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K4thos

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Everything posted by K4thos

  1. eet> diff engine.lua ../00782/engine.lua 1c1 < engine_name = "Baldur's Gate - Enhanced Edition Trilogy" --- > engine_name = "Baldur's Gate II - Enhanced Edition" I don't understand this syntax. If you mean that engine.lua has "Baldur's Gate - Enhanced Edition Trilogy" in it than that's how it's supposed to be.
  2. This line: AT_NOW ~./setup-EET --noautoupdate --no-auto-tp2 --traify-tlk --min %str_min% --out "%USER_DIRECTORY%/save/saves.tra"~ should be changed to: AT_NOW ~./EET/weidu_%WEIDU_OS% --noautoupdate --no-auto-tp2 --traify-tlk --min %str_min% --out "%USER_DIRECTORY%/save/saves.tra"~ If you will be able to re-install the component without the message after making this change I will push new version on Github.
  3. it looks like on different digital distribution platforms the path can be different. I've changed it to: ACTION_IF ~%WEIDU_OS%~ STR_EQ ~win32~ BEGIN OUTER_SPRINT exec ~Baldur.exe~ END ELSE ACTION_IF ~%WEIDU_OS%~ STR_EQ ~osx~ BEGIN ACTION_IF FILE_EXISTS ~BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition~ BEGIN OUTER_SPRINT exec ~./BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition~ END ELSE ACTION_IF FILE_EXISTS ~../MacOS/BaldursGateIIEnhancedEdition~ BEGIN OUTER_SPRINT exec ~../MacOS/BaldursGateIIEnhancedEdition~ END ELSE BEGIN FAIL ~Baldur's Gate II executable not found~ END END ELSE BEGIN //unix ACTION_IF FILE_EXISTS ~./BaldursGateII~ BEGIN OUTER_SPRINT exec ~./BaldursGateII~ END ELSE BEGIN FAIL ~Baldur's Gate II executable not found~ END END Please upload whole SETUP-EET_END.DEBUG file. I suspect Baldur's Gate - Enhanced Edition Trilogy/Baldur.lua file located in your local directory hasn't been patched. If that's the case external GUI mods won't be able to detect that it's EET installation (they do it from within LUA code by checking 'Program Options','EET Installation State','2' baldur.lua value presence).
  4. Thanks, updated tools are now available on Github.
  5. is it normal that apps stop working after normal operating system update? Like damn, what about backward compatibility. It's already in the code: AT_NOW ~chmod +x %MOD_FOLDER%/bin/%WEIDU_OS%/%arch_var%lua~ EXACT AT_NOW ~chmod +x %MOD_FOLDER%/bin/%WEIDU_OS%/ffmpeg~ EXACT AT_NOW ~chmod +x %MOD_FOLDER%/bin/%WEIDU_OS%/%arch_var%tileconv~ EXACT AT_NOW ~chmod +x %MOD_FOLDER%/bin/%WEIDU_OS%/%arch_var%tile2ee~ EXACT Any chance for pull request directly on Github? Can't say I know what exactly I should add to the code. All Mac related code in EET comes from external contributions. I never used MAC OS in my life (or even seen this OS to be more precise) .
  6. thanks, argent77. If someone needs a hotfix for a game started from ToB use this clua code: C:Eval'ActionOverride(Player1,AddSpecialAbility("SPIN822"))' Version 1.0 Release Candidate 9.2d fixed minor GUI text problems (Assign keys tip, Delete a contingency tip) - both vanilla bugs starting a new ToB campaign grants the "Slayer Change" innate ability starting a new ToB campaign reveals Sacred Grove on worldmap (this time for real) edit: Version 1.0 Release Candidate 9.2e Latest tileconv and tile2ee compatible with macOS Sierra Version 1.0 Release Candidate 9.2f Improved mac compatibility
  7. Great to see Kaeloree's mods receiving proper EE engine charsets updates (and EET related compatibility code). There's this guy in Lava's topic that is currently hunted by random freezes due to ANSI charsets in Imoen Friendship (and probably other mods). Maybe you could convince Kaeloree to update SHS description to point to your updated version? Or you could send him updates from time to time so that he could upload fixes on SHS? I think it would be worth it since exactly the same problems that LamaPatate described would show up in vanilla BG2:EE and those playing without EET may be not aware about your updates. Anyway thanks for all the effort and of course you can use EET board as you wish to maintain the mods.
