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cmorgan

Gibberlings
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Everything posted by cmorgan

  1. Changing Chapter behaviors to support EET. Not integrated on GitHub as i need to test install as we are now using COMPILE/EVALUATE_BUFFER instead of straight COMPILE on two files. Search "Global("Chapter","GLOBAL"," (19 hits in 2 files) D:\BeamDog\00783\aranw\baf\c-aran.baf (10 hits) Line 895: !Global("Chapter","GLOBAL",%bg2_chapter_4%) Line 906: !Global("Chapter","GLOBAL",%bg2_chapter_4%) Line 917: !Global("Chapter","GLOBAL",%bg2_chapter_5%) Line 3470: !Global("Chapter","GLOBAL",%bg2_chapter_5%) // Not in Underdark - specialized talks for that Line 3515: !Global("Chapter","GLOBAL",%bg2_chapter_5%) // Not in Underdark - specialized talks for that Line 3553: Global("Chapter","GLOBAL",%bg2_chapter_5%) // In Underdark - specialized talks Line 3565: Global("Chapter","GLOBAL",%bg2_chapter_5%) // In Underdark - specialized talks Line 3584: Global("Chapter","GLOBAL",%bg2_chapter_5%) // In Underdark Line 3676: !Global("Chapter","GLOBAL",%bg2_chapter_5%) // Not in Underdark - specialized talks for that Line 3710: !Global("Chapter","GLOBAL",%bg2_chapter_5%) // Not in Underdark - specialized talks for that D:\BeamDog\00783\aranw\dialog\c-arandialog.d (9 hits) Line 21335: IF ~IsGabber(Player1) Global("chapter","GLOBAL",%bg2_chapter_5%)~ THEN BEGIN a1073 Line 21472: IF ~IsGabber(Player1) !Global("Chapter","GLOBAL",%bg2_chapter_5%)~ THEN BEGIN a1077 Line 21481: + ~Global("Chapter","GLOBAL",%bg2_chapter_2%) Global("KnowsCowledBribe","LOCALS",0)~ + @8600 + a1078 /* search for your girlfriend, or not. */ Line 21482: + ~Global("Chapter","GLOBAL",%bg2_chapter_3%) Global("WorkingForAran","GLOBAL",1) Global("KnowsCowledBribe","LOCALS",0)~ + @8600 + a1079 /* with friends like these, who needs enemies. */ Line 21483: + ~Global("Chapter","GLOBAL",%bg2_chapter_3%) Global("WorkingForBodhi","GLOBAL",1) Global("KnowsCowledBribe","LOCALS",0)~ + @8600 + a1080 /* with friends like these, we are likely to be a midnight snack. */ Line 21484: + ~Global("Chapter","GLOBAL",%bg2_chapter_2%) Global("KnowsCowledBribe","LOCALS",1)~ + @8600 + a1237 /* search for your girlfriend, or not. */ Line 21485: + ~Global("Chapter","GLOBAL",%bg2_chapter_3%) Global("WorkingForAran","GLOBAL",1) Global("KnowsCowledBribe","LOCALS",1)~ + @8600 + a1238 /* with friends like these, who needs enemies. */ Line 21486: + ~Global("Chapter","GLOBAL",%bg2_chapter_3%) Global("WorkingForBodhi","GLOBAL",1) Global("KnowsCowledBribe","LOCALS",1)~ + @8600 + a1239 /* with friends like these, we are likely to be a midnight snack. */ Line 21489: + ~Global("Chapter","GLOBAL",%bg2_chapter_7%)~ + @8600 + a1083 /* Chapter 7: Suldanessellar, Capitol of Plot Devices, then straight to hell. Literally. */ Addition to .tp2 in ALWAYS ALWAYS INCLUDE ~aranw/lib/regexp.tph~ /* extra regexp vars */ INCLUDE ~aranw/lib/aranw_macros.tph~ /* define all macros */ /* .ids patching to make sure everything is in place */ INCLUDE ~aranw/lib/ids_patching.tph~ /* checks for expected .ids resources */ ACTION_IF NOT VARIABLE_IS_SET bg2_chapter THEN BEGIN /* check to make this happen only once per install */ ACTION_IF GAME_IS ~eet~ BEGIN OUTER_SET bg2_chapter = 12 END ELSE BEGIN OUTER_SET bg2_chapter = 0 END OUTER_FOR (i=1; i<=10; i=i+1) BEGIN OUTER_SET bg2_chapter = bg2_chapter + 1 OUTER_SPRINT name_source ~bg2_chapter_%i%~ OUTER_SET EVAL ~%name_source%~ = bg2_chapter END ACTION_IF GAME_IS ~bg2ee eet~ BEGIN /* HANDLE_CHARSETS */ /* BG2:EE tra conversion courtesy of weidu and iconv */ ACTION_DEFINE_ARRAY c-aranreload BEGIN setup c-aranw END LAF HANDLE_CHARSETS INT_VAR infer_charset = 1 STR_VAR tra_path = EVAL ~%MOD_FOLDER%/tra~ reload_array = c-aranreload END END OUTER_SPRINT tra_version ~c-aranw~ OUTER_SPRINT aranw_version @30001 END
  2. Trying to get time to test the “PRINT | PATCH_PRINT” resolve strrefs using tra... I am pretty sure back in the day there was an issue with it. Modern WeiDU probably has no problems, but it is worth checking before you have to traify that manually .
