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agb1

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Posts posted by agb1

  1. For anyone who is waiting for my promised merged patches... I am getting closer and still anticipate finishing tomorrow. I plan to validate everything with a BWS-EET test install, then officially enable EET in BWS as well.

     

    Meanwhile, I'm also helping Lava with updates for the Colours of Infinity mods, including K4thos' EET patches, Fixpack patches, converted graphics, updated translations and improved compatibility (e.g., BP-BGT-Worldmap always compatible, instead of either/or with regular worldmap).

     

    In short - plenty of improvements coming soon, thanks for your patience.

    I've learned I'm very bad at estimates when it comes to this, but I am still working on the patches and making progress. The merge itself is effectively complete; I'm testing now.

  2. Regarding the Out of Memory error when installing EET, in my case it has been consistently failing during the EET_PCU_match macro patching of SHARTJ.DLG during the conversion process.

     

    Mods affecting SHARTJ.DLG:
    00000: ~BGQE/SETUP-BGQE.TP2~ 0 1 // Beregost Family Quest: v14
    00001: ~BGQE/SETUP-BGQE.TP2~ 0 2 // Installing the Babysitting Quest, including the Carnival Encounter...: v14
    00002: ~BGQE/SETUP-BGQE.TP2~ 0 3 // Nashkel Monster Quest: v14
    00003: ~BGQE/SETUP-BGQE.TP2~ 0 4 // Fallen Paladin Quest: v14
    00004: ~BGQE/SETUP-BGQE.TP2~ 0 5 // Undying Love Quest: v14
    00005: ~BG1NPC/BG1NPC.TP2~ 0 1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.3_20160416
    00006: ~BG1NPC/BG1NPC.TP2~ 0 13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22.3_20160416
    00007: ~BG1NPC/BG1NPC.TP2~ 0 14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22.3_20160416
    00008: ~BG1NPC/BG1NPC.TP2~ 0 200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.3_20160416
    00009: ~MUR'NETH/MUR'NETH.TP2~ 0 0 // The Mur'Neth NPC mod for Baldur's Gate Tutu or Baldur's Gate Trilogy-WeiDU: v11 BWP Fix
    00010: ~FINCHNPC/FINCHNPC.TP2~ 0 0 // Finch NPC: v4.0 BETA 7
    00011: ~GAVIN/GAVIN.TP2~ 0 1 // Gavin: Romance (mature content): v9 BWP Fix
    
    SHARTJ.DLG had 22 dialogue states before all these mods, and 1246 states after. 600 of those states were the Shar-Teel Relationship Core (BG1NPC component 13).

     

    So I uninstalled BG1NPC 13 and tried again, and the EET installation completed successfully.

  3. You start with clean, unmodded BG1EE and BG2EE folders. If you have GoG or Steam version of SoD, you need to run the modmerge tool in BG1EE folder manually. After that, BWS does everything.

     

    Edit: Meaning, BWS unpacks and installs pre-EET mods in BG1EE folder, then switches to BG2EE folder, unpacks, installs EET, installs following mods. You don't run BWS separately for BG1/BG2.

  4. Thanks for your hard work! I'm waiting impatiently for EET support in BWS. Is it possible for you to write somewhere how to install EET and mods using BWS?

    User experience will be the same as installing BGT. You will give the path to BG1EE and BG2EE folders, and it will only let you select mods that are EET compatible, and it will do all of the patching and installing for you.

     

    This is already working in BWS, just hidden by a single $HideEET = 1 line in Includes\MiscGUI.au3. The remaining problem is that K4thos' EET patches and the BiG World Fixpack contain partially overlapping fixes and BWS currently applies both, which results in some patches being lost. Once I finish merging, BWS will only use the Fixpack.

  5. For anyone who is waiting for my promised merged patches... I am getting closer and still anticipate finishing tomorrow. I plan to validate everything with a BWS-EET test install, then officially enable EET in BWS as well.

     

    Meanwhile, I'm also helping Lava with updates for the Colours of Infinity mods, including K4thos' EET patches, Fixpack patches, converted graphics, updated translations and improved compatibility (e.g., BP-BGT-Worldmap always compatible, instead of either/or with regular worldmap).

