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K4thos

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Everything posted by K4thos

  1. strange, indeed. In my game the spell references NMINSCM and NMINSCS, so as expected. Try the changelog on the spell: WeiDU.exe --change-log K#PORMIN.SPL If nothing will show up then it has to be some rare weidu problem. edit: it's a problem caused by the latest EET Tweaks (Consistent NPCs => Viconia appearance). Fixed, thanks. https://github.com/K4thos/EET_Tweaks/releases
  2. As mentioned in the last progress report both automatic IWD2 item conversion code as well as EE style item generation code has been finished. Here is a HTML file that I've generated to make descriptions checking a bit easier. https://www.dropbox.com/s/rbjbwlp8hvnnndj/iwd2_log_full.html If someone would like to review the outcome and will be able to find some problems (for example bad grammar, wrong % chance for some effects, effect mentioned in IWD2 item not present in generated description etc.) please share them here or via comment on dropbox page. Since almost all of it has been g
  3. nope sorry. IWD2 portion of the mod is heavily dependent upon EEex. And IWD1 content relies on lots of EE unique opcodes, triggers and actions. The mod won't be ported to old engine. There is NEJ, though, if you're looking for something similar.
  4. huh, I'm not sure if it's language barrier but please quote the part of my posts that says IWD1 base won't have a story hook in the game. You can select it from campaign menu, yes, but there most definitely will be a way to get there during bhaalspawn saga after installing this mod (even though it won't be as smooth as IWD2, HoW and TotLM, since it has to take place in the past/alternate timeline). As mentioned in my post, it's possible even now (via option 3 - Yxunomei's quest). Since the current implementation is not ideal (a bit far fetched and makes sense only if Belhifet is still al
  5. thanks, fixed in version 1.11. Changelog: Fixed problem with installing 'Wand Case' component on Tutu From now on the mod changelog will be available only on Github
  6. you're using tutu. If you can provide correct filename of the highedge store (originally highhedg.sto) on that platform I will be able to fix it.
  7. regarding worldmap concerns - current timeline worldmap will point to IWD2 versions of areas that exists in both games (Kuldahar, Kuldahar Pass, Dragon's Eye and Severed Hand) Revealing area in the past worldmap doesn't mean that the same area will show up in the current time worldmap. While other IWD1 base areas won't be available in the current timeline, IWD-in-EET is meant to be open platform (just like EET), so if anyone will come up with a mod idea that repurposes locations like Dorn's Deep and The Vale of Shadows, and fills them with current timeline content, such mods are more than
  8. thanks for all the posts. Your feedback will help shape the final implementation of IWD1 base content, so keep in coming. this could work, indeed. One-time Limited Wish options available during dialogue with a genie. Few ideas: 1. Some quest in Nashkel Fair with a wish granted as a reward (someone would need to design and write this quest though) 2. Dao genie battle encounter. The last surviving Dao wants to bargain with the party, offering a Wish in exchange for her life. 3. Item with limited charges that can grant you wish. Something like: https://forgottenrealms.
  9. thanks, Russian translation is up on Github: https://github.com/K4thos/EET/releases
  10. that's something I've been thinking as well as part of the above mentioned "Belhifet's book" story idea. The post was already long enough, so I didn't mention it, but it's actually possible to force the engine to clone whole party and continue playing with those cloned guys. So theoretically it's possible to implement it in a way that all XP you gather, any adjustments to characters, all items found, would be local to one party and not another. Based on my limited tests some time ago, it's also theoretically possible to switch between those parties (jump into past and present) at your own will
  11. K4thos

    Progress

    I don't understand this question. How base IWD1 campaign is implemented currently has been described in this topic.
  12. https://www.dropbox.com/s/o5ae4tyrlty1ymx/WORLDMAP.MOS?dl=1
  13. WARNING: THIS POST CONTAINS SIEGE OF DRAGONSPEAR AND IWD1 SPOILERS (obviously also spoilers regarding the mod itself) Regarding content availability: - separate campaigns You can start any of the campaigns using EET campaign system, selecting them from main menu: Playing IWD1, HoW or IWD2 like this means that you're making a new party and play the game normally, without ties to the Bhaalspawn saga. - IWD2, HoW, TotLM as part of Bhaalsaga IWD2 content can be started at any point during the game (BG1, BG2, even ToB). There is a captain in Ulgoth's Beard that c
  14. K4thos

    Progress

    Progress: Item conversion code and item description generation code is finished (well, you know, first iteration, further adjustments and bug fixes are likely). Here are some examples: IWD2: EE style automatically generated description (based on automatically converted item) ---------------- Now an example that showcases how base parameters are automatically handled to follow AD&D/BG stats of the items. IWD2: EE (notice additional Hide Armor theif skill penalties and AD&D AC armor bonuses on top of base AC. ---------------- In or
  15. no idea, Istfemer. Maybe travel times will be of help?
  16. @Azoth, thanks for the report. This was a regression introduced in RC12, not related to other mods. It's fixed in RC12.1. ---------- Version 1.0 Release Candidate 12.1 fixed regression introduced in RC12 - rest interruption text in ARE file format Czech translation by Vicq updated French translation by Chevalier Noir updated links in the readme file EET_end.tp2 and EET_gui.tp2 now exists in dedicated folders before installation (requested by AL|EN for Project Infinity) ---------- No point in re-installing, unles
  17. thanks, somehow missed this button.
  18. @Chevalier Noir, thanks for the updated translation.
  19. I'd like to request converting this link: (edit: topic has been bumpped by ALIEN) http://gibberlings3.net/forums/index.php?showtopic=28516 into new format and posting it here. The link pointed to tutorial how to setup case insensitive partition on linux but I can't find this topic with search engine. as for the forum changes, I'd like to request restoring the "share post" feature.
  20. Thanks. Old engine doesn't support PVRZ files, in which the map art and icons are storred, so EE engine is needed to view it in game, although maybe Near Inifnity won't have a problem with displaying it even if its installed on the old engine. Please check the PM I've just sent you.
  21. @Istfemer, that's a lot of good suggestions. Would you like to implement these changes yourself? I can send you weidu code that installs the map and adds dummy locations on it using X, Y coordinates from the text file. After editing the file you could review the changes in Near Infinity and adjust icons placement until you think they are all in good places. As for the map colours, keep in mind that in the map I've posted I used "Clothify" gimp filter. The default colour without filters looks like this. I'm sure someone who actually knows something about graphic programs could edit the col
  22. you can re-install just fine Although consider making backup of the whole installation just in case weidu decides to screw up. don't do it, if you want the CRE XP component to calculate correct values (it has to restore original resources first during un/re-installation). Overall I wouldn't recommend ever manually tricking weidu to do something, at least no without backups.
  23. I'm a bit busy right now and answering all these questions (content availability, balancing, scaling, NPCs) requires quite a lot work. So expect a wall of text in coming days, once I find some time to write it all down. Just letting you guys know that the topic is not ignored.
  24. there was a minor compatibility issue with SCS up until recently, but from what I see latest SCS contains a code to read all PDIALOG.2DA data from CAMPAIGN.2DA, so it's already resolved. Let's see what EET_end does: - merge NPC separate JOIN dialog files if present (updating all references in game, state numbers, automatic PID patched if not properly filtered yet. All of it is done after other mods are already installed, so those mods don't have to worry about different state numbers etc. during installation.) - ensures that all 2DA files referenced in CAMPAIGN.2DA have all en
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