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K4thos

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Everything posted by K4thos

  1. I'm not familiar with this ring, so I assume it's added by some mod. I could help you only if I knew the item name and mod that adds it (so that I can try to reproduce it). You can check the item name in Near Infinity (by loading a save and checking particular character items) and then find out the mod name by running this batch code: WeiDU.exe --change-log nameOfTheItem.ITM pause edit: it's vanilla RING47.ITM. I can't reproduce this bug, so it's some mod that broke the item in your game. Please run this batch file and post what is printed: https://www.dropbox.com/s/lebt4ch80yi0e50/changelog.zip?dl=1 you can also just copy the vanilla ring to override to fix the problem: https://www.dropbox.com/s/wyxv27i7vi5wt0y/RING47.ITM?dl=1 but it's still worth reporting the issue to mod that author that is responsible for breaking it.
  2. no problem, I've sent the bug report to OlvynChuru: https://forums.beamdog.com/discussion/comment/1082817#Comment_1082817
  3. I've just noticed missing Continue() in the sixth block, which is actually the one that hangs BALDUR.BCS processing in my game and is likely responsible for your problem. Here is a file with this block fixed: https://www.dropbox.com/s/gm6pt5nnstg53sf/BALDUR.BCS?dl=1 Still please run the batch file, so we know who should be informed about this bug (it's not related to EET).
  4. yep, the problem lays in BALDUR.BCS. This code appended top by some other mod blocks further script progressing (at least if the mod that adds it is not installed) IF !CheckSpellState(Player1,236) THEN RESPONSE #100 ReallyForceSpellRES("MEALT01",Player1) Continue() END IF !CheckSpellState(Player2,236) THEN RESPONSE #100 ReallyForceSpellRES("MEALT01",Player2) Continue() END IF !CheckSpellState(Player3,236) THEN RESPONSE #100 ReallyForceSpellRES("MEALT01",Player3) Continue() END IF !CheckSpellState(Player4,236) THEN RESPONSE #100 ReallyForceSpellRES("MEALT01",Player4) Continue() END IF !CheckSpellState(Player5,236) THEN RESPONSE #100 ReallyForceSpellRES("MEALT01",Player5) Continue() END IF !CheckSpellState(Player6,236) THEN RESPONSE #100 ReallyForceSpellRES("MEALT01",Player6) END the code itself may be fine, but I can't test it further without actually having this mod in my game. Please run this batch code in main directory - it should print which mod added MEALT01 spell: https://www.dropbox.com/s/etcw0txus7waie9/changelog.zip?dl=1 Please post here the mod name.
  5. @rainlit I've loaded your save and the transition to chapter 4 works as expected on latest EET. If you're using old EET version from 2018 that had this bug the hotfix should work. If it doesn't, I suspect some other mod breaks it - probably by blocking BALDUR.BCS global script that contains the transition to chapter 4 code (which hotfix appends at the bottom of the global script). If that’s the case it should be reported to that mod author. Please upload BALDUR.BCS located in your override directory – I will take a look.
  6. thanks, translations will be added in the next version. When it comes to movies, if you can send me Czech version of BEREGOST, INTRO, NASHKELL and WYVERN MVE files, I can handle the audio splitting myself (audio track is merged with movie during EET installation). btw. I envy you that Edvin guy. I don't think SoD will ever receive Polish version
  7. K4thos

    Progress

    nope. Accepting donations is not a thing in IE modding community. Also there are more people working on this mod (AWizardDidIt and Grimo write NPC dialogue content, Bubb indirectly makes it all possible with EEex, Ulb contributed worldmap icons, bob_veng helped with unifying IWD2 item names to follow BG convention). So who is the money for, on what base it should be split, etc.? On top of it the project is created as a hobby and (like any other mod) is meant to be treated as a fair use/transformative work (or whatever the right term is), so I think no money should be involved by default. In other words it's just not worth opening this can of worms, imo.
  8. code the journal the same way as you do in vanilla EE games - it will work correctly.
  9. K4thos

