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Found 36 results

  1. The EE Mod Setup Tool (for windows) Overwiew EET installs get more complex now that more and diverse mods are available to enhance the basic game. K4thos, the EET author recommended BWS for save installs when he started the project. However, original BWS has lost the supporters it had in the past and slowly decayed. This tool is aiming to provide similar functionality to mod EE games in large scale. The BWS-EE is a fork from Big World Setup (BWS old) which was originally created by dabus. BWS-EE is streamlined to serve EE game installations in a way that is up-to-date and maintainable still. While the tool was mainly intended to support EET, it also can be used to mod other EE games as listed below. Features: - assistance for creating your own customized game with any number of mods - downloading current versions of selected mods - easy mod installation for EET - correct install order of mods/components - merges SoD DLC with BGEE if needed - handle mod and components conflicts and dependencies - apply interim fixes when needed. - use players' tested compilations - save your own compilations for re-use or sharing Supported games: - Baldur's Gate: Enhanced Edition (standalone game) - Baldur's Gate II: Enhanced Edition (standalone game) - Enhanced Edition Trilogy EET( BG1:EE + SoD + BG2:EE ) - Planescape: Torment Enhanced Edition - Icewind Dale: Enhanced Edition Supported mods - All actively maintained or properly completed ones! (make a pull request if there is a mod you want added) DOWNLOAD Mod requests : Create a pull request https://github.com/EE-Mod-Setup/EE-Mod-Setup or post a request at: Support https://baldursextendedworld.com/Install-Tool/ Changelog https://github.com/EE-Mod-Setup/EE-Mod-Setup/commits/master
  2. Version v1

    146 downloads

    A mod for BGII and SoD, compatible with all BGII games (BGII, BGT, BGII:EE, EET). This mod aims at making Imoen a steady companion throughout the whole BG-Saga. Imoen-related story content is being considered, therefore Imoen will be out of party temporarily to reflect the most crucial original game events. This mod makes her rejoin the party after such incidents, so that she can be seen as an actual travel companion in SoD (not finished yet) and BGII. Note: The SoD part is not finished yet. The mod tries to use as many originally voiced lines as possible, but some had to be taken out because they didn't make any sense without Imoen being there (BGII) or with Imoen catually being in the party (SoD). Promotion artwork by Acifer! Project Page Forum at G3 Readme: English, German
  3. I'm quoting Avenger from the BGEE thread: I have found that some pvrz files in BG2:EE have DXT5-compressed pixels. Anyone supporting PVRZ generally should be prepared to implement both DXT1 and DXT5. You can find algorithms to do so on Wikipedia (DXT1; DXT5). I can only anecdotally say that MOSxxxxx use DTX5 based on the 12 or so test files that I am currently using, but cannot yet say with a lot of certainty what the pattern of files that use DXT5 are, but I'll look into that once I have PVR decoding/displaying properly. I would hazard a guess that the MOSxxxxx images which might have some reason to include an alpha channel would be DXT5 (BAM icons, for example) but that is only a guess. I've not looked into BG:EE yet, either, but it could also share that compression.
  4. jmaeq

    Beaurin Legacy

    Version v3.5

    1,460 downloads

    The Beaurin Legacy introduces an elven Enchanter/Thief and a hidden NPC to BGII:SoA & ToB and BGII:EE. Minyae Beaurin can be found outside of the Crooked Crane in the City Gates. The mod includes custom portraits, a friendship track for both Minyae and the Hidden NPC, numerous banters and interjections, encounters and quest(s), voicing for both NPCs (However, Minyae is fully voiced), a romance with a Bioware NPC, player-initiated dialogues, and custom friendship track themes. Project Page Forum Readme
  5. 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?
  6. Version v9

    68,722 downloads

    The Tweaks Anthology is a WeiDU compilation of fixes, cosmetic changes, and tweaks that will run on every Infinity Engine game, from the original Planescape:Torment, through the Icewind Dale and Baldur's Gate series, and the new Enhanced Editions of the games. The successor to BG2 Tweaks and several other tweak packs, some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Forum Project Page Full readme Visit the Gallery
  7. Version v10

