Jump to content

K4thos

Modders
  • Content Count

    1,330
  • Joined

  • Last visited

Everything posted by K4thos

  1. I cleaned up some of the files from my dropbox and don't have a copy of those example fullsize maps right now. Either way the concept didn't receive much feedback (from which I assume there is not much enthusiasm for a completely new worldmap mod) and it turned out 1 of the supported mods places areas far beyond the working area presented here (near Thay), so this idea is currently put on hold. I've managed to fit the IWD-in-EET areas on the BP-BGT Worldmap after all, so there is no immediate need for a replacement.
  2. Nope, it's still not enough. From what I see BG:EE is missing SPL files with HLA abilities (I didn't find SPCL910+ spells referenced in LUBA0.2DA in game resources). And if you just copy them from BG2 you will end up with messed up text since they are referencing BG2 string numbers (different then BG1). Whole weidu mod is needed in order to implement HLA for BG1 content. edit: of course if you install EET you don't have to worry about this.
  3. I don't think you would be able to choose HLAs in BG:EE, even after removing the XP cap. If I remember correctly BG:EE and SoD UI.MENU files (responsible for GUI) is missing whole HLA section, so HLA window never shows up. This could be bypassed by installing some mod that adds the missing code to UI.MENU, but this is outside scope of EET Tweaks. edit: if you're asking if I want to add UI.MENU patching and missing LU***.2DA and SPL files that should be added when the component is installed on BG:EE, then I'm afraid no (I think it's outside scope of XP cap component and I'm not interested in adding more tweaks).
  4. hmm, I don't remember any changes related to macOS but maybe I forgot about something when writing the changelog. Anyway, since I didn't have any reports regarding this OS please upload your SETUP-EET.DEBUG file, so I can check if lua code worked correctly. Also please check if BG1 movies plays as expected (installed using external ffmpeg tool). -------------- Keep in mind that if you're going to play on mobile you will need to patch the mobile executable, in order to disable some hardcoded stuff, using this file: https://github.com/K4thos/EET/blob/master/EET/lib/binary.lua You can run it like this: EET/bin/osx/lua EET/lib/binary.lua path_to_your_mobile_executable It disables hardcoded movies (so that correct ones can be played via scripts), and removes hardcoded references to Slayer Change and Pocket Plane spells (don't remember what the hardcoded aspect of it was, probably some minor stuff like removing those spells after importing character or something like that). There is also SOD => BG1 change in executable, which I also no longer remember why it was needed (likely something related to hardcoded GUI functions). So the game should be still playable, even if you skip this step. -------------- In order to skip graphic resources and wav files biffing you should run the installation with b parameter (see Auto-installation section in readme file)
  5. I'm afraid I don't understand your request.
  6. Sergio recently reviewed this version of the mod: http://www.shsforums.net/topic/60457-reviews/#entry606638 I don't think he is active here but you can PM him on SHS.
  7. If you add missing stuff to ADD_ITEM_EQEFFECT / ADD_SPELL_CFEFFECT I don't see a reason why not include your variants of all these functions officially in weidu (alongside ADD_SPELL_HEADER, ADD_ITEM_HEADER from this topic). I doubt Wisp will be against it considering your variants are well documented in this topic, works as expected and greatly expands the inital functionality (the functions support for ALTER effects is fantastic addition). btw. yes, I need parameter2a / b distinction for ADD_ITEM_EQEFFECT in my mod, but of course I can modify the code myself to add this one feature. I just think your functions should be internalized officialy in weidu.
  8. mostly due to laziness. Doing it in EET is a matter of adding 1 line to conversion library which automatically handles every single instance of these spell references in all kind of resources, regardless of what Beamdog decides to change via patches in future. Since those 2 innate spells are BG1 only and specific enough to be extremely unlikely to be referenced via symbolic name in mods installed after EET, I've chosen this approach. Does it conflict with your mod? Ideally it would be great if Beamdog would clean BG1 innate junk from level 9 spell range via patch. edit: of course EET won't be bundled with IWD-in-EET.
  9. Thanks, @DavidW for this awesome addition. Editing params via functions works great. I've noticed that you didn't include ADD_ITEM_EQEFFECT in your altered macros file. Are you planning to add it in future?
