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K4thos

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Everything posted by K4thos

  1. The only different BOX pvrz between both games is BOX7, so if there is an option to redirect it to some unused slot (or for example BOX10) than it's up to you if you think it's worth the effort. Depending on what are these changes maybe I could write a weidu code that automatically handles UI.MENU conversion to that style - examples? I think Select Campaign should be kept inside in-game main menu as it is now since that's a neat feature and other mods can add new Campaigns easily this way (for example IWD-in-EET mod will add 3 campaigns to the menu). As for the launcher both Sam. and ALIEN proposed help with writing one from scratch, but only for Windows. Considering the mod also works with MACs it doesn't sound like a good idea.
  2. It already works sort of like that. You can go to EET/SoD_GUI directory (after the main EET component is installed since it first need to handle PVRZ installation and get resources from SoD - notice that all SoD GUI PVRZ are already biffed after installation) and simply copy what's there to Override directory (only UI.MENU will be overwritten since other files are biffed). The reason why it's a separate component is to make a backup of UI.MENU file that is already present within Override (and to let people who don't read readme files know that such feature exists). As mentioned in this topic I've been thinking about preparing launcher executable that would be able to switch GUI, update saves from previous installation, notify if last component has not been installed yet, open BALDUR.LUA config file, readme view and even automatically download and install patches to make EET post 1.0 always up to date and of course start the game. But no one understood what I had in mind and I'm still unable to explain it (edit: I've just re-read the topic - people understood but mostly didn't like the idea, so it was scrapped). If in game solution would need so many changes than indeed it may be a bit excessive approach considering we need to update UI.MENU after each official patch is released and it would be probably very complicate to implement such system in the first place. On top of that when I now think about it there would be 1 problem that couldn't be resolved - BOX1-8 PVRZ usage by the engine seems to be hardcoded, so you wouldn't be able to change how dialogue boarder looks via in-game GUI switch.
  3. may be related to DSotSC (well, it almost 100% is). I will check it out, thanks. can't reproduce this one. There is a direct link between Nashkel Mines and Athatla City Gates but it's disabled via this code in Candlekeep BG2600.BCS: RemoveWorldmapAreaFlag("AR0020",ENABLED) //Reveal from linked area Later changed in Irenicus Dungeon via: AddWorldmapAreaFlag("AR0020",ENABLED) //Reveal from linked area Anyone else with this problem? It would show up as soon as you reach Nashkel Mines. edit: you could hoverer brake the implementation if you clua consoled yourself to AR0020 before finishing BG1 since that would make the area accesaible from linked ones earlier (above code just temporary disables Reveal from linked area flag from City Gates)
  4. Please upload a save from late ToB that still has access to map and saves.tra + saves.txt located in save directory if they are still valid so I can restore your map icon descriptions in my game via save update feature from setup-EET_end.
  5. nice! ----- Also Sheena NPC has been updated with native EET support.
  6. That would be mazing if it's possible. Looking forward to see results. Thanks for the effort.
  7. ok, found the problem, thanks. For some reason they had DPLAYER3.BCS attached to them which shouldn't be the case for anyone other than multiplayer party characters. The reason why this bug doesn't show up in vanilla SoD even though the same mistake is present there too is due to missing IF !InParty(Myself) THEN RESPONSE #100 Dialogue(Player1) ChangeAIScript("",DEFAULT) SetDialog("multig") END In SoD version of DPLAYER3.BCS. Considering this is harmless in vanilla SoD it probably doesn't make much sense reporting it on Redmine but it will be changed in EET by removing this script from them.
  8. can't reproduce this one when starting new game or loading my saves (even those made during BG2). Your save is made too late because CRE files already have multig dialogue files attached for some weird reason. It would be useful if the save was created before you entered the area or at least before casting the spell. Please try doing this: 1. Load a save game called "000000016-Chapter 8 Start" 2. In console type: C:CreateItem("SCRLPET",6,1,1) 3. Now cast the scroll on statues - if they will have wrong dialogue files attached again than please upload both "000000015-Chapter 7 Dungeon" and "000000016-Chapter 8 Start" saves here. If it won't happen to me than the reason must lay somewhere in your game and we will need to investigate it further.
