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K4thos

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Posts posted by K4thos

  1. 1. The GUI is a bit mixed up. It appears to use elements from SoD with the BG2 GUI:

    Yeah, that dialogue boarder in BG2:EE GUI is a known issue. No idea what MOS, PVRZ, BAM file is that particular one.Maybe one of those weird box1-5.bam files that use PVRZ files differently or something weird like that. Forgot to mention it in release topic since I prefer SoD GUI (you can install it via setup-EET_end) which doesn't have this problem.

     

    2. There is a graphics bug in the opening map of SoD:

     

    Are you sure that you didn't remove fpYUV.GLSL file from your override? That's the file responsible for this effect. Please compare content of this file with the one in EET/base/glsl/ directory.

     

    I was asking if it didn't work

     

    not yet

     

    EET wants SoDAreas.bif to be in the /data/ folder but apparently modmerge puts the file into a folger called /sod-dlc/ instead. I'm not to sure what to do as /sod-dlc/ holds a number of duplicate files form /data/ so even if I moved/copied the file over into data the installation would probably still run into some issues.

     

    RC2 with support for GOG and Steam versions will be released tomorrow (going sleep now) I expected that modmerge extracts files to override rather than unique directory. Thanks for report.

     

    (Side note: I don't have any graphical issues in the SoD starting area and the fog displays just fine.)

    The initial area fog works fine for me too. The problematic effect in my game is the one reported on redmine (apparently bug also happens on vanilla SoD although I don't have it there).

  2. Please use my fork for downloading Tweaks Anthology vBeta 4 mod (previously known as BG2 Tweak Pack) instead of official repository for now.

    https://github.com/K4thos/Tweaks-Anthology

    There were few changes needed in that mod and they still awaits for CamDawg to push them and release new version. No point in adding separate patch since the commits will be accepted for sure, considering the mod already supports EET natively.

  3. Is setup-EET_end.exe generated? I don't see it in the repo.

    it's at the end of tp2 file:

    COPY ~%WEIDU_EXECUTABLE%~ ~setup-EET_end%exe%~
        ~EET/lib/EET_end.tp2~ ~setup-EET_end.tp2~

    copied just to reduce the package size. That exe variable is used because the mod also supports OSX - although someone needs to test if it installs fine on that system.

  4. General installation order:

    1. Optionally some BG:EE mods installed on BG:EE available in compatibility list
    2. setup-EET on BG2:EE
    3. Optionally any other mod with native EET support (including those with patches) installed on BG2:EE (install order using Big World Project list - same as in BGT)
    4. Third component of setup-EET_end

     

    I will add this information as a separate question in readme file F.A.Q.

     

    --------

    EET Tweaks ideally should go to step 3 to not make additional exceptions to general rules but considering it doesn't modify dialogs it is safe to be installed at the end if you wish to do so (it doesn't matter).

     

    The problem is EET Tweaks mod has't received proper update for new EET features, so some of it's component may not be installable yet or won't work correctly. It will be updated soon to support EET 1.0 RC release.

  5. Thanks El Dunadan for translation. It has been implemented in the package.

     

    ---------

     

    Call for translations update for EET 1.0 Release Candidate 1: https://github.com/K4thos/EET/tree/master/EET/lang

     

    1. New strings added to 2da.tra. Mostly related to new Campaign Selection feature. Feel free to write them however you wish, no point in keeping it literal, considering these are mostly quotes from marketing materials regarding each game.
    2. New file called chapters.tra. This may look scary but 90% of this file are just strings existing in BG:EE and BG2:EE. There is one part where the strings needs to be slighltly modified to presnt them CHARNAME perspective rather than narrator's.
    3. 4 new strings in dialog.tra
    4. setup.tra now have 21 strings related to WeiDU installation process (so don't use non-English language letters)

     

    Thanks in advance!

     

    edit: part of post has been removed, it was meant to be posted in different topic :jump: Sorry for confusion.

  6. K4thos, does this mean that the Imoen Romance Mod will NOT be compatible with EET? Please say it ain't so! =*(

     

    well, if there is no interest from author to implement these changes natively than I won't spend time on updating them every time the new version of mod is released. These patches are meant to be temporary solution.

  7. Is the list on the first page still up-to-date? Just wondering if I can go ahead and pre install stuff on BG1EE in anticipation of EET's release.. :)

     

    If the BG2:EE mods version numbers haven't been changed compared to what is in first post than they should work - need testing (I will install all of them later today to find out if patches are still working). There shouldn't be problems with BG:EE mods, even if the version number no longer matches.

