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K4thos

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Everything posted by K4thos

  1. 1. Code for patching BAM v2 worldmap icons without overwriting. I've tried to keep variable names similar to mike's code for BAM v1 patching in case someone would like to merge both functions into 1 that supports both formats: https://github.com/K4thos/IE-code-repository/blob/master/add_map_icons_ee.tpa The code can be easily adjusted to patch any BAM v2 file. 2. WMP file patching using BP-BGT Worldmap style TBL files (useful when you need to add more than 1 area or many links with custom travel times). The code can also patch classic and EE saves, remap icons (in case you use add_map_icons_ee.tpa too) and do other minor things (disabled by default) https://github.com/K4thos/IE-code-repository/blob/master/add_worldmap_tbl.tpa Earlier versions of these functions have been implemented in Lava's mods that add new areas to worldmap, so they can be used as a reference.
  2. Version 1.0 Release Candidate 9 Download - fixed problem with patching triggers and actions containing whitespace, e.g. some above head messages in SoD - fixed spell names patching code - fixed missing resources reported by argent77 - fixed automatic spell importation (affected some SoD AI scripts, e.g. this will fix questionable spells being casted during some SoD battles) - fixed Story Mode problem that caused issues with global scripts, e.g. no way to go back to Pocket Plane - PlaySong and SetMusic correctly remapped (you may have noticed problems with scripted music playing wrong tracks during SoD, e.g. Irenicus encounters) - Shaman class takes advantage of BG:EE/SoD items equipped by the summoner (SoD BDSHUNSU.BCS script is now imported) - BG:EE movies are now copied during installation and can be restored via EET_Tweaks - thunder3.wav removed from archive Still need to test Edwin death detection in BG2 when he is chunked in BG1, but don't have such save, so it will take a while (and it's not that urgent anyway). Other than this I think we are up to date with all reports. Thank you for all valuable feedback.
  3. First post has been updated, thanks for contributions! Other than the list made by Roxanne and Azoth following mods have been added: Section 1 (installed on BG:EE): - Verr'Sza BG1 NPC v2.4 or above Section 2 (native support): - Gavin BG1 NPC v12 or above (instead of section 1) - Gavin BG2 NPC v22 or above (new) - Banter Packs v15 or above (instead of requiring fixpack) Soon remaining Lava's mods will have official EET support. edit: can't find a link to Weimer's Item Upgrade v42. Does it have native support or still needs fixpack patch? edit2: thanks, Azoth, link updated.
  4. I've just used EET_modConverter on Banter Packs and it generated this report: Patching banterpack/bantergoose/bantergoose.baf: GGT("Chapter",1) => GGT("Chapter",%bg2_chapter_1%) Patching banterpack/dialogue/banter-soa.d: GGT("Chapter",1) => GGT("Chapter",%bg2_chapter_1%) Patching banterpack/dialogue/banter-soa.d: GGT("Chapter",1) => GGT("Chapter",%bg2_chapter_1%) Patching banterpack/scripts/aerie.baf: G("Chapter",6) => G("Chapter",%bg2_chapter_6%) Patching banterpack/scripts/aerie.baf: G("Chapter",6) => G("Chapter",%bg2_chapter_6%) Patching banterpack/scripts/keldorn.baf: Global("Chapter","GLOBAL",6) => Global("Chapter","GLOBAL",%bg2_chapter_6%) Patching banterpack/scripts/keldorn.baf: Global("Chapter","GLOBAL",6) => Global("Chapter","GLOBAL",%bg2_chapter_6%) Patching Setup-banterpack.tp2: ALWAYS command expanded ALWAYS ACTION_IF (GAME_IS ~eet~) BEGIN OUTER_SET bg2_chapter = 12 END ELSE BEGIN OUTER_SET bg2_chapter = 0 END OUTER_FOR (i=1; i<=10; i=i+1) BEGIN OUTER_SET bg2_chapter = bg2_chapter + 1 OUTER_SPRINT name_source ~bg2_chapter_%i%~ OUTER_SET EVAL ~%name_source%~ = bg2_chapter END so it seems to be working fine (unless it missed something?). Maybe the patch for Big World Fixpack was created before this issue has been fixed (if I remember correctly there was a point in time when the tool couldn't recognize this syntax). Not sure who is currently maintaining Big World Fixpack though to include these changes.