  9. oh, silly me there is indeed a problem there in setup-EET_end.tp2 This: COPY ~%USER_DIRECTORY%/Baldur.lua~ ~%USER_DIRECTORY%~ should be changed to this: COPY + ~%USER_DIRECTORY%/Baldur.lua~ ~%USER_DIRECTORY%~ Thanks for reporting it. thanks, I will take a look.
  10. well, from story perspective it's a "little" heated situation for Children of Bhaal once the ToB storyline starts (I'm actually hoping that someone will be interested in creating such content for parties that visits old areas. Clean EET makes convenient assumption that common folks don't know about your heritage, but considering how famous your party is that's not very believable). Although if some messenger showed up to inform that Nalia's home is in danger than I think it's only natural that good align CHARNAME would consider helping her out with it. They are transferred. Here is the whole patching code: ACTION_IF (NOT FILE_EXISTS ~%USER_DIRECTORY_EET%/Baldur.lua~) AND (FILE_EXISTS ~%USER_DIRECTORY%/Baldur.lua~) BEGIN COPY + ~%USER_DIRECTORY%/Baldur.lua~ ~%USER_DIRECTORY_EET%~ END ACTION_IF (FILE_EXISTS ~%USER_DIRECTORY_EET%/Baldur.lua~) BEGIN <<<<<<<< .../Baldur.lua SetPrivateProfileString('%row%','%option%','%option_1%') >>>>>>>> COPY + ~%USER_DIRECTORY_EET%/Baldur.lua~ ~%USER_DIRECTORY_EET%~ REPLACE_TEXTUALLY ~^.+'Last Save .+[%newline%]*~ ~~ DEFINE_ASSOCIATIVE_ARRAY table_EET_ini BEGIN "Text" , "%LANGUAGE_BG2%" => "Language" "EET Installation State" , 1 => "Program Options" "Active Campaign" , 1 => "Program Options" //"Never Show Nuisance SOD" , 0 => "Program Options" "Debug Mode" , 1 => "Program Options" "Logging On" , 1 => "Program Options" "UI Edit Mode" , 1 => "Program Options" "Cheats" , 1 => "Game Options" "Show Black Space" , 0 => "Graphics" "BG4LOGO" , 1 => "MOVIES" "BILOGO" , 1 => "MOVIES" "BLACKPI_" , 1 => "MOVIES" "BWDRAGON" , 1 => "MOVIES" "CREDITS" , 1 => "MOVIES" "INFELOGO" , 1 => "MOVIES" "INTRO_" , 1 => "MOVIES" "INTRO15F" , 1 => "MOVIES" "INTRO" , 1 => "MOVIES" "TSRLOGO" , 1 => "MOVIES" "WOTC" , 1 => "MOVIES" END PHP_EACH table_EET_ini AS option => row BEGIN COUNT_REGEXP_INSTANCES ~'%option%'~ num_matches PATCH_IF (num_matches = 0) BEGIN APPEND_FILE ~.../Baldur.lua~ EVALUATE_BUFFER END ELSE BEGIN REPLACE_TEXTUALLY ~^.+'%option%'.+$~ ~SetPrivateProfileString('%row%','%option%','%option_1%')~ END END BUT_ONLY END ELSE BEGIN <<<<<<<< .../Baldur.lua SetPrivateProfileString('Language','Text','%LANGUAGE_BG2%') SetPrivateProfileString('Program Options','EET Installation State','1') SetPrivateProfileString('Program Options','Active Campaign','1') SetPrivateProfileString('Program Options','Debug Mode','1') SetPrivateProfileString('Program Options','Logging On','1') SetPrivateProfileString('Program Options','UI Edit Mode','1') SetPrivateProfileString('Game Options','Cheats','1') SetPrivateProfileString('Graphics','Show Black Space','0') SetPrivateProfileString('MOVIES','BG4LOGO','1') SetPrivateProfileString('MOVIES','BILOGO','1') SetPrivateProfileString('MOVIES','BLACKPI_','1') SetPrivateProfileString('MOVIES','BWDRAGON','1') SetPrivateProfileString('MOVIES','CREDITS','1') SetPrivateProfileString('MOVIES','INFELOGO','1') SetPrivateProfileString('MOVIES','INTRO_','1') SetPrivateProfileString('MOVIES','INTRO15F','1') SetPrivateProfileString('MOVIES','INTRO','1') SetPrivateProfileString('MOVIES','TSRLOGO','1') SetPrivateProfileString('MOVIES','WOTC','1') >>>>>>>> COPY + ~.../Baldur.lua~ ~%USER_DIRECTORY_EET%/Baldur.lua~ EVALUATE_BUFFER END which means file won't be deleted even if you reinstall the mod. And for the first time all settings are taken either from BG2:EE file if it exists. If no - new one is created. Once baldur.lua is within 'Baldur's Gate - Enhanced Edition Trilogy' directory it is not replaced by anything - we are patching it instead, even if you do new installation. And setup-EET_end does this: ACTION_IF (FILE_EXISTS ~%USER_DIRECTORY%/Baldur.lua~) BEGIN COPY ~%USER_DIRECTORY%/Baldur.lua~ ~%USER_DIRECTORY%~ REPLACE_TEXTUALLY ~^.+'EET Installation State'.+$~ ~SetPrivateProfileString('Program Options','EET Installation State','2')~ BUT_ONLY END So again it can't revert back your changes. Maybe you are editing the file in 'Baldur's Gate II - Enhanced Edition' rather than 'Baldur's Gate - Enhanced Edition Trilogy' ?
  11. huh, no idea why the hell everything is moved so far south. There is a code that automatically moves areas exported from vanilla WMP files but it doesn't leave WMP file in override after uninstallation, so not sure what could have caused the problem in your installation. Installing BG:EE + BG2:EE from scratch and re-downloading EET would fix the problem for sure since no one has reported such problem before, but I'd like to know why the map bugged for you. Just in case if you're going to make new installation please create a new file with BAT extension (or use command line). And paste such code in it: setup-EET.exe --force-install 0 --skip-at-view --language 0 --args-list 2dp "D:/Games/00806" of course use the correct directory to your BG:EE game. What is important here is the "d" parameter - with this all installation files (few GB of useless data) will be kept in EET/temp directory once the installation is finished if you start installation with this command. If the same problem will happen than we will be able to analyse it further with those files - please upload all map_ files that you will find there.
  12. this won't be universal for EET.tp2 since at that point both weidu 239.01 and 239.02 still recognize the game as BG2:EE. Only after EET.flag is in override weidu will report the game as EET (and only after running the installer again). I was only referring to the "double quote" bug from WeiDU v239.02 which also affects every other BG(2)EE mod that makes use of this variable. In EET it must probably be added to both EET.tp2 and lib/EET_end.tp2 to work correctly. Edit: Btw, I've noticed that the option "Show Black Space" is automatically disabled by EET. Is this a technical necessity? Thanks for posting the code. It's indeed usefull. As for the "Show Black Space" I've enabled it by default because I think many people are not aware yet that the sane implementation have been added back in the latest patch. Running patch 2.x with it disabled (which is default behaviour) makes the game look like a joke, imo - I was sure that it's a bug rather than feature when I've seen it for the first time. Although of course it's not needed. And it should be removed either way since that seems like forcing my preferences on others which shouldn't be the case thanks for checking it out!
  13. please uninstall BP-BGT Worldmap and upload worldmap.wmp here (you can find it in override directory and attach it to the post after packing it).
  14. dunno, if there were no warnings during installation than nothing comes to my mind, sorry. Do you use BP-BGT Worldmap or stock worldmap that comes with EET?