  3. Converstational Inspiration: Is PC getting too powerful to be a friend? /* FT 20: Tools, Weapons, and Intention */ IF ~STATE_START_CONDITION~ THEN BEGIN c_wielder SAY ~[ARAN] You know, you be a bit more powerful than you seem to realize.~ ++ ~[PC] I don't know. It feels like I am becoming a weapon.~ + c_person ++ ~[PC] I realize exactly how powerful a weapon I am becoming.~ + c_person ++ ~[PC] No, I am not.~ + c_notwhat ++ ~[PC] What about you? You seem to have grown a bit since we first met in that inn room.~ + c_not_about_me ++ ~[PC] This is a bad time to have another one of your deep existential conversations.~ + delay_exit_state END IF ~~ c_notwhat SAY ~[ARAN] Not what? Not powerful, not realize?~ ++ ~[PC] Not powerful.~ + c_not_powerful ++ ~[PC] I don't think I am any more or less powerful than when I started out.~ + c_not_powerful ++ ~[PC] I seem to have trouble realizing exactly how powerful I have become.~ c_not_realize ++ ~[PC] I don't know. I am still figuring out who I really am.~ + c_direction ++ ~[PC] This is a bad time to have another one of your deep existential conversations.~ + delay_exit_state END IF ~~ c_not_realize SAY ~[ARAN] Mayhap it scares you a bit. It scares me, somehow, but more on your account than on mine.~ IF ~~ THEN GOTO c_person END IF ~~ delay_exit_state SAY ~[ARAN] Now we have been naught but good companions for a fair while now. Can a lad have a real conversation about all this?~ ++ ~[PC] I don't like talking about all the power I have gained. It feels like I am becoming a weapon.~ + c_person ++ ~[PC] I do not need to talk about it. I realize exactly how powerful a weapon I am becoming.~ + c_person ++ ~[PC] I suppose. You know, you seem to have grown a bit since we first met in that inn room.~ + c_not_about_me ++ ~[PC] I did not ask for any of this, Aran. It was forced on me. Talking about it is useless.~ + exit_state_supportive ++ ~[PC] Shut up, Aran.~ + exit_state END IF ~~ c_not_powerful SAY ~[ARAN] That be th' largest load o' crap I done heard from you, ever.~ ++ ~[PC] Look... it scares me, Aran. Even talking about it scares me.~ + c_scares_me ++ ~[PC] Well, you were due some retribution for the loads you throw around. What is next, casting me as the future Ruler of Toril?~ + c_cooking ++ ~[PC] I may be gaining power, but I do not seem to have any power over my own direction. I get tossed from battle to battle on the wind.~ + c_direction ++ ~[PC] Perhaps your head would look better if it was separated from your body. You have gone way past what I tolerate from you, sellsword.~ + exit_state ++ ~[PC] Shut up, Aran.~ + exit_state END IF ~~ c_scares_me SAY ~[ARAN] There be naught to be scared about, as long as you be in charge o' yourself. Your power be a sharp weapon, for sure.~ IF ~~ THEN GOTO c_person END IF ~~ c_person SAY ~[ARAN] Weapons be tools, and naught else. It takes a person weildin' th' sword to make th' call, an' direct th' cut or thrust. Otherwise, th' sword be a heavy decoration good for naught but trippin' over, eh?~ ++ ~[PC] I agree. But right now, I have a feeling I am not completely in command of my destiny. Who is really directing me?~ + c_direction ++ ~[PC] That is why all this is important. I have the power to shape things, the strength to control it, and the willingness to direct it where I choose.~ + c_youareyou ++ ~[PC] That is why all this is important. I have the power to shape things, but I may not have the strength to control it.~ + c_direction ++ ~[PC] I did not ask for any of this, Aran. It was forced on me.~ + exit_state_supportive ++ ~[PC] I don't think I want to talk about this any more. We should move on.