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Found 11 results

  1. Unlike in BGEE or IWDEE, there are no "chapter saves" created in PsTEE. The reason for that is obvious, as PsT doesn't use chapters to advance the plot. However, I think that "chapter saves" are useful in situations where you screwed up and don't want to start the whole game or substantial portions anew - which can be the only choice if you only rely on autosave and quicksave. I propose to implement that feature in PsTEE as well. Afaik, the same was implemented by one of the later Beamdog patches for IWDEE. PsTEE's SAVENAME.2DA contains 3 (or maybe 4) unused entries (slots 3 to 5/6) which could be used for story-progression purposes. Since there are no chapters, it is more difficult to decide when these saves should be created, and how they should be named. My suggestions are: Slot 3: At the beginning of the game, right after waking up in the Mortuary (and having completed your first talk with Morte). Name suggestions: 000000003-Mortuary 000000003-Waking up in the Mortuary There is no autosave created at all when you start a new game, so in the worst case you have to start all over again if you screw up. Slot 4: Arriving at the Lower Ward from the Alley of Lingering Sighs. Name suggestions: 000000004-Lower Ward 000000004-Arrival at the Lower Ward In my opinion this is a logical point in the plot progress where another save would make sense. Arriving at the Lower Ward opens up access to all of Sigil and allows you to make use of the worldmap travel feature. Slot 5: Right before teleporting to Ravel's Maze. Name suggestions: 000000005-To Ravel's Maze 000000005-Departure to Ravel's Maze The trip to Ravel's Maze is basically a "point of no-return", so a save at this point would be useful. Slot 6: Original name of the save is "000000006-Start-Combat-Save". Slots of that name can also be found in all the other EE games, so it's possible that this slot is reserved by the game engine. Otherwise it could be repurposed as well. There is also a "Final Save" slot defined but unused in PsTEE. I'd suggest to create it when TNO reaches the final boss map. I'm unsure whether this proposal fits into EEFP or would be more suitable for Tweaks Anthology. It is an addition to PsTEE, but a consistency fix as well, since all the other EE games already provide chapter saves by now. Thoughts?
  2. The easy one: @lynx noted that ar1600.ini (Warrens of Thought) has a buggy spawn point definition, specifically spawn_point = [3898,1705:8] That should be a period between the coordinates, not a comma. This traces back to oPsT. For IWD, @Graion Dilach noted an issue with the Vale of Shadows spawn points: This is the initial creature setup for the Vale of Shadows. The shadow at middle-right, circled in green, has a working spawn point and will respawn after a delay of three minutes. All of the other shadows have spawn points which are never activated due to typos in the ini file. Having only one of the 16 shadows respawn is, I think, pretty clearly a bug. As noted in the discussion on the pull request, there are two viable solutions: disable or enable all of the spawn points. (FWIW all of these spawn points get deactivated when Lysan is defeated.) So while the PsT one is fairly simple, I wanted to open up the IWD one for discussion.
  3. From this thread. Line 109 in splprot.2da does a bitwise equality check for kit ID. I'm reasonably sure (though I'll defer to Cam or someone else with inside info) that this is a mistake from IWDEE development: I can't think of any reason to check kit ID bitwise, and 109 occurs in the middle of a long list of generic checks and directly below a line that correctly uses a bitwise check. That splprot entry is not actually used by any spl, itm or eff file in any of BG2EE, SoD/BGEE or IWDEE. This is obviously a very low-stakes issue. The case for changing it is that the current entry is useless and wastes space in splprot.2da, it risks tripping up modders (it tripped up the OP in the thread I link to above) and it's probably technically a bug according to the dev-intent definition. The case against is that it's harmless in the unmodded game, space is not exactly at a premium in splprot.2da, and if you're using splprot in your mods you should probably know what you're doing. I have no very strong preference here; I'm listing it mostly out of curiosity, in case there's some very arcane reason to do a bitwise kitids check that I haven't been able to think of.