     

    Some changes:

    - patch for Imoen Romance Mod v3.4 has been removed from the list - there have been several updates of this mod and my request to implement native support for EET have been ignored, so no point in updating the patch over and over.

    - there is a new patch for BP-BGT Worldmap - just a new BAM file with SoD and IWD-in-EET icons. I will send it to Wisp soon, so probably won't be needed.

     

     

    Kk4thos on 15. Jan 2016 said:

    I'm working on updating NTotSC to work with both EET and BGT at the same time, so a version that hopefully will replace the one currently hosted on SHS. Native support, so installed after EET on BG2:EE or after BGT on BG2. Similar treatment as DSotSC, so modernized tp2 coding, EE engine related changes, cross-platform coding, internalization of all known bugfixes and major item and XP balancing overhaul.

     

     

    Is this still planned?

    Might it even be available for EET V1.0 RC?

     

    yes, although IWD-in-EET mod has priority now.

     

    Me again.

     

    BGT had this inner mod called BGTmusic. What I think it did was making the music play properly for BG1 and BG2 areas but also there was one more cool thing about it. Some tracks that were intended for the original game (but lacking in the vanilla game) were restored! This includes additional tavern and battle music. Is such a feat considered for EET?

    I'm not aware about these tracks. Every single music file from BG:EE, BG2:EE and SoD is in game. If some areas should have restored music let me know what areas and which tracks. The music in EET works exactly the same as in vanilla EE games.

  8. but when playing without the IwD content this northern parts would seem redundant.

    see that BG1008 place without icon in the upper west corner? That's the maze island from vanilla Tales of the Sword Coast. There you go, the northern part is not useless :p

     

    PS. Also, Athkatla and Baldur's Gate look drastically different on the map. Would it be possible for the city of BG to have a similar rectangle for the districts? I think this was already done in BGT-Worldmap mod.

    the map is currently being worked on by Kirara. Among other changes in new version Baldur's Gate will be presented in an external frame like Athkatla.

  9. It was my understanding that 2.0 went out to EEs without SoD also. Am I wrong?

    correct, BG:EE (even without SoD) and BG2:EE received 2.0 patches.

     

    Seeing some conflicting reports about moddability and general quality of SoD, so do you plan to update the mod to work with 2.0 versions without SoD?

    It is required. SoD is an official expansion approved by WoTC, so it's now a part of BG storyline. I don't see long term benefits in fragmentation, especially from modders point of view (access to game resources rather than including them in mod package, simpler code etc.) Also it would be silly to jump from chapter 7 to chapter 13 right after killing Sarevok just like that, which would be the case for those without SoD. btw. I've enjoyed this expansion - I'd suggest giving it a chance.

  10. since the IWD:EE content is already playable and IWD2 content is behind the curve, also considering the full focus is now on EET changes related to patch 2.0 and surrounding events, it's better to keep those IWD2 interjections separate for now. Feel free to write something for Targos but the implementation in game needs to wait for now.

  11.  

    The total line count is now 1559 individual interjections among the cast of 42 possible npcs that could be along for the ride.

     

    Sounds like a lot fo work.

    I would offer my help but im devoid of any writing talent even in my first language.

    Thank you for doing this, keep it up!

     

    Indeed, sounds like a hell of a work. I would have never imagined so much dialogue content to be produced for this mod. Thank you for awesome job :worship:

  12. Isaya, Graoumf, thanks for the translation. Feel free to make a pull request. How we should credit you in the readme?

     

    I also extracted from the tp2 file all texts used in PRINT/WARN/FAIL and their PATCH counterparts and put them in setup.tra. I assume this file will be used to translate them in the end. I started translating them in anticipation.

    some of these stuff is used only for debugging (debug file is quite large, so it's easier to have some pointers while analysing it). I will edit French file myself to remove unneeded strings once the tp2 file is traified. Nice to have a list :)

     

    Instead of assuming that there is no change in the texts, my attempt is based on a tool I wrote to extract translations from an existing tlk file when the text is identical (or near identical) to the one you have to translate.

    Could you please share this tool?

  13. Pretty much every EXTEND_TOP like the one above for BG2 NPCs is not compatible with a game started in ToB because you only modify non-ToB variants of Override scripts.

