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K4thos

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Posts posted by K4thos

  1. I installed ToB style npc on my EE game and since I didn't level imoen, BDIMOEN has 6 hp which makes her chunked during the cutscene where she gets attacked in SoD.

     

    I'm not sure what's the best way to fix it but here's the discussion about it on the EET forum : http://gibberlings3.net/forums/index.php?showtopic=28161&&page=31

    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. Do you think it'll mess up variables if imoen is chunked or can I continue without changing anything?

     

    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. I would say it's caused by cdtweaks' "ToB-Style NPCs" component. It replaces the level 8 Imoen with 41 HP by a level 1 Imoen with 6 HP.

     

    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. She isn't in my party, she gets chunked during the cutscene. I should have used "chunked" before, sorry.

     

    https://www.dropbox.com/s/zqs346obbnxjj1c/000000061-imoen%20death%20sod%20intro.7z?dl=0

    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.

     

    6LuCQj6.png

  6. I'm at the beginning of SoD and when the assassins attack imoen, she gets one shot by the attack from the last assassin (scripted, I can't stop it). Is this normal? I don't remember this happening with my previous SoD playthroughs but i'm not 100% sure. Could be vanilla bug too.

     

    Edit : It doesn't prevent the cutscene from going through but i'm afraid it could mess things up later on, i'm going to test this soon.

    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.  

    It was updated, yesterday. But it can be updated again!

    I wasn't aware of this patch at the time. I'd recommend making posts in the mod forums for any mods you've created EET patches for. When I release updates for mods where I wasn't the original author, I'm usually not up to date on all the issues, but I do a check in the mod forum to see what's been reported since the release of the previous version.

     

     

    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 :jesus: All patches are available here: https://github.com/K4thos/EET-patches-for-BG2EE-mods

  8. Mike I'll update Polish translation accordingly, later today when I get to my laptop. I'm also in the middle of updating Song & Silence translation.

    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

     

    Just a reminder - you may not want all mod items to have automatically generated descriptions this way. There are items in mods that do not reveal every detail about them on purpose. Sometimes it is part of a plot or concept NOT to tell you (you can cheat and look into the item file but the readable description is not supposed to tell you.)

     

    If the weidu code will be written it will be modder's resource tool, not a mod that will update TLK file.

     

    This may not be applicable for NPC's personal items or mod plot items e.g.. If nobody else can use them and the owner does not know/refuses to tell you this is intentional part of a mod at some occasions

    Item usability is not part of EE item description. Engine automatically adds this information based on item_use.2da and opcode 319.

  9. Hmm, okay, I guess can fix that. There's going to be a heck of a lot of other mods that don't conform to this new style, though.

    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.

    @2 = ~Delryn Family Helmet
    One of Anomen's most cherished possessions, this helmet was originally gifted to Hittorin de'Elryn by the Duke Marnak III, as a reward for his valiant deeds against the would-be usurper, Carragon of Macken. It has been handed down through the family ever since, and can be worn only by those descendants who show true loyalty to the Delryn bloodline. Donning this helmet bestows infravision (to 120 feet) upon the wearer, and they also experience the same nimbleness and coordination that Hittorin himself enjoyed. In addition, once per day the helmet's wearer is able to call into existence a phantasmal sword, which strikes as a +3 weapon and is especially damaging to undead foes.

    STATISTICS:

    Special Abilities (once per day):
    Phantom Blade

    Equipped Abilities:
    Infravision
    Dexterity set to 15

    Armor Class Bonus: None
    Special: Protects Against Critical Hits
    Weight: 3~
    @4 = ~Anomen's Armor

    Sir Anomen, Knight of the Radiant Heart, has been granted this gift from the god Torm. This powerful armor protects Sir Anomen from the life draining attacks of undead foes. Once per day it may be called on to channel the god's fury through it, causing a destructive beam of light to injure all who would attack the wearer.

