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K4thos

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  1. IWD-in-EET mod needs Writers

    IWD-in-EET aims to integrate itself smoothly into the world of Baldur's Gate. In order to achieve this several minor changes have been implemented like the BG like voiced greetings, quest entries that shows as titles instead of text in combat log, sharing the same worldmap as the main game, distributing weapons and spell scroll among the vanilla content etc.

    It's all for nothing if BG characters themselves are silent when they visit these areas and participate in the story, though. You know, things like Jaheira talking to Arundel, Anomen mentioning giants, Viconia speaking in the land of the drow (examples stolen from Kuylok post :p). Sure, you can always install awesome Icewind Dale NPC mod, but the immersion would be still broken if only they would speak.

    Keep in mind that IWD-in-EET is visitable at any point of the Baldur's Gate Saga, so this leaves us with a large pool of NPCs that can participate in this story. This doesn't mean that the mod requires overwhelming amount of dialogue content though. Gigantic effort like BG1 NPC Project would be far excessive, but adding scenery conversations and interjections in few crucial parts of the story, at least for the fan favourites, would be a really good start to make the mod feel a lot closer to BG experience.

    Dialogues for already existing NPCs requires a knowledge about the character personality and it's very easy to discourage player if the writing doesn't portray a character properly, so I think this aspect of the mod requires a lead writer that would coordinate and review the work of others. I'm not really a writer myself and don't have experience with coordinating things related to dialogues. My English skills are also not good enough to offer proofreading. It would be great if someone would take the lead of this aspect of the mod.

     

    So, yeah, we're looking for writers and dialogue coders. Please leave a message in this topic if you're interested in joining.

    For now I think IWD1 portion of the mod should have a priority, so let's forget about IWD2 related tasks for a while.

  2. IWD-in-EET

    Author: K4thos
    Contributors: WhiteAgnus, CrevsDaak

    On the web: Home page and discussion forum

    Version beta 0.1 (not public yet)
    Languages: English, Polish, German
    Platforms: Windows, Mac OS X

     

    IWD-in-EET is an add-on for EET that brings the entirety of Icewind Dale: Enhanced Edition, along with some Icewind Dale 2 content, into the world of Baldur's Gate.

     

    Taking open world inspiration this content will be available for Bhaalspawn party without silly time travel explanations or far-fetched excuses to get there. Treat it as yet another optional destination on your worldmap.

    This mod requires Icewind Dale: Enhanced Edition (on the fly conversion similar to EET one takes place during installation).

     

    IWD-in-EET aims to integrate itself smoothly to the existing world and adds everything that IWD:EE has to offer when it comes to spells and content. The mod also offers some optional tweaks, which can turn your game much closer to how IWD:EE works (or disable unwanted features):

    • Changes in existing Bard kits
    • Changes in existing Druid kits
    • Changes in existing Paladin kits
    • Changes in existing Ranger kits
    • Changes in existing Mage kits
    • Changes in existing Thief kits
    • Different Bard spell progression
    • Different Druid spell progression
    • Different Paladin spell progression
    • Different Priest spell progression
    • Different Ranger spell progression
    • Different Wizard spell progression
    • Disable High Level Abilities (HLA)
    • Weapon True Grandmastery
    • Elf can become a Druid
    • Spell Immunity cannot be included in contingencies
    • Replace Blindness with Spook spell for auto pick up
    • Increased non-celestial summon cap
    • Higher XP Cap
    • Tweaked XP level progression
    • 0 XP for learning spells, disarming traps, lockpicking
    • Spell effects sounds and animations
    • Hide IWD:EE Cleric kits
    • Hide IWD:EE Cleric spells
    • Hide IWD:EE Wizard spells
    • Remove IWD:EE scrolls from vanilla stores
    • Remove generic 2h axes from vanilla content
    • Restore BG2:EE version of inventory sounds

    IWD1 content is currently in closed beta.
    IWD2 content is about half way before it's fully playable.

  3. Currently EET Tweaks is only available in English, Polish and German. If you wish to translate the mod, check out the note for translators. Most of EET Tweaks strings are already translated elsewhere, mostly in original games. Check out the comments for strings in English translation, as they often show where to look at for translated string.

     

    You can view the English translation online on GitHub: https://github.com/K4thos/EET_Tweaks/tree/master/EET_Tweaks/lang/en_US

  4. Currently EET is only available in English, Polish and German. If you wish to translate the mod, check out the note for translators. Pretty much all new text added by this mod is imported directly from BG:EE TLK files and considering that the game is already available in 14 languages, there are just few kb of text that needs to be translated.

     

    You can view the English translation online on GitHub: https://github.com/K4thos/EET/tree/master/EET/lang/en_US

     

    edit:

     

    Call for translations update for EET 1.0: https://github.com/K...master/EET/lang

    Following languages need to be updated: German

     

    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!

  5. Download links and installation instructions

     

    Download: https://github.com/Gibberlings3/EET

     

    Initialise EET (setup-EET)

     

    Core EET component requires "clean" BG2:EE installation with latest patch (currently v2.3.67.3). Translations and voice-overs are of course allowed but installing other (especially larger) mods that changes DLG and BCS files, before EET, may cause problems with later patching, so it's better to keep the installation as clean as possible.

     

    The BG:EE + Siege of Dragonspear installation (patch v2.3.67.3 is required) should be either "clean" installation or with any combination of mods listed in this forum topic (fist part of the post only).

     

    If you use Steam or GOG version of Siege of Dragonspear than you first need to use modmerge tool in your BG:EE + SoD directory. This utility released by Beamdog merges your Steam/GOG zip based DLC into something WeiDU can use. It only affects above mentioned platforms - you don't need to use it if you bought the game on Beamdog store.

     

    At least 4.66 GB free space is needed during installation. For virtual memory purposes, at least 500MB-1GB+ (depending on your operating system) more free disk space is recommended during installation. Once the installation is complete EET modification occupies at least 2.55 GB. Mods installed on BG:EE previous to installing EET on BG2:EE obviously increase free disk space requirements.

     

    It is recommended that you disable virus scanners, spyware scanners, and other background on-the-fly file scanners during the installation. These programs have been known in some cases to interfere with the WeiDU installation process.

     

    Installation within Program Files or Program Files (x86) is not recommended due to the potential for O/S related issues (e.g. UAC trouble). Unless you are sure that you have full UAC permissions consider moving BG:EE and BG2:EE outside this directory (the game is DRM free, so there are no problems with doing so).

     

    EET is packaged and installed with WeiDU and is distributed as a compressed archive. Extract the contents of the archive and move them to your BG2:EE game folder. Your game folder should then contain a EET folder and setup-EET.exe file. To initialize installation, double-click setup-EET.exe and follow the instructions on screen.

