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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. v11 was just released, thanks to an updated Brazilian Portuguese translation from Felipe!
  2. I think, in this case, it's literal. Keldorn is (playfully) telling Yoshimo to knock it off or he'll ask Torm to turn him into an actual pumpkin.
  3. Thanks, I've added a little more info in the readme.
  4. I'm guessing this is part of a stack reinstall process--e.g. you're reinstalling another mod, so it uninstalls Tweaks, makes other changes, and then fails when trying to reinstall Tweaks? If so, I've found the problem and fixed it for the next version.
  5. The Gibberlings Three Like its predecessors for Baldur's Gate and Baldur's Gate II, Unfinished Business for Icewind Dale aims to restore content and quests that were omitted from the game as shipped. The additional content in this mod is based on what I can piece together from various game resources and from talking with former developer JE Sawyer on the Obsidian forums. Later, through my work with Beamdog, I was able to secure some of the original quest design notes and further refine the restorations. Version 10 features a new component for the Vale of Shadows--credit for spotting and restoring this goes to Graion Dilach. Learn more about the mod View the Readme Forum Discord Download
  6. Like its predecessors for Baldur's Gate and Baldur's Gate II, Unfinished Business for Icewind Dale aims to restore content and quests that were omitted from the game as shipped. The additional content in this mod is based on what I can piece together from various game resources and from talking with former developer JE Sawyer on the Obsidian forums. Later, through my work with Beamdog, I was able to secure some of the original quest design notes and further refine the restorations. Version 10 features a new component for the Vale of Shadows--credit for spotting and restoring this goes to @Graion Dilach. Learn more about the mod View the Readme Download v10 Changelog Added the Actual Shadows in Vale of Shadows [Graion Dilach]; credit for spotting and restoring this goes to Graion Dilach, Cheers! Updated a lot of code behind the scenes; name updating the translation scheme to be a little more modern as well as making the mod more portable v11 Changelog Updated the Brazilian Portuguese translation. Thanks Felipe!
  7. A brief overview There are any number of items and spell that reverse adverse conditions: antidote potions to cure poison, restoration to reverse level drain, free action to counter hold, etc. These work on the major effects (and their portrait icons) but they're not always consistent on cleaning up ancillary effects such as visuals or expiration sounds. A well-known example of this is Horror, which (in addition to a fear effect) plays a spinning animation over the creatures panicking. Curing the fear removes the fear, but doesn't clear the spinny animation. The EEs addressed this in an ad hoc fashion by adding effects (opcode 321) to outright remove all effects of the Horror spell when fear is cured. While this does effectively end the animation, it's a bit cumbersome and not very extensible. Using 321s against lingering effects works, but decentralizing them to every item that reverses an effect is a recipe for future bugs--any mod that adds something that cures fear would have to determine which items and spells need 321s, or update every item that cures fear to account for their new fear-inducing item. Imagine iterating this through several mods, and you can see there's phenomenal potential to get things (lots of things) wrong. (As an aside, if you're looking at ways to properly prevent or provide immunity to effects, there's already a tutorial for that.) Enter the EE Fixpack EEFP introduces a series of subspells, each one dedicated to reversing a specific effect: #cureber.spl - Berserk #curebld.spl - Blind #curecon.spl - Confusion #curedef.spl - Deafness #curedis.spl - Disease #curedrk.spl - Drunkenness #curefer.spl - Fear #curefbm.spl - Feeblemind #curehol.spl - Hold #cureinv.spl - Invisibility #cureldr.spl - Level Drain #curendt.spl - Non-Detection #curepse.spl - Pause Caster #curepsn.spl - Poison #curesil.spl - Silence #cureslp.spl - Sleep #curestn.spl - Stun The list was built to be thorough so not everything is really useful--e.g. modders shouldn't be curing Caster Pause, and nearly every level drain is permanent without time-limited effects--but they're made available for completeness. Every one of these cure spells