  8. not going to happen. It was never made public and I don't think you will find a person who will willingly share something distributed for private testing only. Whole content is in Polish only either way. edit: - Vault EE v7.3 - Region of Terror v3.0 - Amber V5.01 added to section 2. Thank you Roxanne for the effort.
  9. My plans for NTotSC update have been put on hold (read it as: "not going to happen" ). Roxanne already ported BGT version (complete, with items descriptions etc. handled) so there is not much (if anything) to gain from another port job. Also BGT version of NTotSC misses tons of interesting content compared to unreleased version of NTotSC for vanilla BG1. Around 2008-2010 Aurelinus (original author of NTotSC) was developing version 3 of this mod with several new quests and multiple new areas added to the worldmap. This version (as well as all his other mods) is not made in weidu but overwrite original files (including TLK), so porting it would be quite an effort. Probably worth it, but without author's permission releasing beta content that never received public status is out of question. I don't know how to contact him and even if I could find a valid e-mail, I'd like to focus on IWD-in-EET for now. Chances that he would be ok for someone else continuing his scrapped work are slim either way. So yeah, please use Roxanne's BGT port.
  10. DSotSC has been recently updated to include Spanish translation. I don't understand why BWS bothers to check file sizes so strictly when mod is hosted on Github. If I understand correctly every commit results in need for manual change in BWS. Is that right? edit: I've checked the log and the problem is unrelated to downloading the mod (looks like size check is not used for DSotSC). The problem is in my yesterday commit: AUTO_TRA ~DSotSC/language/%LANGUAGE%/D~ should be: AUTO_TRA ~DSotSC/language/%s/D~ I wasn't aware that weidu doesn't recognize LANGUAGE variable for AUTO_TRA. Fixed version is up on Github, sorry for the problem.
  11. that needs to be done during mod installation, not in game. that's what weidu is for. Adding compatibility for EET doesn't break compatibility with other platforms. You can find more information in Modder's Notes and in this topic. Here is patch for NPC Strongholds implemented automatically with EET_modConverter tool. This change doesn't really need testing since all it does is using different numbers for chapters, based on platforms. The only thing I've added manually is EVALUATE_BUFFER mentioned at the end of Changes.txt file that lists all changes made to the mod. https://www.sendspace.com/file/rel7u2 Alternatively, if you're not comfortable with using variables instead of chapter numbers in weidu code, there is alternative solution in Tweaks Anthology mod (if I remember correctly it uses a function that automatically patches baf and d files before the mod is installed, depending on the platform - the result is the same).
  12. list updated: - Neera Banters (BG:EE) v0.9 or above (moved from section 1 to native support) - Jaheira Recast v2.0 or above (native support) - Chatty Imoen v1.3 or above (native support) - Imoen Friendship (SoA & ToB) EE v3.0 or above (moved from section 3 to native support) - Yoshimo Friendship EE v4.0 or above (moved from section 3 to native support) - Tome and Blood: More Options for Wizards and Sorcerers v0.7 or above (native support)
  13. Patch and action function that fixes missing column entries in 2da files. https://github.com/K4thos/IE-code-repository/blob/master/2da_missing_cols.tpa Everything will be done automatically if used as: LPF 2DA_MISSING_COLS END Optionally following vars can be set: INT_VAR cols = minimum amount of columns that should have values (if not set function will automatically read max number of columns in file) STR_VAR 2da = 2da file that should be patched, e.g. kitlist (not used in patch function) entry = what entry should be set in missing columns (if not set function will automatically read default entry from loaded 2da, e.g. *)
  14. thanks, lefreut. Fixed strings will be included in the next release.
  15. Version 1.0 Release Candidate 9.2c fixed minor GUI text problems (Monk descriptin, gender tip) - both vanilla bugs starting game from command line will no longer report problem "Error loading menu: [string "function onopen07011758 () ..."]:6: 'then' expected near ')'" Spanish dubbing for BG1 movies added
  16. Version 1.0 Release Candidate 9.2b Lua code for TLK reading and TRA preparation (WeiDU COPY / APPEND_FILE size limit workaround)
  17. no, just use C:SetGlobal("AttackedThieves","GLOBAL",0) after finishing BG1 portion since the same variable is used in BG2. Other than this changes won't affect you.
