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K4thos

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Everything posted by K4thos

  1. SCS didn't install probably because you didn't use Big World Fixpack on it (after applying my patch that just adds compatibility with EET - BWF can patch it later just fine). Without it or several manual changes SCS mod doesn't support patch 2.x BpSeries is not recommended. I haven't check if it needs any update to work with EET (doubt it considering it's just AI) but seems excessive considering EE games with patch 2.x have like 2256 lines of (amazingly written) AI script code per NPC by default. Code that uses many commands that weren't available in old engine (which BPSeries was written for) and fully controllable behaviours via shortcuts. Also keep in mind this post. It's better to wait for this release considering it will be up soon (got contracts to finish related to my work by the end of Monday but after that I will be able to finalise the release in relatively short time span). -------- edit: btw. thanks to all for answering questions
  2. Things ready but not yet pushed on Github: Things that I'm still messing up with: And than some testing is required too since some of these changes are quite radical (mostly SoD travels and TLK appending). I hope everything will be ready in few days, but hard to tell exactly how long it will take. thanks! Fix is ready for next release.
  3. this will be fixed in all patches with the next release by updating EET_functions.tph to use WITH_TRA command (hopefully weidu will receive stable release soon because latest version will be needed for these patches and we can't request internalizing them by authors when the code relies on unstable features), so no need to report it. For now I would recommend skipping installation of optional components (other than portraits) for NPC mods that uses patches, since LOAD_TRA used at the end of main component without re-loading setup.tra can indeed screw something like alternative KIT installation. Either way it may be a good idea to wait for next RC before starting new installation considering this will be major update (probably last RC release) and the mod will be finally feature complete.
  4. thanks for report. It's caused by last block added into main component that uses LOAD_TRA to get Fate spirit dialogues (no other way to do it since these mods uses AUTO_TRA feature). So after this step we should reload setup.tra before other optional components are installed. To fix it just add: Xan: LOAD_TRA ~Xan/%LANGUAGE%/Setup-Xan.tra~ right above "BEGIN @48" Kivan: LOAD_TRA ~Kivan/tra/%LANGUAGE%/setup.tra~ right above "BEGIN @165" -------- edit: newest weidu has WITH_TRA and PATCH_WITH_TRA commands that could be used here instead. But it still has beta status and who knows when the stable version of weidu will be released.
  5. wow, you've actually implemented the random portrait assigning? If I remember correctly I offered you help to write something like this but became distracted with these RC releases. Congratulations! I'm looking forward to try it out. here is cpmvars file for IWD-in-EET : https://dl.dropboxusercontent.com/u/35433122/iwd_in_eet_cpmvars.tpa As you can see only 9 CRE files have been renamed, so probably nothing has to be changed in your mod. As for IWD2 content nothing is since almost all IWD2 resources already have 2 number prefix, so they don't conflict with other games.
  6. Should I add fix for it in EET fixpack than? Or would such fix conflict with Sirene, Gavin, BG1NPCs, Sandrah? If it's the former than how exactly should I modify the dialogue (which state and response and what has to be changed). Thanks in advance.
  7. I have used a similar idea for my mod's extension after ToB - while the two protagonists of the sequel get a reduction of their XP (while keeping all their abilities), the new NPCs you can get come in at varius levels according to their story-line experience when you meet them. Thus, PC hardly gains another level in the first 3/4 of the sequel while lower level NPCs learn from travelling with you. This makes challenges and encounters of various levels still interesting even when you have a PC at ToB level in the party. Hmm... I like this idea regarding forced XP reduction without removing actual levels. Something like this can be added as an optional tweak for EET_Tweaks:
  8. Rearding scaling - I was thinking more about something to make let's say level 7 or 14 Cleric not automatically destroy every single undead in Vale of Shadows by just turning on 'Turn Undead' skill. Not necessary making the monsters a hardcore challenge or constantly improve them like in Skyrim. More details regarding this idea: - Average Party Level could be checked when you enter the area and compared to the level that is expected in vanilla game. By subtracting expected level from average level the script would know overall how much overlevelled the party is. - Script that improves monsters would than use one of let’s say 4 possible improvement steps for a monster - 1 improvement step gained for each 5 levels of the party above the expected level. The problem here is to come up with a fair system for these monster power incensements to not make them too hard compared to vanilla game by modestly altering the stats. Simple things like few additional levels to prevent undeads from exploding but running in fear instead when Turn Undead is used, additional Hit Dices, so creature don’t die on a single hit, improved saving throws to not always be affected by most devastating spell effects, better THACO to somewhat take into account that overlevelled party is likely wearing better armors compared to vanilla game etc. Nothing hardcore like Legacy of Bhaal mode. Of course if something like this will be implemented than it would require feedback from players if it still feel fair or makes the game frustrating. I don’t see a problem with adding a feature for disabling the system alltogether if player don’t care about monster power at all - in fact such thing could be added to in-game options menu, so that player could disable it mid-game if it becomes too frustrating (yep, patch 2.x GUI system is that awesome) Notice that with components installed that reduce XP in whole game (see: EET Tweaks) the system would most likely not even trigger in later parts since the party wouldn't be so much overpowered compared to expected levels and the content already have reduced XP gains by default compared to vanilla games - in case of IWD:EE 1/4 XP for quests to make them more in line with BG1 rewards, also existing monster XP reward is compared with re-calculated value using 2nd edition D&D rules for default Hit Dice based XP (Ravenloft Compendium) - lower value of the 2 is chosen for creature. ----------- If anyone have idea how to design monster scaling in a fair way than we are very interested in such help. Modding skills are not needed (I can code everything), what’s important here is a grand vision how exactly it should work.
