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K4thos

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Posts posted by K4thos

  1. I don't have SoD installed. I meant to mention that in my earlier comment. I don't wish to use SoD. Is that going to be a conflict?

     

     

    Yes. We won't prepare 2 codebases for those without official expansion, sorry. Here is a topic regarding SoD inclusion. Feel free to bump it if you want to discuss this stuff.

  2. thanks

     

    Note the NTotSC you see is my own conversion I use locally until your version becomes available (otherwise I cannot test Sandrah) - it is just a TP-update similar to what TDDz does for TDD.

     

    please also post your NTotSC tp2 file, so I can check how the worldmap is patched by it before I start checking those other mods (which will be very time consuming if the game doesn't crash on EET worldmap :( ).

     

    And just to be sure - Sandrah mod doesn't touch WMP at all, right?

  3.  

    • Water of fountain in Beregost (BG3300) at x=2550, y=3100
    • Water of basin on map BG3000 at x=1800, y=2070
    • Water of basin on map BG1802 at x=1800, y=1500

     

     

    thanks. From what I remember in older patch the same problem was true for vanilla BG:EE (since patch 2.x both BG:EE and BG2:EE uses BG2 style stencil water which caused some issues) but I've just checked it again and it's no longer the case in BG:EE. Looks like in order to fix it "engine_mode" in "engine.lua" file has to be set to 0 (BG:EE) instead of 1 (BG2:EE).

     

    Unfortunately I don't think this is a good idea for EET considering this feature probably also modifies hardcoded string references and maybe some other stuff (btw. I've checked if the SoD fog problem would be fixed by this and no, it doesn't). tis2bg2 tool is no longer an option considering whole game already uses stencil water and many fountains shows up correctly (for example in Candlekeep), so it would probably do more harm than good. No idea how to fix it other than including corrected TIS files in the package. And I can't do even this since I know next to nothing regarding TIS files. Maybe when White Agnus shows up he will be able to handle this.

     

    If anyone is able to help with this matter please do so. For now let's find out all problematic areas with messed out water overlays. A request to those already playing - please report your findings here (ctrl+x will show the current area name and coordinates).

     

    I am experiencing the problem where it cannot detect my BG:EE installation directory. Windows 7 with clean installations of both BG:EE and BG2:EE, GoG (versions 2.3.67.3).

     

     

    EET RC2 and RC3 (update if you have RC1) checks for "movies/sodcin05.wbm" within BG:EE directory in order to confirm that the game has SoD installed. If you don't have such file there than maybe you forgot to use modmerge first? (only needed for SoD bought on Steam and GoG, no problems with Beamdog store version). More information in the readme.

  4. Now I have selected the GUI provided by EET-End and the CtD happens. I will make another attempt with this GUI uninstalled. My assumption is that the EET GUI is based on the SoD one, not on the BG2EE?? Is this possible?

     

    If you tested it by starting new game than it sounds like one of the mods in your install order broke the worldmap. I've just tested it on clean EET installation with both BG2:EE and SoD GUI - started new game and went from Candlekeep to Beregost without issues.

     

    btw. these messages during bp-bgt_worldmap installation:

    ERROR: error loading [//bd7100.are]

    ERROR: error loading [//bd7100.are]

    ERROR: error loading [//bd3000.are]

    ERROR: error loading [//links.are]

    are harmless. As mentioned in this post EET still hasn't implemented going back to SoD areas (vanilla SoD cuts out access to them going from chapter to chapter which won't be the case in EET). So in order to disable those new links for now I've commented them out via "//". This feature is planned for the next RC. I'm planning to also prepare a patch for those who already installed the game, so no need to wait for it.

     

    ---------

     

    Anyway Roxanne, check out TBL files located in Worldmap directory, maybe you will see something odd in them added by one of mods. Also you may try to uninstall BP-BGT Worldmap and than place clean WMP file (make a backup of the old one first) to override and install worldmap again. If the game won't crash after doing so than you are good to go, but it also means that one of the mod corrupted the file, which is worth investigating further. Also please check out if the game crashes without BP-BGT Worldmap installed.

  5. ALIEN, I don't have any of these problems. Make sure that:

    - both games are patched to v2.3.67.3 - EET always requires latest patch. If you don't have it it may not install correctly

    - installation has been tested with latest weidu beta that is included with mod (so it's not recommended for BWS to swap it with older version)

    - if you use GOG or Steam SoD than modmerge should be used on clean game (nothing in override)

     

    Probably a stupid question, but how do I know if I have started an EET run? Is it enough to choose and start the "Baldur's Gate" campaign? I don't see "EET" anywhere in the game, but maybe that's the way it is?

    from readme file:

     

    How to start the game?

