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FredSRichardson

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Everything posted by FredSRichardson

  1. Update (20Aug10) Okay, here are some links to all of the files, the directions below should still apply: IWD1Tutu-biks.rar IWD1Tutu-beta1.05.rar IWD2Patch201.exe how142eng.zip [12Nov08: beta1.05] Please note that this is pretty rough. It might ruin you iwd1 and/or iwd2 installs, so if you have any save games you care about, you might want to copying them somewhere. The safest thing to do is to copy the chiten.key and override folder to somewhere else on you disk. If you have any mods installed for iwd1 and/or iwd2, uninstall them! This mod probably won't work with them. IIRC, the beta works up through the vale of shadows but probably not after that. You can download the files here: http://www.ann-fred.org/rtwp/ IWD1Tutu-beta1.05.rar IWD1Tutu-biks.rar how142eng.zip IWD2Patch201.exe User: iw12 Pass: 4ne12get The second file is quite big, but contains all the biks converted to work with iw12 I forgotten all the caveats on this, please read the beta notes in this section. Here's what I did to install: Installed IWD1 - Full Installed IWD1 - HoW - Full Installed IWD1 - HoW - ToTLM (patch 1.42) Installed IWD2 - Full Installed IWD2 - Patch 2.01 Allow write permission to IWD2's Override folder (right click and check permissions) Run iw12.bat Install MVE files from IWD1Tutu-biks.rar archive into Override folder All of the code and makefiles are included, so if you have cygwin installed and have "ocaml" (same version and install path I have there) then you can hack around with it. I'll try and start another "developer" thread for anyone interested in hacking this stuff.
  2. Sorry, work has hit me pretty hard. That and I decided to play PS:T all the way through ;P Anyway, I'm ready to launch in again. I'm pretty close to an incremental release. There's still so much to do, but I have gotten a lot done. And yes, I think a translation would certainly be possible if someone is willing to do it -Fred
  3. I'm working hard at it! A lot of sweat over the last week or so. A lot of infrastructure and bug fixes.
  4. Wow, it's been a long and interesting past week. I've fixed and added a lot, and I'm hoping to get another beta out, but there's still a long way to go. The really good news is that I think I may be getting close to farming out some of the work. I've been approaching this by a CRE modification system that lets you select an existing IWD2 CRE and script in a bunch of changes (AC, HP, CR, Spells, ITM's, etc.). I think most of the work for this mod will happen here. It's a fledgling system so far, but it's promising. I want to extend it to ITM scripting as well (adding/removing abilities and effects). I've play tested through the Vale up the the entry into Kresselack's tomb. The party level is a bit low, and the monsters are a bit tough so I may need to do something there. Music is in the air (I had a messy conversion bug with the music files). The skeleton spawning traps don't seem to work right and I'm not quite sure why. This may be a spoiler (well, all of this is), but an optimal party definitely needs 2 tanks, a cleric and a rogue. I like having a Bard and a Wizard as well. The encounters are tough, so any front line non-tank will get chewed up and spit out. A cleric will make quick work of the tons of undead in the Vale (they can be a pest otherwise). I think you might get a bit more XP from one or two early encounters if you have a Bard, but I'm not sure.
  5. Thank you, thank you! I'm hoping I haven't let things die down too much. I'm looking forward to another beta, but I want to get a bit further along first. If all goes well, I'll be able to start handing off stuff soon to anyone that wants to get their hands dirty.
