursGateII and BaldursGateII64 in my directory). Another update will be needed for linux users :(
    edit: done
  10. Wait, the path to mac BG2:EE executable (the file that starts the game) is:

     

    1. this one:

    /Users/xxxx/Applications/Beamdog/00783/BaldursGateIIEnhancedEdition.app/BaldursGateIIEnhancedEdition
    

    2. or this one?:

    /Users/xxxx/Applications/Beamdog/00783/BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition

    edit: the mac executable name is BaldursGateIIEnhancedEdition, right? Or Baldur?

  11. One more thing. EET needs to patch executable in order to work correctly and currently EET assumes the following:

    1. All releases (windows, mac os, linux) are the same (based on the fact that windows build has both linux and mac executables)

    2. Following executables belongs to particular operating systems (paths starting from main game folder - where you extract EET)

    - Windows: ./Baldur.exe

    - Linux: ./BaldursGateII and ./BaldursGateII64

    - Mac OS: ./BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition

     

    Is all of this correct?

    Aryn, for example if in your game MacOS executable is in different place in relation to main game directory please let me know.

     

    edit:

    does the chmod +x path needs to start with ./ or ommiting it works too? For example:

    chmod +x %MOD_FOLDER%/bin/%WEIDU_OS%/ffmpeg
  12. Aryn, the only thing changed in relation to MacOS was placing mac weidu into EET directory instead of main and changing this line in "setup-EET.command":

    ./setup-EET

    into this:

    chmod +x ./EET/weidu_osx_amd64
    ./EET/weidu_osx_amd64

    Not sure if it’s wrong and I don’t have access to mac to test it. Try this:

    1. Swap the lines in setup-EET.command as mentioned above.

    2. Copy and rename ./EET/weidu_osx_amd64 into ./setup-EET

     

    edit: I see where the problema lays. Fix will be available soon.

     

    edit2: considering Apple is planning to ditch 32-bit support at some point better to ask now. Aryn, could you please check and paste here what this code prints when typed in terminal?

    echo $(uname -m)
  13. retail, never use betas. Quote from readme:

    Core EET component requires "clean" BG2:EE installation with latest patch (currently v2.5.16.6). Translations and voice-overs are of course allowed but installing other (especially larger) mods that changes DLG and BCS files, before EET, may cause problems with later patching, so it's better to keep the installation as clean as possible.

    The BG:EE + Siege of Dragonspear installation with latest patch (currently v2.3.67.3) should be either "clean" installation or with any combination of mods mentioned in section 1 of this list.

    If you use Steam or GOG version of Siege of Dragonspear than you first need to use modmerge tool in your BG:EE + SoD directory. This utility released by Beamdog merges your Steam/GOG zip based DLC into something WeiDU can use. It only affects above mentioned platforms - you don't need to use it if you bought the game on Beamdog store.

    SoD installation contains all BG:EE resources, so if you have expansion installed in separate directory, you should point to it during EET installation, rather than BG:EE.

     

     

  14. 2. Only for EE games: try SpellCastOnMeRES("c#brxxxx","c#grey") - Returns true only if cast in the last script round. Another option would be using spell states: Add a spell state to the spell in question (opcode 328) and check it via CheckSpellState("c#grey",MY_SPELL_STATE). It has the advantage that the spell state can be checked as long as the spell is active.

     

     

    And for not EE games you can try setting opcode #309 (Modify Local Variable) directly in spell to 1 on hit and to 0 when the spell is over, in order to make the spell detectable via Global("SomeVarSetBySpell","LOCALS",1) in scripts. If the check is done via baldur.bcs this feature would require TriggerOverride functionality added by ToBEX.

  15. jastey, I'm aware about the recent controversy. I'm glad that there are no repercussions on G3 because I find Roxanne's contributions irreplaceable (e.g. EET compatibility list updates, help for other users when it comes to large installations, feedback, interesting discussions, BWS maintaining). While the scope of EET itself is very limited one of the goals is to encourage modders to release work that takes advantage of what it has to offer. I think the confusion is actually my fault considering there is no official EET topic on Beamdog forums.

