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Found 17 results

  1. I'd like to share a VScode extension with support for WeiDU syntaxes. That includes highlighting, basic completion, hovers, etc. It's new and still rough, but usable. Some details (and instructions if you want to help with development) are here.
  2. I've finally take some time to talk about this topic. When I take look at the amount of the BWS 'custom extraction rules' and 'custom code' which was written only because modder made simple packaging mistake and then went MIA, i decided that there won't be any kind of 'extraction' feature for PI unless there will be a well-defined standard for all IE mods. Having a well-defined, universal and cross-platform Infinity Engine Mod Package and the cross-platform tool for creation of such package would be wonderful. Definitely there are advantages for players and for mod managers. This general idea was originally posted by wisp at PPG boards. Key points: - the era of caring about package size on disk or download times are long gone - there is no point for offering two separate zip packages for macOS and Linux if the only differences are weidu and few OS-specific tools resulting ~1MB of file difference - macOS/Linux users offter are asked to download weidu, extract it, copy & rename and set executable bit. Example: http://www.shsforums.net/files/file/949-atweaks-platform-independent/ - just look at the 'Installation instructions' - it's horrible idea to require preforming all of those actions by macOS/Linux users. Those things must go away, thus the simple requirements for new package: it needs to have everything which is needed for mod installation. Advantages: standardization, no more rar, tar etc, all community created tools can support it without worrying about edge-cases players will no longer need to install 3-rd party tools in order to extract mod, mod manager will do it such mod packages can be double-clicked inside OS and associated program will be open and offer extraction (and possible installation) it will allow to introduce 'infinity mod package protocol link' similar like Steam steam:// or Nexus Mod Manager nmm:// protocol links The Infinity Engine Mod Package:// protocol link: Those are special links on the web page, they look like this: steam://run:<AppId> - if the user click at this link, his local Steam application will be executed and the game will launch or the user will be asked if the game should be downloaded. nmm://ModID - if the user click at this link, his local NMM application will be executed and the mod will be automatically downloaded and added to mod list. If you never have used them, please try via Steam or NMM/Vortex - it is a pleasure to see how everything works with one click. I want this to happen. So Infinity Engine Mod Package:// protocol could be defined like this: iemod://github.com/Gibberlings3/Tweaks-Anthology player click at such link associated application will open mod will be downloaded and extracted (no overwrite) additional option would be to offer installation after extraction but i'm not sure about this and how it will play Support for such 'protocol' can't be established if there is no package definition because associated app must know ahead what's at the other side. If someone will point to the non-standard package either download/extraction will fail or extraction into game directory won't be correct so the installation cannot be started properly. 1. File format: ZIP Quoting wisp: I agree that zip is very good choice, every OS has build-in support for it. 2. File extension: .iemod - Infinity Engine Mod Package Different extension allows for custom file association for double-click action and extra actions for eg: Right-Click Menu: Install to> Game Folder. Besides, it's not only zip file, it's a zip contains IE mod with specific content/rules. Zipping mod files won't prevent package mistakes, modders need to use special mod packager utility. The .iemod file extension is not the good choice, it's "Infinity Engine Mod Package", not "Infinity Engine Mod" source file. So how about .iemp as file extension? If the 4-letter extension looks odd, how about .iep (but it's already used by other programs) or .iex (no application use such extension) ? 