    Progress

    I'm aware that the game is available on GOG. The mod is meant to be installable on Linux and Mac OS down the road (even though it currently doesn't work on those platforms since EEex is not available for these systems yet), so register checks for automatic game detection is not good enough and the game is not even available for linux. Additional prompt where you need to point to IWD2 location would make the installation annoying considering you already have to type IWD:EE directory. And all of this is useless either way considering all IWD2 resources will be included in the mod package (even area resources, which weight the most, can't be copied on the fly due to different file format - converting TIS to PVRZ would extend the installation time for an hour or more). Not really sure if mod distributed this way can be legally treated as transformative use of a work/fair use or whatever - we will see if it results in issuing a cease-and-desist letter (doubt it, considering NEJ mod offered similar approach for years). To summarise: IWD2 check is currently not planned for this mod unless copyright holder will force such change, or enhanced edition of this game is released (I have no idea if it's planned). IWD:EE is required to be installed on computer and all its resourced are converted "on the fly". The mod currently works only on Windows but will support other operating systems once EEex is available there.
  10. sounds nice, feel free to create a topic in this forum section, once you have something to share regarding your mod
  11. K4thos

    Progress

    good question, considering IWD2 won't be needed on you computer to install IWD-in-EET (which has all the IWD:EE and IWD2 content). Unlike IWD:EE portion of the mod, which is converted almost exactly the same as BG:EE is in EET (100% on the fly, using resources copied directly from the game installed on your computer), all IWD2 resources are included in the mod package. As long as there is no enhanced edition of IWD2, I don't think additional IWD2 directory check is necessary. Converting IWD2 on the fly would be a pain - currently it takes almost 2 hours locally and it's done with "spaghetti" code, so not something that I would feel comfortable sharing. Historically copyright holders didn't care about using resources from classic IE games in mods (even whole games - see NEJ mod).
  12. if the quest mod works on BG2:EE, then you don't have to worry about compatibility with EET, other then evaluating chapter numbers during mod installation (see documentation for hints how to implement it in weidu code) and ensuring that the GAME_IS (if its used) recognizes the platform. no
  13. While it can be done, I think this convention doesn't make sense in EET. Reasons: - none of the vanilla NPCs with romances have 2 fate spirit responses (and especially none of them use string remotely similar to "bring me my lover"), so lines like these screams "mod added content" (which is bad, imo) - unlike vanilla game, in EET your old BG2 party members summoned by Fate Spirit are moved from areas, even if you didn't have them in your final SoA party, instead of being created from scratch, so those NPCs will already have all the romance variables set and don't require additional fate spirit line to set them, - the only instance that EET creates a new NPC in ToB is if NPC has never been in your BG2 party (and you decide in function code that the NPC should be considered as always summonable, no matter what - normally such NPC wouldn't even be present on the FATESP list) - but in such case why there should be an option for pretending that romance has been active in SoA, when it wasn't? Additional lover line doesn't make sense in such situation, - while I can understand that modder would like to allow player to start the romance when a new game is started in ToB campaign, such situation seems extremely unlikely (who plays just ToB, and wants to experience just a small part of the mod added romance?) and it wasn’t an option in vanilla game (none of the vanilla NPC romances trigger when the game is started in ToB) That's why I didn't add option for "bring me my lover" line to EET_NPC_TRANSITION by default. All the NPCs that I've created patches for use a single fatesp line. What do you think about this reasoning? Should I adjust the function to allow 2 responses per NPC? I haven't checked it yet but the problem likely lies here - the function is not expecting that you will use it twice with the same DV (unless you use an option for cleaning old NPC entries or change the transition type).
  14. @Leeux, thanks for report, the problem has been fixed in v1.9 now available on Github.
  15. if you still have them, please upload the problematic BCS file (and BAK file as well). I will try to run the component locally and see if it the error will show up. I should be able to figure what's up if I will be able to reproduce it.
  16. I didn't know that NI produces such files. I think this option is not enabled by default. which version of the mod you're using? From what I see most recent version has following regexp code, which should skip BAK files (I think). Not sure if this has been changed recently ACTION_FOR_EACH ext IN BCS DLG BEGIN COPY_EXISTING_REGEXP GLOB ~.+\.%ext%$~ ~override~ //patch code END