    You can start the game from the main menu, just like in vanilla games. By default the BG1 campaign is selected which allows you to play through whole Baldur's Gate saga from start to finish. There is a way to skip part of the story by using "Select Campaign" button in the main menu. Both Black Pits adventures and Tutorial are also available there.

  6. It's ridiculous. It's just simply ridiculous. Both version of the code produce the same results: it's only the first try to install EET produce error! You only need to run the installation again and there is no error. WTF?

     

    is this the only problematic thing during installation? If yes than maybe this wouln't cause issues in BWS?:

    <<<<<<<< .../engine.lua
    engine_name = "Baldur's Gate - Enhanced Edition Trilogy"
    engine_mode = 1 -- 0 = BGEE, 1 = BG2EE, 2 = IWDEE
    >>>>>>>>
    COPY ~.../engine.lua~ ~engine.lua~

    let me know. I will change it for next release if this helps.

  7. Here's the code used:

    COPY ~engine.lua~ ~engine.lua~
        REPLACE_TEXTUALLY ~engine_name[ %TAB%]*=[ %TAB%]*".*"~ ~engine_name = "Baldur's Gate - Enhanced Edition Trilogy"~

    no problem in my game (although I've moved back to Windows 7 due to problems with my eGPU setup on 10) and no one reported it yet. Please try to paste it into new tp2 file and see if you will receive error. If yes than try to change it to:

    COPY ~engine.lua~ ~.~
        REPLACE_TEXTUALLY ~engine_name[ %TAB%]*=[ %TAB%]*".*"~ ~engine_name = "Baldur's Gate - Enhanced Edition Trilogy"~
  8. Version 1.0 Release Candidate 3
    - fixed Imoen DV references in Irenicus Dungeon dialogue files
    - fixed Dialogue boarder window texture in BG2:EE GUI
    - more comprehensive 2da expanding via 'Finalize EET' component
    - installer no longer sets English language in game when mod is installed with different language
    - added missing BG:EE CHR files (lvl 1 Abdel etc.)
    - new method used for item importation between SoD and Irenicus Dungeon (will be expended via EET_Tweaks)
    - fixed problem with main component re-installation
    - new reference table added to docs folder
    - updated Polish translation

  9. Thanks, Argent. I've just fixed it. There was some leftover code from older versions that was still presnt even though it didn't have any effect other than breaking the sync. Fixed version will be included in RC3.

     

    Also found what is causing the dialogue box GUI problem - BOX7.PVRZ

  10. There is also a beta version of the Improved Archer Kit available which is compatible with EET. I have to postpone a stable release until WeiDU v240 has been published, however.

     

    Btw, Animal Companions is EET compatible and so is the Bear Walker kit (though that doesn't have anything that needed to be made compatible anyway).

     

    thanks! List updated, Improved Archer Kit patch removed.

  11. thanks, argent!

     

    I've finished testing installation with all mods from BG:EE compatibility list - no problems (compatibility code for Dynaheir romance from BG1 NPC Project is in RC2 release).

     

    Following changes have been made for mods that required patches:

     

    updated patches (hopefully Kulyok will add native support for these mods soon):
    - Back to Brynnlaw v4 -> v5
    - de'Arnise Romance v4 -> v5
    - Romantic Encounters v9 -> v11

    removed patches due to newer versions with native support for EET:
    - Wheels of Prophecy (left just a little fix for version already compatible with EET)
    - Lighting Pack
    - Recolored toolbar
    - www.urstuff2athkatla.com

     

    The list in first post is now up to date.

  12. I've accepted your pull requests and released Tweaks Anthology Beta 5 with your changes and another bugfix. I don't think CamDawg will mind.

     

    thanks!

     

    There is an oddity in this mod

    T'was a Slow Boat from Kara-Tur v.90 or above

     

    In tp2 it uses BACKUP ~\KaraTur\Kbackup~ instead of BACKUP ~KaraTur\Kbackup~

     

    which causes the mods backup to create its own folder on your computer instead of in the game folder.

     

    I have no idea where the mod is hosted and the problem can be reported???

    Looks like the mod author isn't active anymore for more than 2 years.

