Jump to content

CrevsDaak

Modders
  • Posts

    246
  • Joined

  • Last visited

Everything posted by CrevsDaak

  1. I believe that in the case you cast spells that cast other spells via effect(opcode #146 and #148), and that spell then is set to be Wizard's(headers offset 0x001c flagged as 1), the Cowled get summoned. This has been in many mods earlier... and fixed in most. Yeah but Charm Person and Animal doesn't cast a sub-spell. The only thing I can think of is NWN-style Spell Deflection patching code which does indeed make all AoE spells work with a shell-system. I'll ask Crevs to check it if he can. Found it. just hang on a minute... I think i've fixed it: (right now it also corrects mis-tagged spells, but there's no bug here) nwn_spell_deflection.txt Also, Demi, check offset 0x1c not 0x1e 0x1c should be 1 for Wizard, 2 for Priest.
  2. Version v0.97 is out! Get it now from here! Version 0.97 removes the need to change Yoshimo's death variable in Enhanced Edition games since now executable editing doesn't make the game crash, so now you can install the mod at any time you want (preferably after SCS since it's created with SCS in mind) and not last.
  3. Thanks jastey! Fixed and pushed to v0.96.
  4. That error is totally nuts. I blame your game for not having a DIR.IDS, fixed anyway. You can get the latest version from the Github page Thanks for reporting and spotting it.
  5. Well, OR() blocks can be taken out by using a pattern like "^[\s]OR\((.*)\)$" (probably "^[\s][~][\s]OR\((.*)\)$" for dialogs, since WeiDU likes decompiling the first strings' line with a starting tilde ~) checking that X value and incrementing it by an Y value calculated after comparing the original and the changed triggers in the OR() block. Edit: so if the blocks check for the players, some checks are made, the OR is updated and the extra players are added.
  6. :worship: Ooh man! :worship: I think you can dump the scripts' regexp stuff to a Perl script or even *shrugs* sed (I don't know AWK so I'll avoid mentioning it) and let it replace them, and then throw them to WeiDU so it compiles them again. Maybe I'll give it a try later (after I play some more BGT). The only complicated things I can imagine is when the whole party is moved with ActionOverride(PlayerX,MoveToPoint([yyy.zzz])) or something that needs a special coordinate for each PC.
  7. I've attached the .tis file from BG1. Drop in /override/ and try to install the Widescreen mod again.
  8. BG1 and Ps:T crash if the area's tileset is smaller than the current resolution, hence why the Imp is suggesting you to install the Widescreen last. Rule of Thumb: Non-WeiDU mods should be installed first. This more issues and bugs that you could never imagine.
  9. PATCH_IF found_dispel=1 && "%SOURCE_RES%" STR_CMP trollreg BEGIN SET opcode_to_delete = 112 LAUNCH_PATCH_MACRO DELETE_SPELL_EFFECT END(that should be enough ) This code doesn't really work I'm afraid. Nor for chalhelm.itm, nor for trolls being unkillable. I blame STR_CMP's return value and it's weird usage in bool logic... And my bad habit of coding and never debugging nor testing. *gasps* someone was reading on (fx_offset + 0x39 * loop + 0x??)
  10. I could help with the code a bit (or a byte ).
  11. - I probably can, but may I ask why? Without all the new icons many items will have at least incorret colors, if not wrong item type. I just like the BG2 icons more than the 1pp ones... No other reason (also if you don't want to, it's OK, I'll comment out the line and done ) Cool. I thought you were keeping the vanilla standard, but that's much better IMO (especially to see if your buffs run out).
  12. Demi, may you add another option to IR's .ini file so that the new icons (from the main component) aren't installed? Also, the Robe of Acid Resistance seems to be lacking the Protection from Acid icon on the portrait.
  13. That was the idea all along... well with yet the 2 more effects that affect only golems. Or 4... up to 12 and more, if you really wish to take all the golems into account. Yup, I think this would be the best idea IMO, but turning to stone if flesh and flesh if stone. Is there something that *isn't* lethal in NetHack?
  14. AFAIK, we accounted for those that we needed to (i.e. those that the NPCs don't have when they start) and let the automated routine deal with the rest. I saw some report that Jan's gear didn't get changed, but couldn't reproduce it (the item usability changed when I changed Jan's class). OK, that had escaped me. Then I'll list new NPCs and done.
  15. PATCH_IF found_dispel=1 && "%SOURCE_RES%" STR_CMP trollreg BEGIN SET opcode_to_delete = 112 LAUNCH_PATCH_MACRO DELETE_SPELL_EFFECT END(that should be enough ) Now somebody Wediu hackish can add cdtorgal to above code . Quickfix- remove cdtorgal.spl from your override folder. The issue is the same, but the spell is named differnetly than other trololos. PATCH_IF found_dispel=1 && ("%SOURCE_RES%" STR_CMP trollreg || "%SOURCE_RES%" STR_CMP cdtorgal) BEGIN SET opcode_to_delete = 112 LAUNCH_PATCH_MACRO DELETE_SPELL_EFFECT ENDThat should do it. If there's a need to add more spells to avoid bugs like this, add a line like|| "%SOURCE_RES%" STR_CMP trolololosafter cdtorgal and before the ).
