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K4thos

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Posts posted by K4thos

  1. Are you sure macs use these files at all? It's only a FDO spec. $HOME can also be derived from the weidu constant USER_DIRECTORY/../.. .

     

    Overall it looks overly complicated. Why not do it all in a shell script, where there's no need for half of the code?

    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. Linux uses .desktop files. Install something like this into ~/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=/path/to/icon.png
    Exec="/path/to/game/start.sh" ""
    Categories=Game;
    Path=/path/to/working/dir
    

    The last path is redundant, as you could run set it from the script (if it's needed at all). start.sh is what bg2ee uses.

     

    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.  

    19

    I have a small recommendation for EET, that when installed, it removes the BGee shortcut from your desktop, and/or replaces the BG2ee shortcut icon with a custom EET one.

     

    That my friends, is why the worldmap wasn't showing for me.

     

    Laugh as you may.

     

    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. So i have the very same problem... but I don't understand what I am supposed to change/add/remove in baldur.lua for the F5 key behave like before SoD

     

    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. The SoD -> SoA transition issue mentioned in an earlier post doesn't appear to be fixed in RC7 yet. A character wearing a CON increasing item (such as the Helmet of Dumathoin) may die if reduced to very low hit points in the ambush at the end of SoD. If the character happens to be the protagonist the game will end.

     

    I have attached a test save to reproduce.

    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.

     

    From what I read on Beamdog forums, and from past experiences, it could be a matter of something like 6 months, if not more.. are you sure you want to wait for the next patch?

    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)

     

    LOL ! I just finished my V1RC6 install ;)

    but, according to the changelog, not worth re-installing :)

    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

     

    I installed Baldur's Gate Mini Quests and Encounters v13 into BGEE. I launch EET and walk into the inn in Candlekeep and Lydia is not in there to begin the quest. I launch BGEE instead and she is in the inn. I don't understand why EET does not seem to be picking up the mod. Should I have installed the BGEE mods in the SoD directory instead of BGEE? Not sure if the other BGEE mods were picked up. I don't really want to progress until this is fixed. I also installed BG1 NPC, UF and Classic Movies. I think Classic Movies is detected because the opening movie was the old one.

     

    It seems BG2EE mods were detected.

     

    Hoping someone can please assist.

    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. this is from RE, but there could be errors. What Anomen do you get if you didn't have him in the party and summon him via pp?

     

    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. The item is amul27, if you don't have it yet. It's the only thing you get when transitioning (vs starting anew), though some of the extra bags remain unclear (bag19/a/?? - it was supposedly based on xp).

     

    It sets StartMP=1 if it was a multiplayer game. These are made sure to be set:

    • HadEllesimeDream1 = 1
    • HadImoenDream1 = 1
    • HadSlayerDream = 1
    • HadJonDream1 = 1
    • HadJonDream2 = 1
    • HadEllesimeDream2 = 1
    Gives you xp to reach the minimum starting level if you're lower. Sets XPGIVEN to the difference.
    • Apply SPIN661 on Edwin
    • Apply SPIN678 on Anomen if he is Lawful Neutral

    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. If you're not using MoveToExpansion, aren't you missing out on a lot of other stuff? More variables, familiar upgrades, bhaal power upgrades, an item, npc cleanup, potentially xp ...

     

    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:

    BD4300 Aun Argent?

    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?

    BD5100 Floss and Gurgle talking about "Why you're still there?"

    "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 :p. 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. Vanilla BG2:EE sets the variable Global("InToB", "GLOBAL") to 1 when you start the ToB campaign. EET doesn't appear to set this variable which is causing issues in one of my mods.

    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. Ah, so they don't turn hostile at all during BG2? Which isn't consistent with their behaviour in BG1 and SoD right. It's the opposite of what k4thos said if I understand correctly then.

     

    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.

     

    Any idea?

    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. I've discovered a bug in the script action TakeItemListPartyNum() which heavily affects the item importation process during the SoD/SoA transition. Apparently TakeItemListPartyNum() doesn't properly transfers items found in bags or cases. The items are removed from the inventory, but not added to the target container.