3. Filename: Simple format: ModName-version.iemp, nothing fancy about it, mod name can be taken from metadata Name. Question: should spaces be allowed? Filename doesn't mater at all under the condition that it doesn't contains forbidden special characters/folders: Absolute minimum set of forbidden special characters: < > : " / \ | ? * '\0' (NUL) Absolute minimum of forbidden special filenames: CON, PRN, AUX, NUL, COM0, COM1, COM2, COM3, COM4, COM5, COM6, COM7, COM8, COM9, LPT0, LPT1, LPT2, LPT3, LPT4, LPT5, LPT6, LPT7, LPT8, LPT9 cross-platform package simply cannot contain such special characters and cannot use such special filenames because those are reserved. 4. The content of the package: Across all those years, people put crazy things inside their mod packages: executable's inside zip, double compressed files like zip inside rar, override & backup folders, Windows 'thumbs.db' cache files and macOS '.DS_Store' folders etc. So let's exclude some files and folders: $RECYCLE.BIN/ __macosx backup/ temp/ tmp/ .* !/.gitattributes !/.gitconfig !/.github !/.gitignore *.bak *.bat *.iemod *.lnk *.rar *.tar* *.tmp *.zip Thumbs.db all of those files/folders can be easy excluded at the creation time and should not be part of the final package. 5. WeiDU executable: I would much prefer a solution where modder explicitly defines the weidu version which he used in order to create and install the mod. But until we get to this point, there is a simple solution: - weidu windows: .exe - weidu macOS: no extension - weidu Linux: .bin (please don't tell me that 'Linux don't have executable file extension', it doesn't matter) this way modder can include all necessary files in order for mod to be installed. I will post universal '.command' file later. 6. Mod structure: We need to eliminate possibility of double and tipple extra top-level directories, for mods: player should be able to extract such package into game directory and everything should work correctly. The way how to do it is to check the level of the tp2/tp3 mod definition file and fail if it's more that one-level. 7. Tools: I've created packaging utility which is very similar to 'G3 ModPackage' tool but it's cross-platform and can produce .iemod packages and optionally pure .zip files, it's using ModID-version.iemod filename schema. It doesn't have validation yet but it's easy to implement. I will post it latter when I will do final touch. That's all for now, please share you feedback.
  3. "conflicts + dependencies" is no minor feat, that's why I keep bringing up existing package managers that have had this solved for ages. In that sense python would be a better choice than powershell, but maybe there are some written in csharp too (eg. the windows contenders like chocolatey, nuget?).
  4. Ken and I have been playing around with interjections a lot lately and I've noticed a peculiar issue that I could use some help with since neither of us can explain it. I've chosen a random situation where our NPC interjects Shoal as she asks for a kiss and simplified the example for the sake of brevity. INTERJECT SHOAL 1 InterjectShoal == MYNPCJ IF ~IsGabber("MyNPC")~ THEN @1 DO ~Something()~ = @2 DO ~SomethingElse()~ EXIT As expected, that adds a forced transition with the global and the custom trigger to the dialog. The strange part is that after @1, the dialog should immediately transition into @2, but instead, weidu adds two transitions, one of which is a dead end and exits and the other goes to @2, but has the IsGabber() trigger repeated for some reason. Again, simplified for brevity: IF ~~ THEN BEGIN N SAY #1 IF ~~ THEN DO ~Something()~ EXIT IF ~IsGabber("MyNPC")~ THEN DO ~Something()~ GOTO N+1 END IF ~~ THEN BEGIN N+1 SAY #2 IF ~~ THEN DO ~SomethingElse()~ EXIT END What are we missing here? Are the initial triggers supposed to be repeated for every step of the chain? Why would that be? And why create an exit transition after the first one in a chain? On a side note, is there a way to add the same interjection to multiple states without copy pasting it?
