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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. JoinParty clears any queued actions. Rearrange those so that JoinParty follows the SetGlobals.
  2. For anyone interested in using this beyond the EEs, I've adapted this for Tweaks Anthology to cover all games. oBG, oBG2, and the EEs all have a working pdialog so they're tied into the existing scheme. I use a static NPC list for oPsT and IWD2, if NPCs from IWD2EE are installed. I also log the non-joinables (as DV=0), since I have some components that target them specifically. I pulled it out of the macro and just INCLUDE as needed. Here's the main library, and some example uses: Max HP Creatures, targeting only non-joinable NPCs via IS_AN_INT ~%dv%~ or joinables with the inverse check. It can also be used to target specific NPCs, e.g. Imoen, Minsc, or Korgan.
  3. And as a follow-up, I can do something about this if I put out a new version of IWD Ease-of-Use. This is resolved as of the new testing version of EoU.
  4. IWDEE's Oil of Second Chances (chance) says it needs a full round to go into effect, but applies instantly.
  5. I've been inactive for months as I worked through burnout. The good news is that the others kept working (especially Argent77, Luke, Graion, and David) while I was--there's a massive queue of pull requests to prove it. I'm still not fully back, as I know once I start working on EEFP it's going to consume all of my time. It's why I'm working on a lot of other projects at the moment--I'm trying to clear out my to-do list so I can give EEFP my full attention.
  6. Version 8 is up with this fix. Big thanks to @argent77, who implemented a new NI feature that made this fix much, much easier.
  7. The CLUA console has always been a useful tool for debugging a game or handing out a little extra gold or XP. The Enhanced Editions added a command, Eval, which makes it possible to make a lot of changes to your game that were only possible previously via an editor like Near Infinity or EEKeeper. Eval allows for the execution of normal scripting commands, opening up a range of possibilities, by wrapping a normal scripting action like so: C:Eval('stuff') A quick note: all of the examples below use Player1, which is the identifier for Gorion's Ward in the BG series, or the first character created in IWDEE. To target other party members, you can replace Player1 with Player1Fill for the NPC in the top portrait slot on the right, Player2Fill for the second, Player3Fill for the third, etc. Changing stats You can execute the ChangeStat command at the console. For example, you can set your PC's dexterity to 18 by using: C:Eval('ChangeStat(Player1,DEX,18,SET)') All stats listed in stats.ids can be adjusted this way. This includes basic stats, weapon proficiencies, thieving points, hit points, saves, and resistances. Adding kits Other things you can do via the console include adding a kit with C:Eval('ActionOverride(Player1,AddKit(BERSERKER))') So you can create a multiclass fighter/mage during character creation and then add a berserker kit at the console. You can also un-kit a character by using TRUECLASS. Note that this does not get around the limit of only one kit per character. If you have additional kits from mods, you can check your override folder for an updated kit.ids with the mod kits. Changing race/class/gender/alignment/appearance You can change other basic information with: C:Eval('ChangeRace(Player1,TIEFLING)') C:Eval('ChangeClass(Player1,FIGHTER)') C:Eval('ChangeGender(Player1,FEMALE)') C:Eval('ChangeAlignment(Player1,CHAOTIC_GOOD)') C:Eval('ActionOverride(Player1,Polymorph(MAGE_FEMALE_ELF))') Valid values for these are from race.ids, class.ids, gender.ids,. alignmen.ids, and animate.ids. Adjusting reputation You can adjust reputation with C:Eval('ReputationSet(20)') Adding or applying kit abilities or HLAs Some kit abilities are applied to a character--like the HLA Use Any Item or a Swashbuckler's AC/to-hit/damage bonuses--and some are granted as a castable ability, like a blade's Offensive Spin or the HLA Greater Whirlwind. You can do both via the console. Let's say you wanted to make your PC ridiculously, super-overpowered by adding the strongest HLA available, ranger tracking: C:Eval('ActionOverride(Player1,AddSpecialAbility("spcl922"))') If actually wanted to make your PC overpowered, you could apply the Use Any Item HLA with C:Eval('ApplySpellRES("spcl915"),Player1') You'll need the actual file names for the various kit abilities or HLAs. Conveniently, these pages prefix all of these abilities to indicate if they're gained (GA_) or applied (AP_). Casting spells You can also use ForceSpell to cast spells for non-spellcasters. For example, if you want to cast Freedom in the Underdark to start Vithal's quest, you can use either of these options: C:Eval('ActionOverride(Player1,ForceSpell(Player1,WIZARD_FREEDOM))') C:Eval('ActionOverride(Player1,ForceSpellRES("SPWI917",Player1))') ForceSpell requires a name from spell.ids. ForceSpellRES lets you cast a spell by its filename, which allows for a broader selection of spells--assuming you can figure out their file names. In this case the first Player1 is who you want to cast the spell, and the second Player1 is who's being targeted by the spell. Other changes? If you have questions about changing something not covered here, just ask below and I'll check if it's possible.