  6. Okay, I think I've got a creature conversion strategy figured out. It's a bit piece-meal and will need to be extended. I thought I'd start documenting it here. So far it works great of cases where I have some version of a monster already in IWD2 that needs to be tweaked to match the one from IWD1. There are a lot of ways I can think of for improving this syntax, but I'm just not that excited about hacking a more complex parser at the moment (and I think it'd be better not to do anything until it's necessary): ~IWD1.CRE~ < ~IWD2.CRE~ // Set scripting "death" variables SET_VAR2 (~VAR2~); SET_VAR3 (~VAR3~); // Set animation SET_ANIMATION(anim_index); // Set enemy/ally. Useful if you're starting with a summon: // use 255 for enemy SET_ENEMY_ALLY(ea); // Set colors. Someone told me these just change console text color in IWD2: SET_COLOR(metal, minor, major, skin, leather, armor, hair) // Remove all items (causal): REMOVE_ALL_ITEMS (); // Add and equip IWD2 item. Slot is one of: // HELMET // ARMOR // GAUNTLETS // L_RING // R_RING // AMULET // BELT // BOOTS // WEAPON1 // SHIELD1 // WEAPON2 // SHIELD2 // WEAPON3 // SHIELD3 // WEAPON4 // SHIELD4 // CLOAK // QUIVER1 // QUIVER2 // QUIVER3 // QUICK_ITEM1 // QUICK_ITEM2 // QUICK_ITEM3 // INVENTORY ADD_AND_EQUIP_TARGET (~IWD2.ITM~, ~SLOT~, qc1, qc2, qc3, flags); // Add and equip (converted) IWD1 item: ADD_AND_EQUIP_SOURCE (~SKEL_M1.ITM~, ~WEAPON2~, 0, 0, 0, 0); // Set XP, I'm not sure this has any meaning in IWD2 SET_XP(15, 1); // Set HP SET_HP(curr, max); // Set challenge rating SET_CR(cr); // Set armor class: SET_AC(ac, bludgeoning_mod, missile_mod, piercing_mod, slashing_mod); // Set attributes SET_ATTR(str, int, wis, dex, con, chr); // Set base-attack-bonus and # of attacks SET_BAB(bab, num_attacks); // Set saving throws: SET_SAVES(fort_save, reflex_save, will_save); // Set luck, this is typically 0, negative when the party is going to need // help (early on), or positive for a really though boss SET_LUCK(luck); // Set class levels SET_LEVELS(barb, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorc, wiz) // Set resistances SET_RES(fire, cold, elec, acid, spell, magic_fire, magic_cold, slashing, bludgeoning, piercing, missile, magic_damage); // Boolean feats. This needs work, right now you have to caclulate your // own bit-field logical or-ing SET_FEATS_FLAGS(flags1, flags2, flags3); // Incremental feats. This is also a pain because of the number of params: SET_FEATS(bow, xbow, missile, axe, mace, flail, polearm, hammer, quarter_staff, large_sword, blade, toughness, armored_arcana, cleave, armor, spell_focus_enchantment, spell_focus_evocation, spell_focus_necromancy, spell_focus_transmutation, spell_penetration, extra_rage, extra_shape_shift, extra_smite, extra_turning, bastard_sword); // Make sure last item doesn't end in ";" (I know this is bogus) > ~IWD1.variable_of_cre~ [ ~Ghast~ ]
  7. Alright, I put a lot of time into this over the last 1.5 days or so. The good news is that I fixed some bugs and added a bunch of features, and I'm this close to getting the vale Skellies resolved (while resolving a lot of other things as well). One slight problem is that RNDTRS.2DA seems to work a bit differently. In IWD1 it was possible to have an equipped random draw from the table and it would drop correctly, in IWD2 the dropping part seems broken though the equipping part seems fine. I'll have to tweak this a bit. I could have them all wield longswords.
  8. Sorry guys, I've been down for the count for too long. Too much coding at work has left me tapped out. However, I see myself launching into this again, so if your still up for this mod, then please hang tight! Thanks! -Fred
  9. You always can ask people who have already done this conversion instead of *reinventing the wheel*. Yes, I would certainly avoid reinventing the wheel where I could, but sadly most of the wheel hasn't been invented. The conversion I'm speaking of is 2e to 3e rule set, so this means determining feats, skills, CR, attributes, etc automatically or by hand for each IWD1 CRE conversion. The only person I know who's come close to doing this is Wes Weimer in IWG2 which is in fact the starting point for IWD1Tutu.
  10. WOW! I thought the project was dead... Last time I checked was around... um October? And what do I see? A beta test! Great work! Well, I'm really happy to create a nice surprise! There is a long way to go, but the path is becoming clearer. I am starting to have some optimism for this mod working out in the end.
  11. I have to admit that I haven't yet gotten much done towards the next beta. I want to try to give you guys something worth playing through a bit more, which will take some time (and perhaps you all aren't too eager to play through the same part again). My programming energy is also a bit tapped as I'm doing more coding at work these days.
  12. Okay, I've looked a bit into the Yeti. I'm still trying to figure out what to do about creature conversion in general. This seems to be the main issue for this mod.
  13. Okay, I fixed the starting gold so that the multiplier is 16 instead of 2. The prices are consistent with IWD2, so I'm not sure I want to lower them (I think chain mail is meant to be a lot more expensive than studded leather). The area rest is taken care of. I created a party and cleared through some of IWD1 - At the end of Easthaven, almost everyone was level 2 (except for mage). - After doing quests in Kuldahar (not the Vale), everyone was level 3 (except mage). The party started with 570 gold which is a bit under 100 gold per party member. So I think those are the target levels. I'll have to take a closer look at the Yeti to see if I can do a better job on them.