     

    In short - plenty of improvements coming soon, thanks for your patience.

  6. 1/ From what point in the installation procedure do I have to start using BWS ?

     

    - I guess I still have to modmerge manually (Steam versions) ?

    Yes, if you have Steam or GoG version of BGEE+SoD, you need to run modmerge in the BGEE folder before starting the BWS installation. If you forget, BWS will remind you.

     

    - BWS will auto sort and install BGEE mods, then EET, the BG2EE mods ... or do I have to start from a BGEE mods + EET / Vanilla EET install ?

    Start with clean un-modded BGEE+SoD (only run modmerge) and clean un-modded BG2EE folder. BWS will install all pre-EET mods into the BGEE folder, then switch to the BG2EE folder automatically.

     

    2/ The Fixpack is mysterious :

     

    - Do I still have to download it separately, then place it in the folder with uncompressed mod files ... or is it added in the installation list as another mod itself ?

    It is part of the installation list automatically and it is mandatory - you are not allowed to use BWS without the BiG World Fixpack.

     

    - Will the K4thos patches be installation specific once in the fixpack (recognizing EET or its absence) like it was done for SCS (amazing stuff right there) ?

    Yes. Most of K4thos' patches were written to work with-or-without EET, like unofficial new releases of each of the mods, so those patches will always be applied. A few patches, like extra map icons for EET on the BP-BGT-Worldmap, might need to be used only with EET. Either way, users won't have to worry about it. I expect to finish merging the patches today.

     

    3/ On a side, unrelated note, I read somewhere around these parts that the transition from BG1 to BG2 for items (and poor Boo among them) is not supported and open to modders to find a creative way to recover some, if any items in the BG2 parts of the game. Nothing exists ? I could come up with a decent EETweak out of it (if it is still supported).

    On the first page of this thread at the bottom there is a mod called www.urstuff2athkatla.com -- a joke name. Its purpose is to import all of your BG1 items to BG2. It works by disabling the EET item transition code that removes items from your inventory, so it's not very "realistic" (you start BG2 with all of your equipment, even though you are imprisoned). I would recommend using Roxanne's EETMoveItemsSOA below instead, but I haven't added it to BWS yet. I will do that today also.

  7. If you wait until Friday you can use BWS and be really lazy. I'm almost done merging patches from K4thos with the existing patches in the fixpack.

     

    1. After EET

    2. Not sure it works - consider subtledoctor's NPC_EE (in-game kit selection menu for every party npc)

    3. Works without SR but still recommend using fixpack.

  8. If you are using SR, you definitely want Kreso's version. Without it, the SCS mages are clueless about SR's changes and the reduced difficulty reflects the AI's attempts to cast spells that don't work as expected. You can always use the in-game difficulty setting to make it a bit easier for a certain encounter if you get stuck, but having mages actually use SR's spells intelligently is much better in my opinion!

     

    Whichever version of SCS you want to use, I recommend applying the Big World Fixpack before running the installer. There are a handful of community patches that aren't in Kreso's version, and the Fixpack will add them for you.

     

    Also, I've updated the Fixpack to restore the two lines of code accidentally removed from the Mulahey encounter, so here's hoping that will work correctly too!

  9. @K4thos: The Big World Fixpack patch for SCS is now all you need with EET, including if you use Spell Revisions or not:

     

    Incorporated K4thos' EET compatibility patches for SCS v30 ... these patches will always be applied, as they do not interfere with installation on other game types

    Incorporated Kreso's Revised SCS in patch form ... these patches are additive to K4thos' EET compatibility and will only be applied when spell_rev folder (Demivrvgs's Spell Revisions) exists in game directory

  10. I've had same problem (using regular Stratagems). Seems to have fixed itself however, I just re-tried to install and it worked. Up until "Smarter General AI", then it botches up with "not found" line I have no idea why.

    Is it possible that someone (who knows github usage and similar stuff better than me) uploads a fully fixed SCSv30 somewhere that doesn't require two sets of different fixes from both Alienquake & EET compat. by K4thos and installs on EET w/o issues? I'm not talking about SR-revised version, just the regular SCS.

