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K4thos

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Everything posted by K4thos

  1. why so pessimistic? I'm pretty sure I've read months ago that the patch is on the way and developing nicely. Than there was news about 3 Beamdog projects currently in development - small, medium, large with small coming out first if I remember correctly. Based on posts from this topic (assuming that patch is a small project) I would guess patches are not that far away (although I'm generally optimistic so who knows, at one point there was like 1,5 year delay between patches ). To answer your question - no way to integrate IWD:EE into EET via BWS. See my previous post.
  2. when it comes to IWD-in-EET: - beta for IWD1 part of the story has been finished for patch 1.3 months ago and now awaits for release of patch 2.x for IWD:EE before it will be updated for the current EET codebase. - IWD2 portion of the story (based on dradiel's World of Baldur's Gate codebase) is in worse state - while mostly playable it's highly dependant on resources from dradiel's compilation and still needs work to make it fully independent. Not much progress on it recently, sorry. - vanilla BG NPC development (dialogue interjections etc.) for both IWD1 and IWD2 portion of the story is handled by AWizardDidIt, so it's up to him to comment on it. But last time I've checked there were more than 200 pages of dialogue code written ( ).
  3. yes, but it doesn't really matter all that much. There were multiple playthroughs from start to finish with EET and current fixes are mostly cosmetic/little bugs stuff. Last major change that would warrant whole mod reinstallation was few RC versions ago.
  4. the problem is that we can't really check what patch version is used. There is build-date.txt: but it's very likely that it will be different for OSX, Linux and maybe even among different platforms (considering there are changes in SoD sold on Beamdog store and other platforms), I'm not aware about other way to check the build, so the best we could do is an information in the readme file.
  5. there was a report some time ago regarding "Portraits Portraits Everywhere" underdark portraits component not working correctly. I'd like to test it - could anyone please upload a save at the beginning of Underdark, before talking to Adalon? edit: list update: native compatibility with Sirene NPC for BG2:EE v1.3 or later.
  6. Version 1.0 Release Candidate 8 link All known EET issues should be fixed now (let us know if something is missing) - Updated readme to highlight Big World Setup and Big World Fixpack support - Fixed potential NPC death during SoD -> BG2 transition - Fixed engine differences related to MakeUnselectable action (BG:EE Romance fights, Dorn not attacking) - Removed workaround for dealing with NPC death in Black Pits 1 - no longer needed (again related to MakeUnselectable) - Fixed (hopefully) "out of memory" errors when mod is installed in BWS (via external pure LUA code BAF/D patching) - Drastically reduced installation time with mods installed on BG:EE (thanks to above mentioned external regexp patching) - Fixed EET_modConverter SG, G, GGT, GLT chapter patching - Fixed OSX support (via workaround for MAKE_BIFF chitin.key patching) - Added partial linux support (requires setting up case insensitive partitions for now) http://forums.pocketplane.net/index.php/topic,29259.msg337801.html?PHPSESSID=3914f7c53c94fecb1371a79e2ae65d59#msg337801 - Tutorial title text in main menu (by Corvias) - Support for Sharteel NPC mod for SoD Known issues that are engine bugs, unrelated to EET - need to be fixed by Beamdog, hopefully in the next patch: - item importation to BG2 doesn't work for items inside bags of holding (move them out before finishing SoD) - fog in SoD can look quite buggy - pathfinding in EE patch 2.x is a lot worse compared to patch 1.3 - inventory lag - area graphic problem for TIS v1 format (affects areas added by mods that don't use PVRZ format) - other issues already reported on Beamdog's redmine
  7. Thanks Angel for the effort. UB v27 installs fine (other than missing Polish translation mentioned in your topic) and everything from BWF has been implemented so if someone is planning to use this mod don't be scared about "alpha" status. It should be safe to use in EET. First post updated. As for the Reunion I've posted on PPG regarding it. EET patch doesn't seems to be implemented yet.