  4. Just some minor things noticed. Didn't see this from a quick search. These won't cause issues if left unchanged, but I also don't see a reason not to make these fixes. EDIT (2023-01-08): I saw in this thread that some mods actually used the mispelled identifiers. So, it's best not to edit the typos. I also updated my patch below to avoid confusion. Stuff on typos: These lines are missing from the IWDEE file. I've tested a few of them and they work. BGEE/BG2EE/PSTEE already have these lines, so I don't see a reason for IWDEE to not have them: 94 LastKilled 95 NearestAllyOf 96 SecondNearestAllyOf 97 ThirdNearestAllyOf 98 FourthNearestAllyOf 99 FifthNearestAllyOf 100 SixthNearestAllyOf 101 SeventhNearestAllyOf 102 EighthNearestAllyOf 103 NinthNearestAllyOf 104 TenthNearestAllyOf 105 FarthestEnemyOf 106 SecondFarthestEnemyOf 107 ThirdFarthestEnemyOf 108 FourthFarthestEnemyOf 109 FifthFarthestEnemyOf 110 SixthFarthestEnemyOf 111 SeventhFarthestEnemyOf 112 EighthFarthestEnemyOf 113 NinthFarthestEnemyOf 114 TenthFarthestEnemyOf You can use something like this to patch the file, in case someone installs it after EEex (which adds new lines):
  5. There are several instances where variables in the LOCALS scope are used in scripts assigned to map regions, containers and doors (not counting those in ActionOverride/TriggerOverride). Since LOCALS don't work correctly in these cases (ie. always return false), it would be a good idea to check whether they are causing scripting issues. Otherwise, they could be safely removed. I have found the following scripts so far: IWDEE: EETPLDOR.BCS (door script) D4DOORT.BCS (door script) D4DOORG.BCS (door script) D4GELDOR.BCS (door script) D5DOOR.BCS (door script) D5YXUDOR.BCS (door script) 5104D3.BCS (door script) UDTRAP1.BCS (region script) WTBRIDGE.BCS (region script) LDEYETP1.BCS (region script) LDEYETP2.BCS (region script) LDBDGOPN.BCS (door script) BGEE: BDMENHI1.BCS (region script) BDMENHI4.BCS (region script) NETRIG1.BCS (region script) BG2EE: OHBPOT.BCS (container script) PSTEE: 1204TRIG.BCS (region script)
  6. 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
  7. Some classes/kits get what to me seems a suspicious enough inconsistent penalty in the last colum. For example, this are the ones receiving a 5 penalty (should be only Wizard group, I think): MAGE 0 0 5 MAGE_THIEF 0 0 5 ABJURER 0 0 5 CONJURER 0 0 5 DIVINER 0 0 5 ENCHANTER 0 0 5 ILLUSIONIST 0 0 5 INVOKER 0 0 5 NECROMANCER 0 0 5 TRANSMUTER 0 0 5 WILDMAGE 0 0 5 SORCERER 0 0 5 SHADOWDANCER 0 0 5 DRAGON_DISCIPLE 0 0 5 I think Mage/Thief should not be there, as it should get the best of the two classes, and neither should Shadowdancer, because other thieves have a 3 instead. The list receiving 2 or 3 penalty seems correct to me.