    STATISTICS:

    Special Abilities (once per day):
    Sunray

    Equipped Abilities:
    Negative Plane Protection

    Armor Class: -1
    Weight: 70
    Requires: 15 Strength~

     

     

    and this is how they supposed to look like:

    @2 = ~One of Anomen's most cherished possessions, this helmet was originally gifted to Hittorin de'Elryn by the Duke Marnak III, as a reward for his valiant deeds against the would-be usurper, Carragon of Macken. It has been handed down through the family ever since, and can be worn only by those descendants who show true loyalty to the Delryn bloodline. Donning this helmet bestows infravision upon the wearer, and they also experience the same nimbleness and coordination that Hittorin himself enjoyed. In addition, once per day the helmet's wearer is able to call into existence a phantasmal sword, which strikes as a +3 weapon and is especially damaging to undead foes.

    STATISTICS:

    Equipped abilities:
    – Dexterity: 15
    – Infravision up to 120 ft.
    – Protects against critical hits

    Charge abilities:
    – Phantom Blade once per day
    Duration: 13 rounds
    Area: Special

    Weight: 3~
    @4 = ~Sir Anomen, Knight of the Radiant Heart, has been granted this gift from the god Torm. This powerful armor protects Sir Anomen from the life draining attacks of undead foes. Once per day it may be called on to channel the god's fury through it, causing a destructive beam of light to injure all who would attack the wearer.

    STATISTICS:

    Equipped abilities:
    – Negative Plane Protection

    Charge abilities:
    – Sunray once per day
    Damage: 3d6 magic (Save vs. Spell or be blinded for 1 turn)
    Undead: An additional 1d6 points of fire damage per level of caster (Save vs. Spell or be destroyed)
    Range: 20 ft.
    Area: 30-ft. radius

    Armor Class: -1
    Requires:
    15 Strength

    Weight: 70~

    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:

    This is Anomen's family shield, given to him by his father. In addition to magical protection, the shield radiates an aura that grants the wielder fire and cold resistance. To protect against ranged attacks, Anomen can use the shield to erect a field of energy. This protection from normal missiles can be used three times per day.

    STATISTICS:

    Equipped abilities:
    – Armor Class: +2
    – Fire Resistance: +30%
    – Cold Resistance: +30%

    Charge abilities:
    – Protection From Normal Missiles three times per day
    Duration: 1 hour
    Area of Effect: The wearer

    Weight: 7
  11. regarding this post:

     

    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.

     

    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. For my next attempt I replaced the ffmpeg binary with the version for OSX 10.6 up to 10.11 provided here: http://www.ffmpegmac.net/

     

    thanks, latest binary will be added in this case.

     

    Btw, I had to manually enable the executable flag for the external tools in EET/bin/osx or the installation would terminate with the message "/bin/sh: ./EET/bin/osx/ffmpeg: Permission denied". It's probably a good idea to call "chmod +x EET/bin/osx/toolname" in EET before trying to execute them.

    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. On the bright side, if that's near the end of the installation, then it only took about 5 minutes to install. My system is a 2012 Intel Ivy Bridge 4-core i7, with 16GB RAM and an SSD. Nice... but still 4 years old and not particularly fast by today's standards. That means that EET will be a breeze for anyone with modern hardware. :)

     

    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. when the official version is just days away.

     

    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~:

     

    @2 = ~One of Anomen's most cherished possessions, this helmet was originally gifted to Hittorin de'Elryn by the Duke Marnak III, as a reward for his valiant deeds against the would-be usurper, Carragon of Macken. It has been handed down through the family ever since, and can be worn only by those descendants who show true loyalty to the Delryn bloodline. Donning this helmet bestows infravision (to 120 feet) upon the wearer, and they also experience the same nimbleness and coordination that Hittorin himself enjoyed. In addition, once per day the helmet's wearer is able to call into existence a phantasmal sword, which strikes as a +3 weapon and is especially damaging to undead foes.

    STATISTICS:

    Equipped abilities:
    – Dexterity: 15
    – Infravision up to 120 ft.
    – Protects against critical hits

    Charge abilities:
    – Phantom Blade once per day
    Duration: 13 rounds
    Area: Special

    Weight: 3~
    @4 = ~Sir Anomen, Knight of the Radiant Heart, has been granted this gift from the god Torm. This powerful armor protects Sir Anomen from the life draining attacks of undead foes. Once per day it may be called on to channel the god's fury through it, causing a destructive beam of light to injure all who would attack the wearer.