~ + exit_state END IF ~~ c_youareyou SAY ~[ARAN] I just hope you be th' one really callin' th' shots, an' not some blighted mage or god or some such bein' behind th' scenes.~ ++ ~[PC] If it appears others are dictating my actions, just remember... it is not the one who strikes first who wins the battle. It is the one who strikes last.~ + c_strikeslast ++ ~[PC] I might simply choose to become someone else's weapon. You seem to have found it easier to follow than to lead.~ + c_direction ++ ~[PC] The gods call the shots. They interfere, they push, and they own the board. We just have to play along.~ + exit_state ++ ~[PC] The gods mess about on the game board. We just have to take it from them and make it serve our will.~ + exit_state ++ ~[PC] I don't think I want to talk about this any more. We should move on.~ + delay_exit_state END IF ~~ c_strikeslast SAY ~[ARAN] I suppose you be right. Only, if th' first strike be powerful enough, sometimes it wins outright, eh?~ ++ ~[PC] Are you questioning my ability to use my power effectively?~ + c_effectively ++ ~[PC] This is more than a simple mercenary campaign. It takes time to build power, and sometimes it takes doing what others want in order to get what I want.~ + exit_state ++ ~[PC] I might simply choose to become someone else's weapon. You seem to have found it easier to follow than to lead.~ + exit_follower_state ++ ~[PC] The secret to my overbearing power is eating your curry. It will be my tool for conquest.~ + c_cooking ++ ~[PC] The gods call the shots. They interfere, they push, and they own the board. We just have to play along.~ + exit_state ++ ~[PC] The gods mess about on the game board. We just have to take it from them and make it serve our will.~ + exit_state END IF ~~ c_direction SAY ~[ARAN] Tyr's Eye, I blighted well hope you are th' one directin' yourself. You, I have some understandin' about, an' I put my trust in your judgement. Most others, not so much.~ ++ ~[PC] Then I had better learn how to wield myself effectively.~ + c_effectively ++ ~[PC] I might simply choose to become someone else's weapon. You seem to have found it easier to follow than to lead.~ + c_direction ++ ~[PC] The gods call the shots. They interfere, they push, and they own the board. We just have to play along.~ + exit_state ++ ~[PC] The gods mess about on the game board. We just have to take it from them and make it serve our will.~ + exit_state ++ ~[PC] I might simply choose to become someone else's weapon. You seem to have found it easier to follow than to lead.~ + exit_follower_state END IF ~~ c_effectively SAY ~[ARAN] Effectively be part o' th' matter, I guess. But I were hopin' for more along th' lines o' compassionately.~ ++ ~[PC] I think you had better define what you mean by 'compassionately'.~ + c_define_compassionately ++ ~[PC] It takes time to build power, and sometimes it takes doing what others want in order to get what I want. In the end, though, my will is what matters.~ + exit_state ++ ~[PC] I weigh my decisions carefully when I can. But sometimes, people get hurt no matter what I choose.~ + exit_state ++ ~[PC] I might simply choose to become someone else's weapon. You seem to have found it easier to follow than to lead.~ + exit_follower_state ++ ~[PC] Effectively, compassionately... just words. Sometimes we just have to do what is in front of us and move on.~ + exit_state END IF ~~ c_define_compassionately SAY ~[ARAN] Hey, now, I hold my own counsel on that. Sometimes people get killed an' things get destroyed on account o' there be no choice.~ = ~[ARAN] It be th' needless actions what might be held off on account o' compassion.~ ++ ~[PC] We agree on that, Aran. We would not be traveling together if we did not.