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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. Yep, definitely need to make an exception for this one. Thanks @DrAzTiK.
  2. Haldamir v4 is available. It adds native EET compatibility and fixes a bug where Haldamir's sound reset wouldn't work for German players. Plus some minor code improvements and the like.
  3. If you're really worried about it, you could instead apply spells to alter stats as needed. Honestly, though, I would not worry about in the same way mods don't worry about unpatched ToB--2.0 came out years ago; it's not unreasonable to expect folks to update.
  4. Yeah, the bug was that Eldoth's component was using Alora's spawn script. So on BGT in v7 installing the Eldoth component removed Eldoth from the game and instead added a second Alora spawn (without the dialogue changes, as you note) in the area where Eldoth should have moved. This is all fixed in v8.
  5. I've updated the library in the first post and documented a new function, cd_portrait_npc, that I used when updating Angelo to v6.
  6. The Tweaks Anthology is a WeiDU compilation of fixes, cosmetic changes, and tweaks that will run on every Infinity Engine game, from the original Planescape:Torment, through the Icewind Dale and Baldur's Gate series, and the new Enhanced Editions of the games. The successor to BG2 Tweaks and several other tweak packs, some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Version 8 fixes a handful of bugs identified since the last release. Forum Download Project Page Full readme
  7. The Tweaks Anthology is a WeiDU compilation of fixes, cosmetic changes, and tweaks that will run on every Infinity Engine game, from the original Planescape:Torment, through the Icewind Dale and Baldur's Gate series, and the new Enhanced Editions of the games. The successor to BG2 Tweaks and several other tweak packs, some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Forum Download Project Page Full readme v8 Changelog Move NPCs to Convenient Locations would fail to move Eldoth on BGT installs; Shar-Teel would get moved to the right area with wrong coordinates on non-BGT installs Deprecated Stackable ankheg shells, winterwolf pelts and wyvern heads as these items already get covered as part of the Increase Jewelry, Gem, and Miscellaneous Item Stacks (previously known as Increase Jewelry and Gem Stacks) The algorithm for No Traps or Locks has been refined a bit as it was missing some trapped containers. It will also no longer remove locks for doors or containers which require a key. BGEE already has the changes from Sensible Entrance Points by default, so it will now get correctly skippped for BGEE and EET games Make party members less likely to die irreversibly requires some functionality only found in BG2 and EE games, and is now restricted as such BG NPCs go to inns was being restricted on BG games in the Gnoll Stronghold; you can now send party members to inns from the Gnoll Strnghold as you would in BGEE/Tutu/BGT/EET BG NPCs go to inns was also failing for some NPCs on EET games as it was patching their BG2 parting dialogues instead of their BG parting dialogues Allow Yeslick to use axes could fail on BG installs as it tried to patch a BG2 file without checking Fixed bug where some of the imported SCS components (such as BG NPCs go to inns) would fail due to a missing directory The use of the variable library for BG/BGEE/Tutu/BGT/EET has been centralized. Updated Italian translation Fixed bug with Alter Weapon Proficiency System, specifically, the BG variants, where axes could end up with descriptions that listed the proficiency type for the item as "new_weap" or a wrong proficiency. The error was purely cosmetic and did not affect the axe's actual proficiency.
  8. Alright, so I've refined the algorithm here a bit. In the old BG2 Tweaks and Ease of Use, it was brute force: all containers and doors had trapped flags removed and lockpick difficulties set to zero. Floor triggers had a basic check to ensure it wasn't a special event region by checking that it could be detected (values of 1 to 99 inclusive) and then removing the trapped flag. Tweaks v7 sought to refine this a bit. Containers and doors now only had their traps/locks removed if they had a valid detection/lockpick score, essentially the same 1-99 check that was being applied to floor triggers. The problem was that some containers, such as the ones noted here by @AnonymousHero, have a detection difficulty of zero despite being perfectly valid traps. So v8 is going to refine the algorithm again. Floor regions, containers, and doors will now check if trap detection is not equal to 100 (instead of 1-99). Scores of 100 are the engine's special undetectable value and the default score for untrapped stuff. Instead of checking on lockpick scores, Tweaks will now directly check if a container or door requires a key, and zero the lockpick score if no key is required. Keep in mind that this change now means you will need to care about keys again instead of just bashing doors, but it should also prevent you from getting into areas and places you shouldn't be.
