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K4thos

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Everything posted by K4thos

  1. If it can be reproduced upload a save right before it happens, I will check if the same thing occurs in vanilla game. But I really don't see how it could be related to EET, sounds like an engine bug.
  2. sorry for late reply, I've been extremly busy the past few days. Glad you've found the solution, I will probably add some additional INT_VAR which will decide if DestroySelf should be used (yes by default, since it works as expected for NPCs that follows Beamdog style handling of NPCs with BG1+SoD content).
  3. you can use this formula to calculate % chance for each response to trigger: percentChance = responseValue / sumOfAllResponseValues * 100 so using the second spoiler: 10, 10, 10, 190 = 4.55%, 4.55%, 4.55%, 86.36%
  4. thank you, jastey List updated. fixed the link and added Sandrah to the list, thanks.
  5. K4thos

    Progress

    years? No, I don't think so. I would label the current progress of IWD2 content as "pre-alpha": - all dialogs and scripts converted and compiled without errors, - spells finished, - items on the way (still working on the code that automatically generates EE style item descriptions based on stats and actual opcodes used by the item), - all other file formats conversions finished, - AWizardDidIt’s writing implemented. In other words both IWD:EE and IWD2 content is already up and running locally. It's not ready for tests yet since some stuff is still missing: - above mentioned items code is still WIP, - enemy AI to work correctly requires help of EEex - I will send to Bubb a list of stuff that I hope EEx will be able to solve, - I think some people may be interested in IWD2 style custom progression system with feats and free multi-classing that this mod aims to offer - lua code for this stuff as well as lifting engine limitations to allow it is not there yet (IWD2 feats are done though) No ETAs - it will be done when it's done and only when I feel that it’s in polished enough state to warrant external testing effort. I also don't want to put any pressure on Bubb, so nah, no ETAs. The project is far enough in development though that I'm now comfortable with asking for help once again. New topic regarding these tasks (spell icons art for new spells from IWD2, missing Tracking lines for BG1, Contact Other Plane strings for BG1/2 and IWD2 content, as well as familiar strings for IWD2 content) will be posted soon.
  6. please upload save file before this problem in Black Pits happens. This way I will be able to check what's wrong (in EET saves always work regardless of installation when it comes to vanilla content, so it's easy to test it locally)
  7. Sorry, I confused this NPC with other one recently released for BG:EE only. I'm not aware about anyone working on adding comparability to Ninde though. Author seems to not be active anymore.
  8. I'm not interested in expanding list of mods installed on BG:EE. The goal is to shrink it (ideally - completely remove it). sure, just need to figure out why the above trick with github pages doesn't work on eet repository.
  9. https://k4thos.github.io/EET-Compatibility-List/EET-Compatibility-List.html thanks
  10. I'm planning to, at some point. Thing is when I started reading about it I've instantly noped out (for now) I prefer to spend an hour modding rather than figuring out what the github pages wall of text documentation is trying to explain to me.
  11. no worries. In the next version I will add additional warnings to the code to make catching such problems easier.
  12. can't reproduce it: https://i.imgur.com/tDQXfVl.png Maybe you're adding it in the wrong place? This code should be somewhere at the end of main component (after scripts are compiled, otherwise referenced scripts don't exist in game yet). There is also a chance that your program somehow broke the formatting (more likely it's the forum that broke it, but when I try to copy code from your post to Notepad++ somehow override_SoA is recognized as different word then the same text typed by hand) btw. I've noticed that you forgot to add EVAL in traFile declaration even though you're using %LANGUAGE% variable there.
  13. COMPILE_LUA - Action function that lets you compile BAF and D files containing Bubb's EEex Lua functions (EEex_Lua, EEex_LuaTrigger) The function converts easy to read multiline Lua code into a single line syntax supported by weidu Example usage: LAF COMPILE_LUA STR_VAR path = ~someDir/someFile.baf~ END LAF COMPILE_LUA STR_VAR path = ~someDir~ END https://github.com/K4thos/IE-code-repository/blob/master/compile_lua.tpa edit: feel free to merge this post with previous one.
  14. APPEND_TO_IDS - Action function for appending into IDS file at the first free index slot within given index range. The action can return numerical reference of the appended entry or existing index if symbolic name already exists within the file. Example usage: LAF APPEND_TO_IDS INT_VAR min = 400 max = 65535 STR_VAR file = ~STATS.IDS~ name = ~SYMBOLIC_NAME~ RET index END https://github.com/K4thos/IE-code-repository/blob/master/append_to_ids.tpa
  15. ADD_SPELL_EX - Action function similar to WeiDU ADD_SPELL (adding a spell of type and level into spell.ids, in the first empty slot possible), but more flexible: https://github.com/K4thos/IE-code-repository/blob/master/add_spell_ex.tpa ----------- Also my older REPLACE_MULTILINE function now supports regexp variables in output string, which works in a similar way to REPLACE_EVALUATE (see the 200 MATCHi variables explanation in weidu documentation.)
  16. @jastey, thank you for the effort, list updated.
  17. I wasn't aware, thanks. I will start looking for some alternative service.
  18. K4thos

    Progress

    not sure what you mean by that, Gorion88. EEex existence doesn't change anything for Beamdog who have access to EE engine source code and can already implement whatever they wish in it.
  19. K4thos

    Progress

    some new information regarding the progress (compliable script conversion milestone) as well as EEex dependency clarification: https://forums.beamdog.com/discussion/comment/1049817#Comment_1049817
  20. Unlike other IE games (at least EE ones) IWD2 AttackedBy trigger works correctly with nested objects. This one sounds more like an engine bug in other engine variants though, so I've also reported it on Beamdog redmine. If anyone is aware about other triggers with the same problems please post them here.
  21. Another not so obvious scripting difference in IWD2 engine: SetGlobal and IncrementGlobal in IWD2 sets the variable during the same script run, not in the next one, like in other IE games. For example this code: IF Global("Marked","LOCALS",0) THEN RESPONSE #100 SetGlobal("Marked","LOCALS",1) FloatMessage(Player1,1) // Ettin Continue() END IF Global("Marked","LOCALS",0) THEN RESPONSE #100 SetGlobal("Marked","LOCALS",1) FloatMessage(Player1,2) // Beetle END prints only the first message.
  22. from the IESDP description you may assume that OR works exactly the same in IWD2 as in other IE games. This is not the case. I've noticed that in IWD2 the first found trigger within Or declaration that returns true ends the Or loop. In other EE games all triggers within OR are checked 1 by 1 regardless if true match is found. It matters for things like targeting (object referencing set via See, Attacked etc.) and trigger priority (reversed). If this was already known and there is a topic that discusses obscure changes like this please leave a link here. edit: changed the topic name to more general one.
  23. K4thos

    ToB news

    I don't have access to no EE games currently, so can't test it, sorry. But I doubt Name and DV work differently in original engine.
  24. without AUTO_EVAL_STRINGS I'm using following syntax: OUTER_SPRINT EVAL ~s_%variable%~ ~%access%~
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