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K4thos

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Everything posted by K4thos

  1. Nothing comes to my mind other than problem with case sensitivity. "EET/temp/patch/spl" directory exists for sure. Dunno how to help Maybe unifying everything in EET to upper case would do the job (so that there are no instances of mixed cases in a single weidu COPY command), although not sure considering you're already using case insensitive partition on linux. What's strange is that this file is always handled during installation (it's from vanilla game) and there were people who successfully installed the mod on linux IIRC.
  2. it's not needed unless I missed something. Here are results of my tests: Class(Myself,MAGE) - returns true if CRE is dual-classed to mage with thief class innactive - returns false if CRE is dual-classed to mage with both classes active - returns false if CRE is multi-classed Class(Myself,MAGE_THIEF) - returns false if CRE is dual-classed to mage with thief class innactive - returns true if CRE is dual-classed to mage with both classes active - returns true if CRE is multi-classed Now the question is if "XP" / "CheckStat" trigger will correctly count total XP when both classes are active. Guess more tests are needed...
  3. that depends if Class(Myself,MAGE) trigger also detects multiclass character - needs to be tested. We can add !Class(Myself,MAGE_THIEF) trigger if needed.
  4. thanks, it's now implemented locally. Following test code seems to do the job when extended bottom in Imoen's override script (tested with your save): It subtracts XP from the active class after vanilla XP adjustment. So in your example, argent, Imoen ends up with 280 000 XP for mage class and 220 000 XP for thief instead of 500 000 + 220 000. This is inteded value considering Player1 has > 500k XP.
  5. readme file explains where the mod should be extracted (BG2:EE main directory) try running this file from BG2:EE directory. setup-EET.command.zip
  6. Strref 0 ("<NO TEXT>") will be resolved as an empty string that isn't displayed when used as creature name. Behavior of BG1EE and BG2EE are identical in this regard. Setting name to strref 0 solves the issue in EET. Edit: The random name issue when using strref -1 is most likely a game bug and has to be fixed by Beamdog. added additional check for 0 value during resource importation, thanks. ---------------- nice find, fixed locally. splprot.2da is now read during installation and remapped if needed (not in this case since both missing rows will get the same row number as in BG:EE) What I'm not sure about is this part of CamDawg's post: What projectile's ids field? 0x3e and 0x42? NI shows normal IDS files there, not SPLPROT.2DA references. IESDP doesn't have any info about it either (from what I see the documentation is outdated since it doesn't list anything after 0x2a offset). --------------- here is vanilla game code that handles Imoen's XP at the start of SoA (EET just resets BD_JOINXP variable since it's also set in BG1): Not sure how to handle it if XP trigger can't read original class experience. Any ideas? edit: maybe CheckStat / CheckStatGT / CheckStatLT triggers will take original class XP into account. Will test it soon (sooner if you can upload your save from the end of SoD )
  7. Roxanne, it's the "8" in the above quote that causes it (this value refers to GUI code). Both ISLOFF.2DA and ISLON.2DA will be patched during installation to use LEAVEA.MOS and ARRIVEA.MOS is the next release. Thanks for reporting.
  8. you will meet both of them. There is no requirment that NPCs needs to be in your party during transition. As long as NPC is not permanently killed (chunked) / the corpse has not been kicked out of your party / NPC has not been killed when he/she was not a party member, than such NPC is still valid for later storyline. Everything is explained in previously linked topic.
  9. If Ardanis is right, that's how it works in vanilla SoD, so there's no need to update this component.
  10. there's really no need for this. There is currently a minor problem reported here when Dynaheir becomes chunked (also 1 not properly filtered Corwin's dialogue that refers to Dynaheir and Minsc, even if it shouldn't be available), but it won't affect you and will be fixed in next release. There is no way to teleport into SoD as Roxanne mentioned because SoD uses Campaign functionality which is triggered after killing Sarevok. everyone leaves you after first SoD dungeon. But what it has to do with anything? The problem that this topic refers to is a presence of Minsc in situation that he should not be available (when Dynaheir has been permanently killed) he will leave and you will find him first in BG city and then in Camp. No need to test it.
