Jump to content


Creepin's Content

There have been 114 items by Creepin (Search limited from 10-June 23)


By content type

See this member's


Sort by                Order  

#602045 NearInfinity

Posted by Creepin on 26 April 2018 - 09:04 AM in IE Modding Tools

Parameter 3 is located at offset 0x60 (EFF v2 only).

And it is also honestly marked as such in NI. Shame on me :) I checked embedded EFF (EFF v1), saw none of it, and decided it's a mystery to solve :whistling:




#602040 NearInfinity

Posted by Creepin on 26 April 2018 - 06:20 AM in IE Modding Tools

If it is a EFF v1 : parameter is 0x4 after opcode field, and parameter 2 0x8.
If it is a EFf v2 : parameter 1 is 0x1c after signature, and parameter2 0x20.

Sadly, NI doesn't allow me to see raw data of effects, so I can't count 0x4 or any other within NI. I'm sure it will come handy in WeiDU though, so thanks for letting me know!

In fact : opcode, target, power, parameter1 (whatever the name used in NI), parameter2...

Aha, that's cool. Simply saying I should in any case use 4th field for parameter1 and 5th field for parameter2? As in, in case of the attached, I should put 1 in "value" field and 0 in "Unused" field event though it is, well, unused? :)

Attached Images

  • screen.jpg



#604983 NearInfinity

Posted by Creepin on 12 November 2018 - 06:37 AM in IE Modding Tools

Ah, I wasn't aware of that, great to know, and thanks for the explanation :)




#605635 NearInfinity

Posted by Creepin on 04 February 2019 - 01:27 PM in IE Modding Tools

I have noticed that NI sometimes give me "G" in bcs files instead of "Global" and "GGT" instead of "GlobalGT" (weirdly, not in the each block of the same bcs). Is that intentional or some weird quirk?




#604981 NearInfinity

Posted by Creepin on 12 November 2018 - 05:40 AM in IE Modding Tools

Whenever I try to put bam into resource field of #215 opcode (Graphics: Play 3D Effect), if there's vvc with the same name NI changes resource from bam to that vvc upon saving. Either a bug or intended behaviour which I disagree with :)




#602037 NearInfinity

Posted by Creepin on 26 April 2018 - 05:13 AM in IE Modding Tools

It bug me for a long time that there's different names of fields for effects in NearInfinity and IESDP. In most cases I was able to draw a correlation by a guesswork, however his time I stuck.

So, # 22 Luck. IESDP says following:

#22 (0x16) Stat: Cumulative Luck Bonus
Parameter #1: Statistic Modifier
Parameter #2: Type

continuing with explanation of parameters.

IESDP on the other hand has fields like "target", "power", "value" and so on, the usual. Let's say I want to put 1 in Parameter #1 and 0 in Parameter #2, which fields in NI should I use? Or, better yet, how in general I could figure out on my own which fields should I use?




#605014 NearInfinity

Posted by Creepin on 14 November 2018 - 12:12 AM in IE Modding Tools

Great tutorial, thanks for the link!




#606238 Issues finding/downloading a few mods

Posted by Creepin on 18 March 2019 - 11:53 AM in Mega Mod Help

No. As far as I remember at some point BWS will ask you to provide manually mods it can not download. At this moment for each mod you'll had to manually point BWS to a downloaded version, and upon BWS noticing that size/version/filename doesn't match you'll have the option to tell BWS "yeah whatever, install this one".

The result would be questionable though in case mod components composition was changed since last BWS update.




#605195 IA Content Thread

Posted by Creepin on 21 December 2018 - 09:46 AM in Infinity Animations

Then why post about that? :huh:




#605193 IA Content Thread

Posted by Creepin on 21 December 2018 - 04:14 AM in Infinity Animations

I can confirm that the download link is unfortunately down.

For me it asks to provide a google login to be able to download a file: surely it should not be anyone's effing business for something as trivial as file download, so if anyone have this mod stored and could upload to a more convenient place that would be really nice :)




#602160 Horrible mod experience

Posted by Creepin on 01 May 2018 - 01:36 AM in Secret of Bone Hill

Not arguing with your personal experience I want to notice for the greater picture that I was able to finish the mod several times: apart for a nagging feeling there should been some other way to finish part 2 than by slaughtering all of duchess palace the mod was doable with the help of walkthrough.




#605232 Help with NPC mod?

Posted by Creepin on 27 December 2018 - 03:58 AM in IE Help

Hard to say anything without seeing your scripts.

 

Also, it's not precisely clear from your description does your NPC starts walking even when he is outside of the visual range of the party?




#605242 Help with NPC mod?

Posted by Creepin on 28 December 2018 - 01:39 AM in IE Help

That is weird. Your cre doesn't have effect #293 attached, so at this point I can't really say why does it function off screen. Unless you are making your NPC for EE and EE changed all scripts to run in the background by default (wild guess, I have no idea how EE works). BTW I find it most convenient to check stuff like this with Near Infinity, though Infinity Explorer would handle that too. Not so sure about ShadowKeeper, haven't used that for like 10 years. Still, whatever the reason for that offscreen behaviour, you could curb it by putting See(Player1) among the triggers of your dialogue initiation script snippet. Wouldn't hurt to refine his targeting as well so that he wouldn't try to chat with Viconia. Something like that:

IF
   See(Player1)
THEN
   RESPONSE #100
      StartDialogueNoSet(LastSeenBy())
END

Unfortunately your script afslay.bcs can't be checked unless you attach that too so this is just a general idea.