will, at a minimum, cure the main effect, remove its normally associated icons via op 240, and add 321s as relevant. For example, the fear cure (#curefer) cures fear via opcode 161, removes the panic (36) portrait icon, and then has a series of 321s to remove all effects from some spells, e.g. Horror is removed via 321 to get rid of the spinny head animation. The idea is that something that cures fear will apply #curefer via opcode 146 instead of directly curing it with opcode 161. This gives a centralized resource for addressing fear that any mod can tap into. Modders need to be aware of this on both ends. A new item/spell that cures fear should cast #curefer instead of using opcode 161. An item/spell that causes fear may need to be added to the list of 321s in #curefer. It's important to note that anything which causes fear does not necessarily need to be added: if you add a sword that causes panic on its target and shows a portrait icon, there's no need to add it since these are already covered by ops 161 and 240. If the sword plays a visual effect that lasts with the fear, or an expiration sound, or some other effect like a THAC0 penalty from the fear, then it needs to be added so that those effects also go away when the fear is cured. Short-term or instant effects (like a two-second visual or brief sound effect to show the target has been panicked) don't necessitate coverage in a #curefer 321. Some practical examples from Item Upgrade (IU) Let's first look at some items which cause reversible effects. IU adds Teleomortis (c2bow01.itm), a bow that causes confusion on hit. If the bow only caused confusion with a portrait icon, there would be no need to add it to #curecon. However, because it plays an animation to accompany the confusion, a 321 is needed--otherwise the confusion could be cured, but the animation would continue to play for the original confusion duration. The code is simple enough: COPY_EXISTING ~#curecon.spl~ ~override~ // if using EEFP's cure spell setup, have it also cure confusion from teleomortis LPF ADD_SPELL_EFFECT INT_VAR opcode = 321 target = 2 timing = 1 parameter2 = 2 STR_VAR resource = c2bow01 END BUT_ONLY IF_EXISTS The 321 targets the item (c2bow01.itm). The IF_EXISTS clause covers games without EEFP, so this can be added without additional checks such as FILE_EXISTS or MOD_IS_INSTALLED. Item Upgrade also adds an updated Celestial Fury, which can stun its target. In this case, we don't have to patch #curestn because the upgraded weapon causes stun, a portrait icon, and combat feedback of 'Stunned'. With no lingering effects or expiration audio, there's nothing that needs to be removed aside from the stun itself and the portrait icon, which are handled directly by #curestn. On the other side we have an updated version of Keldorn's sword, which now dispels magic on hit. Among its other effects dispel magic cures both feeblemind and deafness: COPY ~itemupgrade/itm/c2keld02.itm~ ~override~ // other code removed for clarity PATCH_IF FILE_EXISTS_IN_GAME ~#curedef.spl~ BEGIN // ee fixpack LPF ALTER_EFFECT INT_VAR match_opcode = 81 opcode = 146 parameter1 = 0 parameter2 = 2 STR_VAR resource = ~#curedef~ END LPF DELETE_EFFECT INT_VAR match_opcode = 240 match_parameter2 = 112 END END PATCH_IF FILE_EXISTS_IN_GAME ~#curefbm.spl~ BEGIN // ee fixpack LPF ALTER_EFFECT INT_VAR match_opcode = 77 opcode = 146 parameter1 = 0 parameter2 = 2 STR_VAR resource = ~#curefbm~ END LPF DELETE_EFFECT INT_VAR match_opcode = 240 match_parameter2 = 48 END END The code is straightforward: if the cure spells exist, convert the existing cure opcode (81 for deafness, 77 for feeblemind) into 146 for the spells. We also remove the 240s for the associated icons (112 for deaf, 48 for feebelmind) as redundant since the icon removal is also handled by the cure spells. Another important thing to note is that, like the effect immunities, you may have to move specific effects into subspells since opcode 321 targets the entire resource. An example of this is Creeping Chaos, an updated version of Haer'Dalis's sword Chaos. Creeping Chaos causes the target to lose dexterity, as well as a chance to be confused (like Teleomortis, this confusion includes a visual that runs for its duration). If we simply updated #curecon with a 321 vs. the item, it means that anything that cured confusion would also roll back the dexterity drain, an unrelated effect. In this case we farm out the confusion to a separate spell, and target the separate spell with the 321 instead: COPY ~itemupgrade/itm/c2hd2.itm~ ~override~ // code removed for clarity COPY ~itemupgrade/spl/c2hd2con.spl~ ~override~ // confusion effect from creeping chaos // code removed for clarity COPY_EXISTING ~#curecon.spl~ ~override~ // if using EEFP's cure spell setup, have it also cure confusion from creeping chaos LPF ADD_SPELL_EFFECT INT_VAR opcode = 321 target = 2 timing = 1 parameter2 = 2 STR_VAR resource = c2hd2con END BUT_ONLY IF_EXISTS The item applies confusion via c2hd2con.spl on hits, which #curecon.spl in turn cures. Since the dexterity drain is still sourced directly from the weapon (c2hd2.itm) any confusion cures do not affect it. Some final notes The examples above are also examples of where the old method would have failed. If someone was confused by Teleomortis and had the confusion cured via Restoration or Spiritual Clarity, the spinning animation would persist. While EE Fixpack (as of this post) is not yet released, the code above can be added now so that mods will seamlessly integrate when it becomes available.
  8. The Gibberlings Three Tactics, originally from Wes Weimer and a number of other authors, was a mod for the original Baldur's Gate II that added a number of difficult encounters and substantially improved AI for enemies. With Wes's permission morpheus562 has created Tactics Remix, based the original Tactics mod, that adds quite a few optional, but difficult, encounters to BG2:EE and EET aimed to make the game more challenging and rewarding. A first alpha, v0.1, is available in the download section. You can also learn more about the mod on its project page or readme, or join us on Discord.
  9. Spells, generally, should be the same between BG, SoD, and BG2. IWD runs its own spell systems so, despite the spell names being the same, it's OK if they vary--I don't think we can necessarily generalize one way or the other. (PsT is its own thing altogether.) Spells imported into IWD from the BG games generally should be the same as their BG counterparts, but even then there are exceptions. Mass Cure Lights Wounds was imported into IWD from BG, but it was modified to not work on undead and constructs like other IWD healing spells, as an example. The imported BG spell cosmetics and audio underwent a big revamp in 2.6 to better fit the IWD aesthetic as well. Like jmerry, Glyph lists a 12-ft radius on all games for me (which is correct). Cone of Cold probably does need to be synced as 17 or 18 feet for BG/SoD/BG2 (the actual projectile value to actual in-game feet is an estimate at best, and using the IESDP conversion sets it as 17.6 feet), but the IWD cone is indeed different (and correct) at 60 degrees, 20 feet. For Shield of the Archons, we need to verify it one way or the other.
  10. Absolutely! We already fixed a grip of stuff like this for other worldmaps.
  11. This is why, when another language is selected, you load the original language tra files first.
  12. AFAIK these command-line arguments can be chained together indefinitely, e.g. weidu --traify cdtest\cdtest.tp2 --traify-comment --traify# 100 is perfectly valid.
  13. WeiDU.org Under-Represented Items adds items to Baldur's Gate II from Icewind Dale II. Only certain kinds of items were chosen with the intent to flesh out smaller weapon families. Version 11 fixes a slew of minor issues found since the previous release. Readme v11 Changelog Forum Download
  14. Because you're passing it a variable, you need to tell WeiDU by wrapping the variable name in tildes and giving it explicit instructions to evaluate it: ADD_PROJECTILE ~moonboy_mod/data/RB_BLT01.PRO~ // (Weidu stores the new projectile index in a variable with this name) COPY_EXISTING ~spwi925.spl~ // Comet LPF ALTER_SPELL_HEADER INT_VAR projectile = EVAL ~%RB_BLT01%~ END // there's that variable IF_EXISTS BUT_ONLY
  15. COPY_EXISTING needs a destination: COPY_EXISTING ~spwi925.spl~ should be COPY_EXISTING ~spwi925.spl~ ~override~
  16. WeiDU.org The Item Upgrade mod allows Cromwell and Cespenar to upgrade additional items in BGII. One third of them are convenience functions (e.g., they save you ring or boot space), one third of them try to beef up categories of weapons that are "weak by comparison" (e.g., clubs and spears), and one third of them upgrade NPC-specific items. Version 50 was a fairly thorough review of the items with a particular focus on the EEs. Numerous minor discrepancies were found and fixed. Download v50 Discussion forum Readme
  17. Chaos and Entropy are both described as restricted to tieflings, but only Entropy has a tiefling-targeted 319 to enforce it in BG2EE.
