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K4thos

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Everything posted by K4thos

  1. to be more precise - BDIMOEN.CRE uses the same DV as any other IMOEN CRE file in both BG:EE and EET. It doesn't matter if you level her up during BG1 or not since 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. Problem is not unique to EET. Same would happen on vanilla BG:EE+SoD.
  2. nah, should be ok. The Imoen you will meet at the end of SoD will be the one you've met during BG1, not BDIMOEN.CRE. And BDIMOEN.CRE is spawned multiple times during SoD with max hp. SPRITE_IS_DEADIMOEN2 variable is set to 0 during transition, so no problem with that either.
  3. yep, this will be it. That component works by finding all CRE files in game with particular DV and SoD imoen indeed uses the same DV as true Imoen (even though BDIMOEN.CRE is not saved as an joinable NPC in GAM file). I'm pretty sure the same thing would happen on vanilla BG:EE+SoD with cdtweaks installed. Problem should be reported here.
  4. It can indeed be 20 damage (just happened in my game). But still no chunk. No idea which mod on the list could have cause something like that If the BDIMOEN.CRE in Near Infinity looks fine (41 HP) than not sure what else could go wrong. Uninstalling mods one by one to check at which point the problem stops happening would provide an answer.
  5. can't reproduce it in my game - tried 4 times in a row on insane difficulty. Sounds like a rare vanilla bug or some mod. Does it happen every time? Did you check how much damage she has taken and if it was critical strike from assassin? On my test it's 5 damage that leads to uncontentious.
  6. not sure if I understand. She shouldn't be in your party right after you migrate to SoD. If you mean assassin in Baldur's Gate than yes, she should be KO'ed by assassin during cutscene. But how do you know she is dead when she is not in your party? Please upload save before this cutscene so I can check what exactly happens in game.
  7. That's super nice of you. Although not sure if posting in all those board sections is a good idea considering I've created compatibility patch for every single BG2:EE mod hosted on G3 (BG:EE ones are supported when installed on BG:EE since it was less work than creating native patches for them): Alternatives v11 Amber NPC v4 Angelo NPC v5 Auren Aseph NPC v9 Crossmod Banter Pack for Baldur's Gate II v15 Divine Remix v18beta (not sure if internalising this one is a good idea considering subtledoctor released updated version of this mod somewhere with EET support) Haldamir NPC v3 Keldorn Romance vbeta_jastey150114 Kivan and Deheriana Companions for BG2 v15 NPC Kitpack v4 Romantic Encounters v11 Sarah NPC v4 Song and Silence v6 Sword Coast Stratagems v30 The Gibberlings Three Anniversary Mod v9 Tyris Flare v7 And those not listed above are compatible as it is without any changes (so they can just mention compatibility in the readme) or already have been updated. If I create so many topics now it may look like I'm trying to highjack whole G3 board with EET crap All patches are available here: https://github.com/K4thos/EET-patches-for-BG2EE-mods
  8. if Song & Silence mod will be updated, please Mike, consider internalising EET compatibility patch available here: https://github.com/K4thos/EET-patches-for-BG2EE-mods/tree/master/song_and_silence If the weidu code will be written it will be modder's resource tool, not a mod that will update TLK file. Item usability is not part of EE item description. Engine automatically adds this information based on item_use.2da and opcode 319.
  9. thanks. True about those other mods. In fact I have the exact same problem when it comes to DSotSC that sits on my Github. It's just to damn time consuming to update hundreds of descriptions by hand, so the mod still has beta status for like half a year now and I doubt I will find motivation to finish updating those descriptions. I'm seriously considering writing a function that would generate EE style descriptions automatically based on effects found in ITM file. If I find time for it than other mods could be updated too without much effort. One thing is certain for me - if the mod adds an item with description in different style than every single item in game than the mod has not been made fully compatible with EE games. Inconsistencies weren't much of a problem in vanilla games considering there were like 3 different item description styles used there. In EE everything is standardized, though.
  10. From what I see item description has not been updated other than removing 'Usable by' section. That's not how they supposed to look like in EE game. For comparison this is vanilla engine style item description included in the mod. and this is how they supposed to look like: In other words they currently scream "mod added content". I don't think that the available translations using old style should prevent English version from being updated. And I'm sure Cahir would at least provide correct Polish translation considering he is responsible for all item description updates in EE games Polish TLK files. edit: Here is how Anomen's Shield description looks in BG2:EE for reference:
  11. regarding this post: looks like TIS file is too large for weidu to handle. In this case in order to fix it you can use this code: COPY_EXISTING ~AR3600N.MOS~ ~BG3600N.MOS~ COPY_EXISTING ~AR3600N.WED~ ~BG3600N.WED~ WRITE_ASCII 0x24 ~BG3600N~ But AR3600N.TIS should be manually renamed to BG3600N.TIS using Near Infinity
  12. thanks, latest binary will be added in this case. done
  13. Ok, I know where the problem lays. It's indeed due to new "Extended Lighthouse area" feature added in v14 (it didn't exist when I was checking this mod compatibility). This new component replaces original AR3600.TIS with new one (not a problem) but also adds new AR3600N.TIS (night time version of the area, automatically used by the engine if ARE file has extended night flag set) which is not renamed during EET conversion. Considering the mod already has native EET support nothing has to be changed in EET code (I will just remove it from compatibility.tbl). But since you've already installed it on BG:EE try running this weidu code in your EET folder: COPY_EXISTING ~AR3600N.TIS~ ~BG3600N.TIS~ ~AR3600N.MOS~ ~BG3600N.MOS~ COPY_EXISTING ~AR3600N.WED~ ~BG3600N.WED~ WRITE_ASCII 0x24 ~BG3600N~ edit: mod that will do it has been attached to this post. Lure.zip
  14. that would be probably a bit too good of installation time (unless SSD makes such a huge difference when it comes to unbiffing and later patching files) Please upload SETUP-EET_CORE.DEBUG if you still have it - I will check if anything else have been skipped during installation.