  9. I'm actually experimenting with automatic monster scaling feature for IWD-in-EET content (disabled if you start new game in IWD from level 1). The proof of concept turned out successful, now it's a matter of designing actual system around it (if someone is interested in helping with it that would be great - I don't have experience with designing such gameplay systems). Here is how it works (not sure if this is optimal way to apply one-time effect although seems better than patching all scripts attached to CRE files) 1. All IWD creatures are patched during installation with 'Cast Spell on Condition' effect that spawns invisible creature when party is in range < 50 2. The spawned creature uses: LastSummonerOf(Myself) to target the caster and apply stats changes via: ChangeStat(O:Object*,I:Stat*Stats,I:Value*,I:Modifier*StatMod) depending on avarage level of the party and level of creature (which represents monster Hit Dice in BG games) The script running on that spawned creature also applies ''Protection from spell" effect, so that stats adjustment monster summoning is only done once for that particular creature. --------- Let's say the creature is 8 Hit Dice monster and we want to convert it to 9 Hit Dice monster. At the same time we are increasing other stats to replicate 'monster size' change (just an example). The script on invisible creature would look something like this (real code would also need additional triggers that recognize the power of the party and choose the appropriate scaling of course). IF OnCreation() Level(LastSummonerOf(Myself),8) THEN RESPONSE #100 ReallyForceSpellRES("K#HDDIS",LastSummonerOf(Myself)) // this will disable further stat increasement ChangeStat(LastSummonerOf(Myself),LEVEL,1,ADD) ChangeStat(LastSummonerOf(Myself),THAC0,-2,ADD) //that's the THAC0 difference for monsters between HD8 and HD9 according to D&D 2e rules ChangeStat(LastSummonerOf(Myself),SAVEVSDEATH,1,ADD) ChangeStat(LastSummonerOf(Myself),SAVEVSWANDS,1,ADD) ChangeStat(LastSummonerOf(Myself),SAVEVSPOLY,1,ADD) ChangeStat(LastSummonerOf(Myself),SAVEVSBREATH,1,ADD) ChangeStat(LastSummonerOf(Myself),SAVEVSSPELL,1,ADD) SetGlobalRandom("K#DICE","LOCALS",1,8) //1d8 dice thrown SetGlobal("SmallToMedium","LOCALS",1) END IF GlobalGT("K#DICE","LOCALS",0) Switch("K#DICE","LOCALS") THEN RESPONSE #1 ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,1,ADD) SetGlobal("K#DICE","LOCALS",0) RESPONSE #2 ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,2,ADD) SetGlobal("K#DICE","LOCALS",0) RESPONSE #3 ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,3,ADD) SetGlobal("K#DICE","LOCALS",0) RESPONSE #4 ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,4,ADD) SetGlobal("K#DICE","LOCALS",0) RESPONSE #5 ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,5,ADD) SetGlobal("K#DICE","LOCALS",0) RESPONSE #6 ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,6,ADD) SetGlobal("K#DICE","LOCALS",0) RESPONSE #7 ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,7,ADD) SetGlobal("K#DICE","LOCALS",0) RESPONSE #8 ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,8,ADD) SetGlobal("K#DICE","LOCALS",0) END IF Global("SmallToMedium","LOCALS",1) THEN RESPONSE #100 ChangeStat(LastSummonerOf(Myself),STR,4,ADD) ChangeStat(LastSummonerOf(Myself),DEX,-2,ADD) ChangeStat(LastSummonerOf(Myself),CON,2,ADD) ChangeStat(LastSummonerOf(Myself),ARMORCLASS,-1,ADD) ChangeStat(LastSummonerOf(Myself),MORALEBREAK,1,ADD) ChangeStat(LastSummonerOf(Myself),MORALERECOVERYTIME,-5,ADD) ReallyForceSpellRES("K#DMG1d8",LastSummonerOf(Myself)) //additional spell effect applied that grants 1d8 damage per hit SetGlobal("SmallToMedium","LOCALS",0) Continue() END IF True() THEN RESPONSE #100 DestroySelf() END The problem is balancing such system, but at least it's possible With good enough system the same script could be used for every creature in game. ---------- btw. Bill Bisco, if you want, you can simply start new game in IWD1 from level 1 using 'Change Campaign' EET feature.