    55,463 downloads

    Sword and Fist adds new options for those using warrior classes: Fighters, Monks and perhaps eventually Barbarians. This mod is designed to work with BG2 (with or without the expansion pack Throne of Bhaal), the Tutu or BGT conversion projects, or the Enhanced Editions of Baldur's Gate, Baldur's Gate II, and Icewind Dale and the EET conversion. It was originally intended to form part of the Lands of Intrigue mod, but a decision was made to split the kits off into smaller mods (both for ease and so something would actually get released in a reasonable timeframe). Learn more about the mod View the Readme Visit the Forum
  8. Version v11

    50,679 downloads

    This is a collection of kits and an item pack from Sorcerer's Place. The mods were originally in an older, harder-to-install format and have been converted to use a WeiDU installer. Item restrictions are also applied dynamically, meaning that the item restrictions for the Arcane Fist and Archer of Sylvanus kits will be implemented across all items in the game, including those added or altered by other mods. Polar Bear, Drizzt1180, and Creslyn wrote the original content. Learn more about the mod View the Readme Visit the Forum
  9. Version v9

    4,028 downloads

    This mod adds many options to those who use rogues and bards in Baldur's Gate: Enhanced Edition, Baldur's Gate II: Enhanced Edition, BG2: Shadows of Amn (with or without the expansion pack Throne of Bhaal), Icewind Dale: Enhanced Edition, and with the mod conversions Baldur's Gate Trilogy and Baldur's Gate Tutu. The mod makes several changes to thieves and bards as well as offering new items, merchants, and kits. The standalone Sharpshooter Thief Kit mod has been deprecated as it is now included in the Song and Silence mod. Learn more about the mod View the Readme Visit the Forum
  10. Version v7

    1,798 downloads

    The NPC Tweak mod changes certain aspects of Baldur's Gate II NPCs. It hopes to bring them more in line with the character presented, and/or to make them more useful without deviating from their character. Learn more about the mod View the Readme Visit the Forum
  11. theacefes

    Auren Aseph

    Version v10

    145,224 downloads

    This mod adds Auren Aseph, a female human fighter of neutral good alignment, to the cast of recruitable NPCs in Baldur's Gate II. Auren's original soundtrack is also available as a separate download in a zip file. Learn more about the mod View the Readme Visit Auren's Forum Auren Aseph's Original Soundtrack
  12. Version v4

    357 downloads

    The Mod gives a choice of custom portraits for Ajantis. The Ajantis Portrait Pack is compatible with BG1, TotSC, BGT, Tutu, BG:EE, BGII:EE, and EET. It detects the game install automatically. For the BGII part of the game, the portrait is meant for the Sir Ajantis NPC for BGII mod, but can be installed independently. NOTE: For all games, the portraits have the same naming convention as the BG1 default portrait since with v15 and up, the Sir Ajantis for BGII mod uses the game portrait (which is also present in all BG2 games). This means, that if you installed an Ajantis portrait from another source the same portrait will be used as well in the BGII part of the game without need of further action. Many thanks to the artists for granting permission to include them as alternatives for Ajantis: Amaurea, Azguz aka Azze, berelinde, Casul, Catlepha, Miloch, Senka and wonnimchunha! Forum at G3 Readme: English, German German Discussion Thread at Kerzenburgforum
  13. Version v20

    1,121 downloads

    This modification introduces Ajantis, the known BG1 NPC, paladin of the Order of the Radiant Heart into the SoA and ToB part of the game. It is compatible with BGII, BGT, BGII:EE, and EET. With this modification Ajantis can be acquired as a member of the PC's group after the fight in the Windspear Hills (which was not changed by the mod principally). The player must first solve a quest to free Ajantis from Firkraag's ransom. The modification contains a fully developed engaged romance path, which continues the Ajantis Romance from the BG1 NPC Project, a new beginnings romance, and a friendship path. Contentwise, the mod assumes that Ajantis travelled with the PC in BG1 for some time. It was there that Ajantis gained enough honor to be knighted. For the EE games (BGII:EE and EET) the second optional component will install the BeamDog inventory BAM for Ajantis' family shield (green dragon on golden ground). If not installed, the BG1NPC Project shield graphic will be used. A third optional component will install crossmod content included into this mod. Project Page Forum Readme: English, German
  14. Rhaella

