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agb1

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Everything posted by agb1

  1. I've created a WeiDU script for installing the BiG World Fixpack, as a replacement for the original Windows-only batch script. Once we've confirmed that it works on Linux and Mac, it will be a viable cross-platform alternative to the EET-patches-for-BG2EE file replacement approach and we can look to fully merge the projects.
  2. I've added a patch for Revised Battles 6.3 to the BiG World Fixpack: 1. Added EET/BGT chapter numbering 2. Disabled unnecessary copy commands that cause EE install error 3. Blocked Lug spawning in BG1/BGEE/SOD This might be enough to make the mod EET compatible: it successfully installs all components on a clean BG2EE install, but I haven't tested in-game or examined the code for potential clobbering of EE resources/changes.
  3. Thanks, that's exactly what was needed. Tested and works. I see that I need to update my IESDP bookmark since the one hosted on G3 doesn't list this effect. It was added by patch 2.x I believe. I opened an issue on the IESDP repository suggesting a revised description for action 182: https://github.com/Gibberlings3/iesdp/issues/27
  4. I've updated BWFixpack for this issue. Removed KTStore invalid offsets from the tp2 installer. However, EET directly patches this issue by replacing the KTStore.sto file during the EET installation, so it makes no real difference for EET installs whether or not you apply the Fixpack for this mod. It will still help non-EET installs, so it was worth adding. I'm not 100% sure if the EET replacement displays a correct name when you access the store in-game, but that's cosmetic. The EET replacement for the store file sets the "store name" string reference to -1 (none), so it should be fine, it just won't show the author's originally intended store name text at the top.
  5. I'm not sure about the name/description. Those are string references (effectively they point to line numbers in dialog.tlk). Would have to look at how the mod installs this item. Ideally it overwrites the name and description field of the item at install time to make sure the strings are correct. And yes, to apply this fix on EET you'd have to run BWFixpack before installing the mod. The status of BWFixpack with respect to EET mods is somewhat fluid. Some fixes apply, many do not. This will be addressed soon.
  6. Sorry, I forgot to add links to the forum threads for this fix in the BWFixpack's _BWP_Fixes.txt file. Here are the relevant posts: http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/page-138?do=findComment&comment=586267 https://forums.beamdog.com/discussion/comment/617757#Comment_617757
  7. The sequence should still be TDD v114 > TDDz (The references in the fixpack do not comply to EET). However the fix for DD0300CT (the newest commits to fixpack) should be taken into account by TDDz, because it is missing here. (The issue will be that if you enter a building during the pirate raid on the docks during one of theTDD plots and come out of the building again, you will be in the *normal* area, not the quest one and thus break the quest. The fix closes all the doors in the area to prevent it - but if you know the issue, just avoid doing it, you normally have no need to go into any building at this time.) Edit - I have opened an issue for this in the TDDz repository. Fixed in the TDDz repository. Thanks Roxanne!
  8. Ran into an error during the EET-end finalization step with a mod that isn't on the EET-compatible list: Saradas Magic 2 (this is the BG2:EE version of the mod; there is a different mod called just Saradas Magic without the 2, which is for BG:EE and which is on the EET compatible list). I am raising this just for awareness, despite the fact that Saradas Magic 2 is not supported yet with EET, because the error manifested in EET_End. Note: I had installed Saradas Magic on BG:EE before running EET, which caused no trouble at that point, and I don't think that is relevant to this error. The error in SETUP-EET_END.DEBUG was: In my override, I have !SARJ.DLG (no states), !SARD.DLG (no states), !SARP.DLG (no states), !SAR25D.DLG (no states), !SAR25J.DLG (133 states), !SAR25P.DLG (6 states), !SAR25B.DLG (44 states), !SARTOB.DLG (7 states). I see in the tp2 for Saradas Magic 2 that it appends this line to PDIALOG.2DA: ~!SARTOB !SARP !SARJ !SARD !SAR25P !SAR25J !SAR25D !SARTOB~ According to IESDP, these are: DV POST_DIALOG_FILE JOIN_DIALOG_FILE DREAM_SCRIPT_FILE 25POST_DIALOG_FILE 25JOIN_DIALOG_FILE 25DREAM_SCRIPT_FILE 25OVERRIDE_SCRIPT_FILE The tp2 and mod folder does not contain any mention of !SARP.d, !SARJ.d, !SARD.d, !SAR25D.d (or .dlg), so I'm not sure how those appeared in my override folder. (WeiDU change-log doesn't show origin.) The mod does contain .d files for !SAR25J, !SAR25B and !SARTOB, and the tp2 does compile those three files to .DLG. I'm guessing that the line in PDIALOG.2DA referencing these non-existent dialog files somehow caused them to be created. I do not know why this led to a parse error for EET_End. I am also unclear how !SAR25P got its 6 states. On closer inspection, !SARTOB.D contains (empty) BEGIN sections for !SARP, !SARJ, !SARD and !SAR25D and a section for !SAR25P with 6 states. So the mystery of where the DLG files came from is solved. I still don't know why these DLG files caused a parse error for EET_End. As a further test, I replaced !SAR25J.DLG with a copy of the empty !SARJ.DLG, and EET_End was able to install successfully, so the problem is specifically with the !SAR25J.DLG file. I have attached it here for reference. !SAR25J.7z
  9. Typo report for EET/docs/Modder's%20Notes.html#Adding support for NPC transition system -- %LNGUAGE% is used in examples instead of %LANGUAGE% Another question about NPC transition. As an exercise, I'm modifying Nephele NPC to work with this system. The mod currently has two copies of the NPC .cre file, one for SoA and one for ToB. They differ only in their override script, dialogue script, starting XP and starting inventory. The mod allows Nephele to be summoned by the Fate Spirit in ToB even if she was not met in SoA (checks only !Dead - which is true for never-met - and !InMyArea). I've added this section to the (setup-)nephele.tp2 to set up the SoA - ToB transition: However, in the case where the NPC wasn't met in SoA and is being summoned for the first time in ToB, I want EET (in AR4500 script?) to CreateCreature LK#NE25.CRE instead of MoveGlobal. Is there a variable that can be passed into EET_NPC_TRANSITION that will specify what .CRE to spawn in this case? For reference, I looked at EET\libs\transition.tph and Rasaad has the variable default_ToB = 1: In AR4500, after EET install, I see this block: Where did "Rasaad12" come from? Where did this entire block come from?
  10. BWFixpack manual use is simple. Download and extract in your BG folder like any other mod. Extract all other mods you plan to use. Then run the BiG World Fixpack.bat script in your game folder. The BWFixpack patches mods pre-WeiDU-installation, so you must run it before you actually start running the setup-exes. But it doesn't do anything until you run its .bat file, so the order of extraction doesn't matter. One caveat: for EE, delete some patches from the Fixpack folder, in particular BiG World Fixpack\item_rev and \spell_rev, because the BWFixpack patches are still for the old pre-beta versions of those mods, not for the new EE-compatible beta versions. Also, you should extract K4thos' EET-patches first (these directly replace files in other mods' folders), before running the BWFixpack. Some of the BWFixpack patches might fail because K4thos' made too many changes, but you need his changes to use those mods with EET at all.
  11. The fixes you linked for Fading Promises aren't included in the EET patches, nor in the BiG World Fixpack yet. Now included in BWFixpack.
  12. Seems the MKDIR command in EET\lib\EET_core.tp2 failed in my install (I didn't have a save/ directory in my BG2EE folder before running EET installer, and the folder still doesn't exist after): ACTION_IF (NOT DIRECTORY_EXISTS ~%USER_DIRECTORY_EET%/save~) BEGIN MKDIR ~%USER_DIRECTORY_EET%/save~ END Relevant excerpts from SETUP-EET_CORE.DEBUG: Newest WeiDU is version 24000, updating! ... Copying and patching 1 file ... [engine.lua] loaded, 104 bytes engine.lua copied to EET/backup/core/0/engine.lua, 104 bytes Copied [engine.lua] to [engine.lua] Creating 1 directory Problem Unix.Unix_error(1, "mkdir", "C:") on C:: util.ml Copying 1 file ... [My Documents\Baldur's Gate II - Enhanced Edition/Baldur.lua] loaded, 6061 bytes Copied [My Documents\Baldur's Gate II - Enhanced Edition/Baldur.lua] to [My Documents\Baldur's Gate - Enhanced Edition Trilogy/Baldur.lua] (NO BACKUP MADE!)