    Kreso: I've updated the BiG World Fixpack patches for SCS v30 to include K4thos' EET changes. Therefore, for non-Spell-Revisions installations (whether EET or not), the BiG World Fixpack is all you need.
    I've further added to the Big World Fixpack an additional set of patches that will only be applied if the mod folder "spell_rev" is seen; these patches merge all of your "Revised SCS" changes with K4thos' and the Fixpack's.
    Therefore, for Spell Revisions installations (whether EET or not), the BiG World Fixpack is also all you need.
    (N.B. I also looked at subtledoctor's SCS hotfixes on the Beamdog forum and there is nothing there that wasn't covered between yours and K4thos' changes. The BiG World Fixpack now includes all patches for SCS to date.)
    I've reviewed all of the areas of overlap between your changes, K4thos' changes, and the original Fixpack changes, and I think everything's OK, except...
    ... It seems you deleted two lines (comparing to original v30) from the bottom of stratagems\tactical_bg1\c2end.tpa (Mulahey). Was this intentional? I didn't see anything mentioned about it in this thread.
        LAF ssl_to_bcs STR_VAR script=helpmul location=~tactical_bg1/ssl~ rename_to= ~%tutu_var%helpmul~ END
        LAF extend_area_script STR_VAR area= ~%NashkelMines_MulaheysCave%~ bottom=mularea location=ssl ssl=yes END
    
    FYI, for your project to make a single version of SCS that works with-or-without Spell Revisions, you might find it helpful to look at the new patches here: these reflect all of the changes you made.
  11. @vanatos: Since Imoen uses the same CRE resource for the whole game you should add a chapter check to her banters with Jaheira (and Minsc, if there are any), so that they are not triggered in Chateau Irenicus.

    There may be some additional issues to be considered - based on the way EET moves continuous NPCs between campaigns. Imoen uses DV Imoen2 throughout (the BGT version of your mod did the same for the dreamscene Imoen, in BGT in some mod constellation Imoen was not in Spellhold). Please make sure that an otherwise enjoyable mod has no such unpleasant bugs (maybe consider to use other DVs for your dream characters)..

    Imoen2 DV is used for Imoen throughout EET, from BG1 to TOB. Imoen Romance uses DV Imoen2 only.

     

    While you might need to add chapter checks to banters with Jaheira and Minsc as argent77 suggested, you do not need to worry about dialogue from Imoen's BG2 DLG files appearing during BG1 in EET. EET_End.tp2 (the finisher for EET installs, after all other mods) will combine and patch all dialogue files for Imoen into a single continuous DLG used from BG1 to TOB. It adds chapter checks to any dialogue states that don't already have either a CHAPTER or an ENDOFBG1 check.

  12. vanatos: For EET compatibility, you also need to change the three GAME_IS ~bg2ee~ checks in the tp2 file to GAME_IS ~bg2ee eet~:

     

     

     

    ACTION_IF GAME_IS ~bg2ee~ BEGIN
    //EE rejoin.
    COMPILE ~imoenRomance/dialogues/SOA/Spellhold/ImRejoin.d~
    ~imoenRomance/dialogues/SOA/Spellhold/ImRejoinEE.d~
    END
    ACTION_IF GAME_IS ~bg2ee~ BEGIN
    //EE tree.
    COMPILE ~imoenRomance/dialogues/SOA/Suld/TreeEE.d~
    ~imoenRomance/dialogues/SOA/Suld/TreeContent.d~
    END
    ACTION_IF GAME_IS ~bg2ee~ BEGIN
    COMPILE ~imoenRomance/dialogues/TOB/FinalConversation/FinalConversationEE.d~
    ~imoenRomance/dialogues/TOB/FinalConversation/FinalConversation.d~
    END

     

     

  13. eXistenZe: The BG0125.BCS script you attached above is missing a block from the original BG1EE script (AR0125.BCS) that triggers when Sarevok's health = 1.

     

    Can you run "weidu.exe --log nul --change-log bg0125.bcs" in your game folder?