  5. Aquadrizzt, yes, it's easy. And the current UI code supports unlimited amount of campaigns (scrollbar will show up if there is not enough space in the book.) All you need to do is: 1. Choose your campaign ID, let's say it will be "AQU" 2. Create a constant value and variable that will be used in GUI for your campaign. COPY_EXISTING ~bgee.lua~ ~override~ REPLACE_TEXTUALLY ~START_CAMPAIGN_TUT = 7,~ ~START_CAMPAIGN_TUT = 7, START_CAMPAIGN_AQU = 8,~ It needs unique number so better code could be written to detect all currently occpied campaign numbers rather than just setting it as 8 but this is just a quick example. This number will be than used not only in UI.MENU but also as a way to get correct BAM images displayed (this number corresponds to cycle number in BAM files with logos, titles and campaign icons) and stored in Baldur.lua (that config file in "My documents") when the campaign is chosen (Active Campaign). 3. Add your campaign to CAMPAIGN.2DA and reference 2DA files, movies etc. that will be used by it. Open CAMPAIGN.2DA to see what each column is used for (you will find self-explanatory names in the first row) For example: APPEND ~CAMPAIGN.2DA~ ~AQU BALDUR -1 2 INTERDIA * MASTAREA 33 -1 * * PDIALOG save STARTARE STRTGOLD STARTPOS * * * * WORLDMAP BALDUR 1 0xFFFFFFFF 1 INTRO15F PARTY INTERACT YEARS REPUTATI CLASTEXT RACETEXT~ 4. Add your campaign title and description: COPY_EXISTING ~M_EET.lua~ ~override~ REPLACE_TEXTUALLY ~eetStrings = {~ ~eetStrings = { EET_CMP_TEXT_AQU = "Your campaign description", EET_CMP_TITLE_AQU = "Your campaign title",~ You can evaluate the text during installation of course to support different languages. 5. Add code to UI.MENU: COPY_EXISTING ~UI.MENU~ ~override~ //append to function onCampaignButton(buttonNum) REPLACE_TEXTUALLY ~Infinity_SetINIValue('Program Options','Active Campaign',const.START_CAMPAIGN_TUT)~ ~Infinity_SetINIValue('Program Options','Active Campaign',const.START_CAMPAIGN_TUT) elseif(buttonNum == const.START_CAMPAIGN_AQU) then startEngine:OnCampaignButtonClick('AQU',true) Infinity_SetINIValue('Program Options','Active Campaign',const.START_CAMPAIGN_AQU)~ Title image, big logo and small icon needs to be added to appropariate BAM files but I've recently written code that can patch BAM v2 files without problems (for now implemented in Lava's mods like Souther Edge if you need reference), so you don't have to overwite whole file, just append to it new art. Let me know if you need help with it.
  6. I can request Mike to give you moderation here so you could modify posts as you like. Help with maintaining the compatibility list would be really appreciated. I'm still reading and replaying to older topics and investigating reports, so it will take a while before I start updating this list. Feel free to post suggestions or let me know if you would like to have post editing access.