  18. Version 1.0 Release Candidate 9.2 less confusing installation - setup-EET_core.exe no longer used thanks to working STRING_SET_RANGE and NEXT_STRREF functionality in latest WeiDU (this means that from now on SETUP-EET.DEBUG is the file that should be used for reporting issues) uninstallation and re-installation should be more reliable now (tested several times on the same game without any problems) fixed AttackedThieves BG1 variable not being remapped in previous versions fixed strref references to BG1 movie files (movies menu) starting game in ToB will show Sacred Grove icon on map right away improvements in column appending code ------------- Thanks in advance for updating BWS. Dziugas, let us know if this update fixes your problem. The new implementation needs to COPY BG:EE TLK file in order to read 0xa offset (total amount of strings). It's possible that weidu won't be able to do it if BG:EE TLK is very large (there is COPY size limit, although there's still about 8 MB left when it comes to vanilla file). If someone will report that in heavily modded BG:EE the size is reached we will switch to Lua code in order to read this value.
  19. Dziugas, must be OS related. It failed to merge TLK files. The good news is that I've managed to successfully use STRING_SET_RANGE to append BG:EE strings on top of BG2:EE tlk with the newest weidu, so outside merging using terminal/command line is no longer needed. I need to test if uninstallation etc. works, and if there won't be problems new version will be up on Github in about an hour. There is huge chance that it will solve your problems since the new implementation is no longer dependent on OS specific stuff for TLK merging.
  20. so there is an audience for such tweak after all. In such case I can host it externally (without providing support): https://www.dropbox.com/s/79d9mh5i0o0riop/Protagonist_Can_Die.zip?dl=1 Anyone can take it/expand/improve it and release new version as thier own mod btw.
  21. if there are problems with current implementation than I think it's better to use a mod that would handle it differently. This one uses implementation that don't let Player1 die at all. I didn't look at the code but if it doesn't require some tobex features I doubt it would need any changes at all to work on EET. that doesn't sound like something I'd like to endorse Especially if there are better alternatives out there.
  22. yes -------------- Player1 needs to be in active area in order to be resurrectable without crash. Tried DestroySelf() and MoveGlobal (to external area) and - crash every time. Changing Player1 flags to be like other NPCs doesn't change anything. JumpToPoint and Disabling cre doesn't work for death player1. The last solution I can think of is using action 234 to move the body from sight: 234 MoveGlobalObjectOffScreen(O:Object*,O:Target*) This action moves the object creature a screen away from the specified target creature. The target object must be stored in the GAM file (i.e. NPC or added explicitly via the MakeGlobal action. but it doesn't seems to work correctly for now (same problem as in this report, so maybe it will be fixed in patch 2.4). If the patch won't solve this issue or code like this in global script won't give good enough result: IF StateCheck(Player1,STATE_REALLY_DEAD) OnScreen(Player1) THEN RESPONSE #100 MoveGlobalObjectOffScreen(Player1,Player2) END than I think the tweak will be removed from the package.
  23. well yes, it's a tweak like any other, so no point in installing it twice (no problems though since it uses files with different names) http://htmlpreview.github.io/?https://github.com/K4thos/EET_Tweaks/blob/master/EET_Tweaks/readme-EET_Tweaks.html
  24. actually Wand Case is part of EET Tweaks for some time now (with author's permission), alongside Key Ring and previously Book Case (later changed into "Books/Scrolls categorization" component since vanilla "Scroll Case" already supports Book category), so you could as well change BWS to use that version instead. Quote from readme: what is different compared to the versions hanging in that topic is that each Wand Case uses unique ITM and STO names so you won't find items stored in the case bought at High Hedge in new one from Adventurer’s Mart etc. EET_Tweaks version supports less languages currently though.
  25. hmm, not really. It's meant to work like in IWD:EE (so the same for all party members). Don't remember such behavior the last time I tested it but maybe I didn't notice or this has been changed in one of the recent patches (component was implemented for patch 1.3). I will take a look and see if there is a way to solve this. What the tweak currently does: 1. sets bit4 flag to all ARE files: COPY_EXISTING_REGEXP GLOB ~^.+\.are$~ ~override~ READ_BYTE 0x14 "flags" WRITE_BYTE 0x14 ("%flags%" BOR BIT4) BUT_ONLY 2. Adds code to global script that triggers Game Over normally if tweak is disabled, player1 is chunked or whole party dies: IF Global("K#DISABLE_PC_CAN_DIE","GLOBAL",1) StateCheck(Player1,STATE_REALLY_DEAD) THEN RESPONSE #100 GameOver(19377) END IF OR(3) NumInPartyAlive(0) StateCheck(Player1,STATE_EXPLODING_DEATH) StateCheck(Player1,STATE_FROZEN_DEATH) THEN RESPONSE #100 GameOver(19377) END
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