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Posts posted by K4thos
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So other than reinstall the whole eet, there is no way to fix it? Cause reinstalling SCS with plenty of large mods is exhausting...
make a backup copy and:
1. Uninstall mods one by one from the end of weidu.log and check when the game starts running (it's probably the fastest way to test it considering uninstallation takes only a second)
2. Or remove quest lines from bgee.lua in portions as mentioned in this post.
Please don't abandon this installation and don't start from scratch. It's about time to finally figure out which mod is problematic.
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K4thos: The list of mods with direct EET version goes alphabetically up to "S" and then kind of starts at "M" with Might & Guile again, is this on purpose?
nah, that's just me Time to train alphabet some more
Hm, maybe the mods that can be installed to BGEE before the conversion should have stayed in the first list (although I am happy if people use the direct EEt versions, of course).I'm hoping that the first section will shrink over time since it creates confusion and makes uninstallation of such mods harder.
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thanks for all contributions. List should be up to date.
Btw, I packed EET compatible versions of PPG Banter Pack and NPC Flirtpack, but those need to be tested first before they go into BWS:
So, best everyone leans back and waits until someone else does the work (i.e. testing and integrating into BWS).
This is a tuned down and balanced extract from the abandoned Planar Sphere mod. It ressurrects the extra stronghold quests from that mod but removes the overpowered items and spells and the excessive XP gain. The final quest (blowing the planes apart, killing half the gods of Faerun and getting 33 level 9 spells and 1mio XP) has been replaced by a more adequate ending, In addition, the mod no longer overwrites files. It should be compatible with all stronghold mods and tweaks, the additional contents starts after the vanilla tasks for the stronghold are finished.
This looks mighty interesting. Would love to read some impressions about this iteration of original Planar Sphere mod.
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the function is extremely useful, indeed. Even BG2 Fixpack 'Game Text Update' can brake journal erasing in mods that use exact match approach (and there are 2 versions of this component if I remember correctly). Then there is a problem with translation of strings (I remember tons of issues with erasing journal in Polish version of some older mods - most likely because translator didn't even know that the text was meant to be copied directly from TLK file rather than translated from scratch).
Now I feel silly since I never thought about looking what IESDP has to say about DLG format (which turns out can be looped through like any other BG file format). For some reason I always considered it as a text file while decompiled and unreadable gibberlish after compiling
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but BGT / EET not having them at specified reference numbers
actually EET handles BG1 strrefs in a static way. SAY is not used at all during installation. You can reference correct journal number by simply adding 200000 to the original strrefs. For example BG1 strrefs 27091 is 227091 in EET and that's always true regardless of mods you install before/after it.
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Relevant topic: http://gibberlings3.net/forums/index.php?showtopic=28495&do=findComment&comment=250392
From BG1 up to the end of ToB:
Dorn
Edwin
Imoen (stays out of party during SoD since that's how Beamdog implemented her)
Jaheira
Minsc
Neera
Rasaad
Viconia
Up to the end of SoD:
Baeloth
Dynaheir
Khalid
Safana
SharTeel (requires SharTeel NPC mod for SoD, otherwise leaves after first SoD dungeon)
Up to the end of SoD first Dungeon:
Ajantis
Alora
Branwen
Coran
Eldoth
Faldorn
Garrick
Kagain
Kivan
Montaron
Quayle
Skie
Tiax
Xan
Xzar
Yeslick
SoD only:
Corwin
Glint
M'Khiin
VoghilnObviously all BG2 NPCs are also valid for ToB.
As for the mods I'm only aware about:
- Sandrah (from BG1 to the end of ToB)
- Sirene (from BG1 to the end of ToB)
- SharTeel (from BG1 to the end of SoD)I'm planning to help Lava implement full continuity for Verr'sza (once BG2 version of this NPC is finished)
Other mods use different DV for each game, even when they add content to vanilla NPCs, so they are spawning new versions of CRE files.
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TO_HEX_NUMBER:
A decimal to hexadecimal number converter. May be useful when dealing with IDS or INI files.
there is actually a hidden SPRINTF command in weidu that can do it. Example:
SET dec_value = 3 SPRINTF hex_value ~%x~ (dec_value) PATCH_PRINT ~%hex_value%~
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New version up on Github:
Version 1.0 Release Candidate 9.1
- fixed regression with Imoen not spawning at the end of SoD if she hasn't been in party during BG1 transition (hotfix for previous versions: http://gibberlings3.net/forums/index.php?showtopic=28580&page=2&do=findComment&comment=254649)
- fixed CLASTEXT.2DA content importation (missing kit description in mod added kits installed on BG:EE)
- fixed typo in TRA files: Sacred Groove -> Sacred Grove
- improved automatic code for cloning/deleting opcode 267 spell effect
- title, campain icon, logo BAM files expanded with IWD-in-EET images
- cosmetic change to make comparing code between EET family mods easier (%MOD_FOLDER% usage)
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QUESTION Since the mod installs on bg2ee after EET for an EET install, that second check is sufficient?
nope, I will let Lava know that the mod currently skips BG2 portion of the game in EET.