     

    Finalize EET (setup-EET_end)

     

    After the core component is installed, your game folder should then contain additional setup-EET_end.exe file. Only the last setup-EET_end.exe component is REQUIRED. It should be installed AFTER ALL OTHER MODS (at least after any mod that modifies dialogues, so for example EET Tweaks can be installed later, but to be sure always try to keep it at the end of your installation order, even if other readme files says otherwise).

     

    setup-EET_end overall offers 3 components:

    • Update old saves to work with new installation - OPTIONAL - refer to F.A.Q. for more info. Notice that if you're using optional BP-BGT Worldmap mod this component must be installed AFTER it.
    • Alternative GUI (SoD) - OPTIONAL - swaps the in-game BG2:EE GUI with the GUI imported from SoD expansion.
    • Finalize EET - REQUIRED - finalizes the EET installation (required before starting the game).

    Once the final EET component is installed and you decide to integrate more mods you can safely uninstall it by running setup-EET_end.exe and than install it again once you are satisfied with your mod selection. No problems with reinstalling it too.

  6. Download links and installation instructions

     

    Windows

     

    Download link

     

    EET Tweaks is packaged and installed with WeiDU and is distributed as a self-extracting archive. To install, simply double-click the archive and follow the instructions on screen.

     

    Alternatively, the files can be extracted from the archive using WinRAR or 7zip and moved to your game folder. Your game folder should then contain a EET_Tweaks folder and setup-EET_Tweaks.exe. To install, double-click setup-EET_Tweaks.exe and follow the instructions on screen.

     

    Please run setup-EET_Tweaks.exe in your game folder to reinstall, uninstall, or otherwise change components.

     

    Mac OS X

     

    Download link (not available yet)

     

    EET_Tweaks is packaged and installed with WeiDU and is distributed as a compressed archive. Extract the contents of the archive and move them to your game folder. Your game folder should then contain a EET_Tweaks folder, setup-EET_Tweaks, and setup-EET_Tweaks.command. To install, simply double-click setup-EET_Tweaks.command and follow the instructions on screen.

     

    Auto-installation (for expert users)

    Instead of directly starting the installation go to the command line, navigate to your installation directory, and execute setup-EET.exe using the construction below. Alternatively, place the construction in a batch file or the Run... dialog in the Start menu.

    setup-EET_Tweaks.exe --force-install-list [number] --skip-at-view --language X --args-list [options] [path]

    Parameters:

    X:

    • 0 - English
    • 1 - Polish
    • 2 - German

    [number]

    • 0 - install Teleport spell
    • 1 - install Consistent NPC appearance
    • 2 - install Consistent NPC voices
    • 3 - install Adjust total XP CAP
    • 4 - install Additional XP CAP for BG1 portion of the game
    • 5 - install Additional XP CAP for SoA portion of the game
    • 6 - install Adjust XP for Traps, Spells and Lockpicking
    • 7 - install Adjust XP for killing creatures
    • 8 - install Adjust XP for quests
    • 9 - install Party XP for quests distributed individually
    • 10 - install 3E Thief Sneak Attack
    • 11 - install Adjust FPS and fix audio skipping in cutscenes
    • 12 - install More bandit scalps
    • 13 - install Put Sword of Chaos +2 in Sarevok's inventory
    • 14 - install Protagonist can die
    • 15 - install Disable item shattering for enemies
    • 16 - install Adjust BG1 weapon shattering chance
    • 17 - install Adjust BG1 shield shattering chance
    • 18 - install Adjust BG1 armor shattering chance
    • 19 - install Adjust BG1 helmet shattering chance
    • 20 - install Disable hostile reaction after charm
    • 21 - install Adjust familiar death consequences
    • //22 - reserved slot
    • 23 - install IWD:EE portraits
    • 24 - install IWD:EE soundsets
    • 25 - Add Priest of Tyr kit for Priests
    • 26 - Add Priest of Tyr kit for Priests
    • 27 - Add racial enemies from IWD
    • 28 - Remove junk from global scripts
    • 29 - Restore TotSC textscreens
    • //30. Ironman Mode (not available yet)

    [options]

    Some components allows you to choose options during installation. If this is the case than you can skip the prompt and choose them here by typing number of the component followed by '-' and the value that represents the chosen option and followed by another '-' and the value, if the chosen option expects exact value typed in via keyboard.

    • p or P - informs WeiDU that pre-define full path to the Icewind Dale: Enhanced Edition directory is provided; if the path is invalid, setup will prompt for a valid path. Used only by components 23 and 24. Should the last argument in order, followed by [path].

    [path]

    Full path, in quotes, to your Icewind Dale: Enhanced Edition installation directory, used in conjunction with p or P in [options]

     

    Example:

    setup-EET_Tweaks.exe --force-install-list 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 23 24 25 26 27 28 29 --skip-at-view --language 0 --args-list "1-2" "3-4-10000000" "4-4-200000" "5-2" "6-3" "7-5" "8-7-120" "11-1" "16-4" "17-4" "18-4" "19-4" "21-2" p "C:\Program Files (x86)\BeamDog\Games\00798"
    This construction installs all components of this mod using the English language, predefined IWD:EE directory, and following settings: BG2 used as a base for join-able NPCs; total XP CAP set to custom value - 10,000,000; additional BG1 XP CAP set to custom value - 200,000; additional BG2:SoA XP CAP set to 2,950,000; XP rewards for Traps, Spells and Lockpicking based on progressive table; XP rewards for killing monsters decreased to 10%; XP rewards for quests increased to custom value - 120%; FPS set to 60 frames per second; all item types with shatter chance set to 0.1%; Constitution loss for 1 week after familiar is dead.
  7. Baldur's Gate: Enhanced Edition Trilogy Tweaks (EET Tweaks)
    Author: K4thos
    Contributors: WhiteAgnus, CrevsDaak, AstroBryGuy
    On the web: Home page and discussion forum
    Languages: English, Polish, German
    Platforms: Windows, Mac OS X

     

    Link to readme file

     

    Baldur's Gate: Enhanced Edition Trilogy Tweaks (EET Tweaks) is a modification that offers several optional tweaks for Infinity Engine games. Mostly related to Baldur's Gate: Enhanced Edition Trilogy (EET) mod, but some are more universal and will work with different games and IE engine versions.

  8. Baldur's Gate: Enhanced Edition Trilogy (EET)

    Author: K4thos
    Contributors: WhiteAgnus, AWizardDidIt, CrevsDaak

    On the web: Home page and discussion forum

    Version: 1.0 Release Candidate (a version that is nearly ready for release but may still have a few bugs; the status between beta version and release version.)
    Languages: English, Polish, German, French, Spanish
    Platforms: Windows, Mac OS X

     

    Link to readme file

     

    Baldur's Gate: Enhanced Edition Trilogy (EET) is a modification for Baldur's Gate II: Enhanced Edition that merges whole saga into one game and provides continuity between the events of Baldur's Gate, Tales of the Sword Coast, Shadows of Amn, Throne of Bhaal and Siege of Dragonspear expansion (also for both Black Pits adventures). The name of this this modification probably rings a bell to those who have been following IE modding scene, thanks to the classic mod that inspired this project, called Baldur's Gate Trilogy (BGT), developed by Bardez and Ascension64. While EET remains mostly faithful to the premise of the BGT, it shouldn't be considered a direct continuation of that project. In fact both mods share little to no common code and took different design decisions in many aspects.

