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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. The component removes the class checks only, which means it should default to a pure alignment check. In the original this means good to Lathander, neutral to Helm, and evil to Talos. For EEs kitted clerics go to their temple, otherwise it's a choice between Helm or Lathander for LG/TN, Lathander gets all NG/CG, Helm gets all LN/LE, and Talos all CN/CE/NE. Or just reference the pretty diagrams in this post.
  2. Your game is being detected as bogstandard BGEE instead of an EET install, leading to the error--I'm not sure exactly how that's happening, frankly. It's moot though, as the EEs no longer need this component. BG2EE already flips the NORH, and BGEE has this entrance point set up already.
  3. I've tried this before and the results were disappointing. Essentially you have to parse and store every level of every HP table and then do a lot of logic branching and calculations. It basically becomes a large, easily breakable mess just to handle some cases which are pretty rare. It's not that it can't be done, it's more that there are probably better places to spend development (and inevitably, support) time.
  4. You could do it mid-game, but your saves will be... very screwy. You'd be better changing the option and starting a new game.
  5. As part of our portrait pack revamp, I wrote a few macros that will help anyone else who also wants to make portrait packs that will provide portraits for any IE game, save PsT and PsTEE. You can find the library, cd_portrait_copy.tph, in any one of the G3 portrait packs. edit: Angelo v6 now has the most up-to-date library that includes the fourth function, cd_portrait_npc, or you can use the one attached to this post, though the portrait packs still include a ton of working examples of the functions. It includes some basic setup--building arrays for player portrait sizes based on the game--and then three macros that actually do the heavy lifting. I'll walk you through their basic usage. Setting up your portraits for universality The macros rely on naming your portraits in a specific way to indicate their size. Basically an underscore and then their height (in pixels) should be appended to the file name, e.g. foo_330.bmp is a 210x330 bitmap, foo_170.bmp is a 110x170 bitmap, etc. The base name of the portrait can not exceed seven characters, as the macros will need to append g/l/m/s to them as appropriate. All of the sizes used by all the games are summarized in this IESDP post. The upshot of all of this is that you'll want to generate the needed sizes and name them in advance--if the portraits are only for player characters, you can ignore the _266 and _84 variants as they're not needed; however they will be needed if they're going to be assigned to an NPC. In other words, you'll need five variants for PC portraits (330, 170, 60, 58, and 42) or seven for NPC portraits (previous five plus 266 and 84). If you have Photoshop, I've attached a couple of action files for importation. One set will generate the smaller bitmaps from a _330 image; the other set from a _170 image. The latter is forced to upscale your images for the _330 and _266 variants, so some blurriness will unfortunately be unavoidable. It goes without saying that you should use the largest original images you can find for these processes. Be warned that both sets of actions will overwrite the image file, so use them on copies--e.g. make a copy of your _330 to _266 (or whatever) and then run the Photoshop action on the _266 file. Since the 42x42 images for IWD2 are not the same aspect ration as the other images, you'll need to manually crop and edit them. Similarly, if you're making IWD-style portraits (large image is full body, smaller image is just the face) then you'll also need to crop them manually. The macros themselves There are three macros intended for the most common operations. All G3 portrait packs now utilize these macros so there are no shortage of examples for you to draw upon. Keep in mind that the macros will automatically determine which sizes, naming convention, and portrait folder location are needed for the game, so pretty much all you have to do is point them at the correct locations in your mod. cd_portrait_bioware This macro is used to preserve an NPC portrait as a player portrait, typically before overwriting them with a new version. For example, berelinde's Dragon Age: Origins Style Portraits has a component to preserve the NPC portraits before overwriting them with the new ones from the mod. Usage is straightforward; here's a sample usage from the aforementioned DA: LAF cd_portrait_bioware STR_VAR source = ~nanomen~ destination = ~b_anob~ END The 'source' is basically the in-game name of the portrait series, and destination is what you want them to be named in the player portrait folder. In this case the macro will look at Anomen's portraits (nanomenl.bmp, nanomenm.bmp, and nanomens.bmp) and copy over the needed sizes into the player portrait folder as a b_anob series. cd_pc_portrait_copy This macro will simply make portraits from your mod available as player portraits. There are three parameters: LAF cd_pc_portrait_copy STR_VAR source = "file" destination = "bar" source_path = "mymod/portraits" END Source is the root of your portrait names (e.g. use 'foo' for the foo_330, foo_170, etc. portraits) and source_path will be the folder where your portraits actually live. Utilize destination if you want the file name to change; if not it can be ommitted and the portraits will be copied with the same root name as the source. Since you'll typically have multiple portraits to copy, you can invoke this macro in bulk, as this example from the Infinity Collection Portrait Pack demonstrates: ACTION_FOR_EACH file IN cdugdrf cdugmhf cdugmlf cduajan cduedwi cdusafa cdualor cdubran cducora cdudyna cdueldo cdufald cdugarr cduimoe cdujahe cdukaga cdukhal cduman1 cduman2 cdumins // bg-bg2 common cdumont cduquay cdvdorn cdvkiva cdvneer cdvnhor cdvrasa cdxclar cdvhelm cdvhvln cduwom1 cdushar cduskie cdutiax cduvico cduwom2 cduxan cduxzar cduyesl cdvskan BEGIN LAF cd_pc_portrait_copy STR_VAR source = EVAL "%file%" source_path = "cd_icpp/bg_common" END END cd_portrait_copy This last macro is used to overwrite an NPC's existing portrait. It has the same parameters as cd_pc_portrait_copy; here's an example from the Amaurea's BG2 Portrait Pack used to replace Cernd's portrait: LAF cd_portrait_copy STR_VAR source = "amcer1" destination = "ncernd" source_path = "amaureasbg2portraits/portraits" END As above, you can omit destination and the macro will use the source value for the root file name. This will use the appropriate amcer1_330 or amcer1_170, etc. to overwrite the existing ncerndl/ncerndm/ncernds portraits in the game, giving Cernd a new look. cd_portrait_npc This macro is used for mod NPCs to copy over the correct portrait sizes for their game. Since IWD and IWD2 don't support NPCs, it basically differentiates between a BGEE/BG2EE/EET install vs. oBG/oBG2/Tutu/BGT install. Here is usage from Angelo v6: LAF cd_portrait_npc STR_VAR source = ~adangel~ source_path = ~angelo/portraits~ END It does support a destination attribute; if not specified it will use source as the destination. The files 170 base.atn - Photoshop actions 330 base.atn - Photoshop actions cd_portrait_copy.tph - WeiDU library
  6. CamDawg

