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K4thos

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Everything posted by K4thos

  1. wait a little before reporting it to author. I will test it on vanilla SoD. EET 1.0 RC has not been confirmed to work properly with mod added NPCs by players yet, so it may be caused by EET.
  2. Yes, things like this should be reported to IR. Here is full list of renamed items due to unique lore / unique name / different properties between BG1 and BG2. I think some of them may use the same item files in BGT, hence the problem with IR current tables. "HELM15" => "HELM15_" //normal helmet. Unique because BG1 version is undroppable "LEAT07" => "LEAT07_" //same properties as BG2 Studded Leather Armor +2 but BG1 version has unique name "Telbar's Studded Leather +2" and unique lore "MISC56" => "MISC56_" //broken weapon, BG1 version with unique lore regarding Iron Cirisis "MISC79" => "MISC79_" //in BG2 name and lore mentions Raissa's dead body, in BG1 just a dead body without additional lore "MISC89" => "MISC89_" //Edwin's Amulet has different properties between games "PLAT06" => "PLAT06_" //Ankheg Plate Mail in BG1 has different icon and the lore mentions that it's expertly crafted by Taerom Fuiruim of Beregost. BG2 version with generic lore. "RING08" => "RING08_" //Ring of Wizardry has different properties between games "SCRL1V" => "SCRL1V_" //no idea why, must be a leftover from patch 1.3 considering both items looks the same. This change will be removed in next RC "STAF04" => "STAF04_" //normal staff but BG1 version is undropabble "STAF08" => "STAF08_" //same properties (different colors though) as BG2 Martial Staff +3 but BG1 version has unique name "Aule's Staff +3" and unique lore that mentions Durlag's Tower "SW1H09" => "SW1H09_" //same properties as BG2 Short Sword +2 but BG1 version has unique name "The Whistling Sword +2" and unique lore, also different icon "SW2H07" => "SW2H07_" //completely different items: Harbinger +3 in BG2, The World's Edge +3 in BG1 "SW2H08" => "SW2H08_" //completely different items: Soul Reaver +4 in BG2, Durlag's Pride +2 in BG1 "WAND12" => "WAND12_" //completely different items: Wand of Wonder in BG2, Wand of Magic Missiles in BG1 Also EET uses "A" variants of shields in BG1 areas (they have different look in BG1 and BG2 although both sets of these normal shields exists in both BG:EE and BG2:EE resources). BG1 Bag of Holdings: BAG02, BAG03, BAG06 are also renamed with _ suffix so that they don't conflict with BG2 bags. If the menu says: Skipping installation or something like that everything is ok. If it produce error than you probably didn't install my patch for this mod (which adds support for EET) + Big World Fixpack (which fixes general bugs and adds patch 2.x support) on top of it. I've recently installed all available SCS components on heavily modded EET game without any problems edit: looks like patch 2.x removed Dimension Door scroll from BG:EE. So that SCRL1V_ scroll will be included / created on the fly during installation because there are mods that uses it. edit2: If I remember correctly both RR and aTweaks expects Dimension Door scroll to be present in BG:EE and EET. I will let Wisp know about this patch 2.x change - if he will include this item in those mods than no point in adding it into EET package considering it's no longer part of vanilla game.
  3. Fixed the patch for Auren Aseph NPC - thanks for report. BG Spawns GitHub download has been updated by author so it's once again supported. edit: also added ThrownHammers to native support list
  4. harmless, not even reported at the end of installation by weidu. can you see v2.3.67.3 below Quit Game button after starting vanilla BG:EE? If no than your game is not supported until you update it. EET always depends on the latest patches.
  5. There were some changes between beta and release candidate release. That error means that the mod uses outdated "eet_cpmvars.tpa" file (EET 1.0 RC and later doesn't use FluidStates.tpa at all). Copy this file "EET/other/cpmvars/eet_cpmvars.tpa" and overwrite the same file located in "bgeespawn/lib/" directory with it. This will fix the problem. I will send updated version to AstrobryGuy. Thanks for report.
  6. CPU: Core I7 5820 Ram: 16GB GPU: GTX 970 System: WIN10 It should be fast enough. I tried on BGT and it works fine. Same experience here - I also have windows 10 - everything worked with BGT and huge worldmap for years. Looks like EE is more CPU consuming, especially with huge worldmap. I solved it by removing some windows10 background garbage (e.g. cortana and such) and updating my drivers. After re-start I no longer have problems. Just one hint - make a save before travelling via worldmap. The EE engine looses the autosaves when you encounter the CtD and you may have to return to an earlier stage if it happens. I think there is nothing EET can do here, it is a computer specific issue. I think it's more an engine optimization bug or giant memory leak rather that not capable enough computer considering the specs posted by Weido. I'm running this game with huge version of BP-BGT Worldmap on HD3000 integrated Intel card and gen 2 intel core-i7, which are not even comparable to what was posted and yet the game never CTD. There is at least one more optimization problem with the game regarding sprite outlines feature - in SoD this simple feature brings my laptop to kneels in scenes with many NPCs (single digit FPS) but after disabling it the game once again runs full speed. Since they will look into that issue (it was submited if I remember correctly) maybe they will also improve optimization with other hardware setups. Reporting it on Beamdog Redime wouldn't hurt, although in such case give them repo steps based on vanilla games + BG-BGT Worldmap installation to eliminate any interference caused by other mods. After CTD the game creates DMP file inside "Infinity Engine - Enhanced Edition/crash" directory, which Beamdog can analyse to find what is causing it. I'm not reporting it since it doesn't crash to me but I encourage others to do so, if this happens on vanilla games too with worldmap mod installed, like in Roxanne case.