    Baldur's Gate: Enhanced Edition Trilogy has two main goals:

    1. Uniting of the Baldur's Gate series into a single, continuous world that doesn't feel like 4 separate campaigns

    • Play all Infinity Engine Baldur's Gate saga games in Baldur's Gate II: Enhanced Edition engine. One game, complete package
    • Seamless experience, NPC continuity, better internal consistency between the games
    • United journal system that keeps track of all 22 chapters of your journey, from the beginning in Candlekeep up until the end of Throne of Bhaal expansion
    • No restrictions in travelling between BG1, SoD, BG2 and ToB areas, once they are discovered. All areas accessible from the same worldmap

    2. Becoming a mod friendly platform with additional modding possibilities that comes with fulfilling the first goal
    • Solution for mods designed to affect BG1 and BG2 content at the same time (preserved variables, character adjustments, world state, saves, things that can vary between installations like spell references assigned by WeiDU etc.)
    • A way to create new content designed for higher level parties in areas that normally wouldn't exist in game (vanilla games) or would be blocked after certain points of the story (BGT mod)
    • Intuitive conventions for renamed BG:EE files and modders resources that can be used for adopting existing mods
    • Limited support for mods installed on BG:EE previous to installing EET on BG2:EE
  9. For a full tutorial on how to make a mod compatible with EET please refer to Modder's Notes distributed with the mod package. Instead of repeating what is already written there this topic is only meant to present overall scope of the required changes and general directions.

    1. Mods that doesn't support EE engine at all

    How-to: Converting existing mods to the EE engine

     

    2. BG2:EE only mods

    If the mod is compatible with BG2:EE and only has BG2 content than adding compatibility is a matter of minutes. Here are usual steps:

    • GAME_IS weidu command returns true if the IE game variant is one of the entries specified, otherwise it returns false. EET is recognized as ~eet~ by this command instead of ~bg2ee~, so the mod should be adopted properly if needed. Some older mods may use outdated coding which checks for file existence to determinate what type of platform is used instead of GAME_IS, so such situation also should be taken into account.
    • EET 1.0 uses a continuous journal and chapters system that keeps track of all 22 chapters of your journey:

    Baldur's Gate – chapters from 0 (prologue) to 7.
    Siege of Dragonspear expansion – chapters from 7 to 13
    Baldur's Gate II: Shadows of Amn – chapters from 13 to 19 (instead of 1-7).
    Throne of Bhaal expansion – chapters from 20 to 22 (instead of 8-10).

     

    This system is an attempt at making the whole saga feel like a single, continuous game, with old areas still visitable regardless of the story progress. The aim here is to turn the end of the campaign not much different than the end of any other chapter, so the game world is preserved, journal are not cleaned etc. In order to achieve this mods affecting later parts of the story (BG2, ToB) need to use continuous chapter/journal system.

     

    The easiest way to implement it without breaking compatibility with other platforms is using cross-platform variables that should replace the actual chapter numbers in dialogues and scripts. Here is example implementation:

     

    1. ALWAYS section becomes expanded with variable declaration code:

    ACTION_IF (GAME_IS ~eet~) BEGIN
      OUTER_SET bg2_chapter = 12
    END ELSE BEGIN
      OUTER_SET bg2_chapter = 0
    END
    OUTER_FOR (i=1; i<=10; i=i+1) BEGIN
      OUTER_SET bg2_chapter = bg2_chapter + 1
      OUTER_SPRINT name_source ~bg2_chapter_%i%~
      OUTER_SET EVAL ~%name_source%~ = bg2_chapter
    END

    Or this if the above code is not easy enough to read (it does the exact same thing)

    ACTION_IF (GAME_IS ~eet~) BEGIN
      OUTER_SET bg2_chapter_1 = 13
      OUTER_SET bg2_chapter_2 = 14
      OUTER_SET bg2_chapter_3 = 15
      OUTER_SET bg2_chapter_4 = 16
      OUTER_SET bg2_chapter_5 = 17
      OUTER_SET bg2_chapter_6 = 18
      OUTER_SET bg2_chapter_7 = 19
      OUTER_SET bg2_chapter_8 = 20
      OUTER_SET bg2_chapter_9 = 21
      OUTER_SET bg2_chapter_10 = 22
    END ELSE BEGIN //any other platform
      OUTER_SET bg2_chapter_1 = 1
      OUTER_SET bg2_chapter_2 = 2
      OUTER_SET bg2_chapter_3 = 3
      OUTER_SET bg2_chapter_4 = 4
      OUTER_SET bg2_chapter_5 = 5
      OUTER_SET bg2_chapter_6 = 6
      OUTER_SET bg2_chapter_7 = 7
      OUTER_SET bg2_chapter_8 = 8
      OUTER_SET bg2_chapter_9 = 9
      OUTER_SET bg2_chapter_10 = 10
    END

    2. And than we can use these variables normally in code:

    GlobalLT("chapter","GLOBAL",6) //old style of chapter coding
    GlobalLT("chapter","GLOBAL",%bg2_chapter_6%) //new style of chapter coding

    3. What is left is adding EVALUATE_BUFFER to tp2 code whenever script or dialogue containing variables needs evaluation (COMPILE, EXTEND_TOP, EXTEND_BOTTOM, REPLACE_BCS_BLOCK)

     

    Sounds like a nightmare thing to do manually? No worry, both GAME_IS patching and chapter variable implementation can be implemented automatically with EET_modConverter tool available within mod package.

     

    3. BG:EE only mods

    If the mod is compatible with BG:EE and only has BG1 content than adding compatibility can be achieved in two different ways. Either let the mod be installed on BG:EE previous to installing EET on BG2:EE (no problem if the mod doesn't conflict with BG2 content - this can be checked with another tool available in the package - let me know if you would like your mod to be supported by EET this way) or implement native compatibility.

     

    When it comes to native compatibility you should be aware about EET naming conventions for conflicting BG1 resources and technical features used by EET platform. If your mod already takes advantage of cross-platform variable libraries popularized by BG1 NPC Project (cpmvars) than check out EET/other/cpmvars folder to get the library for EET.

     

    You can also use EET_modConverter tool to convert naming conventions used in mod between BG:EE -> EET, BGT ->EET, any platform -> cpmvars. The conversion will also result in a detailed change-log, which will allow you to manually revert changes made to your files if needed.