  11. Here you go: http://gibberlings3.net/forums/index.php?showtopic=28835&do=findComment&comment=256207 Although I must say that your implementation indeed sounds risky. Another example (SoD end game spoilers, don't click if you haven't finished the expansion)
  12. Action macro that generates JOINABLE_NPC_ARRAY table which can be used to patch joinable NPC CRE files (more reliable method than checking CRE BIO offset) https://github.com/K4thos/IE-code-repository/blob/master/joinable_npc_array.tpa Example usage: LAM JOINABLE_NPC_ARRAY ACTION_PHP_EACH JOINABLE_NPC_ARRAY AS cre => dv BEGIN PRINT ~%cre% => %dv%~ COPY_EXISTING ~%cre%~ ~override~ //your patching code END
  13. I never used this tweak. All I need to know regarding it is this part: if it works like this than everything is fine since Dynaheir is alive. That SCS tweak doesn't update SoD dialogues, so forced pairs dialogues in SoD will work the way Beamdog coded them (EET doesn't touch those dialogues either). If someone else won't be able to confirm what's Beamdog's implementation regarding it you will see if you can kick out Dynaheir without making Minsc leave once you're there.
  14. yes, both are valid for continuous content in this case. This post explains how NPC continuity works in EET (using Dynaheir as example btw.) I will be able to confirm it if MasterOfDisguise will upload the save. That would indeed explain why "Dead" trigger ignored Dead state (if Imp's observation regarding that meat chunks is correct – I would have never thought that few pixels on the screenshot represent poor Dynaheir).
  15. I've checked BD1000.BCS and there are indeed vanilla "!Dead" checkes for both NPCs, so the same probably could also happen in vanilla game (e.g. if you killed one of them in the BG tavern during SoD). I will add addional !Dead("minsc") to dynaheir spawn block and !Dead("dynaheir") to minsc spawn block in the next update. Thanks for reporting. As for fixing the problem in your game - as mentioned, simply ctrl+y Minsc. edit: on the other hand save file would be still useful. If Imp is right and that piece of meat is indeed Dynaheir then why is she even there in that form when there is a !Dead("Dynaheir") trigger already? Maybe proper flags has not been set or there is a vanilla SPRITEISDEAD reset in code that I didn't notice. I need to check if !StateCheck("Dynaheir",STATE_REALLY_DEAD) would work in this case and some other things related to it, so please upload the save from the beginning of SoD.
  16. you can as well ctrl+y Minsc since he is not supposed to be there at all if Dynaheir has been chunked in BG1. As for fixing the problem (which in this case means not allowing Minsc to spawn again after he leaves the party during the first SoD dungeon) please upload save from the beginning of SoD (this save is automatically created, so you will have it for sure).
  17. that's a bummer. I don't know if it's possible to make the repository completely open. Maybe someone more experienced with Github will be able to help. I've updated the link for html viewer into: https://rawgit.com/K4thos/EET-Compatibility-List/master/EET-Compatibility-List.html This one makes changes visible within minutes (previous one was slower)
  18. Faiths and Powers has been added to the list. Not sure why it wasn't there in the first place (maybe I forgot to paste it back when I rearranged alphabetical order recently - sorry, if that's the case). Coming forward I think the more viable way to keep the list updated is converting it to HTML file hosted on Github with free permission for everyone to edit it (pull requests no needed). I'm planning to do it in the near future. Also moved ToDG from section 3 to 2 (it has native compatibility for some time now) edit: the list from first post has been moved to Github repository with free access to everyone (simply click "edit this file" button directly in the browser. The change should show up immediately unless I messed up permissions settings). It can be viewed via this link.
  19. already done it (copied PVRZ files from your package). BGT still uses TIZ files. It looks like I forgot to include TIZ un-compressor. Here is complete package: https://www.dropbox.com/s/3nlsekc72ry2e22/NTotSC.7z?dl=1 As for the fixes only stuff mentioned above (including BWF) is included. When I was still working on this mod I wasn't aware about additional fixes in interim. Please keep in mind that this mod is not ready as it is (at least until it's tested and maintained, which may take months if ever, as Jestey mentioned).