  16. I'm talking about the NPSW01-06.ITM and other of the vanilla items (for NPCs only) that weren't in the list (I know, I didn't wrote what I actually meant to say). I added the quest items for the EE characters, but I don't know of any other quest items for vanilla BG2 NPCs.
  17. Actually, it is this kind of stuff that made me shelf an update for now, because we need to add NPC components (for new EE NPCs and also those that have been requested/approved in the pinned threads) and I don't have a whole lot of time on my hands. I fixed a lot of the nastier outstanding bugs in the mod; indeed, most if not all of them that were reported here, including some of the more tricky theoretical things involving basic EE engine compatibility. So adding NPCs is relatively straightforward if rather tedious monkey-work. Basically it's a matter of cloning and changing existing NPC mod components (starting around line 50,000 in the tp2 or wherever, after the other components) for each NPC. But multi-platform testing is also an absolute must for this mod. Or at least basic testing that it works at all... there are too many things that can go wrong otherwise. If you feel up to the task (if not, no worries, most don't) and want to draft some code for new NPCs, maybe I can try to squeeze in some time to take a look at it and hopefully push an update of this. I'll do the update for the EE NPCs (and the mod ones that are listed, too... only if I don't die from a heart attack before...). I also found some bugs and missing NPC weapons to be corrected (because a lot were missing o.0 from vanilla), but if you already have an updated code then I'll leave everything as it is and only update the NPC components (and add missing weapons-to-correct).
  18. Yeah, I also feel that (hence why I am still playing BGT until EET is finished). If you make the effort to make a beta, I can assure you that there will be plenty of people trying it and helping out.I have seen how good your skills are, and we need that. It only needs to work on one platform first... I managed to make the mod able to edit the Classic Adventures total conversion NPCs by closing all the non related NPC components, and then adding the NPCs I needed to edit, and the mod worked perfectly when there was no item editing stuff to worry about. After you have done your beta, it can then be re-expanded to work with all the other stuff, by our resident well-mannered barbarian drow orc, whose absence or lurking is just so obvious due to his other stuff in his life, large backlog etc. Now of course your project is likely to be much larger than mine, so see if you can make a beta, make a new topic and invite people to test it there. It doesn't need to be perfect at first. (unlike the official releases in G3) OK, cool. Hope I don't break too much like I did when trying to update the Multikit mod (yeah, I'm doing that too, I can't play without it). I'll be back in some time with (hopefully) something that installs. I'm not sure what I am going to do if I wanted to let the player change Hexxat, Wilson and {that Drow whose name now escapes me} Baeloth (I REMEMBERED!) but I think somebody could give good advice about that later (I actually would love to make Hexxat a F/T... dat STR potential... and that spoiler potential, too...).
  19. I could help on making it EE compatible (as I've done with many other mods, of which none are released because I don't have time to test them nor contact their creators about the update(READ: I don't want to test anything because I prefer playing BGT or modding and... well... let's say I'm not too shy...), but I wouldn't want to take full support for the mod (just EE and other mods compatibility... I'm too scared of someone expecting me to search for errors and/or better ways of doing something in all that code).
  20. Demi, you've forgotten to send the link via PM. PATCH_IF found_dispel=1 && "%SOURCE_RES%" STR_CMP trollreg BEGIN SET opcode_to_delete = 112 LAUNCH_PATCH_MACRO DELETE_SPELL_EFFECT END(that should be enough )
  21. Hey Demi, I'm WeiDU-fying an improved encounters mod I've made a long time ago, and I was thinking if you could give me access to the beta to add compatibility with SR (mostly because of the scripts and spell picks), and to play with it in my next BGT install (because the actual one is also lacking SpellPackB6, Oversight and Refinments). Same for IR (which didn't escape my current BGT, but it's buried deep in the WeiDU.log). Thanks for your work man!
  22. Unless Beamdog decides to backport features from IWD:EE, the engine will always be superior to BG(2):EE's. A WeiDU script with rather lots of COPY_EXISTING_REGEXP blocks and MAKE_BIFF commands should do the work fine for conversion purposes.
  23. OK, that is also another mistake by me. Fixed now. New version here: http://forums.gibberlings3.net/index.php?showtopic=26562&do=findComment&comment=228432
  24. Hi, those were just more errors on my end, I'll work on a fix later.
×
×
  • Create New...