  17. relative path to the mac os executable that the tp2 file expects has been posted in my previous post (and from what I understand it's wrong). To avoid further confusion and misunderstandings please post the weidu code for coping the file on mac os. Please make sure it's the correct file, used to execute the game on mac os, not linux (depending on the store, some builds contain multiple executables for different OSes). Weidu --noautoupdate --no-auto-tp2 --logapp --use-lang "en_us" --out "strings.tra" --traify-tlk and compare files for example with Beyond Compare: https://www.scootersoftware.com
  18. From what I understand above is the exact game directory - it's not needed by weidu mods (and wouldn't be reliable either way since you can change install directories). What is needed is the relative executable location (in relation to default directory that weidu is using). Let's say I want to copy the executable in weidu. In windows that would be: COPY ~./Baldur.exe~ ~./Baldur.exe~ for linux it is: COPY ~./BaldursGateII~ ~./BaldursGateII~ //or BaldursGateIIEnhancedEdition, not sure which one is used in the most recent patch ~./BaldursGateII64~ ~./BaldursGateII64~ //or BaldursGateIIEnhancedEdition64 and for mac os I assumed the location is: COPY ~./BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition~ ~./BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition~ or this (not sure which one is correct, both have been sent to me by users) COPY ~../MacOS/BaldursGateIIEnhancedEdition~ ~../MacOS/BaldursGateIIEnhancedEdition~ if it's not the case I need correct location of the mac os executable together with the executable file name. Please paste the code that you would use in weidu mod to copy that file.
  19. not sure what you mean by installing in "iOS game folder" - you've mentioned that you successfully installed on Mac OS, so why not just copying the files to iOS device? As for the error it's this part of code: OUTER_SET found_exe = 0 ACTION_IF ~%WEIDU_OS%~ STR_EQ ~win32~ BEGIN ACTION_IF FILE_EXISTS ~Baldur.exe~ BEGIN COPY ~Baldur.exe~ ~Baldur.exe~ AT_NOW ~%lua% %MOD_FOLDER%/lib/binary.lua Baldur.exe~ OUTER_SET found_exe = 1 END END ELSE ACTION_IF ~%WEIDU_OS%~ STR_EQ ~osx~ BEGIN ACTION_IF FILE_EXISTS ~BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition~ BEGIN OUTER_SPRINT exec ~./BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition~ END ELSE ACTION_IF FILE_EXISTS ~../MacOS/BaldursGateIIEnhancedEdition~ BEGIN OUTER_SPRINT exec ~../MacOS/BaldursGateIIEnhancedEdition~ END ACTION_IF VARIABLE_IS_SET exec BEGIN COPY ~%exec%~ ~%exec%~ AT_NOW ~%lua% %MOD_FOLDER%/lib/binary.lua %exec%~ OUTER_SET found_exe = 1 END END ELSE BEGIN //unix ACTION_FOR_EACH file IN BaldursGateII BaldursGateII64 BaldursGateIIEnhancedEdition BaldursGateIIEnhancedEdition64 BEGIN ACTION_IF FILE_EXISTS ~%file%~ BEGIN COPY ~%file%~ ~%file%~ AT_NOW ~%lua% %MOD_FOLDER%/lib/binary.lua ./%file%~ OUTER_SET found_exe = 1 END END END ACTION_IF found_exe = 0 BEGIN FAIL ~Baldur's Gate II executable not found~ END it's used for the previously mentioned executable patching. If this code can't find the correct file in Mac OS then it's a bug - in such case please share where exactly is the executable (the file with compiled game) on Mac OS in relation to main game directory (where you extract mods)
  20. thanks! I've removed section 3 of the list all together since it's no longer needed.
  21. same is true for vanilla BG:EE+SoD installation (BDDIALOG.2DA), so in this instance I think it would be more reliable to just read campaign variants PDIALOG file names from CAMPAIGN.2DA. Same is true for other 2da files modified by EET_end (all have vanilla SoD variants, so a code to read them is needed anyway, if the mod supports BG:EE). If it helps with compatibility I can add code that appends all SoD and BG1 PDIALOG.2DA entries during main component installation instead of waiting with it until EET_end (will be done in the next version). I really doubt it, considering the nature of EET_end changes (described here). But if anyone is aware about such conflicts please let me know.
  22. regardless of what other readme files say installing EET_end as the last mod will never break anything in your game (or at least it won't have negative effects compared to installing it before other mods, I can't promise that some regression won't slip up to the code at some point). Instead of thinking which mod may be installed after and risk problems, you can install other mod earlier and don't worry about it. btw. unreleased IWD-in-EET mod optionally appends chunk of code to EET_end that I think would conflict with SCS and other tweak mods, if it's installed before it (but won't if installed after) - it's a code that converts all class related stuff in all resources to use bitwise stat checks instead of current hardcoded class implementation (why it's needed has been disused here). There will likely be more code related to IWD-in-EET to ensure that all mod added content works with this mod changes to the game.
  23. 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.
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