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#615073 [MOD] Barbed Club of Pain

Posted by agris on 01 May 2023 - 09:52 AM in BG:EE Modding

For anyone that wants a bit more balanced version of this item, the attached modified version of the mod reduces the chance to proc to 20% and lets the target negate the effect with a successful save vs. poison. I looked at my 2nd ed DM's guide and pet/poison/death is the most appropriate, as it is used for effects where hardiness of constitution or physical toughness is appropriate, and the effect here is basically resisting nasty splinters.

 

Who cares? Well, I like clubs and this club seemed innocuous at first but it's actually a low-key mage killer. The unmodified version procs a 2 rnd bleed 100% of the time with no save, through stoneskin and MI. Because it's non-magical bleed damage, target MR doesn't resist it. All your fighter has to do is roll a hit on a mage and bam, your target is in their own personal insect swarm hell. It trivializes hardcore SCS mage duels.

 

This makes it a bit better. english.tra is updated, ITL and RU are not.

 

 

In contrast to most other clubs, this weapon is crafted from a simple thin stick. Its slim size and low weight makes the club easy to handle and allows for dangerously precise maneuverability. Numerous metal barbs grew out of the wood, carefully created through the priest's magic and Loviatar's fell blessing. With every strike sharp barbs dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow.

STATISTICS:

Combat Abilities:
- 20% chance target is inflicted with non-magical bleeding (Bleed 3/round for 2 rounds, Save vs. Poison)

THACO: +1
Damage: 1d4 +1 (crushing)
Speed Factor: 4
Proficiency Type: Clubs
Type: One-handed
Requires:
 3 Strength

Weight 2


 

Attached Files




#615068 BGT Graphics Overhaul

Posted by agris on 28 April 2023 - 10:12 AM in BG Graphics Overhaul

Amazing work. Thank you!

Do you plan to release this mod for BGEE?


I haven't thought about that until now. Let's look at it when it's all done.


Thank you for this long-awaited update weigo! I will add +1 request for BG1:EE support.

 

A few of us were talking on discord today about how, at least in BG1:EE, the tilesets have strange transparency for some houses giving you results like this

 

obg_ar1100.jpg

 

That is in the SW Baldur's Gate city map. Many houses can be seen to have this type of issue in Beregost as well.

 

Do your changes touch on this transparency issue with the daytime tilesets?




#615067 [MOD] BG:EE Classic Movies

Posted by agris on 28 April 2023 - 06:54 AM in BG:EE Modding

Hi Sam-

 

Thanks for this mod. Combined with the K4f4r's classic stone UI, it really makes BG1:EE more authentic to the original.

 

I installed the classic UI mod as my very first, because it is not weidu, then your mod. I have no issues, except that when I travel to Ulgoth's beard the narration screen is the vanilla EE version, not the "Restore BG1 Chapter and Dream Screens" from component 3. Further, there is no narrator reading the text, it is silent. (edit: there is no narrator VO for this text) All my other chapter/dream scenes have been correct.

 

I've attached my weidu.log and the bgeeclasicmovies.debug, but there are no errors or warnings in the debug. Is this a known issue?

 

V109QhS.png

 

This is especially strange, because my override folder shows the correct classic stone ULGOTHST.PNG / .MOS, so this may be down to how K4t4r's mod handles the Ulgoth sequence in ui.menu around line 12860.

 

Edit: digging into it a bit more, it appears this may be an issue between the classic stone UI mod and Stratagem's component 5080, improved TotSC textscreens.I've made a hacked together fix to drop into the override files for anyone else dealing with this. Attached File  fix.7z   580.01K   19 downloads

 

I'm leaving the post here as a reference for k4t4r.

 

Attached File  WeiDU.log   29.3K   25 downloads

Attached File  SETUP-BGEECLASSICMOVIES.DEBUG   21.16K   21 downloads

Attached File  override.7z   1.27MB   18 downloads




#615058 NearInfinity

Posted by agris on 25 April 2023 - 06:21 AM in IE Modding Tools

All settings and other user-defined data for NI is stored in this registry key:
HKEY_CURRENT_USER\SOFTWARE\JavaSoft\Prefs\org\infinity


It is possible that Java fails to create this registry key. Some users reported this in the past. There should be a message in NI's debug log in that case. You could either create the key manually or run NI with elevated privileges once to solve this issue.


All keys are created and appropriate, which makes sense since my NI did retain settings and bookmarks prior to Java updating itself. I'm guessing that the Java update itself is what caused the loss of bookmarked games and my NI visual settings. As you store all of that under the JavaSoft preferences in the registry, if a Java update nukes those prefs for a clean install of an update, NI settings are lost.