    DLTCEP 7.8.0.2

    Oh yeah, that would make a lot more sense:
  7. G3 has updated every portrait pack on its site, making everything available for the EEs and adding missing Linux installers. In addition all portrait packs now universal. All portraits in all packs can be used as player portraits on all Infinity Engine games (excluding original and Enhanced Editions of PsT). In other words you can now use, say, Amaurea's BG2 Portraits for your next IWD2 party... or Siege of Dragonspear... or the original Icewind Dale. All portrait packs are available for perusal in the G3 gallery, or grab the new versions from the G3 download center. With the code already written, it was also pretty easy to put together a brand new portrait mod: the Infinity Collection Portrait Pack. Every portrait from every Infinity Engine game--be it an NPC portrait or a player portrait--packaged together for use as player portraits for any game. All in all it adds over 150 new player portraits.
  8. As part of the migration, one big item on my to-do list was to revamp the download center. One of biggest issues I noticed was just how out-of-date the portrait packs were--several did not work on the EEs, and some didn't even have Linux versions. One thing led to another and before long I was building all-new versions for all of the portrait packs. In addition to making sure everything worked for the EEs and adding Linux versions, all portrait packs now universal. All portraits in all packs can be used as player portraits on all Infinity Engine games (excluding original and Enhanced Editions of PsT). In other words you can now use, say, Amaurea's BG2 Portraits for your next IWD2 party... or Siege of Dragonspear... or the original Icewind Dale. You get the idea. All portrait packs are available for perusal in the gallery, or grab the new versions from the download center. With the code already written, it was also pretty easy to put together a brand new portrait mod: the Infinity Collection Portrait Pack. Every portrait from every Infinity Engine game--be it an NPC portrait or a player portrait--packaged together for use as player portraits for any game. All in all it adds over 150 new player portraits.
  9. Version v2

    6,618 downloads

    The Infinity Collection Portrait Pack is a collection of official portraits from all Infinity Engine games, packaged for use on any game. For example, this will allow you to use the original IWD2 portraits for a PC in a Siege of Dragonspear game, or vice-versa. View the Readme - English - French Visit the Forum Visit the Gallery
  10. CamDawg

    Infinity Collection Portrait Pack

    The Infinity Collection Portrait Pack is a collection of official portraits from all Infinity Engine games, packaged for use on any game. For example, this will allow you to use the original IWD2 portraits for a PC in a Siege of Dragonspear game, or vice-versa.
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