  13. Hi K4thos. I looked at all the mods in the opening post that have EET-patched replacement files and almost all of the versions match the latest available. I found one with a newer version: Edwin Romance 2.0.7 at http://www.shsforums.net/topic/58520-edwin-romance-v207/ (you patched 2.0.6) I haven't done a detailed comparison, but it looks like you had to change a lot of files for that mod, so the replacement files probably need to be updated.
  14. Ana, kudos for finding a solution on your own and sharing it so others can benefit too.
  15. Error reported in Unique Containers component during BGEE install: Installing [unique Containers -> Unique icons and names] [beta 4 BWP Fix] ... ERROR locating resource for 'COPY' Resource [scrlcase.sto] not found in KEY file: [./chitin.key]
  16. This looks very useful. I tried compiling iesh with Python 3, but it didn't work. I guess it needs Python 2? ielister link above goes to a 404 page.
  17. As far as I know, the Tweaks component only affects vanilla NPCs.
  18. On BGT, component 2150 of Tweaks Anthology still corrupts the dw#melri copies (C!PP29.ITM / CDPP29.ITM). I am not sure if it corrupts dw#melri.itm itself. This is using the latest v5 of Wheels of Prophecy, which modified the dw#melri.itm in an attempt to avoid this problem. The C!PP29.itm file causes the following error when installing component 1000 of SCS: [./override/C!PP29.ITM] loaded, 554 bytes ERROR: illegal 2-byte read from offset 61610 of 554-byte file ERROR: illegal 2-byte read from offset 61610 of 554-byte file ERROR: [C!PP29.ITM] -> [override/C!PP29.ITM] Patching Failed (COPY) (Failure("Read out of bounds")) Stopping installation because of error. ERROR Installing [initialise mod (all other components require this)], rolling back to previous state Using latest Near Infinity dev snapshot, opening the file C!PP29.ITM is not possible ('null'). Attached for your convenience is the original dw#melri.itm from wheels\misc\ folder and the c!pp29.itm created by cdtweaks #2150. Is this enough to track down the problem? Edit: This is NOT the same as the issue reported in http://gibberlings3.net/forums/index.php?showtopic=28142 -- that is an issue with C!PP26.ITM, which is a clone of c2amul01.itm; my report here is about C!PP*29* not *26*. before_and_after.zip
  19. The post immediately after that one says that one of the other NPC Kitpack components still fails to install on EE, so I guess your patch is just for the Specialist Mage Descriptions component? Edit: It turns out the BWP Fixpack includes the same code changes that you made for the specialist mage descriptions component, except the BWP Fixpack also uses BUT_ONLY_IF_IT_CHANGES.
  20. I suggest noting in the NPC_EE readme that changing the class/kit of a mod NPC might cause problems if that NPC has a custom script that was written for the original class/kit. I'm not sure how many such mod NPCs are affected by NPC_EE (it requires manual coding, I guess, judging by the snippet above) ... so perhaps this note can be tailored to specific mod NPCs, or alternatively, specific mod NPCs that have such custom scripts can be excluded from NPC_EE.
  21. ActionOverride searches savegame ( for creatures that have been made "global" i.e. ActionOverride("minsc", MakeGlobal()) ) and the current area for creatures with a matching Script Name / Death Variable in the .cre file (string at offet 0x280) -- the .cre filename does not matter for ActionOverride.
  22. subtledoctor, can you give a link to your hotfix? We can add it to the BWPFixpack and at least reduce the problem that way.
  23. Roxanne, if you feel inclined to do more testing, feel free to try the FFT pre-release on GitHub: https://github.com/BiGWorldProject/FishingForTrouble/releases I haven't had time to test it yet beyond verifying that it installs correctly (and incorporating K4thos' worldmap patch).
  24. Your understanding seems to be correct. I was mistaken. http://baldursgate.wikia.com/wiki/Silence,_15'_Radius = This spell silences all creatures in area of effect preventing them from talking or casting spells unless they make successful save vs. spell with -5 penalty. (Alteration)
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