    STATISTICS:

    Equipped abilities:
    – Negative Plane Protection

    Charge abilities:
    – Sunray once per day
    Damage: 3d6 magic (Save vs. Spell or be blinded for 1 turn)
    Undead: An additional 1d6 points of fire damage per level of caster (Save vs. Spell or be destroyed)
    Range: 20 ft.
    Area: 30-ft. radius

    Armor Class: -1
    Requires:
    15 Strength

    Weight: 70~

    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:

    I've noticed a couple of bugs with Anomen's items and I'll try to release a fix tomorrow.

    didn't notice your reply, so you've probably already made those changes.

  18. New error on Mac:

    dyld: lazy symbol binding failed: Symbol not found: ___sincos_stret
      Referenced from: /Applications/BaldursGateIIEnhancedEdition.app/Contents/Resources/./EET/bin/osx/ffmpeg
      Expected in: /usr/lib/libSystem.B.dylib
    
    dyld: Symbol not found: ___sincos_stret
      Referenced from: /Applications/BaldursGateIIEnhancedEdition.app/Contents/Resources/./EET/bin/osx/ffmpeg
      Expected in: /usr/lib/libSystem.B.dylib
    
    Copying 1 file ...
    Stopping installation because of error.
    Stopping installation because of error.
    
    ERROR Installing [Core EET (game importation)], rolling back to previous state
    Will uninstall 13555 files for [EET_CORE.TP2] component 0.
    Uninstalled    13555 files for [EET_CORE.TP2] component 0.
    ERROR: Unix.Unix_error(20, "stat", "EET/temp/BEREGOST.webm")

    This might be particular to my system; I've had trouble getting sox to work before, with similar "dylib" and "dyld" errors. Also I'm using an OS from 2012, 4 generations behind (Mountain Lion)...

     

    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. Running into some issues while trying to install SCS:

     

    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.  

    All seemed to be going well on my Mac until this error:

    205 PETRIFIED appended to SPECIFIC.IDS
    Appending to files ...
    
    251 SPECTACLES_QUEST appended to SPECIFIC.IDS
    
    Patching BG2:EE TLK files
    SET_STRING 211898 out of range 0 -- 105216
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    
    ERROR Installing [Core EET (game importation)], rolling back to previous state
    Will uninstall 2413 files for [EET_CORE.TP2] component 0.
    Uninstalled    2413 files for [EET_CORE.TP2] component 0.
    ERROR: Failure("SET_STRING out of range")

    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.

     

    1. Is this understanding correct: "EET by itself does not provide excessive import of items from SoD to SoA (i.e. a tweak), but it allows other mods to introduce such features"?

    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.

     

    2. The Imoen copy is the Imoen2 that was last in the party prior to transition? (Not Bdimoen.cre - with DV Imoen2 - who waits for you in the transition area)?

     

    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. There is still a minor issue with the protagonist who doesn't appear to be immune to the fatigue effect after arriving in Chateau Irenicus. Other multiplayer characters are not affected.

    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.

     

    I have also noticed that EET automatically enables "UI Edit Mode". It prevents me from using the thief's "Thieving" skills or other class-specific skills which map to the keys 'F5' and 'F11'.

    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. Is there a way to get rid of the death strings?

     

    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.  

    Please post you logs, let's see which mod you have installed

    Here you go.

     

    WeiDU-BGEE.log

     

     

    ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.3_20160416

    ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.3_20160416

    ~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22.3_20160416

    ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22.3_20160416

    ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22.3_20160416

    ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22.3_20160416

    ~BG1NPC/BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Sarevok's Diary Adjustments -> Sarevok's Diary Date Changes only: v22.3_20160416

    ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.3_20160416

     

     

    WeiDU.log

     

     

    // Log of Currently Installed WeiDU Mods

    // The top of the file is the 'oldest' mod

    // ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]

    ~EET/EET.TP2~ #0 #0 // Initialise EET (first mod in install order): 1.0 RC6

    ~EET_CORE.TP2~ #0 #0 // Core EET (game importation): 1.0 RC6

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #0 #0 // Restored Locations: v8.2.6