  7. Thanks. I've just tested your worldmap.wmp file and it works fine here, so the file is not corrupted. Can't really help with this issue since it indeed looks like a local problem with computer that is not able to handle larger maps. Maybe try to disable background programs before starting the game. Also have you tried turning the computer off and on again? Please share your PC specs (CPU, GPU, system) for a reference.
  8. ok, no need to wait with it since the fix is easy. The EET code is fine. What is causing the bug is "Story mode" (a new mode added in EE patch 2.x that makes whole party immortal). After removing all junk related to story mode spell from Imoen CRE file stored in your save file she showed up just fine. So it looks like some effect from that mode conflicts with MoveGlobal action used in script (my guess would be "Remove Creature" effect although it needs testing). This mode also conflicts with the SoD ending in EET. So it would need to be disabled at least for that part. I will see what can be done about it. The easiest way would be removing story mode from EET since we don't know how much it can srew in game but that would be extreme and it looks like some people indeed like this mode. Anyway Azoth here is a save with fixed Imoen (well, not entirely since she won't be available during end cutscene due to some leftovers caused by story mode that still affects her since she couldn't join the team right after this conversation). Although you will be able to move to SoA. Just disable Story mode as soon as you load the game. Once you're in BG2 you can enable it again. Let us know if you experience more problems like this with story mode enabled. edit: I've checked how this mode is handled and it shouldn't be hard to temporary disable it at will and remove effects from NPCs. Support for it should be ready for next RC. Great find Azoth, this is a major issue. 000000052-Tim13-fixed.zip
  9. please upload your save from before you exit that cave. It may be related to the already fixed problem in RC4 (npclevel 2da files) or maybe I just forgot to change her override script manually on spawn so she simply disappeared (part of the automatic cleaning solution for NPCs). We will see. And don't worry, I will make a patch that will fix it for you. Thanks for the report. Okay, here it is, I updated it to RC4 but the bug persists http://www.mediafire.com/download/foc7wraaf2swepn/000000052-Tim13.zip BGEE + SoD + modmerge: + mods listed as compatible: WeiDU-BGEE.log clean BG2EE With Some Tweak Anthology and EET Tweaks and now EET 1.0 RC4: WeiDU.log thanks, I will fix it tomorrow (going sleep now) ----------------------------------- thanks for report. Try installing it with setup-EET_end.tp2 attached to this post (paste it to main folder). If it won't help please upload your BGDIALOG.2DA file located in Override directory. setup-EET_end.tp2
  10. please upload your save (you can attach it to the post after zipping it) from before you exit that cave. It may be related to the already fixed problem in RC4 (npclevel 2da files) or maybe I just forgot to change her override script manually on spawn so she simply disappeared (part of the automatic cleaning solution for NPCs). We will see (save is needed so I don't waste time analysing the code ). And don't worry, I will make a patch that will fix it for you. Thanks for the report.
  11. ok, I've tested it a little more and I know where the problem lays: - if you spawn item from RNDTRES.2DA directly from the row it works fine - items are unidentified if applicable - if you reference another dummy item within this file than the bug happens - items from that referenced row are spawned correctly but always identified BG:EE already used all columns, so this feature wouldn't affect EET. But with above mentioned identification issues I think we need to go back using standard random tables files with A-Z letters instead of BG prefix. I don't think Beamdog will fix it considering it doesn't affect SoD (all items in rows added by SoD are referenced directly) Thank you for this report, Argent. It will be fixed in the next RC.
  12. Thanks for information. I've just done some tests with RNDWAND dummy item listed there and it spawns unidentified wands on both vanilla BG:EE and EET. At the same time BGDTRE05 dummy item added by EET (which is RNDTRE05 in vanilla BG:EE) spawns already identified wands and ammunition via RNDTRES.2DA. Don't understand how is that possible unless there is some additional flag other than "Magical" on ITM files that controls if the item is valid for identification. this means that we will have to adopt this system in EET too or otherwise the drop rate will be higher during BG1 than in vanilla BG:EE. edit: ahh, forgot about lore check. I will test if my character by any chance automatically identified those items from RNDTRE05. That would explain it.
  13. ok, so everything is ok with WeiDU and EET code. ------------------- I'd like to test that RNDTRES.2DA stuff on vanilla BGEE+SoD installation but I'm a little confused when exactly the engine marks an item as unidentified. There are flags in ARE and CRE files that from what I understand when BIT0 is not set will spawn unidentified item if applicable. But how does the engine know if particular item requires identification? I don't see any flag for this in ITM file. Is it magical (BIT6) or something else?