    Evandra

    Version 2.2

    705 downloads

    This Baldur's Gate 2 mod introduces Evandra, a True Neutral elven illusionist, and for those familiar with the Dragonlance setting, a Red Robed Wizard of High Sorcery. She comes with an extensive friendship track, and perhaps a little more. Learn more about the mod View the Readme Visit Evandra's Forum
  15. Version 1.0

    234 downloads

    Ace's Enchanters Portrait Pack is a collection of 8 portraits from the character art of the Enchanters book series. They have been resized and packaged to work with most Infinity Engine games. All artwork is used with permission of the artist and author. View the Readme Visit the Forum View the Gallery
  16. After a recent BG2EE install with some mods for test, my game would not start up. An error message pointed to an entry in BGEE.lua. The error was quickly found and repaired:One entry had an extra " and removing it solved the problem 2391 {"AR4370", "SOS Lyrar's Hold""}, must be {"AR4370", "SOS Lyrar's Hold"} This is an area from Shadow over Soubar. However, the mod does not directly address the BGEE.lua, so I do not know how the list of areas and their names comes to be added to the lua file and how that extra " could be prevented to happen. The list of areas I have in my BGEE.lua only has areas from two mods, SoS and Region of Terror. May this be a result of some tooltip actions those two mods perform? No other vanilla or mod areas appear here except one dummy {"BD0010", "Test"}
  17. IESDP does not yet provide descriptions for many script actions introduced by the more recent Enhanced Editions patches. This topic is intended to present and discuss descriptions for new or existing script actions, so that they can be added to IESDP eventually. The following BG(2)EE actions are still lacking a meaningful description: The following PSTEE actions are not listed on IESDP yet:
  18. IESDP does not yet provide descriptions for a number of script triggers. This topic is intended to present and discuss descriptions for new or existing script triggers, so that they can be added to IESDP eventually. The following BG(2)EE triggers are still lacking a meaningful description: The following PSTEE triggers are not listed on IESDP yet:
  19. Hi there! First time posting in Gibberlins but I've been around for a couple of years now (more like a decad already). So first, thank you all for all your efforts and all the great work you've done in modding; it's invaluable. I can't even think about BG1 without the NPC project X) You're an incredible community I'm writting here because I've encountered a little problem while replaying BG2:EE with a couple of mods and I was looking for help trying to fix it. The "romance" banters are happening at a very fast frequency, like if every "probability check" came out true. I mean, I'm with Viconia and Isra (mod from Spellhold) in the party, and like every 10 minutes or so, first one and then the other (with a couple of seconds of difference between them) start a "romance" banter. It happened also at first with Jaheira. This dialogues are in the correct order of how they should happen but... well, they shouldn't happen at this speed. I've checked my banttimg.2da and all seems correct (frequency, probability; 600, 10) but "normal" banters seems unaffected by this speed problem and I think I've read somewhere that romance banters where controlled by another variable. Anyone knows anything about this variable? Or anyone has experienced something similar? My installed mods are: 1.Unfinished Bussines 2.Banter pack (WITHOUT banter acelerator) 3.Isra 4.LaViconia 5.RomanticEncounters 6.BardicWonders 7.Almateria's Restoration 8.Artaport Portraits 9.QuestPack 10.Rogue Rebalancing 11.CD Tweaks 12.Thaco 3.5 Thank you very much for your help!