#605236 Help with NPC mod?

Posted by Creepin on 27 December 2018 - 02:10 PM in IE Help

Regarding scripts: can you also attach your NPC's scripts, all of them? Your area script looks just fine.

 

Regarding walking offscreen - there's effect #293, it might be called "Enable Offscreen AI" or "Set Persistent AI" or something along these lines depending on what utility you use to check your .cre file. Do check if you accidentally had this effect attached to your .cre?




#605938 Help me get my proper bard spells!

Posted by Creepin on 21 February 2019 - 03:47 AM in Rogue Rebalancing

Tho my issue with bard spells predates this failed Song/Silence installation. Any advice in that regard?

Contrary to your second post here you still haven't attached your WeiDU log. Note that it's not enough to just browse to needed file when composing a post, after that you had to click "attach this file" button.




#602543 Haer'Dalis Day: Romance updated and Friendship released

Posted by Creepin on 19 May 2018 - 11:38 PM in Directives from the Director

We are happy to announce that we do not only release Haer'Dalis Romance updade (v2.2), but we're also happy to welcome a brand new NPC IEP mod: Haer'Dalis Friendship!

Haer'Dalis Friendship, as other NPC IEP mods, adds many new lines to the existing companions. This time it's for the famous bard, wielder of Chaos and Entropy. There are a total of 20 new dialogues added by the mod, 15 in SoA and 5 in ToB. Some of these do have particular circumstances in which they occur. The mod was brought to you by Aeryn (writer), with some help from Rhaella (coding and release preparation) and Lava (coding).

Download
Forums

If you are interested in more intimate relationship with the tiefling bard, try Haer'Dalis Romance. Version 2.2 includes: improved BG2EE and EET compatibility, the SoA romance track will now turn off properly if the romance is ended, ToB banters will no longer fire repeatedly. The update was provided by Rhaella.

Download
Forum



#603203 General discussion

Posted by Creepin on 08 July 2018 - 02:29 PM in Almateria's Restoration Project

Jarno, I don't understand: are you saying that having the first block of the script like that
 
IF
    OnCreation()
THEN
    RESPONSE #100
        blah
        Continue()
END
will prevent second block like that
IF
    OnCreation()
THEN
    RESPONSE #100
        yada
END
from happening? Because if not, there's no reason to not to use two OnCreation's in the adjacent blocks.



#604332 General discussion

Posted by Creepin on 31 August 2018 - 02:12 AM in Almateria's Restoration Project

Heya, congrats on the update! I always held ARP as a must have mod even on a minimally modded game, so I'm glad it's still being updated.



#603215 General discussion

Posted by Creepin on 09 July 2018 - 06:17 AM in Almateria's Restoration Project

So basically any mod is free to EXTEND_TOP a block that is OnCreation() as long as it ends with a Continue() and any amount of such blocks should work fine? I don't see what's all the fuzz is about then  :huh: 




#602085 Entangle Slowdowns + Aggro, Weird Enemies?

Posted by Creepin on 28 April 2018 - 03:35 AM in Mega Mod Help

The most worrying thing is that whenever an enemy casts Web or Entangle, the computer slows to a crawl and the spell effects refuse to end

Had that once, long ago so my memory is a bit fuzzy on the cause, but I think it was Galactygon's SpellPack. Do you have it installed?




#604980 EET installation error: missing BG1801.ARE

Posted by Creepin on 12 November 2018 - 04:38 AM in IE Help

Hello Miriamel, this subforum is fine as far as asking this on SHS is concerned, but you might want to also ask that on EET forum here.




#605214 Does the Big World Installpack work with the Enhanced Editions?

Posted by Creepin on 23 December 2018 - 02:04 PM in Mega Mod Help

Oh. Gosh.  Well, we don't need to see the dirty laundry.

What the hell are you talking about?




#605211 Does the Big World Installpack work with the Enhanced Editions?

Posted by Creepin on 23 December 2018 - 03:55 AM in Mega Mod Help

Any idea when G3 is going to be back up?  I thought SHS and G3 were on the same servers.

Not anymore. You can read more details here.




#602547 Current status of Jarls BGT Adventure pack in megamod?

Posted by Creepin on 20 May 2018 - 03:20 AM in Mega Mod Help

Yep :)




#604989 Creepin's various WeiDU questions of varying silliness

Posted by Creepin on 12 November 2018 - 01:53 PM in IE Help

Starting from its latest version G3Fixpack started handling basilisk's petrifying effect, so I need to rewrite my code for it to work with both not fixpacked & fixpacked games. To do so I need to be able to adjust saving throw bonus of all effects of a given spell, like this:

COPY_EXISTING crspl005.spl override
	LPF ALTER_SPELL_EFFECT
		INT_VAR
			match_opcode = -1
			savebonus = savebonus+2
		STR_VAR
	END

No doubt you have noticed a line that would not work :ph34r:. I'll try to study tomorrow myself on how should I change this code for it to work (I feel there will be a healthy dose of dreaded "read_byte" which I understood once, about 10 years ago, and forgot completely by now :whistling: ), but if someone would lend me a hand with that it would be ever so cool! ;)

 

Bonus question: if I accidentally alter save bonus for an effect having no saving throw at all, I won't screw anything, right, this save bonus simply will be ignored by the engine?