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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. Thanks to Wisp, we have a workaround for this issue.
  2. Well, damn. I was hoping the decidedly low-tech solution of biffing the new ar0903 resources would work, but I guess we'll wait for a new WeiDU. Workaround for players at the moment: at any point before installing Sensible Entrance Points, go visit NORH (ar0903) in a game first. Then install the component. Tutu and BGEE players won't have any problems with this component.
  3. So, this is what I've been spending the last two weeks of my life on. At this point I'm relatively certain that nothing will cause your computer to burst into flames, but there are some rough edges that need to be addressed for a non-beta v1: Spell icons stand out, immensely, from the existing BG2 counterparts. The two-handed axe artwork is borrowed from IWD and uses halberd description images. Arcane spells are currently only obtainable from stores. These need to be scattered randomly, as do some of the divine spell scrolls. The unique axes have terrible placeholder descriptions. Add druid/cleric availability to the readme for divine spells Add in some new spells to enemy combat scripts Write dialogue for Contact Other Plane
  4. Version v5

    71,009 downloads

    IWDification is a mod to bring some of the elements of Icewind Dale into the Baldur's Gate series of games. A lot of this project is based upon the work of the IWD-in-BG2 conversion project, which later formed the backbone of IWDEE. The mod adds various elements such as selectable bard songs, two-handed axes, and over 70 new spells into your BG2, Tutu, BGT, BGEE, BG2EE, or EET game. Every component can be installed independently of one another. Learn more about the mod View the Readme Visit the Forum
  5. ...which leads to the natural follow-up: how would I detect and/or avoid that?
  6. Kat or I, though I'm probably more active nowadays.
  7. What are you referring to?So with the above code the Tweakpack changes Ajantis' and Bjornin's cooridnates accordingly? How would I prevent the mixup in case the Tweakpack is installed before Ajantis? Would I need some code that changes the .d and .baf before they get installed? If Tweaks installs first, Ajantis detects it (with the now-fixed code above) and adjusts the dialogue and scripts accordingly, but installs normally otherwise. If Ajantis is installed first it installs normally and then Tweaks adjusts it as needed. This should cover all bases. I don't know if it's a problem, but you are not setting the width variable here. (Maybe it's set outside the ACTION_IF, but that seems fragile.) You really ought to call the inlined file something more inline-y, say ".../ajantis/inlined/dammit_cam.d". Collisions are perhaps not very likely, but it'd be no fun if it were to happen. This is what I get for throwing together some code w/o testing. Amended accordingly--thanks. I didn't know WeiDU preserved inlined files between mod/components.
  8. And yeah, this is sorted. As long as BG2 Tweaks (next vesion!) goes after RE and Ajantis, they'll be fine. You'll want to include compat code in RE and Ajantis anyway, but the good news is that it's pretty easy. For RE: // RE compat code for flipped NORH ACTION_IF ((MOD_IS_INSTALLED ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ ~3220~) OR (FILE_EXISTS_IN_GAME ~oh6000.are~)) THEN BEGIN OUTER_SET width = 2368 COPY_EXISTING ~arre07.are~ ~override~ READ_LONG 0xac anim_num READ_LONG 0xb0 anim_off FOR (index = 0 ; index < anim_num ; ++index) BEGIN WRITE_SHORT (anim_off + 0x20 + (index * 0x4c)) (width - THIS) // location END COPY_EXISTING ~c#bjcut1.bcs~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_EVALUATE ~\[\([0-9]+\)\.\([0-9]+\)\]~ BEGIN SET "RESULT" = (width - %MATCH1%) END ~[%RESULT%.%MATCH2%]~ REPLACE_EVALUATE ~Color(\[\([0-9]+\)\.\([0-9]+\)\]~ // don't mess up area fades BEGIN SET "RESULT" = (width - %MATCH1%) END ~Color([%RESULT%.%MATCH2%]~ END COPY_EXISTING ~ar0903.bcs~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~CreateCreature("C#BJORNI",\[1246\.1566\],8)~ ~CreateCreature("C#BJORNI",[1122.1566],8)~ END END And for Ajantis: // ajantis compat code for flipped NORH ACTION_IF ((MOD_IS_INSTALLED ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ ~3220~) OR (FILE_EXISTS_IN_GAME ~oh6000.are~)) THEN BEGIN COPY_EXISTING ~ar0903.bcs~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~CreateCreature("C#KNIG05",\[820\.1500\],8)~ ~CreateCreature("C#KNIG05",[1548.1500],8)~ REPLACE_TEXTUALLY ~CreateCreature("C#Ajan\([01][0-9]\)",[1730.400],0)~ ~CreateCreature("C#Ajan\1",[638.400],8)~ REPLACE_TEXTUALLY ~CreateCreature("C#KNIG07",\[500\.410\],8)~ ~CreateCreature("C#KNIG07",[1868.410],8)~ END <<<<<<<< .../ajantis/inlined/dammit_cam.d REPLACE_ACTION_TEXT_REGEXP ~c#ajan[jp]?~ ~EscapeAreaMove("AR0903",1730,\([0-9]+\),0)~ ~EscapeAreaMove("AR0903",638,\1,0)~ >>>>>>>> COMPILE ~.../ajantis/inlined/dammit_cam.d~ END Unless you plan on your Ajantis mod to be installed after the Tweakpack, it would have have to be the Tweakpack that detects your Ajantis mod. There are... other reasons... why you might want to prep these mods for a flipped NORH.
  9. I'll check RE, thanks. The ar0903.bcs additions will be adjusted normally, but the cutscene will need some poking. The good news is that it should be pretty easy to adjust via d code. Something like REPLACE_ACTION_TEXT_REGEXP ~c#ajan[jp]?~ ~EscapeAreaMove("AR0903",1730,\([0-9]+\),0)~ ~EscapeAreaMove("AR0903",638,\1,0)~ should work. There's no dialogue equivalent to REPLACE_EVALUATE so these have to be done case-by-case, which sucks immensely. The x coordinates for the flipped map are just (2368 - current x) and the orientations are (16 - current orientation). If it's not setting lhouse_idx, it means it can't find the Lighthouse area (ar9500) in the main worldmap, or the GAME_IS BGT isn't returning true for some reason. It installed fine on my local BGT copy. Do you have anything else installed that may affect the worldmap?
  10. The good news is that the component already flips everything in the area script. Anything that targets coordinates in the dialogue files--e.g. Keldorn has some EscapeAreaMove actions--I had to adjust manually. I'll take a look at Ajantis and see what we can hammer out.
  11. This looks really good. But it means adjusting all coordinates of spawned creatures etc. (Aomen's knighting, for example)? Yeah, the coordinates of everything I could find in the area have flipped--Anomen and Keldorn leaving the party, Anomen's knighthood stuff, chapter 6 squire, etc.
  12. And now that the galleries are behaving again, I can link screenies of the changes. The only one for BG2, and it's a big one, is the flipping of the NORH. For BGT/Tutu/BGEE, there are more (but smaller) changes to Beregost, the zombie farm, the farm north of FAI (with Ajantis), the Shipwreck, and the Lighthouse,
  13. From the album: Tweaks Anthology