  20. Talk override files are used for storing user-specific text (e.g. journal entries, map markers) and can be usually found only in SAV files. BG2EE uses a slightly different variant of the TOH file format. It combines both TOH and TOT files that are present in SAV files of old IE games into a single TOH file. Main header: Offset Size Description 0x0000 4 Signature ('TLK ') 0x0004 4 unknown (always 0x02) 0x0008 4 unknown 0x000C 4 Number of strref entries 0x0010 4 Start offset of strref entries Strref entry: Offset Size Description 0x0000 4 The STRREF to override or new unique STRREF (if >= 3,000,000) 0x0004 4 Start offset of the override string (relative to the start of the Strref entries section!) Override string: A simple null-terminated string of arbitrary size.
  21. I have already switched off the "Gore" option in the gameplay menu, but still I see lot of blood on my screen, in human-like npc and even in bloodless monsters such as skeletons - (SoD - Started Catacombs) I just don't like depicting blood in the PC-games, so any idea how I can change at least it's color to green, for an example. Thanx.
  22. I have performed this actions: 1. Copy Big World Fixpack folder (~30mb), and _ApplyPatches.bat, and _ApplyPatches.tp2, and WeiDU.exe to the root folder of BG2EE version 2.367 (GOG). This folder contain chitin.key Fixpack and WeiDU.exe can be downloaded there Master branch - (Clone branch, download) 2. I have downloaded recent Asteria Restoration Project from this center ARP 8.2.7 I have unpacked those files to the same root BG2EE folder, directory and setup. 3. I have downloaded Unfinished Business UB 26, and then unpack in the same way as previous mods. 4. I have downloaded SCS v30, and then unpacked *.exe, in the same way. Then I have executed those _ApplyPatches.bat , which have performed some crazy actions. Then I have installed mods one-by-one, running their installers stup-mod_name.exe. This is my previous mod stuff from version BG2EE 1.3.2 WeiDU.log And this is from the new version BG2EE 2.367 WeiDU.log The question is next: Where I need to search Tactivs for EE that works on version 2+? Well, my previous saves looks works fine on the new modded version, at least for a munute of gameplay, I have found no bugs. But I decided to start a new game this new cool icon for LoB difficulty, persuaded mee, too sad that new game is need to be started . So another questions: Would be better to start SoD - export char from BG1EE, then export char to BG2EE from SoD. Or to eport my current char - level 17, blacksninned half-elf, Diviner and with that char (I have stopepd my walktrough in the stage of escape from some underwater stuff...) start a new game? The problem is that I have no SoD... ;/ .
  23. Hi everyone. I am making a new version of Contagion GUI mod, for v2+ BG2EE, because I want a comfort playtrough for myself , my alpha is almost ready, the only dialog box is left, but I need some help there. K4thos, provided me with this very helpful link. https://forums.beamdog.com/discussion/48994/the-new-ui-system-how-to-use-it/p1, But I have some issues with internet connection , so I cannot download such large data size with images like in the link above. I will read it in the future. For now I have done images and changed some fonts Baldur.lua (where saves) - SetPrivateProfileString('Program Options','UI Edit Mode','1') - UI.menu - ovverride . Nearinfinity - BGEE.lua , export to override. BGEE.lua - "styles = ", right above you will see "fontcolors = ()" , added this string fontcolors['Y'] = '21030401' -- Contagion Gui mod Black in the end of "styles = " column, before closing parenthesis, added this CGuiMod = { color = 'Y', font = 'NORMAL', point = 12, valign = 'top', halign = 'left', useFontZoom = 1, } And the I have added in the UI.menu stuff, this text style replaced standard one in the field where I need that, the respective fields I obtain by using and in the game. Something like that: Number of line - 640, this is class table in Charrec menu. text { enabled "showClassInfo" area 50 182 342 412 text lua "getClassString()" text style 'CGuiMod' scrollbar 'GUISCRC' } And I have an issue - the image of the hero, is look little don't fitting into boards, after modifying GUIREC2.MOS through NearInfinity. And I see 4 numbers for the field "area" but I though on the 2D plane is enough 2 Axis :/ . So what is meaning of this four numbers? Is this a coordinates? How I can adjust them, to fit in hero image? Obviously I need to understand how this coordinates works, before I will modd thos crazy dialogbox background image, and font colors... Any other hit, advises, etc? Thanx.