  13. 1. I've noticed some delay of the script execution in the SoA starting cutscene. It starts when the golem reports intruders. Everything afterwards is more or less out of sync. Has anyone noticed this too?

     

    There are no changes to the cutscene but one of the spell animation (exploding Shadow Thief) is slightly longer. Considering EET doesn't overwrite BG2 spells but the animation looks different my assumption is that one of the vanilla BG2:EE spells must have a reference to not existing resource that is now available after importing stuff from BG:EE. Other than this I didn't notice any oddities with the cutscene but will take a look.

     

    2. If you start a SoA game then Imoen doesn't interject when you talk to the golem in the room with our initial equipment. This is because Imoen's script name is "Imoen2" while the golem checks for "Imoen" instead.

    Thanks. Indeed I forgot about Irenicus Dungeon Imoen. In vanilla BG2:EE her CRE file uses "IMOEN" dv but after it she always use "IMOEN2" dv. In EET "IMOEN2" dv is always used (just like in BGT btw.), so those few dialogues in Irenicus Dungeon have to be patched during installation.

     

    EDIT: I reinstalled BG2 and deleted BG2 folder from My documents and now i can't install BG2EE_PL mod O_o. BGEE.LUA not found in chitin.key.

    run BG2:EE at least once or create "Baldur's Gate II - Enhanced Edition" folder manually in your documents directory. I will send you PM regarding your installation problems so we can speak in Polish.

    It's a problem with wrong weidu version. That mod requires latest beta to extract BGEE.LUA.

     

    Why trick... just wait a small while and then when the EET is included, you don't need to do a thing, just install "normally".

     

    yeah, ALIEN mentioned that he will do some work on EET implementation soon :)

     

    edit: discussion regarding setup-EET_end has been moved to separate topic.

  14. Could not initiate dialogue with Garrik after killing Silke.

    can't reproduce it even though I've installed almost exactly the same installation as you. Save would be very useful in this case.

     

    I have a new playtrhough, and couldnt talk to Garrick either. I have a Tactical instalation of BWS, but also tried on a Vanilla instal. Had to CTRL + Q on Garrick to recruit him. After that, I talk to him normaly. Version: GOG 2.3.67.3

    you mean the Garric bug happens on vanilla BG:EE or vanilla EET?

     

    -----------

     

    Mulahay repeatedly spamms his “fools you'll never have a chance to take anything” dialogue when he is low hp and spawns a whole new set of minions each time instead of asking for mercy.

     

    you just found SCS bug :) The same would happen on Tutu and BGT. This part of code from "stratagems\tactical_bg1\c2end.tpa"

    ~Enemy() SetGlobal("CDMulahey","AR5405",3) SetGlobal("DMWWMulaheyFight","MYAREA",1)SetGlobal("DMWWMulaheyFlunky","MYAREA",1)~

    should be changed to:

    ~Enemy() SetGlobal("CDMulahey","%NashkelMines_MulaheysCave%",3) SetGlobal("DMWWMulaheyFight","MYAREA",1)SetGlobal("DMWWMulaheyFlunky","MYAREA",1)~

    Since it's not related to EET I won't add it directly to the patch to not mess up with Big World Fixpack guys (you know, first you install compatibility patch and than Big World Fixpack on top of it, so implementing fixes may be problematic).

     

    ---------

     

    A kobold in the Nashkel Mines dropped a Mordekain's Sword scroll which seems a bit too high lvl as random treasure for this area.

    Please let me know if you encounter this again.

  15. I only copied the files that were not already in the /data/ folder over, so all files in the /sod-dlc/ folder were sitll there and intact and all original files in the /data/ folder were also still there and intact. The only difference was that /data/ did also hold all the /sod-dlc/ files that did not have a name conflict with files already in /data/.

     

    in such case the installation is fine :)

  16. The only way to install polish text and dubbing in BG2:EE is described by TartamPuan in this topic: https://forums.beamd...-instalacja/p21

     

    I suspect the reason for this is the "weidu.conf" file. Open it up and check if it shows en_us instead of pl_pl. If yes than english TLK file was used instead of polish one during installation. If this is the case than the exact same thing would happen with any other mod. In other words you didn't install the polish translation correctly.

     

    But fear not, I've just updated the localization mod, so you no longer need to change anything manually to add Polish language to BG2:EE. Newest TLK files are also included:

    http://www.share-online.biz/dl/62DOH1BOIJIH

     

    -----------

     

    The problem with WMP copying when language is different between BG1 and BG2 has been fixed. Thanks for report.