  15. I've just checked sirinescall tp2 file and it looks like this mod has actual native EET support. I wasn't aware about that. So it should be installed after EET rather than on BG:EE. But even though this is the case there shouldn't be a problem if mod has been installed on BG:EE. I will take a closer look.
  16. I only have permission to maintain BGT/EET version of DSotSC (from original author CuChoinneach). NTotSC has been created by Aurelinus and I didn't receive a reply from him, so it can't be called "official" release.
  17. Mike1072, you can add to readme that it also works with EET, since it doesn't need any changes. --------- As for the EE comptibility. The mod is not fully compatible with the new engine yet. 1. There should be another copy of 'game.tra' with these strings loaded if ENGINE_IS ~bg2ee~: Other languages should be updated too. 2. You should patch ANOHELM.ITM and ANOPLAT.ITM if ENGINE_IS ~bg2ee~ LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 //Item Usability target = 1 timing = 2 parameter2 = 11 //Actor's script name power = 1 //Usable by special = 9138 //Anomen STR_VAR resource = "ANOMEN" END ------ edit: didn't notice your reply, so you've probably already made those changes.
  18. hmm, this means we are almost there considering that's the end of installation Here is console code used there: 1. First we assign variables with binary filenames based on OS OUTER_SPRINT tileconv ~%osxBin%EET%os_slash%bin%os_slash%%WEIDU_OS%%os_slash%%arch_var%tileconv%exe%~ OUTER_SPRINT tile2ee ~%osxBin%EET%os_slash%bin%os_slash%%WEIDU_OS%%os_slash%%arch_var%tile2ee%exe%~ OUTER_SPRINT ffmpeg ~%osxBin%EET%os_slash%bin%os_slash%%WEIDU_OS%%os_slash%ffmpeg%exe%~ this step seems to be working correctly since in your report ffmpeg had correct OSX path: ./EET/bin/osx/ffmpeg 2. And here is a code that produced the error: ACTION_FOR_EACH vidname IN BEREGOST INTRO_ NASHKELL WYVERN BEGIN ACTION_IF (FILE_EXISTS ~%tra_path%/%LANGUAGE%/movies/%vidname%.ogg~) BEGIN AT_NOW ~%ffmpeg% -i EET%os_slash%base%os_slash%lmovies%os_slash%%vidname%.wbm -i EET%os_slash%lang%os_slash%%LANGUAGE%%os_slash%movies%os_slash%%vidname%.ogg -acodec copy -vcodec copy EET%os_slash%temp%os_slash%%vidname%.webm~ END ELSE BEGIN AT_NOW ~%ffmpeg% -i EET%os_slash%base%os_slash%lmovies%os_slash%%vidname%.wbm -i EET%os_slash%lang%os_slash%en_US%os_slash%movies%os_slash%%vidname%.ogg -acodec copy -vcodec copy EET%os_slash%temp%os_slash%%vidname%.webm~ END COPY_LARGE ~EET/temp/%vidname%.webm~ ~lang/%LANGUAGE_BG2%/movies/%vidname%.wbm~ //this didn't work because file has not been created END console commands related to ffmpeg should be platform independent unless there are major changes in source code regarding it (why would anyone change those?), so in such case it indeed looks like for some reason this tool doesn't work on your computer. Maybe try to use it outside the installtion and see if there will be a problem. What would happen when you use this console code on Mac running from the main game directory?: ./EET/bin/osx/ffmpeg EET/base/lmovies/INTRO_.wbm -i EET/lang/en_US/movies/INTRO_.ogg -acodec copy -vcodec copy INTRO_.webm If the INTRO_.webm won't show up in mian directory than probably the tool is not supported by your system. Not sure what to do in such case. edit: on this site there seems to be 2 different Mac binaries: http://www.ffmpegmac.net/ Do any of those is universal so that it works for all versions of Mac OSX? If no than is there a way to check which system is running to assign correct binary?
