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Normally there is no way to execute cutscene scripts directly by spell effect. You are either forced to summon an invisible helper creature or have to use variables in conjunction with a global script to initiate a cutscene. In both cases there is a small chance that scripting can be interrupted or delayed by external events. However, opcode 298 allows you to execute the hardcoded cutscene script CUT250A.BCS. This effect is normally used to trigger the "Teleport to the Pocket Plane" cutscene in BG2-ToB, but it basically functions in all EE games (even in PST:EE). It is possible to hook into CUT250A.BCS and extend it to allow execution of arbitrary cutscene content. It only works in EE games however, since it makes use of the StartCutSceneEx() script action. The actual scripting would look like this: To make your own custom cutscene work you have to retrieve a free Global("CUT250","GLOBAL") value and use it in the cutscene, as shown above. Additionally you have to set the variable (e.g. via opcode 365) in the SPL, ITM or EFF resource along with opcode 298 to trigger the desired cutscene. The attached zip archive contains a WeiDU library with a function that largely automates the process. All you need is to provide the cutscene script and a way to execute the spell effect. This WeiDU example script for BGEE/BG2EE/EET adds a new ring ("myring.itm") to the game that can be used to trigger a cutscene without the use of helper creatures or global scripting: Note: This feature can potentially interfere with the return location from the Pocket Plane if it is used while the party is present in the Pocket Plane. That's why I recommend to use it only for events where the party is not currently present in the Pocket Plane. Otherwise, this issue can be worked around using script actions StorePartyLocations() and RestorePartyLocations() in place of the ExitPocketPlane() action. a7-cutscene_customization-v1.zip
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I'm currently tinkering with a dynamic filter for the cheat menu where entered text should automatically apply to the associated list of areas and other lists provided by the Hidden Gameplay Options mod. The problem is, however, that any changes made to the filter text are applied to the list only after one additional keypress, which leads to somewhat confusing results. Updating filter text programmatically doesn't even appear to be detected at all by the list control. Is there a way to enforce list content to be updated immediately?
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Version v4
1,471 downloads
The Lore From Learning mod is a small WeiDU mod that adds lore bonuses to your main character as you learn and adventure throughout the game. The bonuses (and the stimuli that provide them) are, by design, meant to be minor and enhance the role-playing aspect of the game. Learn more about the mod View the Readme Visit the Forum -
Hello world. Here's a pack of hacky IWD2 portrait edits. The Owlbearers Portrait Pack The zip file contains 14 heroes to be used in either IWD2 or the Enhanced Editions. Here's a couple for a taste... I would really appreciate any comments, especially suggestions for improvement. Also, I'd love to know who you have to kill to get a file on the Portrait Packs section!?
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Well, after much time, effort and I dare say love poured in my TUTU install I reluctantly switched today on EE. TUTU run peachy until 65 or so days ingame and then suddenly started crushing out of blue without any indications in baldur.err or Tobex log files. But when I installed EE I noticed that game is unbearably slow. Main problem is crawling of my CHARNAME which is fast as elderly turtle with the gout. I tried finding solution on net, changed graphic options on alternate rendering ( which causes crashes on starting the game until reverted on lua file ), nothing helps. Until I changed my screen resolution to lowest ( 800:600). It seems that allowed game to run normally but the graphic on that setting is so bad compared to original with 1pp installed that it completely defeats any joy in playing. I would appreciated some tips if possible on how to make it run more smoothly. I would also like to know if there will be need for biffing like in BGT after heavy modding ( and most importantly if biffing actually even work on EE, I think not ) and some links with EE list of compatible mods please.
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Hi all, I've been a lurker here for some time, and played a fair bit of BG2 since release, with a smattering of IWD and BG1. Today I finally have something to contribute. In working toward some multi-mod installs, and perhaps eventually an EET run, I started a list of mods with some info to help me work through compatibility issues. I shared this elsewhere, and @Cahir has been good enough to contribute, bringing it to a state where I suspect it may have some value to others. The goal is to create a compatibility guide and "cheat sheet" for multi-mod installs. The focus is on EE games as I mostly care about BG2EE & Cahir EET. Link: https://drive.google.com/open?id=1vislrHkbvsqlN0m5jtDxDcSzlnA5D6ABSZy5TG1O8FQ Please comment in any additional info or suggested changes, this will only improve with collaborative effort. Any and all feedback appreciated. 4udr4n
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At 0x90 there is a 128-byte field declared "unused" in IESDP. Testing in IWDEE (the game I'm busy modding) shows that there is a field here that is visible in saved game Areas. 0x90 (32 byte length) is a copy of the loaded CRE's Name1 STRREF (first 32 characters) I noticed this while browsing saved areas and decided to test it. My test character was given an 80-character Name1 (using WeiDU labels) of numeric digits and an 80-character Name2 of alpha characters (A-Z); only the first 32 characters of Name1 were copied to this field. That leaves a 96-byte unknown at 0xB0 in the Actor record.