  18. Bob came to the Discord and the problem was sorted by @Angel. Basically, Bob was checking areas in his save from before installing this component. Areas are stored in the save game, so anything that modifies area files (like this component) won't show up if you've already visited the area in your saved game; it was working in the unvisited areas.
  19. It's a two-step process. For joinable NPCs the component looks at current number of pips and then tries to map the old proficencies onto the new, while counting up the 'extras'. So if an NPC had three pips in bastard swords and two pips in two-handed swords, it would keep three in large swords and count the other two as extra pips. If weapon styles are not enabled, any existing pips in weapon styles get removed and counted as extras. Once the mapping is done, it'll try to allocate those extra pips. First it looks up the class/kit to find limits on placement so we don't allocate the pips illegally. (It should be noted that if the NPC has existing illegal pips, these will be preserved. It's only checked when placing the extras.) It'll try to place the pips in unmaxed proficiencies--following the above example, if the NPC is allowed five pips in large swords, it'll try to use those extra pips to max large swords. However, it's an automatic process--those extra two pips from two-handed swords could end up trying to max out another unmaxed prof like axes or missiles; there are no 'preferred' placements for extra pips. If pips are still available after attempting to max out all of the existing profs, it'll select a new prof and start investing points to its max, with the weapon styles (if enabled) filled last. The only way pips are still left after all of that is if the NPC now has maxed profs in everything legal for their class/kit.
  20. No worries! I don't expect players to follow Github, that was just to show that it had been fixed. Thanks again for the bug report.
  21. Thanks for the bug report! I fixed this a few months back, it just hasn't made it's way into a release yet.
  22. Arriving a bit late, but I've always been uncomfortable with the tendency to lump scimitars in with katana/wakizashi just because they're curved. Scimitars--at least as depicted in-game--are heavier at the point, making them an effective chopping and stabbing weapon. I'd be curious if we have anyone here who's actually used a scimitar could shed a little light on this. I suspect it would be something like a rapier vs. a long sword, where they're both similar on the surface, but used in very different ways. However, if it has to be limited to 10, I suppose shortcuts need to be made somewhere.
  23. SP Collection v14 Released The mods in this collection were originally in an older, harder-to-install format until CamDawg converted them to use a WeiDU installer. Item restrictions are applied dynamically, meaning that the item restrictions for the Arcane Fist and Archer of Sylvanus kits will be implemented across all items in the game, including those added or altered by other mods. Polar Bear, Drizzt1180, and Creslyn wrote the original content. Version 14 fixes some bugs identified since v13, as well as some code updates and prep work for EEFP. Learn more about the mod Download View the Readme Changelog On EEs, the Wushi Ninja was not properly getting its thieving skills (thanks to M4RT and polyopte for reporting and fixing) The Arcane Fist relies on the game's universal script to keep its proper fist equipped, but was not accounting for SoD's universal script Fixes to Creslyn's Item Pack: Joorg's Demise is now usable by shaman on EEs, as it is an axe Numerous items had leftover kit usability flags that they shouldn't (namely Helm, Talos, Undead Hunter flags) Ivory Ioun Stone shouldn't provide critical hit protection on EEs/TobEx Geirthan's Plate was usable by Avengers and Archers Added more integrations for the in-development EE Fixpack, specifically, the new way it handles 'curing' things such as stun, hold, and feeblemind Upgraded from WeiDU's native ADD_KIT to argent77's ADD_KIT_EX function
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