  19. subtledoctor's fixes don't work with EET becaouse both EET patch and hix fix overwrites the same files. What you need to to do is: 1. Download and extract clean SCS from the official link 2. Download and extract EET compatibility patch on top of it 3. Download and install Big World Fixpack that adds patch 2.x support to SCS (it patches files rather than overwritting them) I could add those patch 2.x fixes directly to EET compatibility patch but wanted to make changes only related to EET support, so that once the original SCS author shows up (or when SCS lands on Github) it would be easier to see what changes are actually related to compatibility.
  20. this is caused by dialog.bak presence in lang/en_us dir. Installer thinks that TLK files have been already merged but it isn't the case considering your first installation crashed during the console merging command. Please delete lang/en_us/dialog.tlk, rename lang/en_us/dialog.bak to lang/en_us/dialog.tlk and than start the installation again. the same items are imported by default as in vanilla game. Modders can import more if they like. EET_Tweaks will have option to import all. correct. To be more precise the Imoen that is stored in the GAM file. BDIMOEN is not affected (which isn't a problem considering she uses different dress during that portion of the game)
  21. yeah, this one is tricky since it's caused by AdvanceTime() action and is applied after some delay. I think the best way to prevent will be applying constant effect that prevents it and disable the effect after Irenicus Dungeon cutscene. Will experiential with it somewhere down the line. didn't think about that. It will be disbled. Here are all config changes made during EET installation: SetPrivateProfileString('Language','Text','%LANGUAGE_BG2%') SetPrivateProfileString('Program Options','EET Installation State','1') SetPrivateProfileString('Program Options','Active Campaign','1') SetPrivateProfileString('Program Options','Debug Mode','1') SetPrivateProfileString('Program Options','Logging On','1') SetPrivateProfileString('Program Options','UI Edit Mode','1') SetPrivateProfileString('Game Options','Cheats','1') ---------- Gladius, not sure what's going on. I've never see "??? -> : " in weidu.logs. That's not the correct data that wediu normally appends there. And you have those issues even on BG:EE before installing EET. Also keep in mind that BP-BGT Worldmap should be installed at the end (at least after any mod that adds new areas to worldmap like Almateria Restoration Project)
  22. the Kill action is a leftover from old implementation. This is enough to make NPC detectable with Dead() trigger and it doesn't show additional message: SetGlobal("SPRITE_IS_DEADKHALID","GLOBAL",1) SetGlobal("SPRITE_IS_DEADDYNAHEIR","GLOBAL",1) ---------- Which of these two can't be dispelled? "No Dispel/Bypass resistance" or "Not Dispel/Bypass resistance"? ---------- Fixed the transition using your save argent with all these items. New version up on Github: Version 1.0 Release Candidate 6.3 - fixed (hopefully) Mac OSX support - fixed WeiDU-BGEE.log importation - fixed BG1 NPC Project compatibility patch - fixed SoA transition when party has many items in inventory - no messages regarding Khalid and Dynaheir death - Imoen present in cutscenes now uses colors and animation assigned to real Imoen Regarding that last feature. It has been implemented on the fly in-game via PolymorphCopy("Imoen2"). It was always immersion breaking to me when you re-color Imoen for example to red during game but in Waukeen Promenade cutscene she is presented in pink. Than wrong color is preserved in all cutscenes and inside Spellhold cell, just to make colors accurate again when she is rescued. Such inconstancies should be eliminated now.
  23. I've menaged to reproduce it with these items. So now it's a matter of tweaking the script to prevent it. Thanks,
  24. Here you go. WeiDU-BGEE.log WeiDU.log And the save that caused these issues: Should be fixable although it will be faster if you install this mod and upload the content of the ''extractPartyItems/compress" directory. This way I won't need to install all these mods to test it. extractPartyItems.zip
  25. Multiplayer characters not been kicked is intented. Although the fact that you were able to open thier inventory before the cutscene starts is not (there is a slight delay caused by MoveToCampaign command before the area script starts working). As you can see in game Player1 is still under MakeUnselectable() effect applied during SoD ending (violet foot ring) but other characaters already recovered from this state when transported to dungeon. I've attached a fix for this issue to this post. It needs to be tested so please upload a save (or try it out with this patch installed) It can be installed after last component - order doesn't really matter. Thanks. The attached fix solved this particular issue. I couldn't access the bag of holding anymore. I have attached my latest SoD save for you to try out (from a modded RC5 installation, but it also works in a clean EET game). However, in my modded game the characters are not healed and the "Unconscious" portrait icon is not removed from the characters after waking up in Chateau Irenicus. In one test run a character died in the middle of the transfer process, probably because a HP increasing item had been removed. I don't know yet which mod interferred with the script. the spell that restores the party is based on story mode spell. I've now added opcode 17 to it and it seems to heal the party properly even if character ended up with 1 HP, so no one will die during transition. Also added opcode 93 to prevent fatigue effect after party is transported to Irenicus Dungeon (caused by AdvanceTime action). Thanks for report. Improved spell is attached to this post. edit: not sure about "Unconscious" icon - can't reproduce this one with your save. Such effects are removed all at once via K#REST.SPL (which is later disabled with other vanilla SoD ending spell effects via K#UNREST.SPL). Tried 10 times in a row and each time trasition worked fine. K#REST.zip
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