  8. We recently added a password-protected forum for testing of The Crucible. I'm looking into ways to exclude it from the activity feed if you don't have the password.
  9. This is one of those bug reports where I don't think it's an issue, only to discover that there's been a gaping whole of coverage for this component since, like, forever. Simply put, multi-romance never removed the romance-killing bits of when the ladies start sniping at one another. A fairly large oversight! This is fixed for the next release. In the meantime, you can proceed through the dialogue and manually re-activate the romance via the console of whichever partner you rebuke. Since it's Aerie's LT, I'd suggest you politely tell Jaheira to go away so that you get Aerie's normal banter, and then afterward use this at the console: C:SetGlobal("JaheiraRomanceActive","GLOBAL",1)
  10. Pretty sure it's complaining about the offsets for known spells, memorized spells, and effects pointing to the beginning of the file instead of mid-file. I'll get it adjusted.
  11. I'm pretty sure this is 'Revised Thievery' of Rogue Rebalancing.
  12. It's now v7, at the same links above. Basically I duped some installer and content strings, so you'd get a regexp instead of the name of Amber's second component in the installer. Other than that it's @Frenzgyn's sharpened portraits, and fixing an HLA bug that looked like it's been there since Amber's inception.
  13. The Gibberlings Three Amber is a tiefling rogue of a chaotic good alignment, possessed of a few special abilities. Despite being fairly intelligent, she can at times be rather blunt when communicating with other people. This trait rarely earns her friends among the people she meets, and the feeling of initial dislike is usually mutual. But underneath her prickly manners, she has a good heart and is prepared to go to great lengths to help those who she sees to be weak and in need of aid. Version 6 fixes the text encoding issues of v5.1 and fixes a handful of other issues. Learn more about Amber on her project page or readme, join us on Discord or the forums, or download v6.
  14. And the text encoding is fixed in v6. I had this thread bookmarked as an issue for the next version, and I realize that while I was focusing on the text encoding issue, I completely missed the upscaled portraits. I'll make a note for v7, sorry @Frenzgyn.
  15. Amber is a tiefling rogue of a chaotic good alignment, possessed of a few special abilities. Despite being fairly intelligent, she can at times be rather blunt when communicating with other people. This trait rarely earns her friends among the people she meets, and the feeling of initial dislike is usually mutual. But underneath her prickly manners, she has a good heart and is prepared to go to great lengths to help those who she sees to be weak and in need of aid. Version 6 fixes the text encoding issues of v5.1 and fixes a handful of other issues. Version 7 adds fixes a long-standing bug with Amber's HLA tables, fixes some broken strings in v6, and adds some sharper portraits. Version 8 fixes the issue with bad creature offsets identified below. Project Page Download Readme v9 changelog OK, so, like, that whole offset fix thing for creatures in v8, except now done correctly v8 changelog All of the area files, the lone store file, and most of the creature files had some bad offsets, where it was reporting the wrong location for a block of information. By itself, these were harmless as there was no information to convey, e.g. a bad offset for map notes when the area had no map notes. However, this becomes an issue when subsequent mods try to modify assets from Amber--at best they'll report an error and move on, at worst they'll corrupt the file based on this bad info. Thanks to Argent77 implementing a new NI feature, I was able to track down all of these errors beyond the two files that initially led to the bug report. v7 changelog Some strings were duplicated, causing the name of the second component in the installer to be gibberish While Amber has no ToB content yet, she did have a custom HLA table attached to her kit--the very one removed in v6. However, the table has never worked: it was attached as a fighter kit, the inactive part of her dual-class, so it was ignored in favor of her active class and she used the default thief HLA table. Her custom kit has been restored, but as a thief kit so that her custom HLA table now works. It's the basic thief table, minus Scribe Scrolls and Use Any Item, but with fighter HLAs (Greater) Whirlwind, (Greater) Deathblow, and Resist Magic. Thanks to Frenzgyn, Amber's portraits have been upscaled so as to be less grainy on the EEs v6 changelog Took another run at fixing text formatting Fixed issue where Amber could have garbled text or other errors when re-installed as part of a WeiDU stack operation Updated metadata/install info for PI Simplified the checks for the Player2 romance, thanks to insights from K4thos Changed the handling of Amber's custom item usabilities. Amber won't wear armor heavier than studded leather and also won't wield certain weapons (e.g. halberds or two-handed swords). This was accomplished by giving Amber an invisible kit that duplicated fighter abilities with stalker item restrictions for armor, and then handling the remainder of the items individually. However, this meant that other mods that changed fighter abilities weren't necessarily being applied to Amber. As such, this has been redone so that (hopefully) mods which make fighter changes will be reflected in Amber. Cleaned up the installer to make installation quicker In oBG2 Amber updates the description of Haer'Dalis's swords since they claim to be usable by 'tieflings' but are actually only usable by Haer'Dalis. Amber used to do this by overwriting the descriptions; Amber will now do this via a targeted patch in case other mods have updated the description