     

    4. BG:EE and BG2:EE NPC mods

    Regardless of the portion of the story that the NPC mod has been designed for it's recommended to adopt NPC continuity system. To make this task easier for modders EET comes with pre-made weidu function that can be used to implement required code automatically (all you need to do is disable FATESP.DLG patching if GAME_IS ~eet~, INCLUDE most recent version of EET_functions.tph file and than use it in your tp2. Examples and detailed explanation of each option in this function can be found in the documentation.

     

    5. Mods affecting both BG:EE and BG2:EE resources

    These are the most tricky beasts because you can't just trust EET_modConvert to handle conversion automatically - in most cases that would result in modifying both BG1 and BG2 stuff which is not intended. However you can still use the output change-log in order to decide which changes are warranted, especially if you know the code well. Preferable way to deal with incompatibilities between platform in such mods is using cross-platform coding variables. Fortunately patches for most demanding mods in this category has been already made.

     

    6. Mods adding areas to Worldmap

    http://gibberlings3.net/forums/index.php?showtopic=27749

  10. This topic has been created to provide an up to date worldmap and areas reference for EET and compatible mods. While the EET itself is fully compatible with the BP-BGT Worldmap, it also comes with it's own unique worldmap that covers all supported games, generated on the fly during EET installation, using areas, links and strings exported directly from vanilla BG:EE and BG2:EE maps. Keep in mind that coordinates for BG:EE areas are provided externally.

     

    Whole game is using a single worldmap that doesn't change even in ToB (worldm25.wmp is not used at all). Same is true if you are using BP-BGT Worldmap. The map itself is basically BG2 and ToB maps merged together and expanded with areas north with BG1, SoD and Icewind (used by unreleased optional IWD-in-EET mod) landmass.

     

    When it comes to BG2 and ToB areas it allows for cross-platform modding without separate script blocks for patching EET Worldmap. Modder can use same weidu code as for SoA/ToB worldmaps, by simply assigning additional X and Y coordinate correction depending on the platform. BG2 and ToB icons have the same numbers as in vanilla BG2:EE. BG1 icons also preserve the numbering, but you need to add a starting number correction, if you want to use the same code for worldmap patching between BG1 and EET - more information in the mod documentation.

     

    Example code for setting up platform specific variables:

    ACTION_IF GAME_IS ~eet~ BEGIN
      OUTER_SET wmp_xCoord_SoA = 0 //in relation to BG2/BG2:EE WORLDMAP.WMP add 0 px correction to X coordinate
      OUTER_SET wmp_yCoord_SoA = 2283 //in relation to BG2/BG2:EE WORLDMAP.WMP add 2283 px correction to Y coordinate
      OUTER_SET wmp_xCoord_ToB = 893 //in relation to BG2/BG2:EE WORLDM25.WMP add 893 px correction to X coordinate
      OUTER_SET wmp_yCoord_ToB = 3011 //in relation to BG2/BG2:EE WORLDM25.WMP add 1681 px correction to Y coordinate
      OUTER_SET wmp_mapIcon_BG1 = 29 //in relation to Tutu YAC22MAP.BAM add 29 cycles correction to map icon
      OUTER_SET wmp_mapIcon_ToB = 85 //in relation to BG2 25MAPIC.BAM add 85 cycles correction to map icon
      OUTER_SPRINT wmp_worldmap_ToB "worldmap" //when editing ToB worldmap use WORLDMAP.WMP instead of WORLDM25.WMP
    END ELSE BEGIN
      OUTER_SET wmp_xCoord_SoA = 0
      OUTER_SET wmp_yCoord_SoA = 0
      OUTER_SET wmp_xCoord_ToB = 0
      OUTER_SET wmp_yCoord_ToB = 0
      OUTER_SET wmp_mapIcon_BG1 = 0
      OUTER_SET wmp_mapIcon_ToB = 0
      OUTER_SPRINT wmp_worldmap_ToB "worldm25"
    END

    Example usage from Almateria's Restoration Project for both EET and vanilla SoA worldmap patching at the same time:

    ACTION_GET_STRREF 61301 GrovName
    LAF sc#addWmpAre
      INT_VAR
        mapIcon = 16
        xCoord = 1095 + wmp_xCoord_SoA
        yCoord = 660 + wmp_yCoord_SoA
        tTime = 2
        inclSv = 0
        visible = 0
        reachable = 1
        visited = 0
        visibleAdjacent = 0
      STR_VAR
        areName = ~ar2700~
        strName = EVAL "%GrovName%"
        strDesc = EVAL "%GrovName%"
        worldmap = "worldmap"
    RET areNum = areNum END

    Below image (art by Kirara) shows the EET Worldmap as a whole and can be also used as an Area Reference for EET content and all supported mods. If you compare the map with actual Faerun continent maps you will notice that in order to provide focused presentation of the visitable areas default EET Worldmap ignores part of the landmass – there is a jump from Delimbiyr River (near Daggerford) right to The Spine of the World. Without this there would be a lot of nothing in between. Initially the map was meant to end on Delimbiyr River (which would cover all space needed for SoD) but has been expanded with The Spine of the World, in order to support upcoming IWD-in-EET mod (its inclusion is also justified even in vanilla game due to TotSC Ice Island where you're teleported from Ulgoth's Beard).

     

    worldmap-compsus0l.png

     

    Reference image will be updated whenever new mod that adds areas to worldmap becomes compatible with EET and author decides to make it support EET Worldmap too. Hopefully this will make it easier for modders to assign icons without worrying about compatibility with other mods.

     