~ + exit_state ++ ~[PC] I might simply choose to become someone else's weapon. You seem to have found it easier to follow than to lead.~ + exit_follower_state ++ ~[PC] I find myself doing no needless actions. Everything I do is designed to build my own power and control my own destiny.~ + exit_follower_state ++ ~[PC] I weigh my decisions carefully when I can. But sometimes, people get hurt no matter what I choose.~ + exit_state ++ ~[PC] I weigh my decisions carefully when I can. But people getting hurt is their problem, not mine.~ + exit_follower_state END IF ~~ c_cooking SAY ~[ARAN] Aye, now there be a thought. <CHARNAME>, th' Force o' Faerun, Ruler o' All Toril, built up by serial doses o' my famous gut-bustin' fire-breathin' curry.~ ++ ~[PC] Me? Ruler of all that I survey? Now that is a laugh.~ + exit_follower_state ++ ~[PC] Me? Ruler of all I survey? Of course. I shall make you my Chief Wineskin Washer. And Chief Wineskin Emptier, as well.~ + exit_fun_state ++ ~[PC] I think I might be more comfortable if you were in charge. Well, more in danger of bar brawls, but at least I would not be everyone's target.~ + exit_follower_state ++ ~[PC] Laugh all you want, Aran, my boy. I intend to find my own path, even if it means conquering the very Planes themselves to do it.~ + exit_state_lighthearted ++ ~[PC] Dear gods... the curry. Somehow, I knew that was the source of true power. I shall place you in charge of all cooking. And cleaning.~ + exit_fun_state END IF ~~ exit_state SAY ~[ARAN] I suppose you be right. But there be plenty o' time ahead to talk. Mayhap we pick this up later.~ IF ~~ THEN EXIT END IF ~~ exit_fun_state SAY ~[ARAN] Now that sounds right fine, it does. In fact, here be th' first duty entrusted me, all done already. One wineskin, empty, an' just beggin' for a dip in th' water!~ IF ~~ THEN EXIT END IF ~~ exit_follower_state SAY ~[ARAN] Think about what you just said right careful, there. You already be a fair sight more powerful than I could hope to get. I don't mind bein' your sword, an' even bein' a tool to be used by you.~ = ~[ARAN] Me, I can make a cut here or there, an' mayhap be useful in a limited way. You... you will influence th' whole o' blighted Toril, an' mayhap more.~ IF ~~ THEN EXIT END IF ~~ exit_state_lighthearted SAY ~[ARAN] An' I believe you will do just that, too. Mayhap I needs be expandin' my cookin' options. Takes a might large bit o' food to fuel Planar domination.~ IF ~~ THEN EXIT END IF ~~ exit_state_supportive SAY ~[ARAN] Don't you be worryin' naught about that. You take charge o' your destiny, forced or not, an' I will be right here to make sure things work out for th' best.~ IF ~~ THEN EXIT END
  4. https://github.com/cmorganbg/Aran-Whitehand/commit/42a54acc6f0c1c6229eb169bf5a6300fa91f834d portraits moved to SUBCOMPONENT DESIGNATED GROUP behavior for automated installer happiness. https://github.com/cmorganbg/Aran-Whitehand/commit/9d4596088f78eb0b97929d82003e3970beff71dd Update tp2 to allow EET to install ToB resources Old filters looked for ~tob bgt bg2ee~ New filters look for ~tob bgt bg2ee eet~
  5. Heya, lennon! The last I have of a ninafer mod is in my old mod archives: NinaV102.rar from the readme: "Ninafer NPC Mod" A MOD for Baldur's Gate II: Shadows of Amn with Throne of Bhaal Version 1.02 (June 15, 2008) Developed by: CoM_Solaufein Ninafer's Support Forum: Ninafer's Forums The only link that worked was the mod page http://mods.chosenofmystra.net/ninafer/ and I don't know why it works as it looks like CoM is not there any more. I can send you the .rar if you would like. It looks like CoM_Solaufein combined Ninafer into another mod called "The Undying" as well. If it is the same Ninafer, that is...
