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Everything posted by c4_angel

  1. Hello. Different from original BG2, it seems that EE engine automatically apply all passive spells(AP_) in clab table for the NPC, if he/she is level 1. And the Level ONE NPCs mod are doing the same thing to the .cre file of NPCs. So NPC may get doubled benifits or penalties from AP spells of first level in clab table. This issue are in v3 of this mod. Not test in BGEE/SOD nor previous version e.g. 2.3 of BG2EE. I think the mod should skip the "apply passive ability" part for EE game.
  2. Despite of "cheating" concern, I myself prefer the mechanic of teleportation in tactic mod: the lich cast a "special" Teleport Field spell which teleport all party members in thearea to around himself and cast DM instantly, if he has previously seen a party member but now can't see any party members. 1) There is an explanation, I think. 2) More challenge, it would be very dangerous if try to leave the sight of the lich, coz member like fighter can be very vulnerable against the lich and the summon demons. 3) There can be a trick in original SCS mechanic: leave the sight of the lich at almost the end of his PFMW, he will teleport to the party with no protection for a round so can be elimitated easily.
  3. Impresive! Thanks DavidW. And I think an extra component with READLN to reconfigure the hotkeys (and modify the scripts) could fix the typo/conflict issue. And, if I may, that function can be further shortened. You can dump the string length check and just use a regexp match against ~^[A-Za-z]$~, as it would only match a one-character input. Ahh...You just opened a new door to me. Thanks very much.
  4. Impresive! Thanks DavidW. And I think an extra component with READLN to reconfigure the hotkeys (and modify the scripts) could fix the typo/conflict issue.
  5. Thank you both. But my concern is both doesnt give the users a second chance if any defination goes wrong or they just forget it. It could become a mess when using an install tool if there are mods install after it.
  6. Hello. I agree to the concept of removing READLN, but I cannot figure out the solution to my mod (published only on a forum with Chinese players by now): It requires the player input 3 different hotkeys (from A to Z) during installation, also checks if any typo or confliction when input the 2nd and the 3rd hotkey. I think neither solution 1 or 2 can handle this easily.
  7. A request, if I may: Move to Github (or a github link, if you already did) since dropbox is banned in mainland China and not every player has a VPN... Thank you, Bartimaeus.
  8. I tried to use the template in my mod and got an error "You have tried to run 'items.tph', but 'test/lib/items.tph.tpa' doesn't exist". Seems the extension is automatically set to .tpa in the defination of run function, but WeiDU doesn't force it. It should, IMHO, be removed, although that's just a template.
  9. Ah...I get your point. Thank you, that's quite helpful.
  10. But in the WeiDU documentation about ALWAYS: This flag specified a TP2 Action that is executed at the beginning of each Component, before the component-specific TP2 Action.
  11. For Encapsulation: Why not put CLEAR_EVERYTHING as the first line in ALWAYS? Any disdavantages?
  12. I have encoutered a bug in my last walkthrough on BGT with v6 + BW Fixpack: Kill Sendai then Abazigal without entering Balthazar's monastery(in another word: play just like the vanilla game), launch the cutscene cut240a (Balthazar argueing with Melissan) in Abazigal's dying dialog.. But in the area script of the monastery ar5505, there is a block: IF Global("BalthazarEncounter","AR5505",0) Global("HadBhaal25Dream2","GLOBAL",1) Global("HadBhaal25Dream3","GLOBAL",0) THEN RESPONSE #100 ClearAllActions() SetGlobal("BalthazarEncounter","AR5505",1) StartCutSceneMode() StartCutScene("dw#balc2") END But in the end of cut240a, the party are send back to Abazigal's lair, and so dw#balc2 runs there, not in the monastery. By the way, with such a coincidence, Balthazar, Melissan and all the monks are created just in front of the portal. But if decide to help Balthazar, Melissan is unkillable because the block of start her dying dialog is in ar5505. Same if choose to fight against Balthazar. The quick fix is to add "OR(2) !Dead("abazigal") !Dead("sendai")" to the block above by stopping dw#balc2 if Abazigal and Sendai are both killed. BTW. Chinese translation for v7 is in pr on Github. Finished year ago, but I had lost my copy and just recovered it.
  13. bgqe is for BG1. So, you can install it to BG1:TotSC, BGT, BG:EE, SoD, Tutu, and EET. Not BGII. OMG...... I have put the mod in wrong folder...I was intended to install it to BG:EE... Sorry so much for wasting your time.
  14. Yes, just down from g3/bgqe page, install via setup-bgqe.exe and command line, no difference. Trying to target the issue but no result still.
  15. Version 18: failed to install all components... The debug file attached. SETUP-BGQE.DEBUG
  16. My friend reports a bug-like issue to me during his walkthrough on BG2EE with alternatives v13.3: After accepting Aster's quest and having Aran killed, he doesnt go back to Aster but go for Malficus and accept the quest of eliminating Shadow Thieves. Apparently the quest cant be done again, and Aster refuse to continue the conversation too. The only way to sail is to pay 50,000 gp. IMO, Malficus should refuse to talk to CHARNAME once other paths been taken, and set the unfinished quest from him as a failure. Just like Aster, Bodhi and Galen.
  17. Chinese translation update is in the pr(er...always late...).
  18. Can opcode #267 (Text: Protection from Display Specific String) supress the feedback string?
  19. I think I have understood. Thanks.
  20. I did but nothing different. But after I check Argent77's Golem Construction mod, change [monster] to [monster_icewind], animation_type to e000 in ini file, slotMin and slotMax to e000 and efff in the function, it works! Though I don't know why... But still no sound at all, not like the deva I copy from.
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