  8. I guess that was my own assumption that EET was supposed to supersede EEs much like BGT (and before that TuTu) did the originals. I apologise if that is not the case (I feel like maybe there was something to that effect on the GitHub page at some point?..) Understandable. It may not have been a development goal explicitly stated by K4thos, but I do recall the sentiment being expressed by several of the more prominent posters and modders that EET may well become the new standard modding platform. I too have been under the impression that the EET community has been largely viewing EET as hopefully the "new standard", like BGT or TuTu. that would be great, of course. I'm hoping for more mods like Sandrah Saga in future that takes combined world into account rather than focusing on just a single campaign like mods written with other platforms in mind. EET exists pretty much because I was not content with what BGT had to offer (in fact it started as a BGT addon until I actually learnt more about IE and figured that some stuff just can't be achieved in the older engine). Than Adventure Y rumours started (initial SoD codename) and I though it may be a good idea to merge games in new engine rather than work on BGT. But calling it better when BGT received support from most mods out there would be a bold statement considering some of them may never get EET support due to author's inactivity (some mega mods and older gems) or hatred for EE in general (TS, NEJ which I heard are some of the best mods out there - let's hope that Vlad will reconsider his stance at some point). Also vanilla EE games are already great way to play (unlike vanilla BG1). not sure about this. I didn't change BP Series mod code when it comes to WIZARD_REMOVE_MAGIC and STATE_DISEASED_FIX. But I see that WIZARD_REMOVE_MAGIC is missing in vanilla BG:EE so that's probably why it printed errors for BWS guys (it's BG2 / BG2:EE spell).
  9. hmm, I don't remember wishing it to be "preferred" platform (if you can point where it's stated than I will correct it since we're wishing EET to be "mod friendly platform" or "good alternative" not making other platforms obsolete. sure but unless you want to compare the code with other mods to make sure that it's really exactly the same patching done than the first thing I would do in this situation is testing it out using all components written by the mod author. For example "Characters don't use spell stripping/remove magic spells" doesn't seem like something that would be affected by patch 2.x changes and the mod is suppose to work correctly in older patches (unless it always was buggy). Who knows, maybe author is using older or newer version of detectable spells or have some other code in that first component that is not present in other mods. SCS comes with some universal AI script (didn't test it though, so don't know if it would be what you're looking for). And patch 2.x added nice AI scripts to all default NPCs (if you want to assign them to mod added ones you will need to edit PARTYAI.2DA). On top of that there is so called "Advance AI" selectable from script assign menu that uses items, defensive spells and allows for nice customization from within in-game UI. Patch 2.x added several new AI script related triggers (including the one you mentioned that detects if enemy is vulnerable to attacks iirc) so if someone would be interested in writing new AI mod I suggest basing it on Beamdog's script (bddefai.bcs) rather than BPSeries that has been created with old engine in mind, so probably isn't as optimized and doesn't take full advantage of improved engine functionality. -------- if you can test it on vanilla game and you won't encounter the same issues as you reported than I can look into fixing problems related to EET. If problems are presnt on vanilla BG2:EE than don't count on me - the mod is ridiculously complicated (thousands lines of code per script if I remember correctly).