  5. Version v1


    Note: This package has not been updated in several years. For more recent highlighters, we recommend checking out Argent77's excellent WeiDU highlighters for Notepad++ at Spellhold Studios. This is a copy of NotePad++'s userDefineLang.xml file, usually found either in the install directory or within the following directory: users/myname/appdata/roaming/notepad++ The language has the following user defined languages filled out with almost all IESDP data currently available, with the following mapping: name="WeiDU_BAF" ext="baf" name="WeiDU_tp2" ext="tp2" name="WeiDU_d" ext="d" If you have already defined your own languages within NotePad++, copy the entries from this version. If you have not, then overwrite your version with this one, and restart NotePad++. Have fun modding! -cmorgan
  6. Avenger


    Version v7.8.0.2


    The DragonLance Total Conversion Editor Pro (DLTCEP) is an unofficial game file editor/checker/browser for Infinity Engine games. Support forum
  7. While working on a recent mod attempt I’ve come to some impasses due to my rather poor skills at using weidu; in fact, that would be a rather kind appraisal, as I find myself near illiterate when it comes to weidu, doing most of my work by repurposing others’ code for what I need to accomplish, otherwise the actual coding process is rather opaque to me. Let me get to what I’m stuck upon: firstly, I’m trying to create a code that will patch all quarterstaves to remove the backstab feature by toggling the “EE/Ex: Toggle critical hits (25)” feature in the itm files. So far based on previous reference, I’ve managed to bang out this code: COPY_EXISTING_REGEXP "^.+\.itm" override PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN READ_SHORT 0x31 weaprof PATCH_IF (weaprof = 102) BEGIN WRITE_[bor or Byte?] 0x1b (THIS [bor or Byte?] 0b[?]) END END BUT_ONLY_IF_IT_CHANGES But in reading the Bor/Byte tutorial I’ve found myself over my head. I can’t seem to figure out whether the [bracketed] parts should be a Bor or Byte (I think it’s Bor), and I know I need a binary to accomplish the task, but I can’t seem to grasp how I translate what I want into the proper 1s and 0s. Could anyone help me with the missing pieces? The second problem is a bit more vague. What I need to accomplish is to create a weidu code that patches the WEAPPROF file so that all 3’s within the “2Weapon” row are turned into 2’s. This is what, with some help, I’ve put together: COPY_EXISTING ~WEAPPROF.2DA~ override COUNT_2DA_COLS cols FOR (col = 3; col < cols; ++col) BEGIN READ_2DA_ENTRY 34 cols col val PATCH_IF %val% = 3 BEGIN SET_2DA_ENTRY 34 cols col 2 END END For obvious reasons (though not to me) this code does not work, and, being a poor hand at weidu, I imagine I’ve made a bunch of syntactical errors in this code that prevent it from working. Could correct the code or tell me what I did wrong? I’m immensely thankful for any help I can receive, in advance, and I hope you can be patience with me, given I lack a great deal of the Programmer’s savvy.
  8. The port of the remaining mods to pure weidu* has been completed and they all received some extra love on the way. They can be found here: https://github.com/lynxlynxlynx/gemrb-mods Click on the individual folders to see the docs for each mod. A release has been tagged, so they can also be downloaded without git. * 10pp still requires perl — this will never change
  9. I have EE versions of Baldur's Gate from steam and unix based OS. Is there a way to install any mods that use weidu? The linux installation instructions for most mods seem to expect you to run original Baldur's Gate using wine, even thought they say that they are EE compatible. The EE version seems break if you run tolower, which is the first instruction in prety much every installation guide. Is there guide or tutorial for how to use WeiDu on linux with EE? Can the tolower be avoided or fixed afterwards? Without tolower WeiDu gets: ERROR: Unable to find DIALOG.TLK in: ./^dialog\.tlk$ And with it, I can't play. There is dialog.tlk named files in lang/xx_YY folders and DIALOG.BIF in data folder. So is the error from location or naming of the files? So, renaming xx_YY to xx_yy (ex. en_US to en_us) got me bit forward. The next error is like this, but it does allow to continue. Couldn't open the readme: file not found. ERROR: No translation provided for @0 Continuing despite error.
  10. Reading the docs, I see no mention of EXIT/RETURN or the like that I'm used from other languages. How do you do it? I'm querying the user for input and for some values the mod just needs to print a message and exit gracefully, while for the rest the real work begins.