  15. Roxanne, the quoted code is actually EET addition. First part marks the NPC in a way that the Fate Spirit can recognise NPC presence in party during BG2 at some point and give proper response (mostly useful for characters that are joinable in both BG1 and SoA). Second block is used to automatically clean out NPCs from area after campaign change if they weren't with you. For example if you leave Cernd somewhere in SoA and than progress to ToB when you go back to that area where you left him he will DestroySelf. But you can still summon him via Fate Spirit (the same creature - DestroySelf doesn't remove them permanently - they can be still spawned via MoveGlobal). btw. in RC5 that !AreaCheck("AR4000") has been changed to !InPartyAllowDead. The reason why it's there is a delay before AR4000.BCS is able to swap override scripts for NPCs that migrated there with you (without it they would DestroySelf at first script loop). And when the CRE is spawned via Fate Spirit override script is swapped immediately, so the creature is not removed too. There is similar system for BG1 NPCs in place. It didn't work well in RC4 and earlier versions but has been fixed in RC5 (and via those hotfixes you've installed).
  16. this won't be universal for EET.tp2 since at that point both weidu 239.01 and 239.02 still recognize the game as BG2:EE. Only after EET.flag is in override weidu will report the game as EET (and only after running the installer again).
  17. Those can surely go: Bodhi/Aran Jaheira Montaron Genies SpawnTanadv Habib The others depend on how you want the strongholds to work in ToB, e.g do you want to keep the occasional quests active or just have the money coming in? Do you want to return to the playhouse and druids or do you anticipate that you have done the contents during SoA?. There may also be an issue about doing the Nalia quest as late as ToB (theoratically you could do that, right?) although the original idea of the quest probably was to get money before going to Spellhold? Edit I think the others can go as well, the ToB Nalia, Cernd, Haer'Dalis etc to trigger the strongholds will not do that in ToB, i.e. you can only continue the strongholds you had but not get new ones. Some comments why each of them should be removed would be very useful considering I'm not that familiar with the content. For example why Genies code should be removed if someone didn't do Trademeet questline? (it's completely optional area in SoA). Montaron's and Xan's side quest isn't necessary to progress through the story, so not sure if it's good idea to not include it in Baldur25.bcs. No idea who is Tanadv and Habib, so can't make a decision without spending tons of time looking at game resources and analysing scripts and dialogues. In other words following format would be preferable if someone already knows context of these events: - Bodhi/Aran - not needed since these is stuff that triggers only before going to Brynnlaw - Ust Natha - part of the storyline, you can't go back there after finishing it etc. edit: but what about situation in which CHARNAME didn't get any stronghold during SoA? Notice that in EET JOIN dialogue files are automatically merged at the end so technically you could still get them during ToB unless there is some code that triggers it via NPC Override script or some filters in vanilla scripts and dialogues that would prevent it from happening later.
  18. the change to make them still active after going to ToB is ready for next release. on the other hand I may need help with this task. Some BALDUR.BCS code has to be appended also to BALDUR25.BCS in order to make some old quests active after starting ToB. While I know which part of code is responsible for Stronghold stuff there are more side quest related junk in global scripts. Does any of these blacks can be safely removed? (which means block already triggered no matter what like Ust Natha code). Also some advices regarding additional triggers if they're needed would be useful (in which areas/chapters we should disable messengers spawning etc.): Thanks in advance.
