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K4thos

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Everything posted by K4thos

  1. I have no idea what I'm doing when it comes to OSX and linux. And I'm working completely blind since I have no way to test it. If you can provide a shell script that will create this shortcut than please post full code here. In such case I will just call it via: AT_NOW ~./yourScript.sh~ the downside of it will be permanent shortcut on desktop though (since the shortcut would not be registered for uninstallation), so if my weidu code works than probably it would be better to keep it. edit: noticed your reply, thanks for code. I will add it to tp2.
  2. ok, so here is a code ready for test on OSX (it can be run on vanilla game too): ACTION_IF ~%WEIDU_OS%~ STRING_EQUAL_CASE ~osx~ BEGIN ACTION_FOR_EACH var IN PWD HOME BEGIN <<<<<<<< .../path.command echo -n $%var%>path.txt >>>>>>>> COPY + ~.../path.command~ ~path.command~ EVALUATE_BUFFER //%var% is evaluated to PWD and in next loop to HOME AT_NOW ~./path.command~ COPY + ~path.txt~ ~path.txt~ READ_ASCII 0x0 dir (%SOURCE_SIZE%) OUTER_PATCH_SAVE ~dir~ ~%dir%~ BEGIN REPLACE_TEXTUALLY ~%LNL%~ ~~ END OUTER_TEXT_SPRINT EVAL ~%var%~ ~%dir%~ END DELETE + ~path.command~ ~path.txt~ PRINT ~PWD = %PWD%; HOME = %HOME%~ <<<<<<<< .../EET.desktop [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% >>>>>>>> COPY ~.../EET.desktop~ ~%HOME%~ EVALUATE_BUFFER END If it won't create a shortcut please report what will be returned by weidu (text is printed via PWD = %PWD%; HOME = %HOME%). And if someone sees error in this code please correct it and repost fixed version so that we don't have to make another test.
  3. thanks but: 1. How to move EET.desktop with above code to ~/Desktop? Weidu starts inside game folder. 2. /path/to/game/ - is there %CD% equivalent on linux? Otherwise I won't be able to set this path edit: not sure if it will work, if someone is on OSX please test this code: ACTION_IF ~%WEIDU_OS%~ STRING_EQUAL_CASE ~osx~ BEGIN <<<<<<<< .../EET.desktop [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% >>>>>>>> COPY ~.../EET.desktop~ "~/Desktop" EVALUATE_BUFFER END edit2: it won't work, first we need to get content of the %pwd% variable into weidu variable in order to evaluate it. Something like this on windows (below code converts 'userprofile' system variable to 'dir' weidu variable): <<<<<<<< .../userprofile.bat echo %userprofile%>EET/temp/userprofile.txt >>>>>>>> COPY + ~.../userprofile.bat~ ~EET/temp~ AT_NOW ~EET/temp/userprofile.bat~ COPY + ~EET/temp/userprofile.txt~ ~EET/temp~ READ_ASCII 0x0 dir (%SOURCE_SIZE%) OUTER_PATCH_SAVE dir ~%dir%~ BEGIN REPLACE_TEXTUALLY ~%WNL%~ ~~ END Could someone please rewrite it for OSX?
  4. Never used VBScript before but this one seems to work fine on Windows 7 when running through weidu: ACTION_IF ~%WEIDU_OS%~ STRING_EQUAL_CASE ~win32~ BEGIN <<<<<<<< .../shortcut.bat @echo off set SCRIPT="%TEMP%\%RANDOM%-%RANDOM%-%RANDOM%-%RANDOM%.vbs" echo Set oWS = WScript.CreateObject("WScript.Shell") >> %SCRIPT% echo sLinkFile = "%USERPROFILE%\Desktop\EET.lnk" >> %SCRIPT% echo Set oLink = oWS.CreateShortcut(sLinkFile) >> %SCRIPT% echo oLink.TargetPath = "%CD%\Baldur.exe" >> %SCRIPT% echo oLink.IconLocation = "%CD%\Baldur.exe, 0" >> %SCRIPT% echo oLink.WorkingDirectory = "%CD%" >> %SCRIPT% echo oLink.Save >> %SCRIPT% cscript /nologo %SCRIPT% del %SCRIPT% >>>>>>>> COPY + ~.../shortcut.bat~ ~shortcut.bat~ AT_NOW ~shortcut.bat~ EXACT DELETE + ~shortcut.bat~ END It creates new shortcut on desktop. No idea how to do it on OSX, though.