  10. A word on this. I have noticed this issue, to varying degrees across the several BWS/EET installs I have attempted. Roxanne and I and another discussed it a bit on her Sandrah Saga mod page as well. I have seen this with and without Sandrah Saga, though it was worse with -- around that ~1 sec you report. Without Sandrah Saga, but with plenty of fixes, tweaks, and content mods (NTotSC, DSotSC, TDDz, and most of the quest mods), the delay is a much more manageable amount -- perhaps a quarter of a second. It does however make stack splitting difficult. I have found that -- with a quarter second delay -- repeated clicking rapidfire will eventually cause the split to trigger. I have no idea if that will still work with a longer ~1 sec delay. Of course, of primary note here is that I did not use BP series Party AI, and you did not (I assume) use Sandrah Saga. There is something else at work here that may or may not be endemic to EET as a whole. It could be a particular arrangement of component mots, another common trigger among our experiences, or even a threshold of some sort that we're all breaching. Clearly, at this point I'm out of my depth, so I'll hand the matter off to the coding wizards out there Further info is here - it seems NOT to be caused by BP mod nor by Sandrah, but some global issue. It may be more apparent with these mods installed as they may make more use of item usability checks/flags. http://www.shsforums.net/topic/59011-sandrah-saga-for-eet-bug-and-support-forum/page-10?do=findComment&comment=592466 it's known patch 2.x issue, not related to EET: https://forums.beamdog.com/discussion/58846/inventory-lag-and-finding-ways-around-it https://forums.beamdog.com/discussion/51822/sods-inventory-lag already reported on redmine and submitted as bug by devs: http://redmine.beamdog.com/issues/23866 Another known engine issue: https://forums.beamdog.com/discussion/comment/764456 There are more topics discussing this issue. Pathfinding implementation is far worse in 2.x than it used to be on patch 1.3. none of these sounds like something that could be related to EET. Please test it on vanilla games. If it happens there too than it should be reported to mod's author (Horred The Plague). edit: If I remember correctly BWS don't recommend installing component 1 of this mod (spell patching and detectable spells) - if you followed this suggestion than try installing whole mod without exceptions.
  11. I'm afraid the answer is no. I don't have access to old patches so we can't ensure compatibility with them unless someone else would do it. Seems like unproductive thing to do either way since it makes bug reporting unreliable when something reported may had been already fixed by official patch.
  12. fixed in the newest Big World Fixpack, there was a missing chunk of SCS code hidden behind GAME_IS check.
  13. here is patch for bpseries. Extract it on top of v0.3121 before installing. bpseries v0.3121 EET patch.zip
  14. Please remove eet from Fate Spirit Summoning tweak GAME_IS check since similar functionality is already implemented in EET by default:
  15. there was indeed problem with EET_modConverter chapter patcher when it comes to G / GGT / GLT commands (different syntax compared to full name triggers). UB patch is now updated in Big World Fixpack. nice
  16. Try this: lua-5.3.3-osx-bin.zip thanks. Based on the size I assume that dll is compiled inside the 'lua' file, right? yeah, this is the case. LUA code is platform independent, so it doesn't really need to be tested if it works on windows. I'm aware about OS X issue mentioned in the other topic - I will get to that problem soon and send you test code.
  17. thanks, B!GAVINJ.DLG is in fact 1.03 MB. Just tested all these files and there is no difference in the output between LUA code and weidu conversion, so new method seems flawless. What is missing is OSX version of compiled LUA source code. Once someone upload it I can push next (experimental) update. Hopefully it will fix all "out of memory" problems when installed with Big World Setup.
  18. regarding "out of memory" problems in BWS - this should be fixed in the next version. I've ported 'EET_PCU_match' weidu macro from macros.tph into pure LUA code and the results are very promising - what took weidu like half a minute (D / BAF files with size > 1 MB) LUA code does almost instantly (less than a second) and I didn't register any noticeable memory usage spikes. So what we will do is call lua.exe from within weidu to handle all regexp stuff for BAF and D files during installation. This will also drastically reduce installation time when mods are installed on BG:EE previous to installing EET on BG2:EE (there shouldn't be huge difference between modded and clean installation anymore). Few things that I need help with: 1. I don't have Visual Studio currently installed and only have access to compiled lua for windows. Could anyone please compile lua 5.3.0 for osx and upload it here? Here is a link to source: https://www.lua.org/download.html 2. Just to be sure that everything works correctly before I push next release if someone has heavily modded BG:EE installation please upload several DLG / BCS files with size larger than 0.5 MB (with BG1NPC Project and huge NPC mods there should be plenty in override directory). I need to compare results of the LUA conversion compared to current one on larger sample.
