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K4thos

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Everything posted by K4thos

  1. yes, I'm using fixpack before resources conversion. I've also considered using fixes mentioned in this topic, but the link to that mod is offline.
  2. if it worked before but now doesn't then Beamdog added or changed something in global script, or maybe the area flag used for this no longer works, some other mod forces game over when player1 is dead, or you didn't start a new game. No idea. If anyone else is interested in making this tweak functional again, as mentioned in the post, the code if free for grab.
  3. thanks, will be fixed in the next version.
  4. I'm not interested in maintaining this tweak anymore, sorry. You can still install it via this upload:
  5. please run this bat file and post here what text is present in "arch_var.txt" file (created by arch_var.bat in the same directory) arch_var.bat
  6. yeah, if item is for normal mode only then normalizing huge ST mods seems reasonable. Maybe even a cap of let's say up to -5 for normal mode and -15 for HoF mode? (penalty lower then this would automatically disable saving throw check during item conversion). From what I see there are no droppable items in vanilla EE games with bigger ST penalties. The only problem with this approach are items droppable in both modes - adjusting those would have to be done on a case-by-case basis.
  7. @bob_veng, could you please elaborate what you mean? The "Save vs. X at -Y negates" form is used in vanilla EE descriptions. Exemples: If you're referring to the amount, which in this case is -14, it may look weird at first, but it makes sense considering most items with such high ST mod values are exclusive to Heart of Fury (Legacy of Bhaal) mode only, in which all creatures have extra 10 bonus to Saving Throws (so the -14 is as effective as -4 when fighting the same monster in non-HoF mode). In IWD2 the save penalties/bonuses information is hidden (which I think is bad considering applying save penalty or bonus makes all the difference in weapon effectiveness). In EE descriptions they are always listed, so that's the convention I've used too. Let me know what you think should be changed here.
  8. sure, if you're an artist or find one, feel free to improve icons. Don't forget about red animation on icons, though (not used by EE, but I don't see why mod like this couldn't be released for old engine too) btw. SoD icons suffer from obvious colorloss and transparency problems that Beamdog never addressed. Example: SoD icons have been made with partial transparency applied in some spots (or at least that's by assumption based on the above image), but the outcome file has been saved into BAM v1 format (which is limited to 256 colors for all icons and doesn't support transparency at all), instead of BAM v2, so now they look straight out broken. If I remember correctly, when I imported the icons into EET icons file, I did some fixes on SoD icons to get rid of those blank spots but they still look kinda bad.
  9. Remove effects by resource opcode with the name of the spell in resource field, when placed before other effects, is meant to clean out all effects previously applied by that spell (in order to make them not stack or to reset duration).
  10. @subtledoctor, please re-read the post. Both HoW and TotLM takes place in present day, alongside IWD2. That implementation won't change. On an unrelated note, this may sound weird but I'm not fan of modular mods at all. For example I'm overhelmed by SCS components - majority of times I have no idea which SCS options should I select. I'd prefer SCS options like this tbh
  11. fine by me, I will send you xcf file. this is no longer an issue. Beamdog removed BG city walls from Wyrm's Crossing area. BG1: EE: edit: also according to official maps, Wyrm's Crossing is quite far from the city walls (notice that the distance is of similar size as the city itself) https://prints.mikeschley.com/p996068422/h95973009#h95973009
  12. sure, no problem with releasing more map art variants or using base image, if that option is more popular. I've chosen clothify filter for this showcase since on grainy image differences between different icon art styles seems less prominent. Also if some artist would like to adjust the colors or work further with the base image, PM me. according to the in-game signpost Fire Leaf Forest is in the Cloud Peaks mountain range: also the area is quite rocky and has high probability of snow. On BG:EE worldmap it's located below Nashkeel, which is a town located in northern slopes of the Cloud Peaks . Wilderness Lake placement is a result of existing links between areas and its position on BG:EE map. Of course I'm ok with further tweaking BG1 areas placement - current one was quite a rush job on my part.
  13. updated image with icons placement by @Istfemer. As always feedback is welcome. Click for fullsize:
  14. the script runs constantly if all triggers return true. In this case you can use !IsActive("O#QuentinRE1") trigger.
  15. doing otherwise would be against majority of posts in this topic. I promised to take the feedback into account, so yeah, everything will carry over (one way or another).
  16. congratulations on your first mod release! I'm looking forward to trying it in future. Check out github - I've made a little pull request regarding item description.