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #0 #1 // Restored Characters and Dialogs: v8.2.6

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #0 #2 // Restored Sounds: v8.2.6

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #0 #4 // Restored Wish Options: v8.2.6

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #0 #5 // Restored XP for Minor Things: v8.2.6

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #0 #6 // Lich Deril: v8.2.6

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #0 #7 // Restored Random Encounters: v8.2.6

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #0 #8 // Minor Restorations: v8.2.6

    ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #0 #13 // Restored Waukeen's Promenade Cutscene: v8.2.6

    ~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v5-fixed

    ~DJINNICOMPANION/SETUP-DJINNICOMPANION.TP2~ #0 #0 // Afaaq, the Djinni Companion -> Full Version (includes quests, banters and more): v2.3.1

    ~DJINNICOMPANION/SETUP-DJINNICOMPANION.TP2~ #0 #200 // Remove Afaaq's banter soundtrack?: v2.3.1

    ~A7!GOLEMCONSTRUCTION/SETUP-A7!GOLEMCONSTRUCTION.TP2~ #0 #0 // Golem Construction Ability for Spellcasters: 2.0

    ~A7!GOLEMCONSTRUCTION/SETUP-A7!GOLEMCONSTRUCTION.TP2~ #0 #10 // Replace original Golem Manual: 2.0

    ~A7!GOLEMCONSTRUCTION/SETUP-A7!GOLEMCONSTRUCTION.TP2~ #0 #15 // Improve enemy spellcaster AI: 2.0

    ~A7!GOLEMCONSTRUCTION/SETUP-A7!GOLEMCONSTRUCTION.TP2~ #0 #20 // Golems for enemy spellcasters: 2.0

    ~A7!GOLEMCONSTRUCTION/SETUP-A7!GOLEMCONSTRUCTION.TP2~ #0 #25 // Greater variety of enemy golem types: 2.0

    ~A7!GOLEMCONSTRUCTION/SETUP-A7!GOLEMCONSTRUCTION.TP2~ #0 #30 // Fighter Stronghold golems may continue to serve you: 2.0

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, PnP Druid/Cleric Spell Table Only: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters (BETA) -> Arcane & Divine Magic: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi-Classes: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2430 // Loosen Equipment Restrictions for Druid Multi-Classes: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3124 // Stop Haer'Dalis-Aerie romance from starting: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3195 // Alter Hostile Rest Spawns -> Decrease frequency by 50%: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3265 // Recoverable ammunition -> 50% chance to recover after a successful hit, vs. enemies only: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3275 // Recoverable throwing weapons -> 50% chance to recover after a successful hit, vs. enemies only: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4120 // Give Coran A Legal Dexterity Score of 19: Beta 5

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4130 // Make Xan a Generalist Mage (Mike1072): Beta 5

    ~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 1.2.1

    ~A7#IMPROVEDARCHER/SETUP-A7#IMPROVEDARCHER.TP2~ #0 #0 // Improved Archer Kit: v2.2-beta2

    ~A7#IMPROVEDARCHER/SETUP-A7#IMPROVEDARCHER.TP2~ #0 #100 // Add +4 arrows, bolts and two powerful bows to the game: v2.2-beta2

    ~A7NOEENPCS/SETUP-A7NOEENPCS.TP2~ #0 #3 // Modify Enhanced Edition NPCs -> Make all NPCs passive: v3.2

    ~SKIPCHATEAUIRENICUS/SETUP-SKIPCHATEAUIRENICUS.TP2~ #0 #0 // Skip Chateau Irenicus: 2.1

    ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2a

    ~EET_END.TP2~ #0 #1 // Finalise EET (last mod in install order)

     

     

    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

  24.  

     

    I've noticed an issue with the transition from SoD to SoA. If you're playing with a party consisting of two or more custom characters they are all moved to the SoA starting dungeon into their respective cells. However, they are not disabled. For some reason the temporary bag of holding for the imported items is placed into the inventory of the second party member, so you can manually drop items that are still in the bag to the ground. In my case I could drop the Helmet of Dumathoin (bdhelm09) and the Archer's Eyes (bdamul02).

    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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