  24. Description: In BG2EE, the Imoen you start with, modify, and play through Chateau Irenicus is not the Imoen you hook up with in Spellhold. This is very annoying. This mod carries the Imoen you start with into Spellhold with the standard XP upgrade on rejoining. Download at: http://dragonshoard.blackwyrmlair.net/mods_download.php?mod=387 Readme-EternalImoen.txt
  25. User report: The scene with Kalah2 is not ending correctly with Aran in the party. Similar problem when Kivan is in the party. Eventually, every modder that sticks around long enough will have bug reports like this. And I have one. So let's blog away at it, and see what happens. We might find out I *gasp* made a MISTAKE! Or not. More importantly, let's see what it takes to drag out these kinds of reports, beat them into shape, and send them packing. So let's look at what is going one. We start with the code, by installing the mod, then decompiling the related dialog files to .d with WeiDU or DLTCEP. OK, we have the following interjections in SoA dealing with Kalah and what he is promised. Now, it is probable that Unfinished Business or another quest mod has changed stuff here, but in vanilla, what should happen is the conversation should finish, and Aerie should react if she can. So let's make sure it all works as intended first, then deal with mod additions. Code to try to add and Aran response, using I_C_T with passback, so things will flow. We use INTERJECT_COPY_TRANSITIVE (I_C_T) here because there are actions that Kalah's dialog state does that we really don't want to accidental;ly be applied to Aran, or left out of the link - I_C_T with a comment from Kalah at the end of it plays Hot Potato with the state actions, tossing them back to the original speaker (Kalah). /* SoA Interjections : Kalah And What He Was Promised Comments - remember to add cross-mod for the UB restoration of Kalah's Quest */ I_C_T KALAH2 7 c-arankalah27 /* ~Indifference killed those fools from the circus. I treat them in death as they were to me in life. A gnome gets no respect...I just wanted people to look up...to me. All that I have done...~ */ == C-ARANJ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0)~ THEN @202 == KALAH2 IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0)~ THEN @203 END I_C_T KALAH2 8 c-arankalah28 /* ~You don't understand, do you? You take my life, but worse, you take my dignity. I just wanted...I wanted to be the king instead of...instead of...~ */ == C-ARANJ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0)~ THEN @202 == KALAH2 IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0)~ THEN @203 END I_C_T KALAH2 9 c-arankalah29 /* ~You don't know...denied respect my entire life. A clown, a fool...it does not matter...I die as I...as I...~ */ == C-ARANJ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0)~ THEN @202 == KALAH2 IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0)~ THEN @203 END patched states as installed after running that code, cut down to the evaluation of what happens if Aran is present: and the related states in Aran's file IF ~~ THEN BEGIN 9 // from: SAY #103057 /* ~[ARAN] Blighted hells. All this because you don't know th' difference between bein' small on th' outside, versus bein' small in th' inside.~ */ <-- snip IF ~ InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0) ~ THEN EXTERN ~KALAH2~ 14 END IF ~~ THEN BEGIN 10 // from: SAY #103057 /* ~[ARAN] Blighted hells. All this because you don't know th' difference between bein' small on th' outside, versus bein' small in th' inside.