  6. Unforked G3 Organization - have to transfer ownership and then build my own fork. Will do so when not on vacation! Converted and updated code for EE area installs https://github.com/cmorganbg/Aran-Whitehand/commit/cf1f1e302c66bd7b05f19ac30d886491727fe71d
  7. Well, Jarno, from a logic standpoint, that makes sense - but I work with kids. I know that when facing a text panel, it is not necessarily that intuitive. logic says "You installed the default mod - only change what you want to." Reality says "Hey - I just got given a set of choices - I wonder what they are... *poke*" "Hmmm... what if I don't want any of these... there is no option to leave them alone" (ignores the big prompt thing that says "[N]ot install" because modern brains are wired to "only stuff in GUI box") or "Hey! There is one of these that says 'default'! I'll choose that one!" (Modder gets line in tp2 that says default is installed, laughs at silly user for installing a component that does nothing but log itself in the Tp2, drinks more scotch and mutters about young people and the eventual heat-death of the universe) So the reason I am interested in abandoning behaviors built for interactive installs is that folks are pretty sure automated is the way of the future. On the breakdown into SUBCOMPONENTS... I... am stuck. Not on the theory; if it can be done with a full default install and then manipulate the files only if the user wishes to, using SUBCOMPONENT and GROUP, do it. In my case, I get two choices - recode the behaviors of SWING_CASE and the myriad of A_R to match (building the subcomponent behavior was a morning's cut paste and adjust work, so no big deal, but unfortunately the main component uses the information up front to build the cre and timers through variables in one go after all those A_Rs. Can't just OUTER_SET in components, because it is built to be interactive - blah. Have to rewrite whole patching setup, except for the easy one - Portraits). or join Gwendolyne and do an .ini and explain the new behavior to folks expecting more options on install. I don't know which is going to be quicker. I guess I will have to play about more with it.
  8. Way cool. Downloaded tile2ee and began poking about - it looks like a great solution. The weidu library handles all platforms, assuming that it is an old (non-ee) area and running it out. To get things straight in my head and get things in-game quickly, is the edited code above correct *without* the on-the-fly conversion using tile2ee?
  9. Cool, good typo catch and logic - cleaned up initial post.
  10. Rechecking on this... As I understand it, We currently (2018-2019) ship mods with new areas for BG2 using .tis files. EE games accept the old .tis format, so older mods do not *need* to update, and current folks don't *have* to update anything - mod added areas can be created in DLTCEP and edited in either NI or DLTCEP, and will work. There is one "bug", reported to the EE folks but with no action as of this post - in an EE game referencing a mod area with the old .tis format, the area shows black lines between each of the tiles in the mod added area. In addition, old tilesets are noticeably slower on the EE platform. On BGEE, SoD, and BG2EE the new .tis format separates out and uses additional files in. pvrz format - to avoid the black lines around each tile and improve performance on EE games, converting the .tis to a new format utilizing separate graphic files with extension .pvrz and installing both the converted .tis and the related .pvrz takes care of the problem. THE CURRENT BEST WAY (my opinion) of making sure your area is updated to the new .tis format and its accompanying .pvrz files is to build the old area (or use the existing old area) as usual, and then use tile2ee and Argent77's work to convert the old area directly on install. His tool added to your mod's folder in the way specified by the documentation, and the related Weidu library, can modify the appropriate files based on the install. If you are more adventurous and want to be really efficient, follow Argent77's advice - build and convert any new areas to EE format for distribution, and then modify his example found in ..