  19. will be changed from default 5 to 10 (so they are still readable by those playing with 60 fps). Not sure where that 16s came from - if this is the case it will be fixed, thanks. Currently it works like this: - if item existed in BG2:EE than it uses BG2:EE icons - if item has been imported from BG:EE than it should still use BG:EE icon if it's unique one Different icons for BG:EE versions of base armors (without unique icons) would force us to use different item filenames. Considering non-magical armors and weapons don't stack either way we could do it so that both regions use different armors and weapons icons (a matter of adding few additional lines do dictionary that handles all resources updating, so no chance for any conflict with vanilla content) but there would be slight chance for conflict with mods (very small considering it doesn't really matter if mod uses BG1 or BG2 version of those basic weapons and armors but some mod added quest could potentially reference wrong item in script/dialogue). This was discussed some time ago and if I remember correctly people were generally against it.
  20. as mentioned by Roxanne this is intended. Tweak that disables continuity restrictions will be available in EET_Tweaks soon. Is this really the case? If yes than it's not intended and will be fixed. In future please always leave a save in such case (before the situation occurs). To reproduce it without save I will need to spend 20-30 minutes. Should be fixable. Indeed, poor Boo went to the container with all the rest of the items Will be fixed, thanks. looks like I patched wrong script. Indeed it was meant to lower the reputation after trial (when you escaped from the prison) and it's done so you don't start BG2 with heroic reputation. yep, this is it. She won't be able to die during cutscene in next version. no changes done by EET there so likely vanilla BG2:EE. It would be great if someone would test it on vanilla BG2:EE (without mods) and make a report Beamdogs Redmine if this is the case on unmodded game. It's actually me who designed that PPE component I will take a look what went wrong. The spell effect should be removed by Adalon. eXistenZe, do you still have that save, so I can test it fast? The link is dead. There are currently two versions of Haiass - one that the PC can take along as his animal companion or send away or ignore or whatever. (This wolf companion was created by an old mod, no longer maintained, which I adopted for EET). The other one appears if you take Sandrah into your party and decide to travel with her - this Haiass plays an important role throughout the Sandrah Saga and whether he is a dread doppelganger, a tamed wolf, a messenger of the celestials or something completely different, I will not spoil. And I would rather not hijack this thread to discuss the Sandrah mod - The topic here is EET Release Candidate. If there are bugs with Haiass following code I recommend using argent77's Golem mod as a base for spawning/following scripts. awesome step by step guide. Quoting so I can find it easier in future when similar troubleshooting will be needed. --------------- more replies to follow, I've reached page 50.
  21. seems like this is the case from the component description.
  22. Fantastic Sorry for the late reply, I've read your PM. Thanks for the effort. doesn't work even with vanilla BG:EE / BG2:EE as far as I know - skip it Congratulations on Sandrah Saga release First post updated with information about beta status. All your party items indeed ends up in invisible K#ImportContainer in Irenicus Dungeon. I'm planning to code an optional tweak that moves them into the table. Roxanne's mod has been added to first post. I didn't check how it works yet but from description I assume that it does something similar. Indeed, SoD added few more NPC files with same names as in BG2, so they had to be renamed. Thanks for updating. The BiG World Setup (BWS) tool now supports EET installations, including all mods from the first post on this thread. Simply choose BG2EE / EET as your installation type and provide the path to both your BG1EE and your BG2EE folders. If you set the BG1EE folder path to a single dash "-" then BWS will revert to BG2EE-only (non-EET) mode. Your BG2EE folder should be clean of all mods (exactly as it was after running the official installer) before starting a BWS installation, but you must start the game once and create a saved game. Your BG1EE folder should also be clean of all mods, but you must additionally run the MODMERGE tool (only once) in the BG1EE folder if you have the Steam or GoG version of the Siege of Dragonspear expansion. If you use BWS, it will remind you when you provide your BG1EE folder path if you forgot to run modmerge. If BWS accepts your BG1EE folder path, modmerge is already done or not needed (as is the case if you purchased the expansion directly from Beamdog). While using BWS, it will allow you to select which mods you want to install (while not showing you any mods that are not yet EET-compatible), inform you of known conflicts and dependencies and it also lets you export your chosen selection for later use. Once you start the installation process (click the Continue button enough times), BWS will first download the latest versions of each mod you selected (you can manually provide zip/rar/etc. mod archives into the "BiG World Downloads" folder if you already have the mods downloaded; the location of that Downloads folder can be set on the same screen where you set the game folder paths). After downloading is complete, BWS will inform you if any mods could not be downloaded and will ask you if you want to provide them. If you say yes, BWS expects you to put the zip/rar/archive in the Big World Downloads folder before you tell BWS to continue, because that is where it will look, not in whatever Downloads folder your Internet browser uses. After the download phase, BWS will unpack