    Worldmap Area Reference

    BG1 areas

    BG0100 //Baldur's Gate North West
    BG0200 //Baldur's Gate North
    BG0300 //Baldur's Gate North East
    BG0400 //Upper Chionthar River (Farms over Chionthar)
    BG0500 //Durlag's Tower
    BG0600 //Baldur's Gate West
    BG0700 //Baldur's Gate Center
    BG0800 //Baldur's Gate East
    BG0900 //Wyrm's Crossing
    BG1000 //Ulgoth's Beard
    BG1008 //Ice Island
    BG1100 //Baldur's Gate South West
    BG1200 //Baldur's Gate South
    BG1300 //Baldur's Gate South East
    BG1400 //Lower Chionthar River (Ankheg Farms/South of Wyrm's Crossing)
    BG1600 //Cloakwood Grove (Cloakwood Druids/Cloakwood 3)
    BG1700 //Cloakwood Crossings (Cloakwood Wyverns/Cloakwood 4)
    BG1800 //Cloakwood Mines
    BG1900 //Bandit Camp
    BG2000 //Balduran's Isle (Werewolf Isle)
    BG2100 //Cloakwood Falls (Cloakwood Nest/Cloakwood 2)
    BG2200 //Cloakwood Lodge (Cloakwood 1)
    BG2300 //Friendly Arm Inn
    BG2400 //Peldvale
    BG2600 //Candlekeep [prologue]
    BG2626 //Candlekeep [ch.6]
    BG2700 //Lion's Way (Gorion's Rest)
    BG2800 //Coast Way (Crossroads)
    BG2900 //Larswood
    BG3000 //Spider Wood (The East Wood)
    BG3100 //Shipwreck's Coast (North Sword Coast)
    BG3200 //High Hedge
    BG3300 //Beregost
    BG3400 //Temple of Lathander (Beregost Temple)
    BG3500 //Sharp Teeth Plain (Mutamin's Garden/Basilisk Monument)
    BG3600 //The Lighthouse (Sword Coast)
    BG3700 //Red Canyons (Zombie Retreat)
    BG3800 //Trade Way North (Badlands/South Beregost Road/Beregost Wilderness)
    BG3900 //Ulcaster School
    BG4000 //Gullykin
    BG4100 //Ancient Ruins (Archaeological Site/South Sword Coast)
    BG4200 //Wilderness Lake (Fisherman's Lake)
    BG4300 //Trade Way South (Nashkel Pass/North Nashkel Road)
    BG4400 //Lonely Peaks (Firewine Plains)
    BG4500 //Firewine Bridge
    BG4600 //Bear River (Ogre's Reach)
    BG4700 //Xvart Village
    BG4800 //Nashkel
    BG4900 //Carnival
    BG5000 //Valley of the Tombs (Southern Wastelands)
    BG5100 //Gnoll Stronghold
    BG5200 //Dryad Falls (Western Cloudpeaks)
    BG5300 //Fire Leaf Forest (The Cloudpeaks)
    BG5400 //Nashkel Mines
    BG5500 //Gibberling Mountains (Dragon's Run/Cloud Peaks)

    TU0015 //Duchal Palace (tutorial area)

    BG:EE new areas
    OH2000 //Adoy's Enclave
    OH3000 //Cloud Peaks

     

    BG2:SoA areas
    AR0020 //Athkatla: City Gates
    AR0300 //Athkatla: Docks
    AR0400 //Athkatla: Slums
    AR0500 //Athkatla: Bridge District
    AR0700 //Athkatla: Waukeen's Promenade
    AR0800 //Athkatla: Graveyard
    AR0900 //Athkatla: Temple District
    AR1000 //Athkatla: Government District
    AR1100 //Umar Hills
    AR1200 //Windspear Hills
    AR1300 / AR1304 //de'Arnise Hold
    AR1400 / AR1404 //Temple Ruins
    AR1500 //The Asylum
    AR1600 //Brynnlaw
    AR1700 //Small Teeth Pass
    AR1800 //North Forest
    AR1900 //Druid Grove
    AR2000 //Trademeet
    AR2100 //Underdark
    AR2300 //Underwater City
    AR2500 //Underdark Exit
    AR2600 //Forest of Tethyr
    AR2800 //Suldanessellar

    BG2:EE new SoA Areas
    OH4000 //Abandoned Amphitheater
    OH4100 //Heretic Temple
    OH5100 //Resurrection Gorge
    OH5300 //Helmite Camp
    OH6000 //Wild Forest
    OH6100 / OH6200 //Hidden Refuge

    BG2:ToB Areas
    AR3000 //Watcher's Keep
    AR4000 //Sacred Grove
    AR5000 //Saradush
    AR5200 //Marching Mountains
    AR5202 //Forest of Mir - The Temple
    AR5203 //Siege Camp
    AR5500 //Amkethran
    AR6000 //Abazigal's Lair
    AR6100 //Sendai's Enclave
    AR6300 //The Oasis
    AR6400 //Forest Valley

    BG2:EE new ToB Areas
    OH4200 //Deepstone Clanhold
    OH6400 //Clearing

     

    Siege of Dragonspear

    BD0010 //[Ducal Palace City Exterior]
    BD0104 //[Flaming Fist HQ]
    BD1000 //Coast Way Crossing
    BD2000 //Boareskyr Bridge
    BD3000 //Coalition Camp
    BD4000 //Dragonspear Castle
    BD4100 //[Dragonspear Castle Keep, First Floor]
    BD4300 //[Dragonspear Castle Basement]
    BD4400 //[Avernus]
    BD4500 //[Avernus Bridge]
    BD5000 //Underground River
    BD5100 //[underground River]
    BD5200 //[The Warrens]
    BD6000 //[Abandoned Sewers & Caverns]
    BD6100 //[The Ambush]
    BD6200 //[sewers Exit]
    BD7000 //Coast Way Forest
    BD7100 //Troll Claw Woods
    BD7200 //Forest of Wyrms
    BD7300 //Dead Man's Pass
    BD7400 //Bloodbark Grove

    IWD-in-EET (IWD areas)

    ID1000 / ID1100 //Easthaven
    ID2000 //Kuldahar Pass
    ID2100 //Kuldahar
    ID3000 //The Vale of Shadows
    ID3600 //Temple of the Forgotten God
    ID4000 //Dragon's Eye
    ID5000 //Severed Hand
    ID6000 //Dorn's Deep
    ID7000 //Wyrm's Tooth
    ID8001 //Lower Dorn's Deep

    IWD-in-EET (HoW areas)

    ID9100 //Lonelywood
    ID9200 //Barbarian Camp
    ID9300 //Burial Isle
    ID9500 //Gloomfrost
    ID9600 //Sea of Moving Ice

     

    IWD-in-EET (IWD2 areas)

    IW1000 //Targos Docks
    IW1100 //Targos
    IW1200 //Targos Palisade
    IW2000 //Shaengarne Ford
    IW2102 //Shaengarne Bridge
    IW3000 //Horde Fortress
    IW4000 //Western Pass
    IW4100 //Icewall (Ice Temple)
    IW5000 //Wandering Village
    IW5001 //The Fell Wood
    IW5004 //Cold Marshes
    IW5005 //River Caves
    IW5102 //River Caves Exit
    IW5200 //Black Raven Monastery
    IW5300 //The Underdark
    IW6000 //Kuldahar Valley
    IW6104 //Dragon's Eye Exit
    IW6200 //Fields of Slaughter
    IW6201 //Fields of Slaughter

     

    Almateria's Restoration Project

    AR2700 //Grove

     

    Dark Side of the Sword Coast

    DSC001 //Wood of Sharp Teeth
    DSC002 //Wood of Sharp Teeth
    DSC004 //Forest of Forgotten Souls
    DSC010 //Forgotten Mountain Pass

     

    Eilistraee's Song

    ARES01 //Eilistraee's Clearing

     

    Fishing For Trouble

    YS1000 / YS1001 //Porthpentyrch

    YS0390 //Govt. West (Government District Westside)