  20. jastey requested uploading what have been already done when it comes to previously mentioned backward compatible EE update for NTotSC (BGT version) and after looking at it, it turned out that the update was in quite advanced state. What has been done: - Corrects Nadali's dialogue file, allowing all missions related to Draagis to be completed even if you haven't spoken to Nadali before finishing the Northern Citadel quest. (Turambar_fixes_tweaks) - Corrects the Fire of Bhaal Sword, which couldn't be used by thieves although it was a longsword.(Turambar_fixes_tweaks) - Corrects some graphical problems (black square near the Northern Citadel, missing icons...) (Turambar_fixes_tweaks) - Fixes a mummy-related issue which could break Korgan's quest (Turambar_fixes_tweaks) - Lowered XP rewards for quests (BP_Balancer_v0.33g) - Item rebalancing by Vlar - Internalized fixes present in tp2 that were awkwardly separated in external files - Internalized Big World Fixpack patches, - All resources checked with Lolorian's Majestics Fixers - Rewritten tp2 code from scratch (modern ARE patching, no batch files etc.) - Support for EET (technically BG:EE could be supported too, but the mod was written with BGT in mind, so there would be likely missing resources) - internalized NTotSCv171 patch directly into D files (so no more patching already compiled dialogues - still don't get it why it has been implemented this way in the first place) - NTotSC no longer overwrites Temple area TIS file. Entrance to the cave is patched in as static BAM animation added to the ARE (looks exactly the same) - support for macOS What still needs to be done: - The update has not been tested (regressions are likely) - Item descriptions needs to be added to new "setup-EE.tra" file. EE descriptions should follow Beamdog item description style - Due to nerfed statistics of the items translations should be updated before they can be enabled - ADD_JOURNAL is currently missing. Would be great to move all journal strref into new, always loaded, journal.tra file and remove old references to journal from other tra files Like I mentioned due to amount of projects I'm not interested in finishing these tasks (at least for the foreseeable future). But here is the promised package: https://www.dropbox.com/s/3nlsekc72ry2e22/NTotSC.7z?dl=1
  21. No, game downloaded from Beamdog store doesn't create a shortcut. Otherwise I wouldn't bother to code it. shortcut will lose icon if mod is no longer present, so a chance for confusion is slim. I get it why some people don't like this feature. I still think it's handy (to some people). ----- Thanks, StefanO, for testing. New version with improved mac compatbility is up on Github. subtledoctor, code for mac shortcuts has been removed and likely won't come back but thanks anyway.
  22. Jarno, it doesn't help when one game directory is called "00783" and another "00806" - that's the default naming after installing from Beamdog client. Downloading from steam is even more confusing with games nested within 10 subfolders. Mistakes like that are normal, imo. It's anecdotal but I personally prefer to start the game from shortcut rather than looking where the hell it's installed (downloading from Beamdog store doesn't create a shortcut btw.). I don't think I'm the only one. And I don't think that everybody even know how to create a shortcut. I've assisted stuff like renaming files extensions (due to hidden extensions set by default in windows) multiple times, you can't expect that everyone is tech-savy. Hence the reasoning to keep the shortcut. There's that magic "delete" key which you can use to get rid of it in a second. StefanO, there are only 2 calls to shell in the eet_end code: AT_NOW ~rm -f %USER_DIRECTORY%/save/saves.tra~ EXACT AT_NOW ~./EET/weidu_%WEIDU_OS% --noautoupdate --no-auto-tp2 --traify-tlk --min %str_min% --out "%USER_DIRECTORY%/save/saves.tra"~ second one has been already fixed (this was that "no such file" error). First is needed as a workaround for weidu bug - deleting the file with weidu DELETE function may result in broken TRA file generated by --traify-tlk. Keeping the file and overwritting it also has the same issue. Try to remove both of these lines just to be sure that the problem lays here. If yes please try this: ACTION_IF FILE_EXISTS ~%USER_DIRECTORY%/save/saves.tra~ BEGIN AT_NOW ~rm -f %USER_DIRECTORY%/save/saves.tra~ EXACT END AT_NOW ~./EET/weidu_%WEIDU_OS% --noautoupdate --no-auto-tp2 --traify-tlk --min %str_min% --out "%USER_DIRECTORY%/save/saves.tra"~ also maybe %USER_DIRECTORY%/save/saves.tra in AT_NOW should be enlosed with quotes?
  23. ok, if there is no chance for mac code contribution for icon creation it will be removed for that operating system. As for windows - shortcut will stay. It's already optional (you can disable creation via -s parameter during installation). I find deleting the shortcut less tedious then creating new one and renaming it. Also there was a guy who installed EET with BWS and tried to play it using BG:EE installation, so yeah... StefanO, please let me know if removing this code fixes the issue: <<<<<<<< .../shortcut.sh #!/bin/sh cat > $HOME/EET.desktop << TEETEE [Desktop Entry] Encoding=UTF-8 Value=1.0 Type=Application Name=Enhanced Edition Trilogy GenericName=Enhanced Edition Trilogy Comment=Enhanced Edition Trilogy (EET) Icon=$PWD/EET/docs/images/EET.ico Exec="$PWD/start.sh" "" Categories=Game; Path=$PWD TEETEE >>>>>>>> COPY + ~.../shortcut.sh~ ~shortcut.sh~ AT_NOW ~./shortcut.sh~ DELETE + ~shortcut.sh~ but it's from EET.tp2, not setup-EET_end.tp2, so unless the reported problem showed up during main component installation this won't be enough.
  24. the code was contributed. Any chance for you to fix it? No idea how to make shortcuts on OSX. it's not used, I will delete it.
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