  5. don't know how to do it. There was shortcut.exe tool at some point on windows but it no longer seems to work on windows 7. I don't want to use VBscript for it. And have no idea how to even attempt it on OSX. So unless someone else contributes the code this won't be added. edit: http://gibberlings3.net/forums/index.php?showtopic=28161&page=37&do=findComment&comment=247515
  6. change this line in Baldur's Gate - Enhanced Edition Trilogy/Baldur.lua (my documents directory) SetPrivateProfileString('Program Options','UI Edit Mode','0') RC7 no longer sets it to 1, but if the line was already set than it stays like this.
  7. yeah, completely forgot about it. It's a matter of applying protection spell and remove it in Irenicus Dungeon. Will be ready for stable release although people that play with current release shouldn't worry about it since it's rather rare bug. Thanks for the save and report. Hopefully it won't take too long I'm especially looking forward to IWD:EE patch due to IWD-in-EET development (we're waiting for 2.x features) Yeah, no critical bugs to fix this time. Pushed on Github mostly due to stable weidu release.
  8. Version 1.0 Release Candidate 7 - removed The Lure of the Sirine's Call from BG:EE compatibility list - the mod has now native EET support, so should be installed after EET - updated OSX version of ffmpeg binary and added "chmod" call before executing external binaries - fixed CHARSND.2DA patching (which means you may need to re-add voiceset from the customization menu on new EET installation when using old saves. From now on voicesets in saves should always be correct regardless of installation) - fixed RC6 regression in IDS patching (probably not worth re-installing since this problem seems to be harmless) - Bloodbark Grove and Underground River accessible during BG2 - After the fights in the Coalition Camp access to the rest of the world is temporarily blocked - Bears uses the same AI in BG1 and BG2 - removed setting up 'UI Edit Mode' (enabled by default in previous version) - corrected ToB transition (items, variables) - filtered out more dialogue states/responses regarding Iron Crisis and Bandit raids in BG1 areas when visited during BG2 (please report stuff not filtered out yet) - improvements in code that cleans SoD areas from plot related characters - Added "Modder's Notes" to 'EET/docs' directory (previously known as Developer's documentation - stripped from junk leaving just tutorials how to mod EET) - WeiDU updated to stable v2.40 https://github.com/K4thos/EET/releases I think the mod is now polished enough for a stable 1.0 release although it's probably better to wait for next official Beamdog patch. From what I've seen on the Beamdog forums it will be a major one, so will need some work on EET once it's released. Hopefully it will fix the problem with fog in SoD and other engine issues. We are still waiting for translations to be updated too (currently only English and Polish are up to date) and for the Big World Setup support. In the meantime please continue reporting problems if you find them during game. Once again thanks for the awesome feedback.
  9. don don't understand what you mean. SoD directory IS BG:EE directory. SoD is not standalone expansion but part of the BG:EE, so of course you should install mods on a game with SoD and use that folder for resource importation.
  10. just tested it on vanilla BG2:EE. When the game is started in ToB the summoned Anomen is Lawful Neutral without 'Sir' title. So I think we can skip applying SPIN678 in EET. What is RE?
  11. Thanks, missing stuff will be implemented in the next release. All of this is hardcoded when MoveToExpansion() is used in vanilla game? That SPIN678 seems odd to be applied if Anomen didn't pass the paladinhood test. Are you sure the game automatically changes his title and alignment no matter what? edit: you said when Anomen is Lawful Neutral, so the failed paladinhood test probably also changes his alignment to something lower than default Lawful Neutral.