     

    Start Menu -> Run ... (or press Windows key + R key)

    Enter "cmd" and hit Enter

    Type "cd C:\BG2EE\" (or whatever your game folder path is) and hit Enter

    Type "weidu.exe --log nul --change-log bg0125.bcs > change.log" and hit Enter

     

    When it finishes, open the text file named "change.log" in the game folder and paste the contents here. This will show if any other mods changed that script.

  14. I was looking a bit into Tower of Deception BWFix. First of all the version 4.0.0 provides BG2EE support but no fixes are incorporated.

    There are fixes that seem appropriate for the EET setup, like wrong number of statements in an OR block (although i have no idea what consequences could occur) or "va#pand1"->"va#panda" but i have no idea about this:

    SpellCastInnate([GOODCUTOFF],HELM_TRUE_SIGHT) -> SpellCast([GOODCUTOFF],HELM_TRUE_SIGHT)

    SpellCastInnate([GOODCUTOFF],INQUIS_TRUE_SIGHT) ->SpellCast([GOODCUTOFF],INQUIS_TRUE_SIGHT)

    Can someone help?

    A bit late, but, yes... all of the BWFixpack patches for TOD still apply to v4.0.0. I've left a note for LavaDelVortel on the Beamdog forum asking permission to upload a version to GitHub that incorporates those fixes plus a few more.

  15. Final BG1EE fight bug : Sarevok unkillable

     

     

     

    Yet another old bug ? well, this time I don't think so.

     

    Reminder : I play with SCS, so, I need to kill the 4 mates before being able to kill Sarevok.

    In, the old bug, you just had to CLUA 1 (or 2) of the missing mates, kill the 4 mates, and then kill Sarevok.

     

    Here, everything goes as it should until the very end :

    - first time I hit Sarevok, He says he is invincible thanks to his 4 mates : "Oh, my foolish <PRO_BROTHERSISTER>... You have no power to harm me. Do you think I chose to confront you in this place through some sense of theater?"

    - as soon as I kill, one mate, he says I understood but it remains 3 mates : "A predictable ploy, <PRO_BROTHERSISTER>. And impressive, as well, but ultimately futile. I have three others..."

    - as soon as I have killed all 4 mates, he says "Does it end here, then, <PRO_BROTHERSISTER>? You have taken my acolytes, taken my shield from harm. Am I not to become a god?"

     

    But after that, I should be able to kill him ! I am not :)

    I think one "Action" is missing in the last dialog : there is only "SetGlobal("DMWWSarevokFight","GLOBAL",4)"

     

    But I've checked, only SAREVOK_.bcs is using this var :

    IF
        Global("DMWWSarevokFight","GLOBAL",4)
        !GlobalTimerNotExpired("castspell","LOCALS")
        HasItem("potn07",Myself) // Potion of Storm Giant Strength
    THEN
        RESPONSE #100
            SetGlobalTimer("castspell","LOCALS",ONE_ROUND)
            UseItem("potn07",Myself) // Potion of Storm Giant Strength
            DisplayStringHead(Myself,278836) // Quaffs potion of storm giant strength
    END
    Well... nothing that will make him killable.

     

    I would be glad if someone could help me :)

     

     

     

    Edit : probably a SCS bug... but could not find something similar in SCS forum :(

     

    BG0125.ARE (renamed from AR0125.ARE in BG:EE) is the final BG1 temple area in EET.

     

    In BG:EE, that area script (AR0125.BCS) has a block that triggers Sarevok's final death:

     

     

    IF
    	HP("sarevok",1)
    	Dead("galdor")
    	Dead("diarmi")
    	Dead("semaj")
    	Dead("tazok")
    THEN
    	RESPONSE #100
    		Kill("sarevok")
    		SetGlobalTimer("DeathOfSarevok","GLOBAL",3)
    END
    

     

     

    SCS #7250 (improved final BG1 battle) does not change that area script.

     

    So, after you saw the 'You have taken my acolytes' line, you had satisfied the 4 deaths condition and that block should finish him off once you lowered his health to 1. Removing the monhp1 amulet should not be necessary.

     

    Since that didn't happen, can you check what script is associated with BG0125.ARE in your game and see if that block is there?

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