Does it ? Cause the EET trigger was supposed to not be in the GAME_IS at all, but GAME_INCLUDE or some such sith. And the BG2 part patches a creature in that portion, while th e BG1&EET a different creature in that portion of the game... who is not in the vanilla BG2.
http://www.weidu.org/~thebigg/beta/README-WeiDU.html#GAME_IS
It's how it is and changing it now would mess tons of mods that already support EET.
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Noticed on the Github that Almateria's Restoration is now under expert, what happen with that mod?
that's a question to BWS guys (if by 'under expert' you mean BWS mods recommendations). I have no idea what is the reasoning behind this change.
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QUESTION Since the mod installs on bg2ee after EET for an EET install, that second check is sufficient?
nope, I will let Lava know that the mod currently skips BG2 portion of the game in EET.
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2 mods added to the list (native support section):
Yoshimo Romance v4.0 or above
Weasels! v1.0 or above
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Is this necessary for kit mods?
no, if the kit mod uses fl#add_kit_ee.tpa v1.1.3 (2016-04-17) - earlier versions didn't have support for IWD:EE and EET.
Also if the mod uses GAME_IS weidu command then ~eet~ should be included in such check (since weidu doesn't recognize EET installation as BG2:EE game).
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Your contribution is valid either way considering the link has changed (previously list pointed to location with version of the mod hosted outside main SHS download). I'm trying to keep the list up to date with correct download locations, so I've changed the link. I wrongly interpreted that you meant only the mod version change, sorry.
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- aTweaks v4.50 or above
Correct link to newest v4.51: http://www.shsforums.net/topic/38261-atweaks-v451-released/
when it comes to mods mentioned in section 1 and 2 "version date or above" means that the mod can be used starting from this particular version or any other later version since the native compatibility (section 2) or limited compatibility (section 1) is already implemented. There's no need to update the list with latest version numbers. Maybe this "or above" text is not clear enough? English is not my first language, so let me know if I should write it differently.
Version date is only important for section 3 mods (those that don't have compatibility unless patched) because update from author results in patch being potentially harmful since it was made with different version in mind (that's the reason why I'm no longer preparing patches like this - too much work to do it after each new version is released, if author has no intention for internalizing these changes). This is somewhat handled by Big World Fixpack that patches mod files rather than overwriting them, but it's risky solution to patch changes from older version either way. Generally if new version of mod from section 3 is released, without changes related to EET, it usually means that the mod will be dropped from the compatibility list completely.
edit: silly me, you were referring to link, not version number Updated the link.
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So there is any way of fixing that in nearby time? I mean it has been submkted year ago..
There hasn't been a patch for BG2:EE for about a year now. And author of this conversion is missing in action. For test I've tried converting Candlekeep TIS file from this mod in Near Infinity to TISv2 and it worked but the water was missing, so no, I don't think it can be easily fixed until patch that solve this engine issue is released by Beamdog.
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Hey i have question... Is this normal that EET has that weird lines along the i dont know... Tilsets or map fragments?
yes, it's normal. Same thing happens with all mods that use TISv1 in all EE patch 2.x games: https://support.baldursgate.com/issues/22958
This mod has been ported with patch 1.3 in mind.
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indeed, huge thanks to jastey
- BG1 Unfinished Business v14 [bETA] or above
I guess that this is not enough to move BG1UB to section 2 ?!?
nope, not enough. The mod doesn't use EET cpmvars for BG1 resources, so can't be installed on top of EET.
Ikki posted native patch here but it hasn't been tested yet.edit: the patch is for BG1 NPC Project, not BG1UB.thanks.
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Regression in code, thanks for reporting. New version that fixes this issue will be pushed soon.
Copy following code (ctrl+c):
C:Eval('ActionOverride("IMOEN2",SetGlobal("K#PartySoD","LOCALS",1))')
Load your save and paste above code in console (ctrl+v)
Now leave the caves and she will be there.