  14. I had a custom barbarian. He started with a quarterstaff and 14gp. An axe costs 7gp, leather armor costs more gold than I start with. Wow, that is really chintzy. The pre-made parties start out with a fair amount of gold and a lot of equipment. I'll see if there's something I can do about. You can get some gold right away (thought you shouldn't have to). There's a wolf pelt in one of the houses which you can sell for (I think) 200 gold. I'll see if there's something I can do about the initial gold and such. -Fred
  15. Okay, it pretty clear that I'm try to convert area related resources for areas in HoW and/or TotLM. I'll have to find a way to auto detect this stuff.
  16. Actually, I think a batch file might be easier. I've attached one. Just download the file and put it in you IWD1Tutu directory (the one with iw12.exe in it) and double click on the iw12.bat (it should have some icon indicating it's a bat file). Oh yeah, in the future I'll include the batch file. I could even make the RAR file execute it (that may come later). Aw shoot, I can't attach "*.bat" files, that's not allowed. So here's what you have to do: (this is mostly copied from http://www.computerhope.com/batch.htm) Click Start Click Run Type "notepad" and press enter. Once notepad is open, type the below lines in the file or copy and paste the below lines into notepad. iw12.exe > iw12.log Click File and click Save; browse to where the iw12.exe binary is (under IW1Tutu). For the file name, type "iw12.bat", and if your version of Windows has a "Save as type" option, choose "All files", otherwise it will save as a text file. Once all of this has been done click the Save button and exit notepad. Now, to run the batch file, simply double-click or run the file like any other program. Once the batch file has completed running it will close the window automatically.
  17. 14gp is very low to start. Did you start with any equipment? I'll test this with a custom party, I have to admit that so far I've just clicked on one of the pre-made parties and they seem to come with a lot of gold and equipment (I'm not sure why...). -Fred
  18. The only file you really need is the IWD1Tutu-beta1.01.rar which you can unpack anywhere and double-click on the executable iw12.exe. The only caveat is that if you installed iwd1 or iwd2 in a non-standard location then you have to edit the IWD1Tutu/iw12/configuration file and modify the ~source~ or ~target~ paths. On another note... There is one bug that I know of. The CRE's for the Yeti that spawn in Kuldahar don't exist (I didn't realize I was working with local copies in my Override). I'll release a minor update to fix this, but in general I'll have to do a better job of quality control. Still, try out this beta up to Kuldahar, or at least make sure it installs and that you can play through Easthaven. -Fred
  19. The first Beta is out to the testers. Please post bugs, comments and suggestions here. Okay, there are some notes I should have posted here (and maybe already did in the other beta thread): [1] Make sure you backup your Override directory, CHITIN.KEY file and dialog.tlk file under the IWD2 directory (C:\Program Files\Black Isle\Icewind Dale II). To restore IWD2, all you need to do is move or delete those three items and replace them with the ones you backed up (copy those back again). I'll try to automate this backup and restore feature, but it's not going to come quickly since it's a pain (and probably requires some fancy BATCH file craziness). [2] There's no "2" yet, but I'm sure there will be
  20. BAM! I couldn't figure out why Arundel was invisible, but then it turned out that the BAM's for him aren't in IWD2. So, anyway, I've had them added to the key file as part of the conversion. Problem solved. This should also take care of the Sahuagin which don't have any animation in IWD2. -Fred
  21. Sorry, nothing new to report. I've been playing through IWD1 with two half-elves: a Fighter/Mage/Thief and a Cleric/Ranger. I just thought it'd be fun trying out a compact party I don't have a good sense of what level you should be at at each stage of IWD1. I'll probably have to start again with a full party just to keep a record of this. I have no progress to report on the Yeti issue. A custom CRE is an easy fix, but I fear the problem is going to spread rapidly as I get beyond Kuldahar. Ah wel...
  22. I'm sorry, it didn't get out this weekend. I got bogged down with the Yeti conversion. It opens up a host of conversion problems that are going to hit sooner than later, and I have to come up with a way to deal with them now. I think a CRE spec syntax is needed which will take some work. The side of this is how to go about scaling things: there's at least one unknown parameter which appears to scale with monster CR.
  23. [George Hamilton as "Alfonso de la Pena" in "Once Upon a Crime"] "Ah, the Yeti. One of life's truly misunderstood creatures. To whom no man is truly worthy." [at the camera] "It's what I do." The lowest level Yeti's in IWD2 are quite powerful and (of course) so are the automatically converted ones. I'm trying to see if I can make sense of how creatures should scale. I'm trying to scale the stats that change with creatures that occur later in IWD2. This also means that I I'll keep adding adjustment fields (like SET_HP, or SET_NUM_ATTACKS), but it almost seems that I should have a complete CRE descriptor language for building up CRE's from scratch. It's a nice idea, but I'm not really willing to put that kind of effort in until I absolutely have to.
  24. Those Orc Archers are done, I'm having a bit more trouble with putting a reasonable Yeti together. I'll keep you all posted
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