  8. All effects in the game--whether from a spell, item, EFF file, or applied directly on a creature--use two percentile probability fields (high and low) that determine whether they get applied. Quoting myself from a ticket: I had some fixes in hand for IWD and BG2 (via the respective Fixpacks) and have spent the better part of the past few days working on lists for PsTEE and BGEE/SoD. I found and fixed few other minor issues as I went along; unusual probability cases are also noted below. General notes I found at least a few effects on all games where an effect was "deactivated" by setting its probabilities to 0-0 or 100-100. Unfortunately the former still has a 1% chance to occur, and the latter is redundant. In both cases I delete the effect. BGEE/SoD (full fixes) Belhifet poisons on all hits, but was only showing the poison icon on half of them. Blind Albino Wyrmlings cause sleep and a thac0 drain on 15% of hits, but show a feeblemind portrait icon on all hits. If anyone has a better suggestion for an icon here, I'm all ears, as feeblemind doesn't seem like a good fit. Barrityl's Burden's ability randomly does fire/cold/electrical damage, but they overlapped awkwardly and the fire damage was 1d1 while cold end electrical were 1d2. They been separated to equal non-overlapping chances and normalized to 1d2 damage. BG2EE (full fixes) A handful of drow uses a 'whip' weapon with overlapping probabilities, which are separated. Fallen Solars have vorpal hits on 15% of hits, and dispel magic on the other 85%. It seems like they should still dispel magic on a failed vorpal so I made this 15% vorpal, 100% dispel. This was also adjusted on BGEE even though the item isn't used there. The spell weightings from the Cloak of Atonement were off by quite a bit more than 1% Power Word: Sleep lacked the normal (half-)elven sleep resistances IWDEE (full fixes) Dazer (and its spectral hero copy) had mismatched probabilities Static Two-Handed Sword has listed bonuses of bonus electrical damage on 50% of hits and stun on 25% hits, but was only doing these at 40% and 20% respectively PsTEE (full fixes) A huge number of items (mainly notes) have an odd, 0-0 op319 effect attached to a header and aimed at nothing. These are fairly consistent, which makes me worry they have some hardcoded function I don't know about--for now they're removed. Unlike BG/BG2/IWD there aren't a lot of items/spells with x% chances to do stuff, and when there is, it's never listed as an explicit percentage. Nonetheless I've adjusted a number of effects where it's clear they're going for an explicit percentage, e.g. something that's currently a 51/49 split gets adjusted to 50/50.
  9. This is a list of issues I have noticed so far while working with NI: 1. Invalid script name: %resource% Affected resources: APPRENT2.CRE, APPRENT3.CRE, APPRENT4.CRE, APPRENT5.CRE These are the mages in the Alley of Dangerous Angles who're attempting to summon a "special" Lim-Lim. I'd suggest to clear their script names since they aren't really needed. SPECIFIC values are used to target these actors in scripts. 2. Bogus BCS file with empty resref: .BCS This file may cause WeiDU installations to fail on WeiDU 247 and older versions, e.g. when performing COPY_EXISTING_REGEXP ".*\.BCS" "override" Suggested fix: Remove reference from CHITIN.KEY (via DISABLE_FROM_KEY) 3. Invalid store item trigger at FELL.STO > Item for sale 7 > Sale trigger: Global("Trias_Dead", "KAPUTZ", 1) The above trigger controls availability of the "Tattoo of the Betrayer" (TTBETRYR.ITM). Afaik, "KAPUTZ" is not a valid variable scope in PSTEE. I'd suggest to turn it into Global("Trias_Dead_KAPUTZ", "GLOBAL", 1) . 4. Several ARE and WED files with incorrect header data (offsets, # substructures) AR0501.ARE: update offsets by animations count (1 -> 0x4c bytes) - affected offsets: songs AR1001.ARE: update offsets by animations count (2 -> 0x98 bytes) - affected offsets: songs, rest encounters, automap notes, projectile traps AR3017.ARE: update offsets by animations count (2 -> 0x98 bytes) - affected offsets: songs, rest encounters, automap notes, projectile traps AR13WZ.ARE: incorrect animations count remove duplicate animation entries - animations count (0xac): 6 -> 12 - add 0x1C8 to affected offsets: songs, rest encounters, automap notes, projectile traps Edit: It's actually a duplicate set of animation entries. The last 6 entries should be deleted for best results. They appear to be carbon copies from original PST. For the remaining animation entries, the flags should be fixed by clearing bits 13 and 16. Or otherwise, there appear to be slight "hiccups" in some of the animations. AR0609.WED and AR0612.WED: regions of unmapped data (???) Could also be just an issue of incorrect header data, but I can't say where these regions belong to. The suggested fixes are mainly helpful for modders. The game seems to resolve these inconsistencies internally. 5. Shadow animation of the Pillar of Skulls (AR1001.ARE / POSSHAD.BAM) isn't visible Seems to be caused by animation flags bit 8 (Draw as Background) which interprets the shadow color as being fully transparent. Clearing the bit works around the issue (although it might have side effects). For best results the shadow color of the animation could be made semi-transparent by modifying the alpha channel of the respective palette entry. The real cause is probably an engine bug (or PST-specific exception) which seems to override animation flags bit 1 (No shadow).
  10. 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:
  11. 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:
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