  19. In EET.tp2 change this code: OUTER_PATCH_SAVE USER_DIRECTORY_EET ~%USER_DIRECTORY%~ BEGIN REPLACE_TEXTUALLY ~Baldur's Gate II - Enhanced Edition~ ~Baldur's Gate - Enhanced Edition Trilogy~ END to this: OUTER_PATCH_SAVE USER_DIRECTORY_EET ~%USER_DIRECTORY%~ BEGIN REPLACE_TEXTUALLY ~"?Baldur's Gate II - Enhanced Edition"?~ ~Baldur's Gate - Enhanced Edition Trilogy~ //for both weidu 239.01 and 239.02 REPLACE_TEXTUALLY ~"?Baldur's Gate - Enhanced Edition Trilogy"?~ ~Baldur's Gate - Enhanced Edition Trilogy~ //in case you reinstall the mod on 239.02 END latest weidu beta indeed doesn't work with EET due to this bug although this workaround can be added in next release if weidu won't be fixed until than. -------- edit: also in EET/lib/EET_end.tph: OUTER_PATCH_SAVE USER_DIRECTORY ~%USER_DIRECTORY%~ BEGIN REPLACE_TEXTUALLY ~Baldur's Gate II - Enhanced Edition~ ~Baldur's Gate - Enhanced Edition Trilogy~ END to: OUTER_PATCH_SAVE USER_DIRECTORY ~%USER_DIRECTORY%~ BEGIN REPLACE_TEXTUALLY ~"?Baldur's Gate II - Enhanced Edition"?~ ~Baldur's Gate - Enhanced Edition Trilogy~ REPLACE_TEXTUALLY ~"?Baldur's Gate - Enhanced Edition Trilogy"?~ ~Baldur's Gate - Enhanced Edition Trilogy~ END
  20. Seems to be hardcoded stuff that no longer works after cleaning SPIN649 from EXE file (which was needed so that the spell is not automatically removed by engine). Fixed by applying 'Protection from Spell' effect when party is inside AR4500. It's vanilla BG2:EE bug: http://redmine.beamdog.com/issues/24428 The reason why you didn't get it by loading EET save in vanilla game is due to missing "TOBTEMP.bmp" file, so the vanilla engine thought you were in base game and BALDUR.BCS was in use instead of BALDUR25.BCS as it should in ToB One of priests turned into Aec'letec at the beginning of the battle because you have already killed a creature with "TANAR" DV somewhere down the line (all Tanar'ri seems to have this exact same DV in BG2). Will be fixed in next version by using SetGlobal("SPRITE_IS_DEADTANAR","GLOBAL",0) in the code that spawns Aec'letec, so it won't matter if you killed more creatures of his type before. Alternatively I could change his DV but than we would risk compatibility issues with mods like SCS so I think it's not worth it. Anyway hilarious bug: 1 is not really a problem but 2 of them managed to annihilate your whole bg2 party when I was testing it I will take a look. Hopefully it's not hardcoded. hmm, not even BG2 Fixpack fixed those polygons in all these years. Nah, better just report it on Redmine and hope for the best http://redmine.beamdog.com/projects/bgii-ee-bugs/issues?set_filter=1&tracker_id=11 the change to make them still active after going to ToB is ready for next release. ---- Thanks for all new report, GrimLefourbe. I will add you to credit section of the readme file as beta tester.
  21. Sounds bad to be honest. There are probably just a few duplicated items in whole game and they are all from SoD (and maybe some earlier Beamdog's stuff with OH prefix). Changing this stuff is a matter of adding a single row to appropriate dictionary filename array that is used during EET installation. 0 problems with mods considering we still leave all files within game resources and these are just generic items anyway rather than quest related ones (also keep in mind that all mods installed on BG:EE are treated like vanilla resources so are automatically handled too). Actually I'm not quite sure what such tweak you've proposed is meant to do?
  22. SW1H05S description : I'd suggest taking the first description for all long swords +1. Is this EET made? It doesn't use the _ affixe so i'd guess not but then who would made 2 different identical items for a single game? Edit : Also just got a ring of fire resistance that has a very short description compared to the one I had already. It looks like the Beamdog made generic weapons have very short descriptions compared to the originals and aren't always merged. Still a guess, i'll keep track of other similar cases(though I won't catch them all). Edit 2: Well, another! The ring of Free Action bought in SoD isn't the same as the one looted at the Iron Throne HQ... I'd be curious as to why Beamdog did that... It would be great to handle this stuff before final 1.0 release. I've started looking at items added by SoD (starting with BD prefix) and there are indeed some duplications of items. 2 examples: (on left side SoD name and on right side BG2:EE) BDAROW04 => AROW15 //Arrow +3 BDSW1H13 => SW1H09 //Short Sword +2 these are exactly the same items so we could just set EET to use BG2:EE item names instead during importation, so the items could stack with each other. In such case SoD items would still exist within game resources but wouldn't be used in the game (unless some mod installed after EET adds references to them). This is a little tricky because there are also some items that looks similar but I think should be kept as they are: BDAMUL24 => AMUL14 //Amulet of Protection +1 - the one in SoD uses generic description rather than unique lore used in BG:EE/BG2:EE, so even if it works and looks the same it can be considered a different item. On the other hand unique lore for this item doesn't make much sense considering how often it can be found in game. In such case maybe it would be better idea to use SoD generic description on AMUL14? Or maybe mods are responsible for so many instances of this amulet? (if this is the case than it's not really a problem) BDAROW03 => AROW08 //Flaming Arrow - SoD version adds 1d4 fire damage more compared to Arrow of Fire, so these are not identical items at all SW1H05S => SW1H05 //S version has 'Silver Weapon' flag set (to be honest no idea what it changes in game - more damage against lycanthropes perhaps?), so these are not the same weapons, even if both use generic description -------- The problem is that this is time consuming task. If someone would be interested in helping with it I can explain how to do it in Near Infinity. Such help would be really appreciated because this way I could spend the time on more demanding tasks instead.