  16. RC10 is up on Github. It’s a reactionary release (done quickly as soon as I've noticed that the official patch has been available for several days already making the installation problematic). During updating the mod G3 forum was offline, so I didn't have a chance to read the feedback and change the code based on it - this will be done in next release, if needed. Notice that SoD still awaits for patch 2.5, so the SoD gui may be bugged currently since it is still based on patch 2.3 game.

     

    Changelog:

    General changes and fixes:

    • WeiDU updated to Version 246
    • 64-bit WeiDU binaries added to package (64-bit setup-EET used by default)
    • SPLPROT.2DA importation and patching (weapons should no longer break past chapter 6)
    • impact projectile patching
    • IncrementGlobal chapter patching
    • macros.tph now uses NearInfinity names for Effects comments (cosmetic change)
    • housg3state5 dialog state variable added to cpmvars (Pull request #10 by AstroBryGuy on Github)
    • EET.ico file with multiple resolutions (Pull request #11 by Rakhsev on Github)
    • vanilla OnCreation() trigger removed from AR4000.bcs (Issue #12 on Github)
    • added DLC Merger to compatibility list (Pull request #15 by Roxanne on Github)
    • removed reputation reset during SoA transition (Issue #16 on Github, the feature will be likely implemented back once I test the transition on 2.5 patch - better safe than sorry)
    • Baldur.exe patching is now done with external LUA code to save memory (Issue #17 on Github, REPLACE_TEXTUALLY used on 5MB+ file may be too much for BWS installation)

    Changes related to BG2:EE patch 2.5.16.6:

    • updated BG2:EE GUI (based on latest UI.MENU, SoD GUI still awaits for unreleased 2.5 SoD patch in order to get the same functionality)
    • removed BCS and DLG patching for stuff fixed in the patch
    • additional resource and special fields patching (based on recent NearInfinity changelogs)
    • DisplayStringPoint, DisplayStringPointLog strref patching in reversed order
    • BitCheck, Proficiency, ProficiencyGT, ProficiencyLT triggers patching
    • BitSet, BitClear, IncrementGlobalOnce, IncrementGlobalOnceEx, PlaySoundNotRanged, PlaySoundThroughVoice actions patching
    • removed cheat area codes for SoA and ToB areas (they are now part of vanilla game)
  17. Interesting discussion. In relation to pull request #14, I have to agree with jastey when it comes to Mae'var line. Introducing new lore and story elements is outside scope of EET. A person installing it without other mods should have the same experience story wise as someone playing vanilla EE games.

     

    While restoring the SoD end game battle, described by JuliusBorisov in this topic, may seem like a contradiction to what I've just said, the fact that the whole battle is pretty much a visualization of the movie, already fully scripted by Beamdog devs, voice acted by professional actors (love those Minsc lines during it) and according to Andrew Foley has been removed right before game release, I think makes it acceptable to be enabled by default in EET. It adds to the experience without introducing anything new when it comes to story (without it we would have 2 movies, one after another, which would feel a bit off, imo).

     

    Some other concerns:

    - the proposed line would be the only dialogue during the whole cutscene and battle that is not fully voiced,

    - what if Beamdog decides to release some new BG2:EE content that references those events and makes the ambush canonically organized by different group of thieves? In such case EET would be at fault of introducing story element that contradicts (now) official story,

    - there is ongoing Shadow Thieves recruitment process during BG2 done by Bodhi, so that group could as well be controlled by her and I think it would make as much sense,

    - if we're adopting BGT chain of events why stop there? BGT cutscene actually showcases death of Dynaheir if I remember correctly.

     

    So for this particular case I think it's better to leave this adjustment to other mods.

     

    edit: I've changed the topic title to warn about spoilers.

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