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K4thos

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Everything posted by K4thos

  1. DEF_ENTRY: It's the default entry location (ignored if ENTRY_NAME entrance exists, I think). 1 = Northern edge 2 = Eastern edge 4 = Southern edge 8 = Western edge ENC1-5: ARE file name where optional random encounter takes place (chosen randomly from the available areas). "N" here means "none". ENC_PROB: % chance for random encounter
  2. It's part of the ARE format. The easiest way is to use NI Area Viewer and display all entrances:
  3. everything looks good to me, I really appreciate the work you've done on it. If someone would like to share feedback on those encounters before they are scripted, please share your thoughts.
  4. from weidu documentation: String This is how you tell WeiDU what text you want shown to the player. For international mods or international translations, you may use any encoding you like (that is, you are not restricted to 7-bit characters or Latin-1 or anything like that). is "abcdef" A string can be any sequence of characters not including a " that is enclosed in ""s. or ~abcdef~ A string can be any sequence of characters not including a ~ that is enclosed in ~~s. or %abcdef% A string can be any sequence of characters not including a % that is enclosed in %%s. This is handy for Big5 translations, since " and ~ can be part of Big5-encoded characters. or ~~~~~abcdef~~~~~ That’s five consecutive tildes on each side. A string can be any sequence of characters not including ~~~~~ that is enclosed in ~~~~~s. For example, string #8750 is ~!@#$\%^&*()_+-=[]{}\|;:'",<.>/? and can be given to WeiDU as ~~~~~~!@#$\%^&*()_+-=[]{}\|;:'",<.>/?~~~~~ (the content of the string is shown in red for clarity). or String ^ String String literal concatenation. The second string is appended to the first string. No whitespace is added. Thus "hello" ^ "World" is the same as "helloWorld". you can use REGEXP within REPLACE_TEXTUALLY. Try this to catch both Enemy() and Enemy() enclosed within ActionOverride (that END is not needed): REPLACE_TEXTUALLY ~Enemy()\()?\)~ ~Enemy()\1 ApplySpellRES(somethinghere)~
  5. it was not removed, the code that automatically generates descriptions just wasn't good enough to list it. Since there are no BG items with bonus like this I didn't think about comparing launcher range values. I’ve noticed it listed on the IWD2 side by randomly comparing descriptions in the HTML file. The converted item itself already had correct value (150 instead of 100 - still within visual range, I think), the bonus was just not listed in the automatically generated description.
  6. New versions of HTML files with item descriptions have been uploaded to dropbox. Changelog: - Implemented Saving Throws penalties following feedback from this topic * negated HoF -10 ST bonus * implemented new formula for ST penalties that converts IWD2 inflated values to BG style range of -1 up to -5 - Fixed few Saving Throws assignments: * Xvimian Fang / Xvimian Fang of Despair: Death => Petrification/Polymorph * Lamp Oil: Rod/Stuff/Wand => Breath * Lolth's Sting / Lolth's Cruel Sting: Rod/Stuff/Wand => Spell - Added missing "Weapon range increased by 50%" bonus description (Sophias Flight and Sophia's Arc bows) - Added missing "Immunity to bleeding" bonus description (Periapt of Wound Closure) - Added missing "Damage type: " to Halbards "Slashing or piercing, whichever is better" description
  7. there is no such limitation. All CRE files from vanilla games used in encounters will be copied to unique files. You can design encounters using any CRE files from BG:EE, BG2:EE, IWD:EE, IWD2. Or you can create new CRE files from scratch. yes. It's possible to have random encounter chance, force random encounter, encounter to take place in particular coordinates of the worldmap etc. I can implement it the way a person responsible for designing random encounters envisions it Between IWD1/HoW/IWD2 areas only snow areas since that's what we got and it fits the surroundings. When it comes to random encounter that can happen when you travel between BG <-> Icewind Dale my idea is to give a small chance for an encounter (for example Pirates attack, maybe some monsters like Harpies, Kuo-Toa etc) to happen somewhere on the sea between those locations – that’s why I’ve requested a boat image. You first travel to Icewind Dale via boat (see IWD2 intro for a story framing) and once there you can use worldmap to travel back to BG areas (at least in portions of the story that it makes sense). So even though we're not showing how the travel back and forth looks like the player knows that it's done by the sea each time thanks to the random encounter that may happen. So with this in mind using BG1/BG2 random encounter areas art don't seem like something necessary although I’m not strictly against it if that’s what encounter designer wants to implement. yes. Ideally with percentage chance value for the encounter (for example 5%). For easier implementation additional information where to place the party and CRE files on the map (image coordinates) would be useful too.
  8. whole mod is meant to be installable also on top of IWD:EE down the line, so yes (IWD:EE platform has less priority for now though). Also even though I'm not planning to extract/maintain different parts of the mod as separate mods/components, I'm not against others doing so (if people contributing content for particular feature also don't mind) edit: from the get-go you will be also able to play IWD1/HoW campaigns separately from the BG story via EET "Select Campaign" feature (which works like IWD:EE base game but with additional features that this mod introduces like random encounters, voiced greetings, optional IWD2 rules, etc.)
  9. Thanks for your work, Fluke565. If I remember correctly "deep water" SR color is used in some BG1 maps near water, so can't be replaced without regressions. Yellow color is not used in any BG1 and BG2 areas, which makes potentially fixing it on engine level safe. This could be likely fixed via EEex but on the other hand "sand" sounds are acceptable imo, so not sure if it's worth bothering Bubb with it. currently you're the only person interested in designing actual encounters. If anyone would like to help with it please share your ideas/thoughts in this topic.