\tile2ee-0.3b\weidu\example_tile2ee.txt to run it only if it is on a BG2 based install and ship his tile2ee tool with your mod. Basically, new modders probably expect a BGEE, BG2EE, or EET install, so only manipulate stuff if it is not in that format. THE HACKY WAY for single area additions on limited cross platform options, and ancient old wheezing retired modders slowly moving into the light of day, can be adjusted for in old code with the following: As of January 1, 2019: The easiest way to generate PVRZ-based TIS from the old tileset variant is with Near Infinity. Using NI v2.1-20180615+ place all area files (are, tis, wed) in the override folder. Select Export... => as PVRZ-based TIS.  Direct the output to a new folder, as the old .tis will be overwritten. The converted .tis will have additional files like marea00.prvz, marea01.prvz, marea02.prvz <<not typos PVRZ filename scheme is made up from the TIS filename minus second letter, followed by a two-digits pvrz index (e.g. AR1234.TIS -> A123400.PVRZ, A123401.PVRZ, ...), so you have to rename all your PVRZ files accordingly if you rename your TIS. For example, in my C-AR01.tis conversion, I ended up with C-AR01.tis, CAR0100.pvrz, CAR0101.pvrz, CAR0102.pvrz. In folder ../mymod/areas myarea.are myarea.mos myarea_old.tis (renamed original myarea.tis so that you can have 2 same-name .tis in same directory) myarea.wed myareaht.bmp myaream.bmp myareasr.bmp myarea_ee.tis (renamed converted myarea.tis so that you can have 2 same-name .tis in same directory) marea00.PVRZ (added with conversion to ee format .tis) marea01.PVRZ (added with conversion to ee format .tis) marea02.PVRZ (added with conversion to ee format .tis) In .tp2 (or as is more fashionable now in a .tph file called from the .tp2) /* resources : area creation */ PRINT ~Installing New Area~ COPY ~mymod/areas/myarea.are~ ~override~ COPY ~mymod/areas/myarea.mos~ ~override~ COPY ~mymod/areas/myarea.wed~ ~override~ COPY ~mymod/areas/myareaht.bmp~ ~override~ COPY ~mymod/areas/myaream.bmp~ ~override~ COPY ~mymod/areas/myareasr.bmp~ ~override~ ACTION_IF GAME_IS ~soa tob bgt~ THEN BEGIN PRINT ~Installing BG2 Area resources~ COPY ~mymod/areas/myarea_old.tis~ ~override/myarea.tis~ END ACTION_IF GAME_IS ~bgee bg2ee eet~ THEN BEGIN PRINT ~Installing BG2EE Area resources~ COPY ~mymod/areas/myarea_ee.tis~ ~override/myarea.tis~ COPY ~mymod/areas/marea00.pvrz~ ~override~ COPY ~mymod/areas/marea01.pvrz~ ~override~ COPY ~mymod/areas/marea02.pvrz~ ~override~ /* add area to cheat console in BG2EE/EET for testing/jumping about */ /* lua table operation: table.insert (table, [pos,] value) with default being n+1 at end */ APPEND ~BGEE.LUA~ ~table.insert(cheatAreas, {"myarea", "my_area_name_in_game"} )~ END APPEND ~mastarea.2da~ ~myarea value~ UNLESS ~myarea~ The line APPEND ~BGEE.LUA~ ~table.insert(cheatAreas, {"myarea", "my_area_name_in_game"} )~ is not needed - but if you want to leverage the new cheatbox on EE games to provide quick movement to your area for testing, it saves having to build some test scripts or dealing with MoveToArea() typing. Am I missing anything on this? Are there other concerns?
  11. Added C-AR01 to BG2EE LUA for cheat console thanks to @kjeron at Beamdog Forums https://forums.beamdog.com/discussion/comment/1037713#Comment_1037713 Hopefully repaired "Area Creatures Having Party At The Back" - amellg report of .cre movement, Jarno, Ardanis, amellg assistance Start a new game > enter the inn > exit the inn and take a rest at somewhere else > re-enter the inn, and find NPCs gathering in the corner. Repaired distributed C-AR01 to have corrected "stay in place" values using DLTCEP, test installed on BG2EE, rechecked using above procedure and did not have actor movement. Rechecked installed area in NI and DLTCEP and manually wandered around triggering dialogue and letting the area script dialogues run, exited and rested and re-entered - everyone still in the right area. https://www.gibberlings3.net/forums/topic/29932-custom-area-actors-bunched-at-the-far-left/ https://github.com/cmorganbg/Aran-Whitehand/commit/e01d6ffbc555994b99e5d1b18eec155aced1a211 https://github.com/cmorganbg/Aran-Whitehand/commit/0d1f290b7bc30a13631de4606cf91dcca871aec4 https://github.com/cmorganbg/Aran-Whitehand/commit/7799a9c3441046646eddee0ff600dac087329806 Forked GitHub personal master to Gibberlings3 Organization