  7. ready for the next release, thanks. Other places that uses spaces in Target reference should be fixed too. SoD script will be used instead, nice find. fix already included in RC8.7, thanks. The continue option works when you change the main screen to the SoD campaign. Same later on when you go to other campaigns. Yeah, continue button is a little awkward right now, but there is no way to check in-game variable value from within GUI code. This feature has been added in PST:EE which uses engine patched to v3 (the lua function is called Infinity_GetScriptVarInt). Hopefully it will be added to BG2:EE in the next patch. from what I understand it's some kind of conflict with Sandrah Saga. Roxanne, could you please provide more info about it? Preferably by PMing vantos since he may miss the reply otherwise. It would be a shame if IR and Sandrah Saga would remain incompatible if it's just a single dialogue issue. btw. thanks Roxanne (and everyone else!) for providing lot's of feedback for other players when I was missing in action. Maybe you installed EET_Tweaks component that sets additional XP CAP in BG1? (btw. the old version used Baldur.bcs file for this since it was designed for patch 1.3, so you wouldn't find it in xpcap.2da. New version updated recently uses exclusivly 2da files for optional additional XP Caps) Or some other mod that does the same. Please post weidu.log
  8. New version has been pushed on Github: https://github.com/K4thos/EET/releases Version 1.0 Release Candidate 8.7 new icons file (fixed compression problems, new icons for Lava mods) Verr'Sza NPC support when installed on BG:EE improved PIDs patching rules in EET_end component (fixes problem in Sandrah Saga) WeiDU updated to v242 This is reactionary release to fix bug that I introduced in Sandrah Saga and to prevent weidu v241 from being used during installation (it had bug with decompiling scripts and if some mod in the same directory would use it weidu update functionality would break EET installation). Soon another one will follow with fixes for stuff that has been reported in this forum board - I'm working on them right now. Thanks for all reports.
  9. they are not meant to have icons. These areas don't have icons on vanilla BG:EE/SoD map.
  10. If that's the case than I think it would be better if BWS would use following options by default: - always print above mentioned messages that requires you to manually send a letter in window log - why would this be optional feature? - if the mod fails to install than send [C] - I'm yet to find a mod that would successfully install after printing an error so [R]etry doesn't make much sense and waiting for user confirmation prevents player from leaving the program running for few hours without assistance - if there is conflict detected with following message: than of course I want to kip it. I don't see much point in waiting for player's confirmation. Same for this message:
  11. keep in mind that there are currently some oddities in BWS when it comes to default tactical installation. Things I've noticed: - BWS currently doesn't print message in the window log when conflict is detected during installation or if mod fails to install. If BWS stops working you need to press debug button to see it (it will ask you to press "c" to continue or "s" to skip) - currently some components dependencies seems incorrectly set and results in stopping installation awaiting for the above mentioned manual response. Here are all of those instances in my last tactical installation: So yeah, you will need to each time open the log to see what button to send manually if you want to install all the mods selected by default in tactical installation. Looks like these are conflicts between mods or wrong components selected by default by BWS. Also there were some warnings/errors during installation that I don't think exist when the mods are installed on clean game (or at least I didn't notice them the last time I've tested these mods installation, although these may be recent regressions): - Spell Revisions ERROR: Failure("resource [sppr951d.itm] not found for 'COPY'") Mirror Image Fix (Spell Revisions v4 (pre-release)) was not installed due to errors. - Animal Companions For All Rangers (Optional: Druids) Compiling 1 dialogue file ... [action list near line 106, column 27 of AnimalCompanions/files3/UBRPET.d] PARSE WARNING at line 106 column 1-14 Near Text: ) Too many arguments to [DestroySelf]. Recovering. - might_and_guile WARNING: no effects altered on d5_rfc1.spl The Feat System (for Warriors and Rogues, requires EE 2.0+, includes Revised Stalker and Shadowdancer, disables Scout kit) (Might and Guile) was installed with warnings.
  12. Draghons, I see that you have Sandrah NPC installed. After trying it on installation with that mod something strange is going on during transition - screen is moving back to Prison rather than Irenicus Dungeon for some odd reason. But in the end you still end up in SoA, just with some junk in between (delayed transition, Imoen spawning before Irenicus shows up). Looks like it's a conflict with Sandrah considering I can't reproduce it on vanilla EET installation without Sandrah mod, so if this happens in your game you should report it to Roxanne. Roxanne, if you're reading this the only thing I can think of that may be related to it (without analysing your code) is recent change to include StartMovie("INTRO15F") directly in K#TELBGT script rather than in AR0602.BCS (old implementation didn't work). Maybe that movie somehow conflict with your code?