  12. not really. - BALDUR25,BCS is assigned via CAMPAIGN.2DA - EET doesn't use WORLDM25.WMP at all - which variables you have in mind? All I'm aware of is 'DREAM' and now 'InToB'. If there are more than we can set them although there were already full ToB playthroughs on EET without any issues reported - familiars in EET are unhardcoded (BG1, SoA, ToB uses different CRE files, all is done via opcodes, so the system is pretty much exactly as moddable as vanilla one edit: in fact it's far more moddable than vanilla - see EET_Tweaks, what I meant is that the CRE files are not modified other than adding 1 opcode effect triggered on death, so many mods works with this system as it is. More info will be available in 'Modder's Notes' included in the next release) - bhaal powers are cleaned out from EXE file to not mess up with the game. They are granted during the game using the same spells (unmodified) - what item? The starting ones are handled by 25STWEAP.2DA (assigned to menu slot by CAMPAIGN.2DA) - not sure what you mean by 'npc cleanup'. If assigning 25 versions of INTERDIA.2DA / PDIALOG.2DA entries than in EE patch 2.x it's controlled by additional 2DA files (again assigned by CAMPAIGN.2DA for different campaigns). setup-EET_end.exe automatically generates proper files so you can leave the code in your mod the same as in other platforms - XP is already handled by vanilla EE XP corrections system The only change needed is manually one time NPC Override script swapping at the beginning of ToB (if needed). For vanilla NPCs it's done by EET. For mod added BG2:EE NPCs it's up to modders but there is a pre-made function called EET_NPC_TRANSITION that can be used to do it automatically (and adopt other EET systems).
  13. ok, tested out the remaining stuff: why not? I think it sort of makes sense that he decides to stay there if you manged to rescue him. Unless you think he would be arrested by Flaming Fist? Is there any mention of that in SoD dialogues? "I've been asking myself the same question". Don't see any plot related conflict in their dialogue other than silly question but they are Sahuagins after all . There are more characters kept in Underground River even when you come back there from BG2 (those not related to Flaming Fist and Crusaders).
  14. NI can't find "InToB" match in any of the vanilla scripts or dialogues (other than triggers in GORCAMB.DLG) so it seems to be hardcoded part of MoveToExpansion() action which is not used in EET (we are using Campaign system instead). The InToB variable will be properly set via AR4000.BCS in the next release instead of ENDOFBG2 variable (which is currently used for filtering like this). Thanks for report.
  15. no need to make this change either way because from what I see vanilla SoD already made bears not hostile when there is Ranger or Druid nearby (which also affects BG1 bears). So exactly the same script can be used in whole game. It will be changed in next release. sounds like some Near Infinity problem if by unpcking you mean the feature from NI. Maybe WMP file in override became corrupted. Don't know what to do in such situation.
  16. Azoth, from what I understand it's not related to EET. In EET PLAYER1.DLG looks exactly the same as in BG2:EE. There was a problem before with BG1 NPC Project overwritting the file when installed on BG:EE but it has been already fixed. If there is an error with PLAYER1.DLG than exactly the same problem will show up on vanilla game.
  17. For what it's worth, I have discovered a bug with TakePartyItemNum as well. If several calls of this function that take the same item are present in a single code block, only one would actually take place, i.e.: TakePartyItemNum("potn24",1) DestroyItem("potn24") TakePartyItemNum("potn42",1) DestroyItem("potn42") TakePartyItemNum("potn42",1) DestroyItem("potn42") This only happens when the items are located in the characters' inventories. If they are sitting in bags or containers, the game will take all the items properly. Quite strange. The solution is to use a single call with an appropriate amount of items which appears to be working fine. It might be a bit of a strange scenario and not entirely relevant to what argent77 said but I thought I'd mention it just in case for anyone who's interested. Didn't have time to test it but if it's an engine problem please report it on redmine. I will see if there is any workaround for this. In worst case the items importration will work exactly like in vanilla game (so only player1 and not taking into account bags). That would be really unfortunate though EET indeed tries to get rid of Iron crisis and bandid attacks topics (related to Iron Throne) when party returns to old areas, so these are valid reports, thanks. I've added proper filtering for these conversation with following exceptions: General Dread wolves change comportment - I don't see a problem with more powerfull versions of the enemy found in different parts of the region. Bear AI changes between bg1 and bg2 except for cave bear - that's vanilla mehanics. These bears mostly use exactly the same scripts between BG1 and BG2. In BG2 portion of the game the AI checks if you have druid in the party - if yes than the bear remains friendly even if you're near it. It sort of make sense that it starts to happen in BG2 considering your druids are more experienced in that portion of the game. Not sure if changing vanilla behaviour is a good idea. BG3100 Death ward doesn't prevent shoal the nereid's kiss //not EET related - not enough information BG3600 Total bug //ignore - what total bug? BG2800 Need to recheck BGEE spawn, only gibberlings and bandits //self note - not enough information BG3301 Taerom suggests to hunt bassilus if refused to pay 4k for ankheg armor - I don't think EET should change it. If such dialogue should no longer show up if the quest is done than Beamdog should filter it themselves to not add usless journal entries etc. BG4804 Trask(from mod?) no dialog //talking to him does nothing, not even red text - not related to EET BG4900 Same farmer as Beregost - what do you mean? BG1700 Guard should disappear - what guard? I will need CRE name to fix it. I still need to check SoD areas (BD2000, BD4300, BD5100) mentioned in your report, so please upload a save made after SoD is finished. Once this is done I will push RC7 on GitHub. As for the proper reporting, especially when it comes to mod added content, consider using "ctrl+m" which prints all CRE data (including CRE, DV and DLG names) of the highlighted creature. good idea. The two maps (bloodbark grove and underground river) stay impossible to go to during BG2 by the way. fixed, thanks.