~ */ <-- snip IF ~ InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0) ~ THEN EXTERN ~KALAH2~ 15 END IF ~~ THEN BEGIN 11 // from: SAY #103057 /* ~[ARAN] Blighted hells. All this because you don't know th' difference between bein' small on th' outside, versus bein' small in th' inside.~ */ <-- snip IF ~ InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0) ~ THEN EXTERN ~KALAH2~ 16 END which leads us back to : IF ~~ THEN BEGIN 14 // from: SAY #103058 /* ~[KALAH] You have no right to judge me.~ */ IF ~Dead("Aerie") !Dead("Quaylem") ~ THEN DO ~StartCutSceneMode() EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Quayle",Wait(3)) ActionOverride("Quayle",StartDialogueNoSet([PC])) Kill(Myself)~ EXIT IF ~Dead("Aerie") Dead("Quaylem") ~ THEN DO ~EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) Kill(Myself) ~ EXIT IF ~!Dead("Aerie") !InParty("Aerie")~ THEN DO ~StartCutSceneMode() EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Aerie",Wait(3)) ActionOverride("Aerie",StartDialogueNoSet([PC])) Kill(Myself)~ SOLVED_JOURNAL #47528 /* ~Investigate the circus tent The gnome illusionist who converted the circus into his own personal domain has been killed, and the tent has reverted back to normal.~ */ EXIT IF ~IsValidForPartyDialog("Aerie")~ THEN SOLVED_JOURNAL #47528 /* ~Investigate the circus tent The gnome illusionist who converted the circus into his own personal domain has been killed, and the tent has reverted back to normal.~ */ EXTERN ~AERIEJ~ 36 IF ~!IsValidForPartyDialog("Aerie") IsValidForPartyDialog("Jaheira")~ THEN SOLVED_JOURNAL #47528 /* ~Investigate the circus tent The gnome illusionist who converted the circus into his own personal domain has been killed, and the tent has reverted back to normal.~ */ EXTERN ~JAHEIRAJ~ 315 END IF ~~ THEN BEGIN 15 // from: SAY #103058 /* ~[KALAH] You have no right to judge me.~ */ IF ~Dead("Aerie") !Dead("Quaylem") ~ THEN DO ~StartCutSceneMode() EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Quayle",Wait(3)) ActionOverride("Quayle",StartDialogueNoSet([PC])) Kill(Myself)~ EXIT IF ~Dead("Aerie") Dead("Quaylem") ~ THEN DO ~EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) Kill(Myself) ~ EXIT IF ~!Dead("Aerie") !InParty("Aerie")~ THEN DO ~StartCutSceneMode() EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Aerie",Wait(3)) ActionOverride("Aerie",StartDialogueNoSet([PC])) Kill(Myself)~ EXIT IF ~IsValidForPartyDialog("Aerie")~ THEN EXTERN ~AERIEJ~ 36 IF ~!IsValidForPartyDialog("Aerie") IsValidForPartyDialog("Jaheira")~ THEN DO ~SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Aerie",Wait(3)) ActionOverride("Aerie",StartDialogueNoSet([PC])) Kill(Myself)~ EXTERN ~JAHEIRAJ~ 315 END IF ~~ THEN BEGIN 16 // from: SAY #103058 /* ~[KALAH] You have no right to judge me.~ */ IF ~Dead("Aerie") !Dead("Quaylem") ~ THEN DO ~StartCutSceneMode() EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Quayle",Wait(3)) ActionOverride("Quayle",StartDialogueNoSet([PC])) Kill(Myself)~ EXIT IF ~Dead("Aerie") Dead("Quaylem") ~ THEN DO ~EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) Kill(Myself) ~ EXIT IF ~!Dead("Aerie") !InParty("Aerie") ~ THEN DO ~StartCutSceneMode() EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Aerie",Wait(3)) ActionOverride("Aerie",StartDialogueNoSet([PC])) Kill(Myself)~ EXIT IF ~IsValidForPartyDialog("Aerie")~ THEN EXTERN ~AERIEJ~ 36 IF ~!IsValidForPartyDialog("Aerie") IsValidForPartyDialog("Jaheira")~ THEN EXTERN ~JAHEIRAJ~ 315 END So, what did we learn.... well... err... we learned that the I_C_T with passback is working as intended. The actions for the state are transferred back to Kalah in this sequence. In evaluation order (bottom to top for dialog, so it evaluates to this order): IF aerie_can't_talk AND jaheira_can_talk THEN GOTO Jaheira to make a comment. ELSE IF aerie_can_talk THEN GOTO Aerie's comments ELSE IF aerie_not_dead AND aerie_not_in_party THEN make aerie wait and talk to PC and then clobber self