  12. ....and ok, I think this was area creation messup. Thank you @Jarno Mikkola, @Ardanis, @amellg assistance Repaired distributed C-AR01 to have corrected "stay in place" values using DLTCEP, test installed on BG2EE, rechecked using above procedure and did not have actor movement. Rechecked installed area in NI and DLTCEP and manually wandered around triggering dialogue and letting the area script dialogues run, exited and rested and re-entered - everyone still in the right area. https://github.com/cmorganbg/Aran-Whitehand/commit/e01d6ffbc555994b99e5d1b18eec155aced1a211 https://github.com/cmorganbg/Aran-Whitehand/commit/0d1f290b7bc30a13631de4606cf91dcca871aec4 https://github.com/cmorganbg/Aran-Whitehand/commit/7799a9c3441046646eddee0ff600dac087329806
  13. Heh. Apparently, both . So looking at the current code, apparently I decided to create the creatures using the above code, but the area uses both a script added joinable and a .cre handle in the .are For Aran himself, in C-AR01.BCS /* create Aran, cue up scenery dialogs */ IF Global("c-aranspawn","C-AR01",0) !Exists("c-aran") THEN RESPONSE #100 CreateCreature("c-aran7",[976.306],6) SetGlobal("c-aranspawn","C-AR01",1) RealSetGlobalTimer("c-scenery","GLOBAL",60) END (Mike1072, +500 points if you can attach .d and .baf syntax highlighting to the code box!!!) But it looks like I decided to create the creatures using the above and to add the references to the actual area file. It has the .cre reference, a facing, and a position, but the destination is 0 0 (which may be me thinking back in the day that there was no destination, so it should be 0...) DLTCEP opening the uninstalled original resource shows that I have added the actors to the area but not embedded them, I assume because they are created on install by copying and modifying original resources based on platform. In that uninstalled file there are several of the 0 0 entries; there is a button next to it that says something like "stay in place". Hitting that populates the boxes with the same actor positions. Hopefully this was the modder error that is causing this. The area .bcs does simple calls, no JumpToPoint() or RandomWalk() - just some blocks like this: /* smalltalk, randomized blocks, cyclical */ IF AreaCheckObject("C-AR01",Player1) RealGlobalTimerExpired("c-scenery","GLOBAL") Global("c-smalltalk","C-AR01",0) THEN RESPONSE #20 SetGlobal("c-smalltalk","C-AR01",1) RealSetGlobalTimer("c-scenery","GLOBAL",60) RESPONSE #20 RealSetGlobalTimer("c-scenery","GLOBAL",60) SetGlobal("c-smalltalk","C-AR01",1) Wait(2) DisplayStringHead("C-AW01W1",@12970) Wait(2) DisplayStringHead("C-TORAN",@12971) RESPONSE #20 RealSetGlobalTimer("c-scenery","GLOBAL",60) SetGlobal("c-smalltalk","C-AR01",1) Wait(2) DisplayStringHead("C-AW01W1",@12972) Wait(2) DisplayStringHead("C-AW01TK",@12973) Wait(2) DisplayStringHead("C-AW01W1",@12974) Wait(2) END Thanks for the check-in and ideas on this. I will test this tomorrow - I really hope this is just as simple as me not understanding using DLTCEP to modify areas... either way i will be back to report!
  14. Hmmm. Masterasre.2da, .wed, and .tis for C-AR01 found - but NI says there is no area C-AR01. Which is odd, because it exists. Checking with DLTCEP. Perhpas something is going odd with the game storage. ....and DLTCEP says some odd things. Like "Destination 0 0" . Have to go spelunking.
  15. Well, they all have definitely been created from the same .cre - I do /* Area C-AW01 Tavern Keeper - Orrin */ COPY_EXISTING ~kpgrd01.cre~ ~override/c-aw01tk.cre~ REMOVE_CRE_ITEM ~rndtre02~ LAUNCH_PATCH_MACRO ~support_cre_cleanup~ SAY NAME1 @142 SAY NAME2 @142 The support_cre_cleanup is supposed to clear the creature - but perhaps it doesn't clear the flags. The biggest challenge - all of the area .cres have no actual script (the name is assigned to the cre to blank out reference to any old ones, but no new script is compiled or needed). I will recheck and see if I can replicate and troubleshoot using Amellg's procedure above - thanks!!