  14. The only direct TIS patching in EET is done through this code used to move PVRZ starting point in SoD areas +50 to not mess up with BG prefix PVRZ files: ACTION_BASH_FOR ~%biff_dir%~ ~^BD[0-9][0-9][0-9][0-9]N?\.TIS$~ BEGIN COPY + ~%BASH_FOR_FILESPEC%~ ~%BASH_FOR_FILESPEC%~ READ_LONG 0x8 "tiles_cnt" READ_LONG 0x10 "tiles_off" READ_LONG 0xc "tiles_length" FOR (cnt=0; cnt<"%tiles_cnt%"; cnt=cnt+1) BEGIN READ_LONG ("%tiles_off%"+"%tiles_length%"*cnt+0x0) "pvrz_page" PATCH_IF (pvrz_page >= 0) BEGIN //PATCH_PRINT ~cnt = %cnt%, pvrz_page = %pvrz_page%~ SET pvrz_page = pvrz_page + 50 WRITE_LONG ("%tiles_off%"+"%tiles_length%"*cnt+0x0) "pvrz_page" END END END SoD PVRZ files are later renamed with: ACTION_BASH_FOR ~%biff_dir%~ ~^B[0-9][0-9][0-9][0-9]N?[0-9]+\.PVRZ$~ BEGIN OUTER_PATCH_SAVE filename ~%BASH_FOR_RES%~ BEGIN REPLACE_EVALUATE CASE_INSENSITIVE ~^B\([0-9]\)\([0-9][0-9][0-9]N?\)\([0-9]+\)$~ BEGIN SET MATCH3 = MATCH3 + 50 END ~B%MATCH1%%MATCH2%%MATCH3%~ END MOVE + ~%BASH_FOR_FILESPEC%~ ~%biff_dir%/eetBD%MATCH1%/%filename%.PVRZ~ END If this is not the reason for differences than it must be WeiDU biffing/unbiffing (or some leftover code hidden in EET - I will check it out) ------------------ As for the Gullykin problem in vanilla game it's already reported on Beamdog redmine, so they are aware of it: http://redmine.beamdog.com/issues/23922
  15. I've just tested it on vanilla SoD release downloaded form Beamdog shop - it's there too, so it's vanilla bug. I will download BG:EE without SoD and see if it happens there too.
  16. I can confirm this. In EET BG1 random item spawns are handled by RNDTRES.2DA (it's a new 2da file available within EE engine that doesn't have limitations like the old ones). I've just tested it out with RICH column from BG1 which has a few enchanted ammunition and protection scrolls and they all spawned identified even though the Ogre Mage CRE file had them in inventory without any flags (which means they should be unidentified, right?). In other words it's an engine issue that should be reported to Beamdog. Considering it also affects vanilla SoD (which adds 20 new rows to RNDTRES.2DA rather than using old random table 2da files) I think there is a good chance that it will be fixed via patch. If no than we will need to consider using old 2DA files taking advantage of your latest findings regarding rows limit (26 is still not enough for IWD-in-EET though ). Thanks for the report. I will check it out if the same thing happens on vanilla game and report it to Beamdog if yes. Thanks edit: huh, interesting. Nothing comes to my mind at this point but I will look into it.
  17. http://gibberlings3.net/forums/index.php?showtopic=28164&page=2&do=findComment&comment=245631
  18. Do you mean the one with ? SoD ending spoilers:
  19. 1. You mean after starting new BG1 game (default campaign after installing EET)? 2. From what I see you didn't even install BP-BGT Worldmap, so it crashes on EET Worldmap. Is that correct? 3. Please post your "WeiDU-BGEE.log" - if it's empy than it would mean that it crashes on complelty clean installation which would be even more bizzare. Can't reproduce it guys Also weigo, please upload your worldmap.wmp file. It's located in override folder. ------- Just to be sure: we are talking about BG:EE and BG2:EE with latest patch v2.3.67.3, right? I don't have access to earlier version to see if it works with them.
  20. tested the same thing. Finished importing BG:EE content to EET. Than installed worldmap on that BG:EE with these mods: And both large and huge worldmap works fine. Again tried installing BP-BGT Worldmap on that EET installation with above mentioned mods - once again no crashes. Sorry can't reproduce it. ----------- Send me only the WORLDMAP.WMP that crashes in your game (so after installing BP-BGT Worldmap). If it won't crash in my game than it looks like for some reason your computer can't handle Large worldmap.
  21. I will find the solution when I finish my work for today (I really shouldn't be here right now ). This is enough information to see what's up, so please wait a few hours.
  22. thanks for tests, Roxanne. I will check it myself since I already have an installation with all mods from BG:EE compatibility list installed, so I should be able to find out what's up if the origins of the problem is in BG1.
  23. that doesn't make sense considering I don't have CTD on clean EET + BG-BP worldmap. Since you are using clean WMP from BG2:EE that I sent you before there is nothing there that could corrupt the file. I will look into it when I find some time.
  24. doesn't matter. Just install it before setup-EET_end
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