  23. Thanks for all new reports! Same. Also the chapter screen is missing. It does exactly what is currently in ar5500.bcs fixed by renaming SoD CHPTXT9 to CHPTXT9_ (standard EET naming convention for conflicting resources) will take a look when I start updating EET_Tweaks thanks! Fix ready for next release - GUI auto biography feature now supports multi-class characters and HLA screen in SoD GUI is now available in SoD style. No update pack for those with RC4 + all intermediate patches (understandable when looking at contents of RC5) Does it still make sense to report issues on RC4 + PidFix + Hotfix + some local fixes for NPC spawning issues (given that the issue is not on the RC5 list) or is it better to do a new install? Creating patch that fixes all of these would be very time consuming. Also save games are affected by some of this stuff. But if you have all previous hotfixes installed than it still make sense to report things not listed in the changelog. As for the NPC spawning issues - all previously reported stuff have been fixed in RC5. Of course new installation would be better but that's just too damn time consuming to make new installation every few days, so probably not worth it. this one will be greatly improved at some point to take into account DisplayStringWait action that is heavely used by Beamdog content (I will run each referenced WAV file with a tool that analyses the length of track and than add exactly as many SmallWait() ticks needed to not abort sounds triggered by this action). This is why the current tweak is not effective in SoD and other Beamdog's cutscenes. Although you can keep it installed for now since it will help with many vanilla BG2 cutscenes. That's not necessarily the case. DSW() waits for the sound to finish playing (it's supposed to, anyway), then proceeds to the next action. So I'd expect no difference between various FPS settings or languages when it's used. The problem would arise when cutscene does not use DSW(). That would be awasome but it seems to work differently for me. Let's take a look at CH1CUT01.BCS (Gorion cutscene) IF True() THEN RESPONSE #100 CutSceneId("Gorion") ... DisplayStringWait(Myself,31483) // Listen carefully! If we ever become separated, it is imperative that you make your way to the Friendly Arm Inn. DisplayStringWait(Myself,31484) // There, you will meet Khalid and Jaheira. They have long been my friends, and you can trust them. END IF True() THEN RESPONSE #100 CutSceneId(Player1) ... ENDthis part indeed waits for the voice to be finished before going to next action: DisplayStringWait(Myself,31483) // Listen carefully! If we ever become separated, it is imperative that you make your way to the Friendly Arm Inn.but next line: DisplayStringWait(Myself,31484) // There, you will meet Khalid and Jaheira. They have long been my friends, and you can trust them.doesn't wait for anything at all (I've also tried adding some action right after it - doesn't change anything). On 60 FPS whole next script block is finished while the sound is still playing, so it doesn't wait before moving to the next action / script loop. In this case sound is aborted somewhere in the middle. Due to this I thought that the command only works as intended on 30 FPS and on 60 FPS would need additional SmallWait lasting as long as the track, but after checking this cutscene I'm no longer sure what's up. Should it be reported to Beamdog or does it work as intended? Unfortunately, it does work as expected... When there're multiple CutSceneID() objects in the script, they run their local action queue simultaneously and independently of each other. So, while Gorion would wait for the audio to finish playing, Player1 is not bound by such obligations and proceeds straight to the next area. It could be alleviated by moving the area transition to the dedicated script file (transitions should only be done by Player1) and start it from Gorion's block, but, yeah, that involves more substantial re-structuring than a couple REPLACE_TEXTUALLY. Especially given it also includes skippable mode. PS to be honest, I don't know what can possibly be done to resolve the issue gracefully. For simple cutscenes it's possible with DSW() or additional Wait()s, but stuff like SoD's final battle intro is just too complex. We'd have to split it from string till next string, and even that would still mess up the synch in between, in some scenes (like in the hell bridge scene just before the tower). Even the looping sequence like in BDCUT11/BDCUT11A wouldn't solve it. thanks for explanation. This means that the Tweak for FPS adjusting won't help with Beamdog's created cutscenes unfortunately. But it is still useful for vanilla content. also fixed