    YS0360 //Cerendor Hold

    YS0370 //Cloudpeak Mountains (Cloudpeak Caravan)

     

    Foundling: Between the Shades

    L#FOU0 //Hidden Sanctuary

     

    Innershade

    ARISH1 //Innershade

     

    Northern Tales of the Sword Coast

    AR01PB //Wood of the Dead

    AR10PB //Field of the Dead

    AR20PB //Northern Coast

    AR30PB //Northern Citadel
    AR40PB //Northern Wood
    AR60PB //Temple of the Black Hand

     

    Southern Edge

    L#ND01 //Southern Edge

     

    Tales of Deep Gardens

    ARLDV1 //Deep Gardens

     

    The Darkest Day

    ARPO05 //Rusted Scabbard
    DD1000 //Easthaven
    DD1800 //Snake Woods
    DD1900 //Purskal
    DD2300 //Eshpurta
    DD2500 //Troll Mountains
    DD3300 //Riatavin
    DD5000 //Hall of Knowledge
    DD7000 //Orgoth's Tower
    DD8000 //Deep Mir Forest
    DD8001 //Haunted Forest
    DD9000 //Trollford

     

    The Drizzt Saga

    F_7777 //Bruenor's Cabin
    F_9898 //Mountain of the Dead
    F_0111 //Bear Tribe Village
    F_0222 //Storm March Mountains

     

    The Stone of Askavar

    ARS002 //Bluebell wood
    ARS005 //Dystra old watch tower

     

    The White Queen

    WQ0001 //Silent Swamps

  11. Post related to BGT / EET / Tutu compatibility. Please read previous one first: http://gibberlings3.net/forums/index.php?showtopic=27526&do=findComment&comment=240799

     

    I've run a deep scan and here are files that needs updating when it comes to cross-platform BG1 CRE files (the only BGT related files were IMOEN61 and VICONI61, so I think it's relevant not only to EET but BGT too - see the list in the linked topic):

    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/120_wpo.tpa: IMOEN6 => IMOEN6_ - cre
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/120_wpo.tpa: QUAYLE => QUAYLE_ - cre
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/120_wpo.tpa: VICONI6 => VICONI6_ - cre
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/120_wpo.tpa: XAN => XAN_ - cre
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/120_wpo.tpa: XZAR => XZAR_ - cre
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/150_wco.tpa: IMOEN6 => IMOEN6_ - cre
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/150_wco.tpa: QUAYLE => QUAYLE_ - cre
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/150_wco.tpa: XAN => XAN_ - cre
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/150_wco.tpa: XZAR => XZAR_ - cre

    Not sure if following changes refer to BG:EE or BG2:EE files, but just in case here is a list of BG:EE items that are renamed in EET due to conflicting names in BG2:EE. I've also added BGT names becouse you didn't seem to include them in your mod:

    BGEE       EET         BGT                                                                             
    HELM15     HELM15_     BGHELM15
    LEAT07     LEAT07_     LEAT07
    MISC56     MISC56_     BGMISC56
    MISC79     MISC79_     BGMISC79
    MISC89     MISC89_     BGMISC89
    PLAT06     PLAT06_     PLAT06
    RING08     RING08_     BGRING08
    SCRL1V     SCRL1V_     BGSCRL1V
    STAF04     STAF04_     BGSTAF04
    STAF08     STAF08_     STAF08
    SW1H09     SW1H09_     SW1H09
    SW2H07     SW2H07_     BGSW2H07
    SW2H08     SW2H08_     SW2H08
    WAND12     WAND12_     BGWAND12

    as you can see EET imports a little more items to BG2:EE compared to BGT (those that had unique lore in BG:EE are imported too). Also don't forget that tutu is renaming every single resource in BG1, so consider using %tutu_var% mentioned in that NPC kit topic. You may also consider expanding the ALWAYS list from the previous topic with these variables for easier cross-platform coding (we are not using them for NPCs becouse BGT did some strange renaming with "1" suffix in some instances, so at least IMOEN6 and VICONI6 requires separate variables):

      ACTION_IF GAME_IS ~bgee~ BEGIN
        OUTER_SPRINT eet_suffix ~~
        OUTER_SPRINT bgt_prefix ~~
      END ELSE ACTION_IF GAME_IS ~eet~ BEGIN
        OUTER_SPRINT eet_suffix ~_~
        OUTER_SPRINT bgt_prefix ~~
      END ELSE ACTION_IF GAME_IS ~bgt~ BEGIN
        OUTER_SPRINT eet_suffix ~~
        OUTER_SPRINT bgt_prefix ~bg~
      END ELSE ACTION_IF GAME_IS ~tutu tutu_totsc~ BEGIN
        OUTER_SPRINT eet_suffix ~~
        OUTER_SPRINT bgt_prefix ~~
      END

    Here is a result of my scan in your files (again not sure if this refers to BG:EE or BG2:EE resources, so some of these may be false alarms)

    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: LEAT07 => LEAT07_ - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: SW1H09 => SW1H09_ - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: SW2H08 => SW2H08_ - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/150_wco.tpa: MISC89 => MISC89_ - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/wizard/crafting/scroll/d5_scrib.d: SCRL1V => SCRL1V_ - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/wizard/crafting/wand/bg/d5_rech1.baf: WAND12 => WAND12_ - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/wizard/crafting/wand/bg/d5_rech1.d: WAND12 => WAND12_ - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/wizard/crafting/wand/iwd/d5_rech1.baf: WAND12 => WAND12_ - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/wizard/crafting/wand/iwd/d5_rech1.d: WAND12 => WAND12_ - itm

    Also in Might_and_Guile-master/might_and_guile/components/100_iwo.tpa I've noticed that you are making changes to normal shields. Notice that both BG:EE and BG2:EE have normal and "A" variant of these shields. They differ only in how they look. EET uses "A" variant that exists in BG2:EE (unused) for BG:EE resources and BG2:EE remains unchanged using normal variant (notice that BG:EE always used "A" variant designs, they were just named without that "A" letter). So in case this is relevant here are additional reports:

    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: SHLD02 => SHLD02A - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: SHLD04 => SHLD04A - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: SHLD06 => SHLD06A - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: SHLD07 => SHLD07A - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: SHLD17 => SHLD17A - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: SHLD19 => SHLD19A - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: SHLD28 => SHLD28A - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: SHLD29 => SHLD29A - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: SHLD02A => SHLD02 - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: SHLD04A => SHLD04 - itm
    Patching EET_modConverter/Input/Might_and_Guile-master/might_and_guile/components/100_iwo.tpa: SHLD06A => SHLD06 - itm
  12. Another post related to BGT / EET / Tutu compatibility. Please read previous ones first:

    http://gibberlings3.net/forums/index.php?showtopic=27526&do=findComment&comment=240799

    http://gibberlings3.net/forums/index.php?showtopic=27573&do=findComment&comment=240802