    This report still hasn't been resolved in the latest release. Also I forgot to inform you about override scripts renaming in EET (although mentioned it in your other mods). Since you are expanding override scripts also in creatures added by mods I'd suggest doing it like this instead of assigning additional variables:

      READ_ASCII 0x248 "script"
      DEFINE_ASSOCIATIVE_ARRAY table_override BEGIN ~%script%~ => ~dummy~ END

    and than replace every instance of code that expands scripts, for example:

    ACTION_IF FILE_EXISTS_IN_GAME ~coran.bcs~ BEGIN
        EXTEND_BOTTOM ~coran.bcs~ ~npc_ee/npcs/coran/coran_bard.baf~
    END

    with this:

    ACTION_PHP_EACH table_override AS script => dummy BEGIN
        EXTEND_BOTTOM ~%script%.bcs~ ~npc_ee/npcs/coran/coran_bard.baf~
    END
    ACTION_CLEAR_ARRAY table_override

    Than you will be able to add whatever CRE files you like without worrying about attached override scripts.

     

    -------

     

    out of curiosity - what exactly is wrong with Level 1 NPCs that it can't be updated to EE? Nothing really changed in CRE format, so I can't imagine anything that would need EE engine related changes. Although I didn't check that mod, so maybe I'm missing something.

  14. I have no idea on how one would actually release it, as the game doesn't have a Polish/French default language ... they could replace the English files*, of course that would mean that it should be said in the release. *Or what ever files are replaced.

    just place fr_FR directory with TLK files inside BG2:EE lang folder and the new language will show up in the options menu. No need to overwrite existing languages.

  15. Hi, Fouinto. Feel free to post the translation here, as a post attachment.

    Graoumf, why you guys are not hosting unfinished French BG2:EE translation externally? Polish one is not done yet either (although it's close too) but players were able to play the game in Polish from the start. English strings only in content that have not been translated yet. Updates to TLK files after each translation milestone is reached. Even an option to update the translation after the game was started (via weidu code). Take a look how we host it:
    TLK files: https://forums.beamdog.com/discussion/40588/polska-wersja-oraz-dubbing-download
    Dubbing: http://www.shsforums.net/files/file/1113-polish-language-localization-for-bg2ee/

    I don't think many people from Poland would even consider playing EE games if they were forced to use English language. I'm surprised that other translation teams didn't adopt similar approach.

  16. the compatibility stuff looks fine, thanks for the update. What I would suggest are minor changes to how the code is written to not copy the same file over and over again (it's not related to compatibility with EET of course)

     

    For example this code (btw. that "~branwe5.cre~ ~override~" line looks like a mistake):

     

     

    ACTION_FOR_EACH char IN ~%tutu_var%branwe~ ~%tutu_var%branwe5~ ~o#bran~ ~o#bran25~ BEGIN
      ACTION_IF FILE_EXISTS_IN_GAME ~%char%.cre~ BEGIN
        COPY_EXISTING ~%char%.cre~ ~override~
            WRITE_BYTE 0x0234 1 //sets level to 1
            WRITE_BYTE 0x0235 1
            WRITE_BYTE 0x0236 1
            WRITE_BYTE 0x273 8 // sets class
            WRITE_BYTE 0x0066 10
            WRITE_BYTE 0x006a 5
            WRITE_SHORT 0x0024 12
            WRITE_SHORT 0x0026 12
            READ_BYTE 0x11 rdual
            WRITE_BYTE 0x11 (rdual BAND 0b11111110) // uncheck ranger dual-class flag
            READ_BYTE 0x10 dual
            WRITE_BYTE 0x10 (dual BAND 0b00000111) // uncheck other dual-class flags
        ACTION_IF NOT FILE_EXISTS_IN_GAME ~d5_profs.d5~ THEN BEGIN
            COPY_EXISTING ~%char%.cre~ ~override~
                    ~branwe5.cre~ ~override~
                LPF DELETE_EFFECT INT_VAR match_opcode = 233 END
            BUT_ONLY
            COPY_EXISTING ~%char%.cre~ ~override~
                SET_BG2_PROFICIENCY 107 1
                SET_BG2_PROFICIENCY 101 1
                SET_BG2_PROFICIENCY 97 2
            BUT_ONLY
        END
        ACTION_IF FILE_EXISTS_IN_GAME ~d5_tempu.2da~ THEN BEGIN
            COPY_EXISTING ~kitlist.2da~ ~override~
                COUNT_2DA_ROWS 8 "rows"
                FOR ( index = 31 ; index < rows ; index = index + 1 ) BEGIN
                    READ_2DA_ENTRY "%index%" 5 8 "clab"
                    PATCH_IF ("%clab%" STRING_EQUAL_CASE "d5_tempu" = 1) BEGIN
                        SET "d5_tempu" = "%index%"-1
                        SET "rows" = 0
                    END
                END
            BUT_ONLY
            COPY_EXISTING ~%char%.cre~ ~override~
                WRITE_SHORT 0x244 0
                WRITE_SHORT 0x246 0x4000 + ~%d5_tempu%~ // changes kit
                LPF ADD_CRE_EFFECT INT_VAR opcode=171 target=1 timing=9 power=1 STR_VAR resource=~spcl152~ END
                LPF ADD_CRE_EFFECT INT_VAR opcode=171 target=1 timing=9 power=1 STR_VAR resource=~d5_temp1~ END
        END
      END
    END