     

    Since EET uses a Bag of Holding for temporarily storing items for importation every instance of TakeItemListPartyNum() will fail to work. You can reproduce it with this sequence of commands for the debug console in the SoA starting dungeon:

    C:CreateItem("BAG04")

    C:Eval('AddStoreItem("BAG04","MISC73",1,1)')

    C:CreateItem("RING25")

    C:Eval('ActionOverride("Picture1",TakeItemListPartyNum("IMPORT03",2))')

    The code should create a bag of holding, put item MISC73 (The Horn of Kazgaroth) into the bag, create item RING25 (Koveras's Ring of Protection) directly in the active character's inventory and transfer both items to the container behind the picture in the room with starting equipment. Currently it removes both items, but only puts the ring into the target container.

     

     

     

    I've discovered a bug in the script action TakeItemListPartyNum() which heavily affects the item importation process during the SoD/SoA transition. ApparentlyTakeItemListPartyNum() doesn't properly transfers items found in bags or cases. The items are removed from the inventory, but not added to the target container.

     

     

     

    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 :(

     

    During the BG2 part of my run, I went through the BG1 and SoD areas and tried to talk to as many npcs as I found to find events that needed changes or simply to be removed.

     

    Here's the summary, it's not very long and it's not exhaustive because I already did a good part of the content during BG1. I'm not sure which formatting I should have adopted. It's mostly commoners and messengers that you'll meet on maps.

     

    There is also an inconsistency with bears and dread wolves noted in the general section. Dread wolves are troll like in SoD but not in any other part of the game. Bears go red if you get too close to them in BG1 but if you meet bears in bg2 they are either red at the beginning or will not go red until attacked, it depends on the type of bears.

     

    I think this should be made consistent, what do you think ?

     

    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.

     

     

    In the middle of the Dragonspear battle, the access to the rest of the world should be temporarily blocked. Currently, going to underground river and bloodbark grove is impossible while it is possible to go back to BG1 area.

     

    (The moment I'm talking about is after the fights in the coalition camp and before the assault on the castle when you go from the camp to the castle.)

    good idea.

     

    The two maps (bloodbark grove and underground river) stay impossible to go to during BG2 by the way.

     

    fixed, thanks.

  18. EET should work (if the original SCS works, I don't know why my version wouldn't. Untested, but if it installs it should work properly.)

     

    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. The problem with npc EE isn't that it doesn't work at all but the class changes were applied to the BG2 versions of the characters (for xan and branwen, modded) and didn't work at all for dynaheir. They worked for Nalia though, I didn't try any other.

    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. Do you still plan on releasing notes for modders?

    yes

     

    In my current playthrough i'm seeing a number of issues that aren't on EET's side but more on how X or Y mod adapts itself to EET (this happens mainly with mods that cover both BG1 and BG2)

    which mods? What problems?

     

    I think these will only be fixed by providing clear how-to to modders.

    if they are on compatibility list than there shouldn't be problems.

     

    There is, expectedly some weird things with mods adding BG1 characters to BG2 and how other mods treat these as well.

    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. Edit: Only seems to happen in BG1 areas. Possibly related to the EET import process, biffing of map assets, etc?

     

    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:

    UPFFyvW.jpg

    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.  

     

    How long is the longest line of spawngrp.2da in eet?

    attachicon.gifSPAWNGRP.2DA

     

    Mods affecting SPAWNGRP.2DA:

    (None)

     

    Oh, much simpler than bgt then, thanks.

    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.

     

    In the middle of the Dragonspear battle, the access to the rest of the world should be temporarily blocked. Currently, going to underground river and bloodbark grove is impossible while it is possible to go back to BG1 area.

     

    (The moment I'm talking about is after the fights in the coalition camp and before the assault on the castle when you go from the camp to the castle.)

    good idea.

  24. A question on multiple strongholds, is the multistronghold component that was previously a part of SCS (http://gibberlings3.net/forums/index.php?showtopic=25760) likely to be compatible as it's a minor mod recently taken out of the rest of SCS? Or is it better to just go with the multistronghold mod of Tweaks Anthology to play it safe?

    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.  

    BDIMOEN.CRE use stats from the IMOEN.CRE file (level 1) when this component is installed. There should be an exception for BDIMOEN.CRE in this tweak considering she doesn't have any minimum hp items and there is scripted 20 damaged applied to her during SoD Baldur's Gate cutscene.

    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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