     

    Here is a result of a scan for this mod just in case these resources refers to BG1 (BG2 ones remains unchanged):

    CRE:

    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: VICONI6 => VICONI6_ - cre
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: XAN => XAN_ - cre
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: XZAR => XZAR_ - cre
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: IMOEN6 => IMOEN6_ - cre
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: QUAYLE => QUAYLE_ - cre
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/600_wizard_tweaks.tpa: IMOEN6 => IMOEN6_ - cre
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/600_wizard_tweaks.tpa: QUAYLE => QUAYLE_ - cre
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/600_wizard_tweaks.tpa: XAN => XAN_ - cre
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/600_wizard_tweaks.tpa: XZAR => XZAR_ - cre
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: IMOEN6 => IMOEN6_ - cre
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: QUAYLE => QUAYLE_ - cre

    ITM:

    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: LEAT07 => LEAT07_ - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SW1H09 => SW1H09_ - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SW2H08 => SW2H08_ - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/600_wizard_tweaks.tpa: MISC89 => MISC89_ - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/misc/iwdee/XBOW06.ITM: bam = IXBOW06 => IXBOW06_ - 0x3a
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/misc/iwdee/XBOW06.ITM: bam = IXBOW06 => IXBOW06_ - 0x76
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/misc/iwdee/XXBOW06.ITM: bam = IXBOW06 => IXBOW06_ - 0x3a
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/misc/iwdee/XXBOW06.ITM: bam = IXBOW06 => IXBOW06_ - 0x76
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/wizard/crafting/scroll/d5_scrib.d: SCRL1V => SCRL1V_ - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/wizard/crafting/wand/bg/d5_rech1.baf: WAND12 => WAND12_ - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/wizard/crafting/wand/bg/d5_rech1.d: WAND12 => WAND12_ - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/wizard/crafting/wand/iwd/d5_rech1.baf: WAND12 => WAND12_ - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/wizard/crafting/wand/iwd/d5_rech1.d: WAND12 => WAND12_ - itm
    Analyzing EET_modConverter/Input/Might_and_Guile-master/might_and_guile/mr/mr_item_list.tpa, no extension, proposed change: SCRL1V => SCRL1V_ - itm
    Analyzing EET_modConverter/Input/Might_and_Guile-master/might_and_guile/spells/scroll_list_base.tpa, no extension, proposed change: SCRL1V => SCRL1V_ - itm
    Analyzing EET_modConverter/Input/Might_and_Guile-master/might_and_guile/spells/scroll_list_sr.tpa, no extension, proposed change: SCRL1V => SCRL1V_ - itm
    Analyzing EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/mr/mr_item_list.tpa, no extension, proposed change: SCRL1V => SCRL1V_ - itm
    Analyzing EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/spells/scroll_list_base.tpa, no extension, proposed change: SCRL1V => SCRL1V_ - itm
    Analyzing EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/spells/scroll_list_sr.tpa, no extension, proposed change: SCRL1V => SCRL1V_ - itm

    Shields (cosmetic change in desgin)

    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD02 => SHLD02A - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD04 => SHLD04A - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD06 => SHLD06A - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD07 => SHLD07A - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD17 => SHLD17A - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD19 => SHLD19A - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD28 => SHLD28A - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD29 => SHLD29A - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD02A => SHLD02 - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD04A => SHLD04 - itm
    Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD06A => SHLD06 - itm

    And once again BGT and EET is missing relevant stuff and whole mod is not compatible with tutu in any way.

  13. Hey, I've noticed that you added support for EET in this mod. Thanks. Few things are not perfect yet though. In EET following NPC BG1 creatures are renamed due to conflicting names with BG2 resources:

    IMOEN6 => IMOEN6_ (IMOEN61 in BGT)

    QUAYLE => QUAYLE_ (BGQUAYLE in BGT)

    VICONI6 => VICONI6_ (VICONI61 in BGT)

    XAN => XAN_ (BGXAN in BGT)
    XZAR => XZAR_ (BGXZAR in BGT)

     

    Also your code is not compatible with tutu at all. That platform renames every single resource in BG1 by adding _ at the beginning, not only for conflicting ones. Overall I think it would be better to assign variables depending on the platform like this and paste it into ALWAYS section of the tp2 file (this way they will be assigned for each component). Right before LANGUAGE declaration you could add something like this:

    ALWAYS
      ACTION_IF GAME_IS ~bgee~ BEGIN
        OUTER_SPRINT tutu_var ~~
        OUTER_SPRINT IMOEN6_var ~IMOEN6~
        OUTER_SPRINT QUAYLE_var ~QUAYLE~
        OUTER_SPRINT VICONI6_var ~VICONI6~
        OUTER_SPRINT XAN_var ~XAN~
        OUTER_SPRINT XZAR_var ~XZAR~
      END ELSE ACTION_IF GAME_IS ~eet~ BEGIN
        OUTER_SPRINT tutu_var ~~
        OUTER_SPRINT IMOEN6_var ~IMOEN6_~
        OUTER_SPRINT QUAYLE_var ~QUAYLE_~
        OUTER_SPRINT VICONI6_var ~VICONI6_~
        OUTER_SPRINT XAN_var ~XAN_~
        OUTER_SPRINT XZAR_var ~XZAR_~
      END ELSE ACTION_IF GAME_IS ~bgt~ BEGIN
        OUTER_SPRINT tutu_var ~~
        OUTER_SPRINT IMOEN6_var ~IMOEN61~
        OUTER_SPRINT QUAYLE_var ~BGQUAYLE~
        OUTER_SPRINT VICONI6_var ~VICONI61~
        OUTER_SPRINT XAN_var ~BGXAN~
        OUTER_SPRINT XZAR_var ~BGXZAR~
      END ELSE ACTION_IF GAME_IS ~tutu tutu_totsc~ BEGIN
        OUTER_SPRINT tutu_var ~_~
        OUTER_SPRINT IMOEN6_var ~IMOEN6~
        OUTER_SPRINT QUAYLE_var ~QUAYLE~
        OUTER_SPRINT VICONI6_var ~VICONI6~
        OUTER_SPRINT XAN_var ~XAN~
        OUTER_SPRINT XZAR_var ~XZAR~
      END
    END

    now you no longer need separate blocks for each platform. For example this (which is not really compatible with either EET or Tutu):

    ACTION_IF GAME_IS ~tutu bgee eet~ THEN BEGIN
        COPY_EXISTING ~IMOEN1.cre~ ~override~
                    ~IMOEN2.cre~ ~override~
                    ~IMOEN4.cre~ ~override~
                    ~IMOEN6.cre~ ~override~

    could be changed to:

    ACTION_IF GAME_IS ~tutu tutu_totsc bgee eet bgt~ THEN BEGIN
        COPY_EXISTING ~%tutu_var%IMOEN1.cre~ ~override~
                    ~%tutu_var%IMOEN2.cre~ ~override~
                    ~%tutu_var%IMOEN4.cre~ ~override~
                    ~%tutu_var%%IMOEN6_var%.cre~ ~override~

    notice that whole

    ACTION_IF GAME_IS ~bgt~ THEN BEGIN

    block in mage_thief.tpa is no longer needed if you code it like this, so there is less chance for mistakes.