     

     

    could be changed to this:

     

     

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_tempu.2da~ BEGIN
      COPY_EXISTING ~kitlist.2da~ ~override~
        COUNT_2DA_ROWS 8 "rows"
        FOR ( index = 31 ; index < rows ; index = index + 1 ) BEGIN
          READ_2DA_ENTRY "%index%" 5 8 "clab"
          PATCH_IF ("%clab%" STRING_EQUAL_CASE "d5_tempu" = 1) BEGIN
            SET "d5_tempu" = "%index%"-1
            SET "rows" = 0
          END
        END
      BUT_ONLY
    END
    
    ACTION_FOR_EACH char IN ~%tutu_var%branwe~ ~%tutu_var%branwe5~ ~o#bran~ ~o#bran25~ BEGIN
      ACTION_IF FILE_EXISTS_IN_GAME ~%char%.cre~ BEGIN
        COPY_EXISTING ~%char%.cre~ ~override~
          WRITE_BYTE 0x0234 1 //sets level to 1
          WRITE_BYTE 0x0235 1
          WRITE_BYTE 0x0236 1
          WRITE_BYTE 0x273 8 // sets class
          WRITE_BYTE 0x0066 10
          WRITE_BYTE 0x006a 5
          WRITE_SHORT 0x0024 12
          WRITE_SHORT 0x0026 12
          READ_BYTE 0x11 rdual
          WRITE_BYTE 0x11 (rdual BAND 0b11111110) // uncheck ranger dual-class flag
          READ_BYTE 0x10 dual
          WRITE_BYTE 0x10 (dual BAND 0b00000111) // uncheck other dual-class flags
          PATCH_IF NOT FILE_EXISTS_IN_GAME ~d5_profs.d5~ BEGIN
            LPF DELETE_EFFECT INT_VAR match_opcode = 233 END
            SET_BG2_PROFICIENCY 107 1
            SET_BG2_PROFICIENCY 101 1
            SET_BG2_PROFICIENCY 97 2
          END
          PATCH_IF FILE_EXISTS_IN_GAME ~d5_tempu.2da~ BEGIN
            WRITE_SHORT 0x244 0
            WRITE_SHORT 0x246 0x4000 + ~%d5_tempu%~ // changes kit
            LPF ADD_CRE_EFFECT INT_VAR opcode=171 target=1 timing=9 power=1 STR_VAR resource=~spcl152~ END
            LPF ADD_CRE_EFFECT INT_VAR opcode=171 target=1 timing=9 power=1 STR_VAR resource=~d5_temp1~ END
          END
        BUT_ONLY
      END
    END

     

     

     

    notice that it does exactly the same thing but copies every modified file just once, which makes the code less confusing and the mod will install faster. Just a suggestion, feel free to ignore it.

  17. For now only for IWD1 content. I've listed every single change to filenames as a separate variable, but if someone is interested in writing cross-platform IWD mods than the only variables needed are these ones:

     

    in IWD-in-EET:

        OUTER_SPRINT "arePrefix" "ID" //replaces "AR" in ARE names (alternatively you can use pre made variables presented below)
        OUTER_SPRINT "rndPrefix" "ID" //replaces "RN" in dummy random treasure items (alternatively you can use pre made variables presented below)
        OUTER_SPRINT "splPrefix" "ID" //replaces "SP" for conflicting SPLC, SPWI, SPPR, SPIN spells without symbolic name (alternatively you can use pre made variables presented below)
        OUTER_SPRINT "resSuffix" "#" //standard renaming convention for other conflicting resources
        OUTER_SPRINT "var_CHAPTER" "IWDChapter" //IWD-in-EET replaces "Chapter" special variable with normal variable
        //also keep in mind that "AreaName_visited" variables has changed "AR" to "ID" prefix, you can either use /* Areas */ variables or "arePrefix" to cover them

    and in IWD:EE / IWD:

        OUTER_SPRINT "arePrefix" "AR"
        OUTER_SPRINT "rndPrefix" "RN"
        OUTER_SPRINT "splPrefix" "SP"
        OUTER_SPRINT "resSuffix" ""
        OUTER_SPRINT "var_CHAPTER" "Chapter"

    Others are more a reference for modders, although they still can be used if someone feels more comfortable with this:

    ~%Easthaven%~

    rather than this:

    ~%arePrefix%1000~

    IWD1 content cpmvars libraries have been attached to this post.

    iwd_cpmvars.tpa

    iwd_in_eet_cpmvars.tpa

  18. So the current plan is the player first arrives in Targos during the Goblin attack there and then from there can either resolve that or just travel to Easthaven? Initially I'm just writing up npc interjections for the main IWD campaign but I have IWD2 and could at least do some writing for that initial Targos area as well and then come back and whip up some script for the areas afterwards as a later update.

    yes, unless the current solution is limiting you as a writer - in such case we can brainstorm some more linear implementation instead of following TotSC like adventures approach.

     

    just to clarify really quickly the flow of players through the IWD areas in EET and then I can make some edits to a master gdoc I have of the in-progress banter/interjections I've got and share it with you to keep you updated on that. That will be a separate doc from the actual coded interjections/dialogue which will be something I probably chip away at as I get more comfortable with doing so, or when you get impatient and just do it yourself cause I'm a dummy when it comes to coding ;p

    If you want to keep the doc private than wait a little for EET Workroom access. I've contacted Mike to add you into the group. Of course if you want to post it publicaly than feel free to do so - it's up to you.

     

    edit: as for the Targos - if you want to write something for IWD2 than yes, that would be the most safe part of the story (whole first IWD2 worldmap content) since it doesn't really need any changes to the overall plot. Just removing some minor conflicts with IWD1 story (Oswald removed from Targos, changed date in 1 dialogue). Overall IWD2 content should have lower priority than IWD:EE, since the latter is already in playable beta phase. IWD2 is still in development and the details how to tweak the story to make sense when there is IWD1 stuff going on in parallel have not been decided yet. Before making such decisions I would like to have IWD2 fully playable within EE engine, than we can start thinking how to adopt it context wise.

  19. It's about 20 pages of text so far sooo...

    :love:

    I've extended the tool to eliminate the need of checking d files. You can now read these interjections or find the exact interjection points just by reading the HTML file. You can see the example output file generated on vanilla BG2:EE here. Consider using it on IWD:EE with Quylok's Icewind Dale NPCs mod installed, to check good candidates for insertion states.

     

    Here is example usage of that BG2:EE generated file: sort it by clicking on 6th column header (extern dialogue file name). Now you have all vanilla BG2:EE interjections sorted in a way that allows you to conveniently check how each NPC is written in relation to other files, starting with Aerie interjections.

  20. AWizardDidIt, I've written a tool that may be helpfull for analyzing interjections in vanilla game and mods. It does 3 things:

    1. Generate "log_short.txt" with information about all EXTERN used in dialogue files that refers to JOIN dialogue files as well as states that the EXTERN points to.

    example:

    ARAN.DLG contains:
    - AERIEJ: 183
    - ANOMENJ: 292 274
    - CERNDJ: 134
    - EDWINJ: 158 159 140
    - HAERDAJ: 135
    - IMOEN2J: 26
    - JAHEIRAJ: 514 517 518 506 507
    - JANJ: 174
    - KELDORJ: 246 237 209
    - KORGANJ: 184 186 170 141 145
    - MAZZYJ: 197 188
    - MINSCJ: 208 200
    - NALIAJ: 311 284
    - VALYGARJ: 97 89
    - VICONIJ: 171
    - YOSHJ: 97 100 103
    - HEXXATJ: 295 297 296
    - NEERAJ: 498 499

    2. Generate "log_full.txt" with more detailed information about EXTERN usage. Example:

    ///////////////////////////
    AERIEJ.DLG referenced in:
    ///////////////////////////
    AEMESS 0 => 194
    AEMESS 0 => 193
    AEMESS 2 => 195
    AEMESS 4 => 196
    ANNO1 2 => 42
    ANOMENJ 160 => 40
    ANOMENJ 185 => 61
    ANOMENJ 185 => 60
    ANOMENJ 223 => 90
    ANOMENJ 276 => 159
    ANOMENJ 325 => 227
    ARAN 4 => 183

    3. all dialogues mentioned in above logs are decompiled to externLister/d directory for easier string analyzing.

     

    The tool is attached to this post. It takes the dialogue file names directly from the PDIALOG.2DA file, so it will also work on NPCs added by mods.

     

    edit: link removed.

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