  13. can't reproduce it. Real Imoen in your save is not affected by "bddest" spell, so she can be normally moved. Even if you have "ToB-Style NPC" component installed it's possible that SoD Imoen was not chunked death due to difficulty level that prevents it (I think only core rules and above allows 1 hit chunking). If you didn't see Imoen exploding into pieces during SoD castle cutscene than everything is fine. Did you actually finished that last portion?
  14. https://www.sendspace.com/file/24yptm In next version there will be code to prevent such situation in future even if Imoen is chunked during that castle Imoen cutscene. The problem happens due to this code in BD0103.BCS: ApplySpellRES("bddest","IMOEN2") If the SoD Imoen is chunked into pieces this spell is applied to real Imoen stored in your GAM file because SoD cre is no longer present in the area. So rather than spell we will use this code: ActionOverride("IMOEN2",DestroySelf()) which won't affect GAM file regardless of SoD Imoen presence.
  15. nah, I don't see anything else on weidu.log that would cause problems. But if you're going to make larger installation in future than it's always recommended to use BWF. this is just sav file. What is needed is whole directory (which also has gam file). Compress for example "000000001-Quick-Save" with winrar or 7zip and upload it. Save should be made before you leave that cave if you want to see the cutscene properly once it's fixed.
  16. You didn't use Big World Fixpack, right? If this is the case than your Imoen has been chunked death by assassins during SoD castle cutscene and it's caused by this component: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: Beta 5 Bug is already reported to the mod's author but for now requires external fixes to work. I can fix your save game if you upload it here: https://www.sendspace.com/
  17. done (via printing your code in both BG:EE and BG2:EE), looks like both games uses the same strrefs. 2890 => 2890 //Leather Armor 6664 => 6664 //Studded Leather Armor 22714 => 22714 //Hide Armor 214 => 214 //Chain Mail 6677 => 6677 //Splint Mail 267 => 267 //Plate Mail 6642 => 6642 //Full Plate Mail 6686 => 6686 //Ankheg Plate Mail I will add them in the next version. If you need to reinstall EET now with this change simply add above strings to lib/strref_tables.tph strref_tlk array before installation. Ideally all general items names could be included but I'm too lazy to check the strings now. Will be done in future.
  18. Strings are not always exactly the same between BG:EE and BG2:EE, especially in non-English versions of the games (Beamdog spent tons of time unifing English text, I doubt it's the case in other languages), so such comparssion wouldn't be 100% accurate. That's the reason why strref_tlk array already has all general items descriptions listed there (to unify them for both games during installation using BG2:EE string numbers). If you can provide a list of strings that you're using than they can be added into strref_tlk array without any issues or save compatibility problems (which would be the case if you use SAY). no, that doesn't make sense. Unifying string numbers for general item names in BG:EE and BG2:EE content directly in EET is better approach if there are mods that need it.
  19. if you need some files uploaded for comparison than let me know. Things like item type, equipped appearance, enchantment properties are not affected by resource importation (the only thing that may be changed automatically is "Disable display string" so that items from BG:EE prevents displaying equivalent BG2:EE strings). If you are basing it on string number without using READ_STRREF than keep in mind that resources imported from BG:EE / SoD uses original string number + 200000 as discussed in the other topic about merging TLKs. This can be changed for general item names to use BG2 string numbers if you can provide a list for this (in such case those strings will added to the strref_tlk array, like general item descriptions that are already listed there in order to unify them for both games using BG2:EE descriptions as a base). edit: in other words strings listed in strref_tlk array are using BG2:EE string values rather than BG:EE + 200000. No problem with expanding it as long as the same string exists in both BG:EE and BG2:EE (doesn't matter if it's under the same string number or different one).
  20. That's fine. The BGT variable within the function does not affect the environment outside the function. Regardless, I'll probably rename the "outer" variable into Trilogy or something, to reflect its wider use. The rest's been addressed in the version dated 170206. Just tested both mode 1 and mode 2 on EET, including save patcher, all components install fine. No warnings or errors. Thank you for adding compatibility As others mentioned in this topic Item Randomiser sounds like a very cool mod.