  24. this one will be greatly improved at some point to take into account DisplayStringWait action that is heavely used by Beamdog content (I will run each referenced WAV file with a tool that analyses the length of track and than add exactly as many SmallWait() ticks needed to not abort sounds triggered by this action). This is why the current tweak is not effective in SoD and other Beamdog's cutscenes. Although you can keep it installed for now since it will help with many vanilla BG2 cutscenes. That's not necessarily the case. DSW() waits for the sound to finish playing (it's supposed to, anyway), then proceeds to the next action. So I'd expect no difference between various FPS settings or languages when it's used. The problem would arise when cutscene does not use DSW(). That would be awasome but it seems to work differently for me. Let's take a look at CH1CUT01.BCS (Gorion cutscene) IF True() THEN RESPONSE #100 CutSceneId("Gorion") SetGlobal("TalkedToGorion","GLOBAL",1) CreateCreature("POGHMA5",[4260.2424],SW) // Priest of Oghma SetAreaScript("cutskip1",OVERRIDE) SetGlobal("BD_CUTSCENE_BREAKABLE","GLOBAL",1) SetCutSceneBreakable(TRUE) MoveToPoint([2745.1816]) JumpToPoint([3941.2456]) MoveToPoint([4202.2495]) Face(N) DisplayStringWait(Myself,31483) // Listen carefully! If we ever become separated, it is imperative that you make your way to the Friendly Arm Inn. DisplayStringWait(Myself,31484) // There, you will meet Khalid and Jaheira. They have long been my friends, and you can trust them. END IF True() THEN RESPONSE #100 CutSceneId(Player1) Wait(1) MoveViewPoint([4250.2440],INSTANT) JumpToPoint([3879.2431]) MoveToPoint([4206.2446]) Face(S) Wait(12) ActionOverride("POGHMA5",ForceSpell(Player1,CLERIC_CURE_LIGHT_WOUNDS)) // SPPR103.SPL (Cure Light Wounds) Wait(4) ActionOverride("POGHMA5",MoveToPoint([4009.2435])) ActionOverride("GORION",MoveToPoint([4314.2510])) ActionOverride("GORION",DestroySelf()) ActionOverride("POGHMA5",DestroySelf()) MoveToPoint([4314.2510]) SetCutSceneBreakable(FALSE) SetGlobal("BD_CUTSCENE_BREAKABLE","GLOBAL",0) SetAreaScript("",OVERRIDE) FadeToColor([20.0],0) Wait(1) ClearAllActions() DayNight(MIDNIGHT) LeaveAreaLUAPanic("AR2700","TRGORION",[2350.1523],E) LeaveAreaLUA("AR2700","TRGORION",[2350.1523],E) ActionOverride(Player2,LeaveAreaLUA("AR2700","TRGORION",[3522.3712],E)) ActionOverride(Player3,LeaveAreaLUA("AR2700","TRGORION",[3522.3712],E)) ActionOverride(Player4,LeaveAreaLUA("AR2700","TRGORION",[3522.3712],E)) ActionOverride(Player5,LeaveAreaLUA("AR2700","TRGORION",[3522.3712],E)) ActionOverride(Player6,LeaveAreaLUA("AR2700","TRGORION",[3522.3712],E)) Weather(RAIN) MultiPlayerSync() CreateCreature("GORION",[2597.1458],S) // Gorion MultiPlayerSync() FadeFromColor([20.0],0) StartCutScene("Ch1cut02") END this part indeed waits for the voice to be finished before going to next action: DisplayStringWait(Myself,31483) // Listen carefully! If we ever become separated, it is imperative that you make your way to the Friendly Arm Inn. but next line: DisplayStringWait(Myself,31484) // There, you will meet Khalid and Jaheira. They have long been my friends, and you can trust them. doesn't wait for anything at all (I've also tried adding some action right after it - doesn't change anything). On 60 FPS whole next script block is finished while the sound is still playing, so it doesn't wait before moving to the next action / script loop. In this case sound is aborted somewhere in the middle. Due to this I thought that the command only works as intended on 30 FPS and on 60 FPS would need additional SmallWait lasting as long as the track, but after checking this cutscene I'm no longer sure what's up. Should it be reported to Beamdog or does it work as intended?