  17. not sure what's up with this spell since it doesn't exist in either vanilla BG:EE and BG2:EE in patch 2.5. It's also not added by DSotSC. I've removed this reference from the DSotSC, so it should install without errors now.
  18. thanks for report. Please re-download DSotSC, it should install fine now.
  19. @Lightbringer, sure the movies and textscreens will be there regardless of implementation.
  20. I only finished classic PST and played PST:EE just a little to test some stuff, so I wasn't aware that many things are hardcoded compared to BG2:EE engine. Thanks for information. What I said in my previous post still stands - the mod like this is feasible in EE 2.x engine from technical point of view (without EEex). I'm just not motivated to work on it, if the only purpose of said work is to make the PST more moddable. As mentioned, if a talented writer with a vision for the mod implementation in BG saga context will be interested in collaboration I can handle the technical stuff.
  21. In case someone is interested, here is a side by side comparision between above mentioned normal and Heart of Fury mode artifacts. https://www.dropbox.com/s/75juiear70ckfqs/normal_hof_list.html
  22. To answer this question I've analysed PST:EE resources. Let's see what's different. - missing actions: 19 JoinPartyEx(I:JoinGroup*Boolean) 29 RunAwayFromEx(O:Creature*,I:Time*AITime,I:NoAttacks*Boolean) 181 ReallyForceSpellLevel(O:Target*,I:Spell*Spell,I:CastLevel*) 181 ReallyForceSpellLevelAnywhere(O:Target*,I:Spell*Spell,I:CastLevel*,I:State*Boolean) 391 ChangeFaction(O:Object*,I:Value*Faction) 391 SetFaction(O:Object*,I:Value*Faction) 392 ChangeTeam(O:Object*,I:Value*Team) 392 SetTeam(O:Object*,I:Value*Team) 393 SetPortalCursor(O:Object*,I:Value*PORTAL,I:SetReset*BOOLEAN) 395 RunToPoint(P:Point*) 396 RunToObject(O:Target*) 397 RunToObjectFollow(O:Object*) 398 RunToPointNoRecticle(P:Point*) 399 RandomRun() 400 RunningAttack(O:Target*) 401 RunningAttackNoSound(O:Target*) 402 RandomRunContinuous() 403 RunToSavedLocation(S:GLOBAL*,S:Area*) 407 TeleportParty(S:Area*,P:Point*,I:Face*) 413 ForceAttack(O:Object*,O:Target*) 414 GenerateModronMaze() 415 RandomFace() 416 GeneratePartyMember(P:Location,I:Value*Specific) 417 SetNamelessDisguise(I:DisguiseNum*Disguise) 418 StickySinisterPoof(S:BamResRef*,O:Object*,I:Iterations*) 419 SetNamelessClass(I:Value*Class) 420 DisableFogDither() 421 EnableFogDither() 422 DisableSpriteDither() 423 EnableSpriteDither() 424 Damage(O:Target*,I:Delta*Delta,I:Modifier*Bones) 425 FloatMessage(O:Object*,I:StrRef*) 426 FloatMessageFixed(P:Location*,I:StrRef*) 427 FloatMessageRnd(O:Object*,S:Pool*) 428 FloatMessageFixedRnd(P:Location*,S:Pool*) 429 KillFloatMessage(O:Object*) 430 PermanentStatChange(O:Object*,I:StadID*Stats,I:Delta*Delta,I:Modifier*Bones) 431 DestroyPartyItem(S:Object*,I:All*Boolean) 432 TransformPartyItem(S:OldObject*,S:NewObject*,I:Charge1*,I:Charge2*,I:Charge3*) 433 ForceAIScript(S:ScriptFile*,O:Target*,I:Level*Scrlev) 434 QuitGame(I:Value*MovVal,I:Value*MovVal,I:Value*MovVal) 435 ExploreMapChunk(P:Center*,I:Radius*,I:Mode*) 436 PlaySequenceTimed(I:Anim*Seq,I:Seconds*) 437 FloatRebus(O:Target*) 438 ChangeDialog(O:Object*,S:ResRef*) 439 SetDoorLocked(O:Object*,I:Locked*Boolean) 440 ChangeColor(I:Range*ClownRge,I:Color*ClownClr) 441 IncrementProficiency(O:Target*,I:SlotNum*WProf,I:Modifier*) 442 IncrementExtraProficiency(O:Target*,I:Modifier*) 443 ForceFacing(O:Object*,I:Dir*) 444 SinisterPoof(S:BamResRef*,P:Location*,I:Itterations*) 445 CreateCreatureAtFeet(S:ResRef*) 447 TimedMoveToPoint(P:Point*,I:Time*) 448 SavePlace() 449 ReturnToSavedPlace() 450 FullHeal(O:Object*) 451 FullHealEx(O:Object*) 452 SetNoOneOnTrigger(O:Trigger*) 453 SetAnimState(O:Object*,I:Anim*Seq) 454 PlaySequence(I:Anim*Seq) 455 DestroyItemObject(S:Object*,O:Target*,I:All*Boolean) 456 FixEngineRoom() 458 DestroyPartyGold(I:Amount*) 459 StartCutScenePST(S:CutScene*,I:Value*) 460 