  16. Well, I have a head-scratcher. Very occasionally I have had reports that revisiting my custom Inn on the Promenade finds the .cre bunched up against the wall. It sounds like something is not saving the spawned .cre locations after the first visit. I have not not been able to reproduce this locally on BG2 or BG2EE, so I can’t see what is wrong. Any ideas on what would cause this behavior?
  17. Tl/dr: From what I can see, use of F_S and a required component 0 would work efficiently and is simplest to run out - please provide a counter argument for S and conditional FORBID/REQUIRE _COMPONENT. Long version, thinking out loud... I get the SUBCOMPONENT usage, and studied Tweaks and 1pp - but still checking on FORCED. Manual installs don’t need extra work on uninstallation if the modder uses REQUIRE on subcomponents - I assume noninteractive uninstall would work the same way. Is there anything that messes with an automated install tool if say 800 810 820 830 //800 is no change are designated components that are F_S ? I already install a “default condition” and then if the user inputs a changed condition action is taken on those files. It seems simplest in both Weidu.log and a custom debug file to log those specific choices using F_C rather than set up a range of conditions to filter out the “you already did this so skipping this component”. Folks may (will probably on a mega install) be using an install for a year or more (BG1NPC on the “change NPC starting area” component we logged where Alora et al was even if she didn’t get changed, so someone who wasn’t sure what they installed in January could look it up in May). Using this drops the need for a custom debug file with data on user choice - the Weidu.log itself is used as the log of choices (4 lines - mod, class, equipment, portrait).
  18. Heh - and back when I actually knew a little, https://www.gibberlings3.net/forums/topic/19689-adding-aran-into-the-game/?tab=comments#comment-165995 - where I explain use of SUBCOMPONENT as it leaves a weidu.log record of what is actually installed... So for straightforward mods, simply using SUBCOMPONENT and FORCED_SUBCOMPONENT will be the cleanest way of coding up choices; any future install tools can use this information to build whatever they want to regarding unattended user input by choosing which S/F_S to install. Thank you for the rundown, ALIENQuake. Recoding this way is relatively trivial and I will do so. Jarno, yep - the number of choices in this particular mod (and the number of ways of coding stuff) are all relatively meaningless . The idea at the time was to explore all of the choices and decisions modders make, and show examples of how to code stuff in various ways. Anyone could simply use a game editor to set what they want up. I'm still going to include that level of detail, even though I know it is silly - after all, this is a mod that adds dialogue responses modified by a large number of DVs from mod added NPCs, on the off chance that the particular player has Aran and Tyris are in the party when that single one talk fires - which will probably be once in a gazillion installs.
  19. So to summarize, just so I understand - ACTION_READLN (which I use a good bit to give a huge amount of user choice on install in Aran) is not on the current chopping block. BUT it is frustrating to mega-install tool development and maintenance. AND the current status of the technology is 1. run out all of the various choices as individual subcomponents leveraging GROUP 2. Investigate and copy Tweaks use of a custom configuration file (anything else out there to crib from/compare/contrast) or 3. Ignore this as very few folks are likely to use Aran on release Did I miss an alternative? And finally, going forward the consensus seems to be that A_R manual input is a less favorable and less versatile construct for installation and eventually the player base will either manually set a configuration file or have an install tool other than Weidu do it (fuzzy on this last one). Do I have this correct (before I go spend hours figuring out how to reconstruct multiple user inputs into defined files)? (I am not afraid of a little work - this is nothing compared to the initial work necessary for crossplatform stuff. I just don’t want to go down any unnecessary rabbit holes - I make enough of those on my own...)
  20. cmorgan

    Aran Whitehand

    Aran Whitehand is a human fighter and scribe for BG2, dual classable, so that he can be Tinker, Tailor, Soldier, Spy... whatever your party needs. Basically, a human utility player taken along for the friendship/cuddling. "Specials" include creation of scrolls through dialog and timer when in a party with another canonical mage. Primarily a male friend who can grow into an extended courtship/romance, romanceable by female PCs, Aran has his own sense of humor and specializes in bringing others into the conversation.
  21. cmorgan

    Aran Flirts

    From the album: Aran Whitehand

    Screenshot of Aran flirting
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