  18. SCS doesn't work with EET as it is. It has to be patched first: https://github.com/K4thos/EET-patches-for-BG2EE-mods/tree/master/stratagems If your version edits the same files than it won't be compatible with EET unless you add those changes related to EET compatibility (they don't affect any other platform, so it's safe to implement them)
  19. Just in case subtledoctor, here is a list of all renamed BG1 joinable NPC CRE files in EET: "EDWIN7" => "EDWIN7_" "IMOEN6" => "IMOEN6_" "JAHEIR7" => "JAHEIR7_" "MINSC7" => "MINSC7_" "QUAYLE" => "QUAYLE_" "VICONI6" => "VICONI6_" "XAN" => "XAN_" "XZAR" => "XZAR_"
  20. There seems to be a weidu problem with FILE_CONTAINS_EVALUATED command, which makes EET append more to 2DA and IDS files than it is supposed to. Just an information since it may be confusing opening up the file and seeing duplicated entries. Not sure how serious the problem is when it comes to playing the game. It will be fixed in RC7 (if weidu won't be updated I will switch to comparing files via VARIABLE_IS_SET using arrays). edit: looks like weidu just have problem with end of line detection via $ regexp special character, so it's a matter of removing it (not really needed when analysing IDS and 2DA files)
  21. yes which mods? What problems? if they are on compatibility list than there shouldn't be problems. like what? Details, please always post details. If you mean Kuylok's mods that adds BG1 NPCs to BG2 and the mod spawns new version of the NPC in BG2 than don't expect that it will be changed - Kuylok decided to use different DV for those NPCs and she is not interested in changing it.
  22. sounds like some engine problem or lack of contability with TIS generated by tile2ee. Someone reported something like this here: http://redmine.beamdog.com/issues/23972 And this happens on vanilla BG:EE with Sirine's Call second component installed: Also seen some reports regarding Fishing For Troubles on BG2:EE. If you have time please check if the same problem will be present when this mod is installed on BG:EE. If yes than it's unrelated to EET and we need to wait for White Agnus to show up and see what's up.
  23. SPAWNGRP.2DA Mods affecting SPAWNGRP.2DA: (None) The file uploaded by Roxanne is exactly the same as my bgt/backup/0/spawngrp.2da (so i guess vanilla bg2 one ?). BGT contains this include file that adds many entries to spawngrp.2da. Doesn't EET do a similar modification ? Edit: EET contains this code that does something with the file EET/temp/array/SPAWNGRP.2DA but i couldn't find a "temp" directory. BG2:EE already has all SPAWNGRP.2DA columns from BG:EE in it by default so nothing new is added. EET has code that automatically appends new columns if present (so not via APPEND but by comparing files and using APPEND_COL) but I don't think any of the supported mods patch this file. good idea.
  24. if it works with vanilla BG2:EE than should be fine. I don't see anything there that would need to be changed for EET.
  25. Weird. Why didn't they put a min1hp item on her? my mistake, she indeed has minhp1 item. It doesn't seems to solve this issue though when this component is installed,
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