  9. When I had area crashes in the early builds of IWD-in-BG2, nine times out of ten it was due to one of the creatures in the area--typically a bad animation or an item with a bad opcode. Try removing some creatures and seeing if that clears up the crash.
  10. The official announcement... G3 is pleased to announce the release of Version 6 of Angelo. This Baldur's Gate II mod adds Angelo Dosan, the fighter-turned-mage who served as your brother's henchman in Baldur's Gate. You may remember that he sentenced you to death and fought against you in the Undercity, and if you were lucky enough to mine the content, you may remember that he is Shar-Teel's father. Most likely he didn't survive your game, but people in this world seem to have a knack for not staying dead. Version 6 brings native EET compatibility to the mod, numerous bug fixes and optimizations, and item description corrections on EE games. You can learn more about the mod on the project page or the forums . The mod download can be found in the download center. And my unofficial notes... v6 started with a bug report on Discord about the sounds not working on Linux. Once I was working on it already, EET updates were easy to add. A review of the items led to some minor bugfixes and description updates and I had enough for a release. With @Sister Vigilante and @Kulyok's permission, v6 was packaged and released and also put up on Github. v6 Changelog Now works natively on EET Fixed bug where sounds and music did not work on case-sensitive operating systems (e.g. most Linux distros) Some additional modernization and optimization Fixed numerous minor bugs with items; e.g. many of the items that provided immunities did not block all effects, weapon speed factors were incorrect, etc. On EE games, items will now match the EE descriptions in style and form. Also corrected some minor errors in the item descriptions for both original and EE games
  11. And now our 2020 hosting is paid as well. Seriously: thank you.
  12. My lone concern with removing setup- from tp2 names is whether it would affect MOD_IS_INSTALLED calls since they use the full file path.
  13. Yeah, I've got this fixed already for v8. As a side note, I've changed the topic--the version you were using is actually an untested, unsupported work-in-progress build from Github and not v8.
  14. Thanks, I'll get this fixed for v8. As a side note, I've changed the topic--the version you were using is actually an untested, unsupported work-in-progress build from Github and not v8.
  15. In this case you're better off just directly using the numeric values here; I believe this construction is from NI's parser. STUNNED is 0x8, HELPLESS is 0x20, so you can safely use !StateCheck(NearestAllyOf(Myself),0x28) If you're going to be using it often it might be worthwhile to add it as a custom entry to state.ids.
  16. CamDawg

    New engine

    Here's the irritating bit: if you start typing an @ symbol, a list of users will pop up. You have to click on the name in the list, otherwise it'll just render it as text. It won't automatically convert @jastey to a mention, I have to select your name when I start typing it, like so: @jastey.
  17. Yeah, I see it. It tries to do some minor, needed dialogue repairs before executing. However, it should only be performing these on original BG2 games without Fixpack; right now it's trying to do it on all platforms without Fixpack. This is how the original author set it up; presumably under the idea that if you installed a different system then that's the system you wanted. At least for me, letting the command window handle linebreaks means it can break in the middle of words, hence why most authors insert their own.
  18. Just because it's possible to change your mod loadout in the middle of a game and then use NI to repair the damage does not mean it's a smart thing to do, nor something I'm going to recommend. A lot more can go wrong than proficiencies; there's a reason why the mantra for two decades has been to start new games when you change mods.
  19. The 'less irreversible death' requires a feature not available in the original BG, so this component is no longer an option for it. Yeslick is fixed for v8; it was trying to patch a BG2 file on BG games. This is fixed for v8.
  20. I'll check, but I don't think this is Tweaks. This is also exceptionally weird. I've had WeiDU stall before, but not to this degree and certainly not in a way I can reproduce.
  21. This is odd, as the "I don't know" line should be for the first time. There's usually little you can do to make the game crash via dialogue, but I'll look into it. This is a combo of an EET bug (now fixed) and a Tweaks bug, also now fixed for v8.
  22. This is from Tweaks, but it's been removed for v8 to bring it in line with the non-BG version of the tweak. The only restricted areas should now be the bottom level of Durlag's, Ice Island, and Werewolf Isle. This is fixed for v8.
  23. Merged this into the feature request thread.
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