the mods you selected into the appropriate game folders, apply the latest available patches, and then run the installers. Once BWS finishes installing BG1EE mods that have to be installed before EET, it automatically starts working in your BG2EE folder and repeats the process, including running the EET installer itself at the appropriate time (after applying patches, before installing other mods on BG2EE). Just to make sure this is clear, since there have been many questions about it: You do NOT run BWS separately first for BG1EE and then again separately for BG2EE+EET. It is a single continuous process. Also, you can restart BWS as many times as you want and play around with different mod selections without having any effect on your game folders. BWS only touches your game folders when it is in "install mode", which only happens when you click Continue on the final configuration page (don't worry about doing this accidentally - it will ask first). To address another commonly asked question: BWS has an auto-update feature that is used to update its internal database of mod versions, download links, conflict rules, etc before it brings up the user interface and starts interacting with you. Updating BWS has no effect on your game folders at any time. BWS also has a startup script labeled "without update" that skips its auto-update, and it is recommended to use this "skip start" only if you restarted BWS in the middle of an installation. That's because during an installation, BWS is relying on its internal files to know which mods to install next, and it's possible that an auto-update might include a change in the recommended sequence. This might confuse BWS in the middle of an installation (we haven't tested it much), so it's safer to avoid any changes to BWS' internal data until the current installation is done. All of K4thos' patches linked above are now included in the BiG World Fixpack, which can be used manually and is used automatically by the Windows-only BiG World Setup tool. Unlike the EET-patches-for-BG2EE mods, which contain complete replacements of modified files and should only be used with the exact mod version indicated, the BiG World Fixpack contains line-by-line patches and checks each line before patching to make sure it hasn't changed, so it is often the case that patches in the Fixpack still can be applied to newer versions of a mod (if those particular targeted lines haven't changed). Of course we regularly update patches in the BiG World Fixpack when we learn about new mod versions, and you can also look at the patches yourself (in the BiG World Fixpack/>>modname<< subfolders) to see exactly what is being changed. The BiG World Fixpack includes additional patches for many of the mods listed in this thread (fixing issues that have been discovered in the time after K4thos last updated his compatibility patches on GitHub), so it is recommended now to use only the BiG World Fixpack, and not to use the EET-patches-for-BG2EE-mods. You can click HERE to download the latest BiG World Fixpack if you are doing a manual installation. The BiG World Fixpack has a new WeiDU-based cross-platform install script (Windows: run _ApplyPatches.bat, OSX/Linux/other: run weidu _ApplyPatches.tp2) and will validate each patch before applying it by checking the VERSION of the target mod in your game folder and comparing it to the VERSION in the Fixpack patches. If there is a mismatch, it will pause and ask you whether you want to patch anyway or skip that mod. It is also safe to run the WeiDU Fixpack script multiple times, because it will skip mods that have already been patched. The Fixpack is different from other WeiDU patches because it does not modify content in the game directly: instead, it modifies specific files in each unpacked mod folder in your game directory, which will affect what those mods do to the game when you run their individual installers later. For example, the Fixpack patches WeiDU .baf script and .D dialogue and .tra translation files before they are compiled into the game. This type of patching has no effect on any mods that have already been installed, so only run the "setup-modname.exe" (or weidu installer equivalent for OSX/Linux/other) for a mod after running the Fixpack script (so: unpack a mod, run the Fixpack script, then at some later time run the mod's own installer). Note that you can (and should) run the Fixpack script separately in both your BG1EE and BG2EE folders, after unpacking the mods you plan to install there, because it includes fixes for BG1EE mods. Once again thanks for the effort. I will see what can be done. In worst case I will prepare LUA based command line tool for regexp patching. Or maybe some more dialogue heavy BG:EE mod like BG1RE could receive native support if author agree for it (I can prepare such update) List updated, awesome stuff. link? Last time I've checked this mod didn't have BG2:EE support. And since it's an item mod it would need tons of work to make it in line with EE style item descriptions (notice that item descriptions looks entirly different in EE games and I don't mean just "Usable by" section) not much (probably nothing really if it works with BG2:EE) but it seems excessive considering patch 2.x for EE games already adds excellent AI scripts - try them before you consider installing external AI scripts for your party. Item Randomiser indeed had a patch but since then the mod has been updated without incorporating it, so I've removed the patch. Author is aware about EET and mentioned that maybe he will add support for it at some point (or maybe not). Either way the mod has beta status and is often updated so creating patch for it doesn't sound like a good idea. since both already support EE games I could (probably) make such patch myself if author would be interested in incorporating it natively. this means that EET_modConverter tool somehow missed this global. I will take a look.