     

    btw. if you are adding exact same changes in both BG1 and BG2 creatures than you could use code like this instead (Imoen used just as an example, from what I've seen you are doing different patching in BG1 and BG2):

    ACTION_FOR_EACH file IN ~%tutu_var%IMOEN1~ ~%tutu_var%IMOEN2~ ~%tutu_var%IMOEN4~ ~%tutu_var%%IMOEN6_var%~ ~IMOEN6~ ~IMOEN10~ ~IMOEN15~ ~IMOEN211~ ~IMOEN213~ BEGIN
      ACTION_IF FILE_EXISTS_IN_GAME ~%file%.cre~ BEGIN
        COPY_EXISTING ~%file%.cre~ ~override~
          //do your patching
        BUT_ONLY
      END
    END
  14. MOD COMPATIBILITY LIST FOR EET

    -- LINK TO THE LIST --

     

    This compatibility list will be frequently updated. It is highly recommended that you follow what is said in the linked list if you are planning to make EET installation with mods.

     

    EET project aims to be a mod friendly platform and tries to get as much support as possible when it comes to compatibility with mods. EET comes with tools and modder resources designed for easier EET support implementation, and I'm offering advices and help with any cross-platform related coding task for already released and upcoming BG:EE and BG2:EE mods.. Hopefully this approach will result in a respectable compatibility list once the mod become officially released, so that it could appeal to both mod makers and mod players.

     

    Installation tips and notes on compatibility

    • Tools like Project Infinity (successor of BWS) are the preferable ways to install mods for Windows users.
    • It is highly recommended to check out the installation order and compatibility between mods. Just keep in mind that in EET game some BG1 mods need to be installed on BG:EE before EET installation on BG2:EE.
    • Current compatibility between EET and other modifications are listed below.
    • Note that versions of modifications below those stated are not compatible.
    • The compatibility list does not imply that the other modifications mentioned are compatible with each other. Make sure you understand the specific requirements of each modification by looking at their readmes before you go into hardcore mixing and matching.

     

    This topic remains open. We would like to keep this list up to date, so please feel free to post about any mods that received an EET related update. Confirmations from authors about patches internalization and feedback regarding particular patches being obsolete due to mod update are very much welcomed too.

     

    The compatibility list is hosted on Github and everyone with Github account has free access to edit it.

  15. K4thos: 1: We had a clipping bug where when you zoomed out, it would still clip based off the unzoomed rectangle, and clip off the left most tile.

    Awesome. I was planning to open a new topic in bug section to report it. Good to hear that it's a known bug. Looking forward for next patch :)

     

    2: The Wind Speed variable was unused on the code side, so a single byte there was re-purposed to control the alpha on the stencil water so we can have more or less transparency there. If you set it to 0, (0x0052) then the water should be appropriately 50% transparent. If you set it to any other number, it will be that transparent. It's 1 byte, so setting it to 128(or 0x80) you'll have the same as the default of 0

    I can confirm that zeroing wind speed value (50% transparency) in ARE files indeed makes the water look exactly the same as in BG1 and BG2 engine.

     

    ---

     

    Thank you very much Blaze for sharing this information on IESDP forums. It will be useful for many modders for sure.

  16. Up until now we knew that BG2:EE and vanilla BG2 engine had the same problems with dithered water. With a recent release of tile2ee tool we can now extract PVRZ based files back to TIS format and try to fix water problem when porting dithered water to BG2:EE using additional tis2bg2 tool (for example used by BGT and EasyTutu Degreenifier).

     

    But it looks like there are 2 more problems with BG2:EE when it comes to supporting BG1 areas even if converted to use stencil water:

     

    1. Interior areas have strange corner transparency issues (shows up in every interior area when ported from BG:EE, doesn't matter if in TIS format or PVRZ format):

     

    Baldr001.jpg

     

    It seems to be related to zooming feature, as it can look different when viewed in Window and Fullscreen mode. Here is how it looks in BG:EE.

    Probably it's some kind of undocumented WED setting that need to be tweaked for interior areas. The only new thing in WED format that we know about is previously unused 'movement type' field in every overlay header. It's not documented on IESDP but according to Avenger we can set this layer flag to:

    0 - default

    1 - disable rendering

    2 - alternate BGEE rendering

     

    Changing it to either of these 3 values doesn't fix above or below mentioned problem. In case someone would like to test this new flag you can use DLTCP or following weidu code:

    COPY_EXISTING ~nameofThe.WED~ ~override~
        READ_LONG 0x8 ovr_count
        READ_LONG 0x10 ovr_offset
        FOR (index = 0 ; index < ovr_count ; index = index + 1) BEGIN
            WRITE_SHORT ("%ovr_offset%" + 0xe + (0x18 * "%index%")) "2" //0- default, 1- disable rendering, 2- alternate BGEE
        END

    2. BG2:EE engine has problem with showing up not only dithered water (that is expected) but also stencil water that is fully supported by vanilla BG2 engine

     

    This is how water looks like in BG:EE (dithered water), BGT (stencil water), EasyTutu (with degreenifier - stencil water):

     

    e9Op9kR.jpg

     

    same area in BG2:EE shows up like this:

    44KX775.jpg

     

    It doesn't look that bad on screenshot but when you see it in game with animation it looks absolutely awful.

    If anyone want to test it here are all files from clean BGT installation related to AR9200 Shipwreck's Coast and TIS file used as water there (direct copy from BGT, just with cleaned out junk from ARE to not crash BG2:EE). Use CluaConsole:MoveToArea("AR9200") and see yourself that it looks like in second screenshot in BG2:EE. Now paste these files to clean BG2 installation (or just use BGT if you have it installed) and teleport to the same area. You will see correctly rendered water like in first screenshot.

     

    -------

     

    Any information how to resolve both issues would be appreciated. Proper TIS/WED format differences documentation on IESDP for BG2:EE engine will be useful for all modders working with areas.

  17. Maybe in the new patch. You don't have strref 99389, i guess?

    Nice to hear it. BG2:EE patch 1.3 indeed has string 99389 with "Unaffected by effects from <RESOURCE>" but the engine directs this opcode to string 26818 - default one used in IWD:EE.

     

    You could "fake it" by applying 326 first (using another .spl with a single instance of 139) and then 318 (the no message variant).

    thanks, I will try it out.

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