  10. EXECUTE_LUA - Action and patch functions used for executing Lua code and retrieving the outcome back into WeiDU Example usage: LPF EXECUTE_LUA STR_VAR lua = ~3 / 2~ RET return END LPF EXECUTE_LUA INT_VAR seed = 1 STR_VAR lua = ~math.random(1, 100) / 100~ RET return seed END LPF EXECUTE_LUA INT_VAR seed = seed STR_VAR lua = EVAL ~loadfile "%MOD_FOLDER%/someFile.lua"~ RET return seed END https://github.com/K4thos/IE-code-repository/blob/master/execute_lua.tpa Here you can find compiled Lua executable for Windows, Linux and Mac OS: https://github.com/K4thos/EET/tree/master/EET/bin
  11. It's not that I don't want to add this particular tweak. I'd prefer to not maintain tweaks package at all: The fact that I've added new XP related tweak in recent version is a one time exception. More tweaks are not planned.
  12. From what I see in vanilla BG:EE there are quite a few links with probability 20-50%. In BG2:EE there are some links with probability 25-100% (and even >100% for some reason). Also I think the percentage values are cumulative when you travel between areas that are not directly connected (since you're travelling using more than 1 link). If you're using default EET worldmap then nothing is changed compared to vanilla games - links data is taken directly from the BG:EE and BG2:EE worldmaps (on the fly during installation). Not sure if the same is true for BP-BGT Worldmap. I'm not planning to add such tweak to EET Tweaks, sorry. You can view the percentage values using this code: setup-dump_wmp.zip (taken from BP-BGT Worldmap). links.2da file, last column.
  13. AFAIK LastSeenBy object is set only by See trigger, so I don't think your idea will work (although I'm not sure if I understand what you're trying to achieve, so who knows).
  14. @Arthas, those items are moved to initial SoD area via CopyGroundPilesTo("BD0120",[949.1686]), so nothing is lost.
  15. after checking it in game the initial size was definitely not optimal - BG1 areas were really close to each other, which didn't look right. Here is a second attempt with map size 5632x6144. Showcase with only EET + IWD-in-EET icons: https://www.dropbox.com/s/dj78rz1xdfzcauf/worldmap_big.jpg
  16. no matter what I've tried I didn't manage to make IWD-in-EET areas look good (or fit at all in the available space) on BP-BGT-Worldmap (some mods compatible with EET are dependent upon it, which forces me to make IWD-in-EET compatible with it as well). Recently I've found a new worldmap art published on deviantart that could be used as a base for a BP-BGT Worldmap mod replacement. Here is a quick draft of it (edit: new icons placement by Istfemer) If this map ends up being released as a mod it will be meant to be installed after any mod that add new areas, so that it can detect them and automatically expand WMP file as needed (without need of other mods to patch it). Worth it or do you prefer BP-BGT Worldmap? Maybe the map should be made a bit bigger to allow more space between areas? Any feedback is welcome. ----------------------------- Here is the original map: https://www.deviantart.com/stratomunchkin/art/Forgotten-Realms-The-Sword-Coast-781410125 Sebastian Breit, who kindly provided me unlabelled image, is a Freelance Map Designer: https://www.artstation.com/stratomunchkin And as a reminder here is how default EET worldmap (which doesn't have a problem with IWD-in-EET areas placement) looks like: edit: added new image with icons placement by Istfemer.
  17. Download: https://github.com/K4thos/EET_Tweaks/releases v1.8 changelog: WeiDU updated to Version 246 64-bit WeiDU binaries added to package (32-bit setup-EET_Tweaks used by default for windows, 64-bit for Mac OS) New component: 'Party XP for killing creatures distributed individually' - dependent upon EEex 'Higher framerates support' (previously known as 'FPS & cutscenes audio adjustment') has been improved - it now takes advantage of new actions introduced in patch 2.5 (INI editing options has been removed - it's recommended to install Argent77's "Frame Rate slider" component from HiddenGameplayOptions mod or edit the file manually) Removed 'Add Priest of Tempus kit for Priests' component (added officially in patch 2.5) Removed 'Remove junk from global scripts' component (not worth the effort keeping it updated after each patch) Removed 'Protagonist can die' component (reported to cause issues) Removed 'More bandit scalps' component (because who cares) Removed outdated German translation - 99% of the strings were in English Added INI file with mod metadata -------------------- Finally updated to support patch 2.5. Higher framerates support should finally work as advertised (see readme) but the component is no longer compatible with non-EE games. 'Party XP for killing creatures distributed individually' component is experimental and requires EEex (I think it's safe implementation since the new opcode is not called directly, so won't be stored in save files, but I haven't test it long enough to promise that it works flawlessly). -------------------- v1.9 changelog: Fixed resource regexp matching for Quest XP component -------------------- v1.10 changelog: Czech translation by Vicq Updated links in the readme file -------------------- v1.11 changelog: Fixed problem with installing 'Wand Case' component on Tutu From now on the mod changelog will be available only on Github -------------------- v1.12 changelog: Fixed 'Consistent NPCs -> Viconia appearance' component