  21. found a list of changes made in that old patch. Some of them may be outdated considering the compatibility patch was made for one of the older dev builds but the report may be still handy for finding out places that needs editing Changes.zip
  22. thanks for the effort. I gave it a try and can see few issues in the code: 1. randomiser.tp2 don't use GAME_IS ~eet~ at all so many components are skipped during installation even if they're meant to work for BGT and other platforms at the same time and don't conflict with EET. 2. comp_vars.tpa this code: END ELSE ACTION_IF GAME_IS ~bgt eet~ BEGIN OUTER_SET BG1 = 1 OUTER_SET Tutu = 0 OUTER_SET BGT = 1 OUTER_SPRINT BG1_BCS ar0015 OUTER_SPRINT BG2_BCS ar0602 OUTER_SPRINT TUTU_VAR "" OUTER_SPRINT BG1Area ar0015 OUTER_SPRINT BG2Area ar0602 should be changed to: END ELSE ACTION_IF GAME_IS ~bgt~ BEGIN OUTER_SET BG1 = 1 OUTER_SET Tutu = 0 OUTER_SET BGT = 1 OUTER_SPRINT BG1_BCS ar0015 OUTER_SPRINT BG2_BCS ar0602 OUTER_SPRINT TUTU_VAR "" OUTER_SPRINT BG1Area ar0015 OUTER_SPRINT BG2Area ar0602 END ELSE ACTION_IF GAME_IS ~eet~ BEGIN OUTER_SET BG1 = 1 OUTER_SET Tutu = 0 OUTER_SET BGT = 1 //not sure about this one - see point 5 OUTER_SPRINT BG1_BCS bg2600 OUTER_SPRINT BG2_BCS ar0602 OUTER_SPRINT TUTU_VAR "" OUTER_SPRINT BG1Area bg2600 OUTER_SPRINT BG2Area ar0602 3. missing_items.tpa: I think ~eet~ should be also included in this code: ACTION_IF GAME_IS ~bgee~ BEGIN COPY_EXISTING sto0703.sto override LPF change_store_stock STR_VAR item = "wand[0-9]+" END LPF change_store_stock STR_VAR item = "scrl5[pmgijk]" END BUT_ONLY END 4. lib.tpa: Again missed ~eet~. DEFINE_ACTION_MACRO bgee_language BEGIN ACTION_IF GAME_IS ~bgee bg2ee~ BEGIN LOAD_TRA ~%MOD_FOLDER%/languages/bgee/english/in-game.tra~ LOAD_TRA ~%MOD_FOLDER%/languages/bgee/%LANGUAGE%/in-game.tra~ END END Although in this case I would change GAME_IS to ENGINE_IS 5. Not sure about the intented implementation but there seems to be conflict between comp_vars.tpa and fl#bg1pal.tpa. The former sets BGT variable to 1 for EET and the latter sets it to 0. In many places randomiser code checks BGT variable to recognize BG1 content presence, so if fl#bg1pal.tpa code resets it to 0 some parts of the code won't work for EET. if I remember correctly in the old patch I've changed scripts with code like this (and other variations of it, there are many places that uses these variables): ACTION_IF Tutu = 1 OR BGT = 1 OR GAME_IS ~bgee~ BEGIN to this: ACTION_IF Tutu = 1 OR BGT = 1 OR EET = 1 OR GAME_IS ~bgee~ BEGIN
  23. All XP in IWD:EE is handled via XPLIST.2DA (3 or so exceptions for TotLM if I remember correctly) which allows different XP values based on level, so it is possible to adjust XP based on the current party XP. If someone would like to help rebalancing it for IWD-in-EET by hand than here is the file: https://dl.dropboxusercontent.com/u/35433122/XPLIST.2DA View the file in proper text editor without word wrap rather than dropbox preview to get proper formatting. And here is a list of all quests and XP acquired in IWD:EE: https://dl.dropboxusercontent.com/u/35433122/XP.ods edit: converted XPLIST.2da to ODS to make editing easier: https://dl.dropboxusercontent.com/u/35433122/XPLIST.ods
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