  11. This post is for Noobs like myself. I just thought id share how after 3 days I was able to install the bg2fixpack after many fails. It was actually not that hard. The installation notes in gibberlings readme file give an "idea" of what needs to be done but are in need of explanation. Also reading and rereading the error lines in the terminal gave hints to missing data. Here goes: First install BG2 properly. (just thought Id say) Download WeiDU-Linux-237.zip for linux which at time of this posting Jan 9 2015 will be version 237. Download lin-bg2fixpack-v10.tar.gz (the fixpack for BG2 linux) Move those zips/tars to the "correct" Baldur's Gate 2 directory. Mine goes: /home/downloads/BG2Linux/Baldurs Gate 2/prefix/drive_c/GOG Games/Baldur's Gate 2 You want that last BG2 directory. Extract both the archives into that directory. I use engrampa 1.6.0 (archive manager) to extract others like to open up the terminal and type the command. You will now have a weidu-linux folder. Go into /weidu-linux/bin folder and choose iether amd64 or i386. i386 worked for me. Move the tolower, weidu, weinstall files to .../GOG Games/Baldur's Gate 2 directory. Then open your terminal from system tools. Type sudo caja then enter (my file management system is caja). Caja will open with superuser privileges. Navigate to /usr/bin select the 3 files above tolower, weidu, weinstall and drag(which will copy) them into the /usr/bin close the superuser caja Now in the .../GOG Games/Baldur's Gate 2/bg2fixpack directory copy the 2 lone files namely: readme-bg2fixpack.html and setup-bg2fixpack.tp2 and paste them into the .../GOG Games/Baldur's Gate 2 directory. HARDEST PART (or if you have chitin.key in the "correct" afore metioned directory, use that and disregard "HARDEST PART") Your going to need a file called chitin.key. It did not come in my GOG BG2 linux download. I had to get it from a BG2EE iso torrent download called Baldur's Gate Enhanced Edition.tar.gz Copy and paste the chitin.key from this into .../GOG Games/Baldur's Gate 2 directory. After downloading the tar ball again (since I had deleted it) and checking the files. Indeed as others have said the chitin.key file is there. In my confusion and late nights to get the mod working i must have moved/deleted the original chitin.key. Anyway use the one that comes with the game you are moding (although Ive had no problems as of yet). Next run tolower in ../GOG Games/Baldur's Gate 2 directory and all its sub directories. Basically you are lower casing everything. Gibberlings mod directories come lowercased. I had to manually go into all the main directories within ../GOG Games/Baldur's Gate 2 directory. Using caja or your favorite file manager simply be in the desired directory (starting in ../GOG Games/Baldur's Gate 2 directory) and right click and select open within terminal. Then type: tolower select y for both questions from here on out select y the n Then go into every other main directory within the ../GOG Games/Baldur's Gate 2 directory and do the same. Just by glancing at the files you should notice that every file is now lowercase and subdirectories seem to get lowercased also. Then finally you can go back to the ../GOG Games/Baldur's Gate 2 directory and open in terminal. Type: weinstall setup-bg2fixpack.tp2 enter and the install should begin.
  12. I've installed IWD2 on Linux using PlayOnLinux and a GOG game. I want to also install the IWD2 Ease of use mod on top of that so that my dex-based monk can take the Weapon Finesse Feat. See http://www.gog.com/forum/icewind_dale_series/dex_monk_weapon_finesse_feat I was told to install Weidu as a first step. I thought that it would offer options to install various mods so I followed this: http://www.shsforums.net/topic/29361-linux-and-weidu-mods/ Weidu installed but there was no dialogue to install other mods on top of it. What should I do next? I looked at http://weidu.org/iwd2.html#iwd2-ease, but the RAR file links to a directory called /old that can't be right?