ELSE IF aerie_is_dead AND quayle_is_dead THEN set a timer and clobber self ELSE IF aerie_is_dead AND quayle_is_not_dead THEN set a timer and make Quayle talk to PC and then clobber myself. So, on a plain install, Aran's code should work just fine. We could simply say "Nope - the user is crazy. Or she has a messed up install." But when an experienced tester and user reports, it is far better to weigh in the benefit of the doubt and follow through farther - who knows what you will find. So now, to the testing install. First, we load up the game at a save point in C-AR01, The Broken Sword, with everything in a simple (unplayed) state. Then we have Aran join, and head over to the circus, to start the quest. This makes sure the least number of variables are set for quick troubleshooting. Then, we play the quest. Ctr-Y is our friend - we want the opponents to die quickly, so we can stop testing and enjoy ourselves with the content. Pass 1, Aerie Alive - works as intended; Aran does his interjection. It sends us to the correct evaluative state, too - Aerie is in the party, so she tosses her state 36 on as well: and since we don't have Jaheira here, we expect the first valid dialog in AERIEJ to fire, and yep, it does... Well we know our stuff works on a clean install, now, but let's be sure and see what happens if quayle is dead, or aerie is dead, just to make sure. Pass 2 - aerie left behind - works. Pass 3 - killing aerie... works. Pass 4 - Ctr-Y for you, Ctr-Y for you.... heck, Kill everyone except Aran and PC!! KILL MAIM DEEESTROOY - LEEERRROOOOOOYUYYY JEEENKIIIIIINS! *ahem*. Nope. It all works. Checks against the dialogue files. OK, so we have not gotten the "hanging" behavior described. So now we REALLY are done with this we know the code as installed works. EXCEPT - we don't know why that was happening on her game. So let's take a stick and poke in some dark corners, shall we? Other Mod Research First step, look for other mods tthat deal with Kalah and see what they do. Lots of utilities to do this, but since I was a weidu tester back in the day, I prefer the oldest trick in the book - text search of a whole ton of mods. Time to fire up NotePad++ and look in the Archive Of Unpacked Mods... not all the mods out there but a bunch. We are looking for things that are messing with KALAH2. We come up with 97 hits. Of those some are screened out because they are patching the .cre or manipulating items or just checking the .cre for validity - OK: D:\iecheckfiles\arath_v2.2\arath\dialogue\lk#aratj.d (1 hit) Line 4665: I_C_T KALAH2 11 LK#Arath_kalah (uses no passback) OK : D:\iecheckfiles\BDash168\Setup-BDToBv168.tp2 (1 hit) Line 5198: COPY_EXISTING ~KALAH2.DLG~ ~override~ (does REPLACE_TEXTUALLY ~ActionOverride("Aerie",StartDialogueNoSet())~ ~ActionOverride("Aerie",StartDialogueNoSet([PC]))~ ) OK: D:\iecheckfiles\bg2_fixpack-v9\bg2fixpack\compile\soa-dlg.d (1 hit) (does REPLACE_ACTION_TEXT_REGEXP ~\(^aerie$\)\|\(^kalah2$\)~ ~StartDialogueNoSet()~ ~StartDialogueNoSet([PC])~ ) 9and does WRITE_BYTE 0x27b 51 // alignment: chaotic evil ) OK: D:\iecheckfiles\Breagar-5.13\ACBre\D\ACBREB.D (6 hits) Breagar uses the same basic code we do: INTERJECT_COPY_TRANS KALAH 1 ACKALAH1 ==ACBREB IF ~InParty("ACBRE")InMyArea("ACBRE")!StateCheck("ACBRE",CD_STATE_NOTVALID)~ THEN @294 ==KALAH IF ~InParty("ACBRE")InMyArea("ACBRE")!StateCheck("ACBRE",CD_STATE_NOTVALID)~ THEN @295 END INTERJECT_COPY_TRANS KALAH2 1 ACKALAH21 ==ACBREB IF ~InParty("ACBRE")InMyArea("ACBRE")!StateCheck("ACBRE",CD_STATE_NOTVALID)~ THEN @294 ==KALAH2 IF ~InParty("ACBRE")InMyArea("ACBRE")!StateCheck("ACBRE",CD_STATE_NOTVALID)~ THEN @295 END INTERJECT_COPY_TRANS KALAH2 13 ACKALAH213 ==ACBREB IF ~InParty("ACBRE")InMyArea("ACBRE")!StateCheck("ACBRE",CD_STATE_NOTVALID)~ THEN @296 ==KALAH2 IF ~InParty("ACBRE")InMyArea("ACBRE")!StateCheck("ACBRE",CD_STATE_NOTVALID)~ THEN @297 END D:\iecheckfiles\BTL\aD&L\Interj.d (7 hits) -- well, if this is the newest version, there may be troubles here. Let's