     

    -----------

     

    In hindsight it was stupid of me to actually copy the files over instead of editing the file check in the tp2 file since now I can't be too sure if it actually worked. There are only like 4 or 5 duplicated files and since the majority of the sod stuff was in the data folder as well it might mean very little that the SoD campaign seems to run just fine. (Side note: I don't have any graphical issues in the SoD starting area and the fog displays just fine.)

    I'm afraid this was a mistake unfortunately. There are biff files with totally different sizes (often SoD files are much smaller) but with the same names among Data and sod-dlc directory. WeiDU is able to get the most reacent file from both of them. I think your installation may miss some resources.

     

    I've changed data/SoDAreas.bif check into movies/sodcin05.wbm and it works fine this way with Steam SoD, so hopefully with GoG version too. Once again thanks for report.

     

    -------------

     

    So far I've encountered the following bugs:

     

    • Could not initiate dialogue with Garrik after killing Silke.

    • A kobold in the Nashkel Mines dropped a Mordekain's Sword scroll which seems a bit too high lvl as random treasure for this area.

    • Mulahay repeatedly spamms his “fools you'll never have a chance to take anything” dialogue when he is low hp and spawns a whole new set of minions each time instead of asking for mercy.

     

    There may be problem with your installation due to above mentioned messed up biff exportation. Any chance for installing it again? Of course I will try to check it out. In future I'd like to request saves for each thing that you report. So, in this case that would be:

    1. Copy "saves.tra" and "saves.txt" from your saves directory and send it to me (this way I will be able to run your saves in my game with full language support)

    2. Send me each save with odditie as it occurs. For example Garrik can't speak after killing Silke - save before killing Silke; Strange loot in kobolds body - save with dead kobold still there (so I can check his ID in NI) and so forth.

     

    Thanks in advance.

     

    -------------

     

    Anyway new version is up: https://github.com/K4thos/EET/releases/

     

    Version 1.0 Release Candidate 2

    - fixed GOG and Steam SoD support

    - fixed error message during installation (harmless, so no need to reinstall)

    - fixed dream script conversion names (shouldn't affect anyone who didn't install BG1NPC Project)

    - updated compatibility patch for BG1 NPC Project to support latest version (Dynaheir romance component)

    - new question added to F.A.Q. section of the readme file regarding installation order

    - improved language support

  17. There's problem with polish instalation. After like 30 mins of working WeiDU shows error with coping EET/temp/BEREGOST.webm file and the again asks about installing core component. I reinstalled both SoD and BGII and this bug didn't disappear.

    thanks for report, found the problem. It will be fixed later today with RC2 release. Although the log shows that the installer was trying to install EET using en_US TLK files. BG2:EE doesn't support Polish language officially yet, but installer checks TLK files presence anyway. Did you have dialog.tlk file in lang/pl_PL/ directory when you started the installation? (It's distributed on Beamdog forums). Btw. later today I will also update this mod to properly show Polish language from the options screen (patch 2.x force us to also patch BG:EE LUA to add new language and the mod was released for patch 1.3). Unfortunately viader is missing in action, so the mirror linked in this topic won't be updated for some time.

     

    edit

    I got an error at some point since my install is on my d: drive.

     

    It wanted to do d:\documents\something I think looking for the saves in eet-end

    this is not really an error. Just a workaround until this feature is implemented in weidu. In future this code will be used:

    REQUIRE_PREDICATE FILE_EXISTS ~%USER_DIRECTORY%/save/saves.tra~ @910005 //%USER_DIRECTORY%/save/saves.tra doesn't exist
    REQUIRE_PREDICATE FILE_EXISTS ~%USER_DIRECTORY%/save/saves.txt~ @910006 //%USER_DIRECTORY%/save/saves.txt doesn't exist

    but since it can't be implemented yet the check that skips component installation is done directly in code

    OUTER_PATCH_SAVE USER_DIRECTORY ~%USER_DIRECTORY%~ BEGIN
        REPLACE_TEXTUALLY ~Baldur's Gate II - Enhanced Edition~ ~Baldur's Gate - Enhanced Edition Trilogy~
    END
    ACTION_FOR_EACH ext IN tra txt BEGIN
        ACTION_IF NOT FILE_EXISTS ~%USER_DIRECTORY%/save/saves.%ext%~ BEGIN
            FAIL @910005 //%USER_DIRECTORY%/save/saves.%ext% doesn't exist. Skipping installation. Saves won't be updated.
        END
    EN
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