  23. this is BG:EE mod so it's up to author to update it to support SoD. Exactly the same thing would happen in vanilla BG:EE, so it's not something related to EET that should disqualify the mod when it comes to compatibility. this mod has been removed from compatibility list. EET_Tweaks will come with tweak for this when it (finally) becomes updated. added to compatibility list with "needs testing" information. There seems to be quite some overlap between this, and the BiG-World-Fixpack git repo. Both port abandoned mods to the EE engine (e.g. by adding HANDLE_CHARSETS and removing bogus REQUIRE_FILE checks), and - at least some of the time - add Mac & Linux compatibility (e.g. by replacing custom batch code with HANDLE_AUDIO and HANDLE_TILESETS). This means that in order to install old mods on the EE (even without EET), users like me should now look in both of those git repos for possible patches. Have you considered joining efforts with the BiG World dudes and adding your fixes to the BiG-World-Fixpack (which despite the name can be used separately from BiG-World-Setup)? That way, we would have a single git repo with modernization/compatibility patches for abandoned mods, making things simpler for players and avoiding duplication of efforts on your end. (In case of non-abandoned mods, the preferable solutions is of course to get the mod author to add EE and EET support to the mod and release a new version.) good point. I was contacted by agb1 regarding this. Github repository with patches has been deleted and topic description has been updated. Thanks agb1 and BWP team for the effort. indeed, thanks BG0125.ARE (renamed from AR0125.ARE in BG:EE) is the final BG1 temple area in EET. In BG:EE, that area script (AR0125.BCS) has a block that triggers Sarevok's final death: SCS #7250 (improved final BG1 battle) does not change that area script. So, after you saw the 'You have taken my acolytes' line, you had satisfied the 4 deaths condition and that block should finish him off once you lowered his health to 1. Removing the monhp1 amulet should not be necessary. Since that didn't happen, can you check what script is associated with BG0125.ARE in your game and see if that block is there? is this bug/compatibility issue handled by Big World Fixpack or does it still need an investigation? If the problem hasn't been fixed yet I can look into it. first post updated. --------------------- more replaies to come - I'm at page 31 now
  24. the readme file is even available in Polish so be sure to check it out, CanWakhan
  25. I think that K4thos has a job where they have to work 14 +/- hours per day. K4thos probably got really busy, burned out, or both. They'll be Bach when it comes to job I'm currently unemployed (well, on an extended annual leave for now) at least for this month - 1 year contract ended at the end of December and my boss is now participating in this year call for bids (public auction). My employment depends on the result. In worst case I will have TONS of time for modding As for my absence I've indeed felt a little burned out when it comes to IE modding (not anymore) but spent it on learning the LUA language which btw. may prove useful when it comes to GUI modding for IE. Sorry for the lack of posts and progress. Thank you very much for supporting the project.
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