Jump to content

K4thos

Modders
  • Posts

    1,420
  • Joined

  • Last visited

Posts posted by K4thos

  1. Quote

    This look significantly better than the old WM. I like it. The more space between areas could be valid if you take into consideration translated location names.

    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

     

     

  2. 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)

    worldmapsvkb9.jpg

    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.

  3. 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

  4. 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.

  5. 3 hours ago, AL|EN said:

    @K4thos Now I remember, I fixed this bug myself (I'm ill, brain off) https://github.com/Gibberlings3/The_Calling/pull/1

     @aliKater Simply use The Calling BETA 2 from https://github.com/Gibberlings3/The_Calling/releases

    ALIEN, your fix is not included in beta 2: https://github.com/Gibberlings3/The_Calling/blob/master/thecalling/thecalling.tp2

     

    3 hours ago, Jarno Mikkola said:

    @K4thos, you probably should just in case edit this:

    
    COPY_EXISTING_REGEXP GLOB ~.+\.BCS~ ~override~

    To be this:

    
    COPY_EXISTING_REGEXP GLOB ~.+\.BCS$~ ~override~

    yep, I will do it.

  6. 2 hours ago, AL|EN said:

    Isn't it just older EET version fault?

    nope

    1 hour ago, Jarno Mikkola said:

    I would remember it to be so... but I might be WRONG.

    Anyways, the problem is the definition loibrary, not the actual file... which means one can't just --change-log a file to which mod altered it, cause we don't have a file to make the --change-log from. But I guess you already knew that. Unless I am off a mile.

    Anyways, one could make a --change-log via a .bat file to the file called "ZORDRAL.DLG" via this:

    
    mkdir change-log
    WeiDU.exe --log nul --change-log aram00.bcs >change-log/change-log.txt --out change-log

    The first line makes a new directory, into where it then prints out the results and backup files that it can find, and the second line makes the log etc. And yes, it needs a weidu.exe in the game directory.

    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~
    13 minutes ago, Guest Gorf said:

    The Calling mod.

    That was the one in my last install with that error.

    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)

  7. 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.

  8. 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.

     

  9. On 4/10/2019 at 12:07 AM, NdranC said:

    It might be another mod and not EET but I have been playing EET for a year now and they have always looked like this. Thanks for working on it.

    BTW didn't you say you fixed the double whistling sword bug for 1.2.5? I think I'm using the first 1.2.5 version you put out and I still got two swords last night. I might make a new install to make sure and I'll let you know.

    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).

  10. sorry for late reply, I've been extremly busy the past few days.
     

    Quote

     

    I finally got it:

    -If the NPC has SoD content and uses the same script for BG1 and SoD, do not specify the BG1 script ( STR_VAR override_BG1 = ""). This will prevent the DestroySelf() in Chapter 7.

    -If the NPC has no SoD content, specify the BG1 script to make sure the NPC will be gone from chapter 7.

    -If your NPC has different scripts for BG1 and SoD, specify the BG1 script IF you want your NPC to be gone in SoD in case they were not recruited in BG1.

    I hope this makes sense. Maybe adding a short description to the Modder's Notes would be helpful, unless I'm the only one who was too dense to see this clearly right away.

    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).

  11. thank you, jastey :hug:List updated.

     

    On 3/27/2019 at 10:34 AM, Guest Bregg said:

    Two findings from my EET installation:

    1. Pale master kit is on the list but can't be installed

    SKIPPING: [Pale Master Kit for BG:EE, BG2:EE and IWD:EE]
        This component is only available for the Enhanced Editions (BG:EE, BG2:EE and IWD:EE).

    2. Sandrah NPC is not on the list but can be installed just fine

    ~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #0 // SandrahNPC Check for required Installation: v2.05
    ~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #1 // Sandrah Worldmap Entries: v2.05
    ~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ #0 #2 // SandrahNPC for EET Core: v2.05......

    fixed the link and added Sandrah to the list, thanks.

  12. On 3/14/2019 at 7:11 AM, Ser Elryk said:

    Hey, K4thos. Just out of curiosity, would it be alright to ask for a rough estimate about how far along IWD-in-EET is from being ready for a public release? 50%?

    No rush or anything. Even if it took several more years I'd still be excited to play it 😃

    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.

     

  13. 1 hour ago, Jarno Mikkola said:

    Fixed... cause the Ninde is a SoA&ToB original... and so there is no BG1EE content, which is kinda necessary to be on the list. As the mod works natively with EET, if it only has SoA& ToB content. like that of Ninde. So it needn't be on the list.

    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.

  14. Quote

    Not entirely sure if this is the right place to ask, but is there any chance of the Ninde NPC mod getting added? I was interested in trying her out eventually.

    I'm not interested in expanding list of mods installed on BG:EE. The goal is to shrink it (ideally - completely remove it).

    Quote

    Not really on-topic but will you change the link for the BG1 reference table.html and the Modder's Notes.html soon, too?

    sure, just need to figure out why the above trick with github pages doesn't work on eet repository.

  15. Quote

    @K4thos could enable GitHub Pages for this repo.  Doing so would remove the need for htmlpreview.

    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.

  16. 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.

  17. 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.

  18. 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

×
×
  • Create New...