  10. She spawned in the wrong coordinates. Hotfix for it is attached to this post. Thanks for report. HotFixForNeera.7z
  11. this one has beem already reported by Etamin via PM and is fixed for RC6, but thanks for report.
  12. new version of above mentioned hotfix has been uploaded (attached to previous post). These blocks actually needed more permanent block disabling rather than just BD_PLOT variable check.
  13. It's due to leftower code from old implementation that is no longer valid (existing only for player6, that is why it happened to Dynaheir). As for the stutter bug I forgot to add a trigger: GlobalLT("BD_PLOT","GLOBAL",51) to a block that assigns local variable to NPCs. Hotfix for both problems is attached to this post. Thanks for reports. It's a regression from latest RC. HotFixForRC5.rar
  14. at least wait for next RC which is almost ready. screenshot, please.
  15. no worries. And I was thinking about something else when writing that post. Of course IWD-in-EET will also use that system when I finally move to updating it with 2.x features. The conflict is only for now since the mod still has patch 1.3 codebase and it wasn't possible to resolve it differently back than. No point in overwriting this file by either mod when 2da file allows to implement it reasonably.
  16. I've just checked macros used for this patching and there was a huge bug in there. To be more precise: this: PATCH_IF ("%fx_type%" = 267) BEGIN PATCH_IF (VARIABLE_IS_SET $EVAL ~%array%~(~%StrRef%~)) BEGIN should be: PATCH_IF ("%fx_type%" = 267) AND (VARIABLE_IS_SET $EVAL ~%array%~(~%StrRef%~)) BEGIN oterwise other opcodes couldn't be updated correctly. Great find, argent77.
  17. Indeed opcode 183 was missing for param1 patching (IESDP refers it as 'Undetermined' so probably worth changing it there too). Also opcode 181 for special parameter.
  18. thanks, looks like I've missed some opcode. Will be fixed for next release.
  19. subtledoctor, from what I remember Refinemets HLAs overwrites BAM file with state icons. If this is still the case than take a look at this patch 2.x feature: So all you need to do is use this 2da and reference each of the new BAM (you can extract them from that pre-made file) rather than overwrite whole file. Otherwise Refinements won't be compatible with IWD-in-EET unless installed earlier.
  20. added to the list, thanks. fixed, sorry for confusion.
  21. That depends on the definition of soon... it has only been 15 years since the ToB came out. This And yes, EET 1.0 has priority now. We're also waiting to see if next patch will also cover IWD:EE. Updating the old version to patch 2.x only to find out that most of the work on this was useless wouldn't be exactly bright idea.
  22. all BG:EE and SoD content without any other mods add 2.55 GB to the BG2:EE. All graphic and sound resources are biffed during installation, so the Override directory is about 70 MB only with files that are modifiable by weidu. As for the file count it's 12 415 although I think the size of the files is more important than amount of them. In worst case generalized biffing can get rid of all files from Override.
  23. Due to SoD story the inital plan to provide IWD1 storyline as it is has changed recently. SoD spoilers: On 'EET Workroom' section of the forum I'm discussing with AWizardDidIt how to resolve this conflict and we came up with a plot that allows both IWD1 and IWD2 content to be available. Details are not yet finalised, so not sure if we should present them here yet and if it's even a good idea to spoil the mod before it's even released. But yes, there is a reason to finish IWD1 campaign and it doesn't conflict with SoD story anymore. huh, you've finished implementing it already? I will send you PM regarding it. Hopefully it won't screw your efforts. This is not really a mod but part of the core IWD-in-EET. You won't be able to skip installation of NPC interjections.
  24. Intersting and great little tool. Once the iOS and Android versions are updated to patch 2.x (from what I read SoD is not yet available there and they still use patch 1.3) I hope someone will try it out with EET and share results here. Information how to convert EET installation for those platforms could be added to the EET readme file.
  25. don't worry, we're not interested in Windows only option. And it's indeed just extra options or whatever. I'm wondering - does iOS/Android releases support mods? Can you for example install EET on PC and somehow make it work on portable devices bought on Google Play Store and iOS store? Where are TLK files? What about biff files and Override folder? The GUI is sandboxed, there are no commands that can be used to access anything outside game via LUA code (other than Baldur.lua within documents directory).
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