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can't be if you can run the game after installing clean EET. For situations like this I've posted this bat that may be able to find (or not) the issue with game crashing on start-up: http://gibberlings3.net/forums/index.php?showtopic=28822&page=4&do=findComment&comment=254333
All I know is that:
- any mod installed with ANSI encoded strings = crash
- messed up GUI code = crash
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Thanks Azoth.
Also added following entries to the list:
- Ajoc's minimod for EE/EET v1.0 or above (this update requires resources from original ajocmod)
- Region of Terror for EE/EET v1.0 or above (this update requires resources from original RoT and works only with BP-BGT Worldmap)
- Check the Bodies for EE/EET v1.0 or above (this update requires resources from original CtB and works only with BP-BGT Worldmap)
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answered in this topic: http://gibberlings3.net/forums/index.php?showtopic=27035&page=30&do=findComment&comment=254586
Unreleted to EET. Based on previous reports from 2014 (vanilla GOG BG2 installation) the solution to this problem was installing on different 32-bit system. That sounds odd. Not sure how to deal with it on MAC but if this was on windows I would suggest enabling full administrator control for user (UAC settings), moving the game out of Program Files and disabling all antivirus/other background programs.
Maybe try running this mac code in terminal:
chmod +x path_to_the_weidu_installator
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haze, this seems to be unrelated to EET (mentioning it since you also posted in this board) - I can install it just fine. There was similar problem reported back in 2014 but unfortunately the link to solution mentioned in the following topic is no longer available: http://gibberlings3.net/forums/index.php?showtopic=26149&page=1
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4. Do you consider adding EET compatibility in the reasonable future?
Nothing has to be changed in Oversight regarding EET compatibility (since chapter variable and GAME_IS are not used), so feel free to mention it in the readme once (if?) the mod is updated for BG2:EE - as ALIEN mentioned in current state Oversight crashes EE engine when installed with any language other than English, due to missing HANDLE_CHARSETS, so it's not really compatible with BG2:EE either.
List of continuous EET characters
in Enhanced Edition Trilogy
Posted · Edited by K4thos
let's see (massive BG2/SoD spoilers below):
Ajantis - cameo appearance, death during Journey to the Windspear Hills SoA quest
Baeloth - during BG2 he is messing with Black Pits 2 (btw. when you first meet him in BG1 it's a direct continuation of what happened in Black Pits 1)
Coran - cameo appearance, death during Coran and the Wolfweres SoA quest
Dynaheir - death during SoD/beginning of SoA
Faldorn - death during Animal Trouble in Trademeet SoA quest
Garrick - during SoA he meet a woman from Calimshan, whom he accompanies to that southern nation
Khalid - death during SoD/beginning of SoA
Montaron - death during Find out What Happened to Montaron SoA quest
Quayle - during SoA he runs circus in Waukeen Promenade and must have been there for quite some time (Aerie)
Safana - cameo appearance, death during Coran and the Wolfweres SoA quest
Skie - death during SoD
Tiax - during SoA imprisoned in Spellhold
Xzar - death during Find out What Happened to Montaron SoA quest
So the only NPCs who’s story is not fully resolved are:
Alora
Branwen
Eldoth
Kagain
Kivan
SharTeel
Xan
Yeslick
But every single one of them tells you during SoD first dungeon that it's probably better to part ways once the Sarevok stuff is resolved. For example Xan mentions that "We've been digging around in old and horrible tombs for so long... I fear exhaustion will take me soon.", then "We've done well thus far. How much longer do you think our luck can hold?" and in the end "I've endured your idiosyncrasies quite long enough, <CHARNAME>, but this is the last tomb you, or anyone, will lure me into." I think it clearly presents that he is no longer interested in further travels, so it makes sense that he is gone minding his own business after that. Some of these NPCs will even outright refuse to join you during SoD (SharTeel, Tiax, Coran, Eldoth). Same for the other above mentioned NPCs, often including foreshadowing of future SoA cameo appearances.
So technically at various parts of the game thier story is resolved. I think making those NPCs joinable in SoA is a job for other mods rather than EET since it requires rewriting vanilla content. On top of that any change to the NPCs story would lead to headaches for modders since they would need to take it into account. For example jastey's Ajantis mod allows you to solve Journey to the Windspear Hills differently in order to rescue Ajantis. Messing with that quest would lead to additional work required to make it work without a good reason (considering such NPC would have 0 SoA/ToB content written in clean EET).
edit: added Garrick to the list of solved plots since he has 2 SoA cameo appereances in Athkatla Temple District.