  18. Version 1.0 Release Candidate 12 EET_End no longer uses READLN action (tp2 now has 2 separate components) BG2 portraits assigned during BG2 transition (use EET_Tweaks components if you prefer consistant portraits) fixed duplicated dialog response (issue #36 on github) added statically compiled version of unix Lua binary (issue #37 on github) improved kit remapping code new races appended to RACE.IDS starting from 100 instead of 1 more reliable 2DA_MISSING_COLS function the same macros.tph file is now used among EET, EET_modConverter and IWD-in-EET better warning feedback for EET_NPC_TRANSITION function freed 2 level 9 wizard spell slots occupied by BG1 innate spells (needed for IWD-in-EET) stat.ids and anim.ids remapping (not used by EET) -------------------------------- No point in re-installing.
  19. ALIEN, your fix is not included in beta 2: https://github.com/Gibberlings3/The_Calling/blob/master/thecalling/thecalling.tp2 yep, I will do it.
  20. nope also no, the library is fine. The error says that there is literally %LIGHTHOUSE_BLACKALARICSCAVE_BCS.BCS% file in override (with ".BCS%" extension, which has been caught by this regexp in EET_end: COPY_EXISTING_REGEXP GLOB ~.+\.BCS~ ~override~ this is it, thanks. @CamDawg, this line in The Calling tp2: EXTEND_BOTTOM ~%Lighthouse_BlackAlaricsCave_BCS.bcs%~ ~thecalling/baf/pearl.baf~ EVALUATE_BUFFER should be changed to: EXTEND_BOTTOM ~%Lighthouse_BlackAlaricsCave_BCS%.bcs~ ~thecalling/baf/pearl.baf~ EVALUATE_BUFFER @aliKater, you can make this change yourself and reinstall the mod (all mods installed later should automatically reinstall too. Worth making a backup beforhand just in case)
  21. Jarno, are you sure it's a problem with Sirine mod? I've just downloaded v14 and v15 and they don't use Lighthouse_BlackAlaricsCave variable in tp2 file at all. It's some other mod that is bugged here, I think.
  22. yes, you abolutly need it. The error is: [./override/%LIGHTHOUSE_BLACKALARICSCAVE_BCS.BCS%] loaded, 744 bytes ERROR: [%LIGHTHOUSE_BLACKALARICSCAVE_BCS.BCS%] -> [override/%LIGHTHOUSE_BLACKALARICSCAVE_BCS.BCS%] Patching Failed (COPY) (Failure("Unknown extension for DECOMPILE_AND_PATCH: bcs%")) Stopping installation because of error. which means some mod didn't install this script correctly (variable name not evaluated). I'm afraid the only way to fix it is finding which one is bugged and uninstalling it (or deleting the problematic file from override, but that would still result in bugged mod in your installation). There is a weidu command that can list mods affecting particular file but I don't remember which one wast that. I’m sure @Jarno Mikkola can help here with his batch file that can do it.
  23. The flag forces engine to use separate night tileset (TIS with "N" suffix).
  24. when it comes to shields BG2:EE comes with both BG1 and BG2 shield variants in vanilla game (BG:EE ones, those with "A" suffix, are just unused). BG:EE has all shields too, just with reversed suffix. In order to keep both BG1 and BG2 shields variants in EET, all BG1 resources during installation are patched to replace normal shields with "A" variants. So unmodded EET installation should have BG1 shields in BG:EE content and BG2 ones in BG2:EE. Here is a full list of swapped resources: "SHLD01" => "SHLD01A" "SHLD02" => "SHLD02A" "SHLD03" => "SHLD03A" "SHLD04" => "SHLD04A" "SHLD05" => "SHLD05A" "SHLD06" => "SHLD06A" "SHLD07" => "SHLD07A" "SHLD08" => "SHLD08A" "SHLD09" => "SHLD09A" "SHLD10" => "SHLD10A" "SHLD11" => "SHLD11A" "SHLD12" => "SHLD12A" "SHLD13" => "SHLD13A" "SHLD14" => "SHLD14A" "SHLD15" => "SHLD15A" "SHLD16" => "SHLD16A" "SHLD17" => "SHLD17A" "SHLD19" => "SHLD19A" "SHLD28" => "SHLD28A" "SHLD29" => "SHLD29A" "SHLD01A" => "SHLD01" "SHLD02A" => "SHLD02" "SHLD03A" => "SHLD03" "SHLD04A" => "SHLD04" "SHLD05A" => "SHLD05" "SHLD06A" => "SHLD06" "SHLD07A" => "SHLD07" "SHLD08A" => "SHLD08" "SHLD09A" => "SHLD09" "SHLD10A" => "SHLD10" "SHLD11A" => "SHLD11" "SHLD12A" => "SHLD12" "SHLD13A" => "SHLD13" "SHLD14A" => "SHLD14" "SHLD15A" => "SHLD15" "SHLD16A" => "SHLD16" "SHLD17A" => "SHLD17" "SHLD19A" => "SHLD19" "SHLD28A" => "SHLD28" "SHLD29A" => "SHLD29" considering it's just a cosmetic thing I'm not expecting that other mods will follow suit, but yeah, if you want to use BG1 shields in BG2:EE, you need to refer to "A" variants (and other way around if you're modding BG:EE).
×
×
  • Create New...