    The biggest change for the Sensible Entrance Point component, this flips the interior map for the Noble Order of the Radiant Heart map, aligning the exterior main entrance with the nicer, tiled entrance instead of forcing visitors through the stables.
  14. From the album: Tweaks Anthology

    When entering from the east, the entrance point is shifted south so that you enter closer to the Thunderhammer Smithy instead of having to go around the block or weave through tiny paths.
  15. From the album: Tweaks Anthology

    When entering from the south, the entrance point is shifted west so that you enter along the road and closer to Ajantis rather than closer to the bandits and ankhegs.
  16. From the album: Tweaks Anthology

    When entering this area, you would generally get dumped along the curve of the river, instead of along the southern map edge.
  17. From the album: Tweaks Anthology

    When entering from the south, sometimes you would get dumped randomly along the southern edge on the coast. The Sensible Entrance Point tweak moves you to the SE corner, near a map edge, instead of assuming you swam to the area.
  18. From the album: Tweaks Anthology

    When entering from the north, sometimes you would get dumped randomly along the northern edge on the coast. The Sensible Entrance Point tweak moves you to the NE corner, near a map edge, instead of assuming you swam to the area.
  19. CamDawg

    Temple District

    From the album: BG2 Fixpack

    The entrance for the Guarded Compound is offset from the graphical placement of the entrance (left). Fixpack aligns them (right).
  20. Yeah, I had the same thought when I saw it posted on the EE forums. Of course. In fact, I don't think you'll even have to change anything in the code--just set some variables and copy-and-paste.
  21. Sorcerer's Place Collection v10 Released This collection of kits and an item pack from Sorcerer's Place has a new Russian translation, thanks to subzero400, and an updated French translation courtesy of the d'Oghmatiques. A few more compatibility updates for BGEE round out the updates in v10. 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. Relevant links: Download Forum Project Page Readme v10 changelog: Added Russian translation (thanks subzero400) Updated French translation (thanks to the d'Oghmatiques) BGEE softcodes a lot of kit aspects, which were not being accounted for. This is now addressed. Prepped Creslyn's Item Pack so that it'll work when BG2EE is released
  22. Version 4 of the Geomantic Sorcerer Now Available The Geomantic Sorcerer Kit is strongly based on the Druidic Sorcerer Kit by Constant Gaw, and resurrected by hlidskialf and loosely based on the Geomancer presitige class from the AD&D 3rd Edition Masters of the Wild manual. The kit combines the sorcerer's spellcasting methods and spells with additional druidic spells and abilities and features its own unique tiered HLA progression and custom spells. Version 4 adds a French translation by Zooloo of the d'Oghmatiques. Learn more about the mod View the Readme Visit the Forum Download the mod
  23. The Lighthouse and Shipwreck areas will no longer dump you on a map edge without an exit. Also, I've flipped the NORH so that you use the main entrance instead of the horse stables and I'm considering including it. (Yes, dialogues and scripts are adjusted to the new coordinates.)
  24. Every Mod and Dog (EMaD) is a WeiDU-based mod that adds a selection of small diversions and sidequests to Baldur's Gate II: Shadows of Amn. Its major aim is to recapture some of the more buoyant and adventurous spirit that was found in the original Baldur's Gate. Version 7 fixes some bugs with the Promise of a Troll quest. Learn more about the mod View the Readme Visit the Forum Download the mod
  25. In general I try not to break things--it seems to make for better mods. Areas that have forced interactions won't be changed, i.e. Aegisfield in the Bridge District or Tiber in Cloakwood. The Gov't district forces you into the NE entrance so you get the Amnish soldiers accosting you and so you're less likely to miss Viconia.
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