  10. here is a dedicated function by Mike1072 for appending to tooltip.2da. If you use it you don't have to worry about missing columns in other rows. tooltip.tpa
  11. I'm afraid I'm out of ideas. Even with the above script Imoen doesn't lose any XP in my game. After loading the save she has: 1 521 077 XP in mage class, which allows her to level up from level 13 to 14, after which she stays at that XP value.
  12. Please upload IMOEN2.BCS file. With it I should be able to at least reproduce that Imeon loosing XP bug (since the EET code for XP decrement is in that file, there has to be something in your version of the script that conflicts with it, even if I can't reproduce it with just SCS component installed).
  13. can't reproduce it with you save after installing SCS component. Jan leveled up to 12/14 (880 000XP * 2 = 1 760 000) which is in line with your CHARNAME total XP in that save = 1 637 498 (not exactly the same value but very close) Imoen also didn't loose the XP like you described. No idea what is happening in your game but it looks like SCS component is compatible with vanilla EET (at least based on this limited test case)
  14. SCS readme file says: so I don't see why Hexxat, Jan or Mazzy getting about 4 000 000 XP when your CHARNAME also has almost 4 000 000 should be considered a bug. Sounds like it works as expected here. The only compatibility issue seems to be Imoen losing her XP like you mentioned. EET adds few lines to her script to handle her XP before dual classing (I think, can't say I fully understand what was the purpose for it), which likely conflicts with SCS code - I will install the component and see what's up.
  15. I suspect you deleted everything in override directory instead of uninstalling mods. Which means your BG:EE folder still has weidu.log file and weidu thinks it's not a clean installation. Deleting whole directory and installing the game again should solve this issue.
  16. I've tested Hexxat and Imoen saves: - the 1 250 000 XP cap for Hexxat worked as expected (max SoA value since your main character had almost 4 000 000 XP), - after level up Imoen progressed from Mage 13/Thief 10 to Mage 14/Thief 10. So yeah, it's not EET bug. As for which mod has compatibility issues here, dunno. Most likely code that gives the XP has been added to override slot script, so please upload HEXXAT.BCS located in your override directory and post list of mods that shows up after running following BAT file in your main game folder: https://ufile.io/ujumjeiz This should be enough to figure out which mod is responsible for it.
  17. bob_veng has finished working on all icons in BG style. Gedlee's Electric Loop uses Pacek design. Thanks to all participants for comments and contributions.
  18. can't see how it's possible when her MAZZY.BCS script XP scale ends up with this max: IF Global("BD_JOINXP","LOCALS",0) InParty(Myself) XPGT(Player1,1249999) XPLT(Myself,1250000) THEN RESPONSE #100 SetInterrupt(FALSE) SetGlobal("BD_JOINXP","LOCALS",1) ChangeStat(Myself,XP,1250000,SET) SetInterrupt(TRUE) END there is nothing there that could give her more XP on joinup unless she uses her ToB script (MAZZ25.BCS), which is not the case until ToB. If you have a save game made right before recruiting her and before any edits with EE-keeper I can test if the same problem will happen in my game. edit: missed this part. Most likely a conflict (not with EET but with vanilla BG2:EE content). But please upload the save just in case. edit2: also please upload MAZZY.BCS from your override directory.
  19. Automatic XP gain on joinup via character script, based on CHARNAME XP, is a vanilla EE feature. Unless it is confirmed that it only happens in EET, fixing it is outside scope of this project. Generally EET is not fixing vanilla bugs because any such fix needs to be carefully tested after each released official patch to be sure that Beamdog didn't fix it on their own and to ensure that it doesn't break anything in the possibly altered vanilla content.
  20. @bob_veng, I like the results a lot. Doubt there is any new player that could point to one of your icons in spellbook and say that it's a mod added content. Sounds good. I will send PM to Pacek if he mind us using that icon. Thanks, this one looks nice too. Not sure which one is better.
  21. K4thos

    Keen edge

    it's IWD2 flag that increases weapon critical hit chance. In EE engine it does nothing.
  22. Thanks for the contributions so far! @bob_veng, I think following icons on top of the scroll background should be moved 1 pixel to the right: Death Armor, Tortoise Shell, Mass Dominate (and maybe more). In case of uneven amount of pixels on the sides of the image, to make it look cantered, I think more space should be on the left side. Other than this I like the results.
  23. thank you very much, I've added the file and preview to the first post. edit: just noticed your updated image, I will upload the new version right away.
  24. thanks! Looks like I was not precise enough, though. What I meant is that in order to create this TIS file with a bit less effort we would need not only a layer with water but also with just a ship + shadow rendered on a transparent background. (or at least that's how I understood primary and secondary tile stuff mentioned by argent in this post - please correct me if separating water from the rest of art is not needed) please go ahead and thank you I wouldn't call it "a little" help - sounds like a major contribution to me. When it comes to search map BMP files keep in mind that in BG games yellow color, which is normally used for snow, is hardcoded to use "deep water" foot sounds: It looks like Beamdog is not interested in fixing it, so we're forced to use dark red (1) color for snow (btw. it's used by Beamdog in OH3000 snowy area from Dorn's quest)
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