RunToSavedPlace() 461 SetCorpseEnabled(S:Name*,I:State*) 462 GiveExperience(O:Object*,I:Amount*) 466 ForceSpellRESNoFeedback(S:RES*,O:Target) 467 SetRenderable(O:Target*,I:Renderable*Boolean) 468 ShowFirstTimeHelp() - missing triggers: 0x0101 WasInDialog() 0x0106 NamelessBitTheDust() 0x0108 FailedToOpen(O:Object*) 0x010D NullDialog(O:Object*) 0x0112 Vacant() 0x0113 HarmlessOpened(O:Object*) 0x0114 HarmlessClosed(O:Object*) 0x0115 HarmlessEntered(O:Object*) 0x40EE Faction(O:Object*,I:Faction*Faction) 0x40EF Team(O:Object*,I:Team*Team) 0x40F0 IsLocked(O:Object*) 0x40FC PartyScriptsActive() 0x4105 TimerActive(I:ID*) 0x4107 NearbyDialog(S:DialogFile*) 0x4109 StuffGlobalRandom(S:Name*,S:Scope*,I:Range*) 0x410D ExtraProficiency(O:Object*,I:Value*) 0x410E ExtraProficiencyGT(O:Object*,I:Value*) 0x410F ExtraProficiencyLT(O:Object*,I:Value*) 0x4110 LastPersonTalkedTo(O:Object*) 0x4111 NearSavedLocationPST(I:Range*) - missing opcodes: Play BAM file (single/dual) (369) Play BAM file (370) Play BAM file 2 (371) Play BAM file 3 (372) Play BAM file 4 (373) Special spell hit (374) Play BAM with effects (375) Detect evil (376) Prayer (378) Curse (379) Embalm (380) Induce hiccups (381) Fist of iron (382) Hit point transfer (383) - CRE format differences: Unspent proficiencies # item slots Murder increment by Thief XP Mage XP Good increment by Law increment by Lady increment by Murder increment by Faction Team Species Dialogue activation radius Collision radius Shield flags Field of vision Attributes - STO file format differences: Sale trigger in Item for sale structure (point to strref number with script trigger that must return true to make item show up in shop) - Hardcoded Levelling differences and unique inventory screens (just play the game and see how they differ). The PST:EE engine also have the neat effect during dialogues where characters are not paused, as well as better TAB highlighting system. On top of handling these differences such mod would have to rescale all TIS files to match BG games area art size (75%) and adjust WED and ARE files accordingly (with the exception of impeded blocks in ARE door structures the rest of this stuff can be automated thanks to Argent77's code developed for his Test Your Mettle mod). Also some creature BAM files would have to be scaled down also to 75% of their current size (can be done with BAM Resizer tool). ---------------------- Unless I missed something important, such mod is indeed feasibile in EE 2.x engine from technical point of view. The missing opcodes are easy to work around, most script actions and triggers could be replaced without much issue with existing ones, CRE file format differences are either meaningless for such mod or could be implemented differently (cast spell on condition => character dies), STO difference can be handled by updating the store via script, there are already tools and code to help with art conversion and other stuff is not really important in BG context. Existing EET weidu code could be used to port over the PST:EE into BG games the same way I'm porting BG:EE and IWD:EE currently, with some changes to adopt to the engine differences mentioned above. BUT That doesn't mean I'm currently interested in such project. I'm not going to spend time working on it unless someone with creative writing background and clear vision for such mod show up, ready to design its implementation, write story for it, adopt the existing dialogues to fit in BG context etc. I can't do any of these things to satisfactory level, since I'm not a writer and English is not even my first language. To me PST:EE looks like it's based on EE 2.x version, not the old PST one. All EE features are there, they seem to just branched the engine to add some additional PST stuff on top of it. Not sure why you would rather play PST in the BG2EE engine when both engines feel almost exactly the same.
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