  25. New RC up on GitHub. Thanks to all of the awesome feedback from you guys the mod should feel much more polished now. Version 1.0 Release Candidate 5 - Fixed MAJOR regression regarding NPC SoA continuity system caused by engine changes in patch 2.x - Fixed problem with not working NPC Override scripts after SoD->SoA transition (damn DisableAI command, wasted too much time before finding the obvious cause) - Fixed random tables item quirks (mod now uses old 2da files and the same names as BGT) - Added new function that can be used by modders to easily patch BG1 random tables dummy item names. Supported platforms: BG1, BG:EE, Tutu, BGT, EET - Fixed water layers via argent77's code (this time for sure) - Day/Night movies no longer shows up in interiors - Kicked NPCs won't try to initiate post dialogue after spawned again - Fixed regression in EET_modConverter 'Chapter_patcher.tph', also added support for commands written with whitespace between commas - Fixed support for 'Story mode' (needs testing) - Fixed vanilla BG:EE bug - duplicating Rasaad GAM entries - Fixed problem with spawning Rasaad too early in Trademeet - Changed vanilla code that for whatever reason sets Aerie's BeenInParty flag even if she wasn't in party at all - Implemented auto biography GUI feature depending on the chosen campaign (workaround for the vanilla system that doesn't work when engine_mode = 1) - SoD GUI now supports High Level Abilities selection - added scrollbar to SoD GUI kits selection menu - Removed SCRL1V importation - Dimension Door scroll no longer exists in vanilla BG:EE. EET now copies version of this file from patch 1.3 to Override in case some mods still use it - Updated 'EET_functions.tph' - also included in updated BG2:EE NPC compatibility patches (no other changes in those patches) - Resolved compatibility problem with mods that use Player initiated dialogues system - Resolved compatibility issue with Margarita NPC - please re-install setup-EET_end finalise component if you have it installed - All vanilla BG1 and BG2 areas added to console menu (if there is a reference for BG:EE and BG2:EE areas than let me know) - Added XP adjustment after spawning NPC in ToB - Thieves Guild time limit disabled when you return to old areas - EET no longer uses HANDLE_CHARSETS - all TRA files have been converted to UTF-8 without boom to solve the issue with M_EET.LUA file (if the game crashed on you with non-English language than this will fix it). Known problems: - Fate Spirit in ToB don't acknowledge Dynaheir, Khalid and Yoshimo death if they have not been really killed during game. The dialogue checks for STATE_REALLY_DEAD - what is the best way to give them this state? The easiest way would be using Kill("DV") but this action triggers the death scream even if they are outside party in completely different area... - auto biography GUI feature doesn't work with multi-class characters yet - HLA menu in SoD GUI uses BG2:EE GUI art. As far as I know SoD variant of the art doesn't exist. Looking for help regarding this task - and yeah, those SoD links still didn't make it. Soon...
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