  16. What's the first line of the dialogue that's repeating?
  17. EraseJournalEntry is a scripting action, so it properly needs to be inside the DO, e.g. IF ~~ THEN BEGIN Rugos1HaveHead SAY ~Show it to me...Hmm....appearance matches. Here is your gold, Talk to me when you are ready to take another contract, Farewell.~ IF ~~ THEN DO ~GiveGoldForce(12000) SetGlobal("rqcontractKamraarn","GLOBAL",1) EraseJournalEntry(~Assassination Contract Marcian Argent. I have agreed to kill Marcian Argent for Dwarf Rugos in Mithrest Inn. He is supposed to be somewhere in Graveyard District i should be expecting Marcian to be protected by at least two Priests, several Fighters and one Wizard.~)~ SOLVED_JOURNAL ~Assassination Contract: Marcian Argent completed.~ EXIT END
  18. And if you're looking for other IWD2 mods being modernized, IWD2EE testing builds of Wes's old IWD2 Ease of Use and IWD2 Bonus Merchant are also available.
  19. A new version of The IWD2 NPC Project, updated to work on IWD2EE, is now available for testing. While now compatible with IWD2EE, these NPCs do not become the 'full' NPCs that IWD2EE since the author is gone (more here) but should otherwise be fully compatible with the new platform. I took the opportunity to track down and fix some old bugs (including some fixes sent along by @paladin84., cheers) and just generally modernize the mod. Since this is a test build, and not an official release, you'll have to grab it off Github directly from the link below instead of the normal download link. Download Readme Project Page Gallery Chngelog Should be fully compatible with IWD2EE Hildury only had her correct bio if she started at level 1 Valeero's Decorated Helmet had an undocumented +1 armor bonus that has been removed Valeero's Decorated Helmet only came with one charge of Sunscorch, despite having a max of 25 charges. It will now start with 25 charges; feedback as to whether this imbalances the early part of the game is appreciated Items which cast spells now invoke the underlying spells instead of copying their effects; this allows the items to reflect changes made to the spells by other mods (e.g. IWD2EE) Salomeya's Garrote wasn't working well and has been revised. Using Salomeya's Garrote will now create a garrote (once per day) in the magical weapon slot (like Black Blade of Disaster). You then attack your target like a normal melee weapon and the garrote will disappear after a single hit or ten rounds, whichever happens first. The language-specific parts of the character and biography files are now derived from the translation files instead of maintaining (literal) scores of redundant files Worked on making the alternative avatars for Peony more reliable; previously they were inconsistent about updating the avatar on the inventory screen Minor typos in some banter scripting could have been preventing a few banters IWD2 NPC was assuming a few dialogues and scripts didn't exist and was creating them without checking; this could potentially overwrite changes from other mods For compatibility, more items are copied from current items and altered instead of being created from static files Added a new component to select the alternative NWN-style portraits for the NPCs Bug fix from paladin84 where one branch of a dialogue was not creating the item it was supposed to Updated Russian translation, courtesy of paladin84 NPC soundsets will now play during character creation. thanks paladin84 Typo fixes Overall modernization of the package: added hooks for Project Infinity, updated readme and appendix (lots of old, broken links), many internal optimizations, removed unused files
  20. I'd like to expand on this a bit. G3's always tried to be a place where we put modders first. To that end we try to provide tools to make their lives easier, eliminate or streamline the boring and routine tasks, and generally try to get out of their way. While we've often missed the mark, I think the longevity of the site shows we've done fairly well overall. This also means when modders want to move on from IE modding that we do our best to keep their mods in good shape while respecting their work. In practical terms it means we try to fix bugs that pop up, as time allows, while continuing to showcase the author's work in the best light we can. This is something we take seriously, and yes, this matters. Even if we were to theoretically set that aside, this is Domi's baby: 18k lines of dialogue takes serious passion and commitment. Just writing the dialogues takes a high level of familiarity with the NPCs to do them justice. Then there's the whole other thing of where the NPCs get placed, does it make sense for them to stick around if kicked, and even NPC-specific issues like whether Nord and Hildury should come as a pair, etc. That's an exceptionally hard ask for anyone who's not as connected to these characters as Domi. Yeah, we could do something crappy and give them some generic join dialogues. However, that crappy join dialogue now becomes your introduction to the character, and that would undermine so much of Domi's work.
  21. I'd love for this to be more properly integrated, now that IWD2EE allows it. While the technical side wouldn't be a problem, unfortunately this would require a fair bit of writing--at a minimum join/rejoin/kick dialogues. With @Domi gone I don't see it happening any time soon. At any rate if you're watching the Github, I'm slowly working on IWD2EE integration and should have a testing version soon-ish.
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