  13. I downloaded BG2 from GOG and extracted the files to my ~/Downloads directory. I also downloaded the bg2fixpack and extracted it to the game directory (~/Downloads/Baldurs Gate 2/prefix/drive_c/GOG Games/Baldur's Gate 2/) along with the WeiDU bin/amd64 files. So the game directory contains the bg2fixpack directory as well as the tolower, weidu and weinstall executables. I ran tolower in the directory and answered Y to both questions. But now when I try to run the command: ./weinstall bg2fixpack/ It just says: Killed I tried running the command with sudo but that doesn't seem to do anything at all. I also tried moving the tolower, weidu and weinstall exe's to /usr/bin like the instructions recommend but no difference there. Edit: Figured it out. I needed to copy the exe's from bin/i386 to /usr/bin. And yes they have to be in /usr/bin or the script can't find em. How do I delete this thread?
  14. Hello everybody, I'm new to the forums and I need your precious help in order to complete my mod. I have some questions about Weidu. I will put them all here in the future, in order to keep the forum as clean as possible. • I just finished to "compile" my .TP2 file and .TRA file (thanks to a very well detailed guide)... my doubt is about the item's/spell's description in DLTCEP. Should I leave the description fields to -1? Weidu will add the new strings automatically and thus replacing those -1 to the newly added strrefs number? (see attached file) • Another question about strings... In some of the new spells and effects I created with DLTCEP, I added a "Text: Display String [139]", reading a string added to my .TLK so... my question is, how will weidu add that precise string to the final user's .TLK? • Then, about .CRE (not supposed to join the group) file and his related store, scripts and dialogs: - How do I copy the .CRE and .STO so that they have their names inserted in new strings? Is it the same procedure used to add .ITM? - I wrote 3 script files, and compiled them with Weidu, resulting in 3 .BCS. Can I simply tell Weidu to copy them in the final user's override folder, or they need some more attention? I read about .BAF file being an uncompiled version of the scripts, but I don't know exactly what I'm supposed to do. - The new NPC has 2 dialogs files .DLG. I read about .D files being an uncompiled version of the .DLG... but I don't know how to proceed from here... which one should I use? I want to thank you all in advance for the time you'll spend answering me.
  15. Yo dudes, How do I modify BGEE.SQL with WeiDu? I need a step by step example - I have noticed that my last version of the Super Ultimate Portrait Pack causes a significant amount of issues with updated versions of BGEE.SQL I would prefer to be able to edit my downloads and fix this within the next 72 hours as I was recalled by the Army and have to go back to the middle east all of next year. The optimal way to do this is to edit BGEE.SQL with a WeiDu mod . . . issue is that I am not sure how to do this a cursory look at forums and WeiDu documentation doesn't really show me how to do this (I've made custom NPC's and other things before so I have a small amount of WeiDu knowledge and can write programs in Java and VBA) My guess is that I need to use the "WRITE_ASCII" command on the BGEE.SQL file (I see that ADD_JOURNAL does edit BGEE.SQL to some degree) but all I have seen about BGEE.SQL documentation is from Cam in this thread at G3: http://forums.gibberlings3.net/index.php?showtopic=25609 Essentially I just need to insert about 546 lines into the BGEE.SQL for both BGEE and BG2EE from one install file - then copy over the portraits in the override folder - pretty sure I can do that on my own though. Thanks - mod that is being updated is here - your crashing culprit: http://www.moddb.com/members/rodman49/addons/super-ultimate-portrait-pack
  16. Hello, i tried installing Amber using winrar, but everytime i started the install file a window came up saying "Fatal error: failure "Not in game directory"". And the only option i had was to click enter to exit. I have only ever installed 1 mod with BG2 and that was tactics way back in the day, so can anyone give me any pointers? 1) How do i use weidu to simply just install mods? and where can i get the normal and latest version of weidu. I did download one version, but honestly i have no idea if it was the correct one. Was not as easy as i thought it would be. 2) Does Amber not work with the Bg2 EE? Please would love to give this mod a try.
  17. Without risking it doing twice? Weidu is pretty straightforward in adding stuff, but weidu mods got the habit of doing everything repeatedly without built-in checks. I want to add a block of script to an existing script without worrying about adding it twice (mod administration/uninstalling etc are not playing). I want to do this purely by scripting.
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