look at Line 4837: INTERJECT_COPY_TRANS2 Kalah2 4 Kalah2-4 Line 4837: INTERJECT_COPY_TRANS2 Kalah2 4 Kalah2-4 Line 4842: EXTEND_BOTTOM ~Kalah2~ 7 Line 4843: IF ~InParty("Kova") InMyArea("Kova")~ THEN EXTERN Z#KOVAJ Kalah2 Line 4847: IF ~~ THEN Z#KOVAJ Kalah2 Line 4850: == KALAH2 Line 4852: EXTERN KALAH2 9 Nope. While this uses some darned old code, the end result of all of it is to drop us back into state 9 in KALAH2. Aran will happily play his dialog from state 9. So no worries here. OK: D:\iecheckfiles\Chloev1.5\Chloe\D\BanterCR.d (1 hit) Line 1436: I_C_T KALAH2 5 azucarCR29 OK: D:\iecheckfiles\gavin_bg2-v20\gavin_bg2\dialogue\b!gavin_interjections.d (1 hit) Line 919: I_C_T KALAH2 6 BGavKALAH /* ~In Amn... a mage is a criminal and a gnome is a spectacle. In this tent... in my world... Kalah was the master, where none would dare to laugh...~ */ OK: D:\iecheckfiles\ImprovedAnvil_v5\Setup-ImprovedAnvil.tp2 (2 hits) just patches .cres Cliffettes Iron modder 9 steals Kalah for a new encounter, but desosn't mess with dialog in the game, and skip a ton of mods that poke about re-fixing what Fixpack and Baldurdash do, and some more off-topic stufff... and... OK: D:\iecheckfiles\KimNPC\KimInterject.d (1 hit) Line 838: INTERJECT_COPY_TRANS KALAH2 13 Kimkalah OK: D:\iecheckfiles\Kindrek\Dialogues\KINDREKJ.d (2 hits) Line 785: INTERJECT_COPY_TRANS KALAH2 13 KindrekKalah Line 788: == KALAH2 NOT OK - may need to go back and check latest versions, but I am sure this is fixed now as the player creating the reoprt on Aran specifically mentioned reporting it on Kivan: D:\iecheckfiles\Kivan\d\P#KIVJ.d (2 hits) Line 1560: I_C_T2 KALAH 4 P#KivanKalah2 Line 1564: I_C_T2 KALAH2 6 P#KivanKalah3 OK: D:\iecheckfiles\Severian\Dialogues\#SeverJ.d (1 hit) Line 812: INTERJECT_COPY_TRANS KALAH2 13 SeverKalah OK: D:\iecheckfiles\SeverianV.01REM\Severian\Dialogues\#SeverJ.d (1 hit) Line 2941: INTERJECT_COPY_TRANS KALAH2 13 SeverKalah OK: D:\iecheckfiles\tb_tweaks_windows_2.20\tb#tweaks\lib\romances.tpa (1 hit) Line 2: REPLACE_ACTION_TEXT_REGEXP ~\(^aerie$\)\|\(^kalah2$\)~ ~StartDialogueNoSet()~ ~StartDialogueNoSet([PC])~ heh. No worries on the Valen front after all. A quick check shows it is an accidental packaging of a /backup/ in the distro. The code is fine; D:\iecheckfiles\Valen5Min\ValenNPC\KEVALENJ.d (3 hits) Line 39: INTERJECT_COPY_TRANS KALAH2 9 KEValenKalahDead1 Line 44: INTERJECT_COPY_TRANS KALAH2 7 KEValenKalahDead2 Line 49: INTERJECT_COPY_TRANS KALAH2 8 KEValenKalahDead3 ALERT. Ok, we have a potential "old code might hijack this dialog" ... D:\iecheckfiles\zymisc2\Z#Misc\Dialogue\Interj.d (7 hits) Line 4825: INTERJECT_COPY_TRANS2 Kalah2 4 Kalah2-4 Line 4825: INTERJECT_COPY_TRANS2 Kalah2 4 Kalah2-4 Line 4830: EXTEND_BOTTOM ~Kalah2~ 7 Line 4831: IF ~InParty("Kova") InMyArea("Kova")~ THEN EXTERN Z#KOVAJ Kalah2 Line 4835: IF ~~ THEN Z#KOVAJ Kalah2 Line 4838: == KALAH2 Line 4840: EXTERN KALAH2 9 But nope. It eventually winds itself back to KALAH2 9, and a check of the code shows that while it will re-path from 4 to 9 dropping any I_C_T[234] on the chopping block, Aran hits 9 so we are all good. Plus, the actions are maintained. SOOOOOO... several hours later, a bunch of messing about, and what do we know? We can say "Doesn't look like us or a mod interaction on our end." We have some specific answers as to whom else thought this was a good place to interject. The only things left are glitches in evaluating SDNS(Player1) or Wait(3) or smallwait; all those things are engine things and script things that we can't control, as it is not our dialog that is processing that, it is Aerie's/Quayle's/Kalah's. And we can go back to modding. To be safe, because these things do pop up, I am marking this "Unable To Replicate" and we'll see what comes up. In the meantime, I will pop over and make sure Kivan has his code done up right. Wouldn't want the lad to accidentally leave anything dangling in the wind, y'know.
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