#615053 NearInfinity

Posted by agris on 24 April 2023 - 12:52 PM in IE Modding Tools

For Windows 10, NI's Bookmarked Games appear to be saved in the User environment's TMP or TEMP directory. This means that when a user clears their temporary files, Bookmarked Games are cleared.

 

Can NI save Bookmarked Games outside of local TMP/TEMP if possible?


Settings and bookmarks are only stored in the system's registry on Windows. Can you upload a bookmark sample from the TEMP folder?


Can you point me to the registry location? I deduced they were saved to userspace temp/tmp because on my system, those locations are mapped to a ramdrive which is cleared after every reboot. I rebooted my system and all the bookmarked games were missing from NI.

 

Java also self-updated just prior to that reboot, perhaps that cleared the bookmarks?




#615051 NearInfinity

Posted by agris on 24 April 2023 - 08:33 AM in IE Modding Tools

For Windows 10, NI's Bookmarked Games appear to be saved in the User environment's TMP or TEMP directory. This means that when a user clears their temporary files, Bookmarked Games are cleared.

 

Can NI save Bookmarked Games outside of local TMP/TEMP if possible?




#615050 [MOD] klatu Tweaks and Fixes

Posted by agris on 24 April 2023 - 08:21 AM in BG:EE Modding

If anyone is maintaining this: Klatu's component 2030, identify all store items, should exclude cursed items purposefully sold in an ambiguous manner - like Lucky Aello's Discount Store in BG1 selling cursed prot scrolls.




#615024 NearInfinity

Posted by agris on 19 April 2023 - 01:11 PM in IE Modding Tools

Small bug:

 

"Options -> Default Structure Display -> Edit" isn't respected when editing locations on WMP files. They always open in View mode.

 

I haven't noticed anything unusual. Can you provide a repro?


Sure.

 

Open NI, make BG:EE your active game.

Top Menu: Options -> Default Structure Display -> Edit

Resource Tree: WMP -> WORLDMAP.WMP, select View tab

In the Areas panel on the right hand side of newly visible worldmap, double click any area

Note that the area opens in View mode, rather than edit.

 

Likely an Area opened this way does not conform strictly to a Structure, thus the default structure display isn't acting on its default display mode. Still, I think a reasonable expectation is that areas opened as such follow the convention set by Default Structure Display.




#615000 NearInfinity

Posted by agris on 14 April 2023 - 08:53 AM in IE Modding Tools

Small bug:

 

"Options -> Default Structure Display -> Edit" isn't respected when editing locations on WMP files. They always open in View mode.




#614994 NearInfinity

Posted by agris on 13 April 2023 - 09:32 AM in IE Modding Tools

Feature request for you Argent77-

 

I am by no means a power user, but I'm editing enough files in separate windows that it would be nice if NI remembered the location/size of new windows across a given instance of the program.

 

Current behavior: open a file in a new window, that new window's size and position is inherited from the NI main window. Resize that window, open another new window and the new window inherits its size and position from the NI main window. Close one new window, open another, and the newest windows' size and location is the same as the others: inherited from the NI main window.

 

Requested behavior: after launching NI, the first file opened in a new window inherits its size and location from the NI main window. IF that newly opened window's location and/or size is changed, the next file opened in a new window inherits the previous window's size/location. If the original "new window" is closed, files opened in new windows will continue to use the modified location/size, until another new window's location/dimensions are altered.

 

Why do I care? Well, the whole point of working in multiple windows is to have access to more information at once. But opening a new window such that it's roughly the same size and shape as NI makes that difficult. NI makes sense to run as a large window due to the amount of information contained within it, but often times new windows make sense to be much smaller. so you can see both NI's main and the new satellites at once.

 

I realize this is the second request I've given you in a matter of days, apologies!

 

edit: it would also be handy if, when editing .WMP files like worldmap.wmp, the edited location of icons would be shown on the map *before* saving the .wmp file. Right now the "fast" way to visualize changes to icon X, Y positions on the .WMP is to save the file and browse away/back to it see the icon's location update. If we could see the icon move prior to saving, it would make tweaking these things much more friendly.




#614962 WeiDU Highlighter for Notepad++

Posted by agris on 09 April 2023 - 01:25 PM in IE Modding Tools

Thanks Argent77! Are you considering color compatibility with any of the NPP dark color schemes?

I haven't used dark color schemes in Notepad++ yet, but I can certainly experiment with them. Changing colors is rather trivial (in theory) since the actual syntax definitions don't have to be touched.


It would certainly be nice if your colors accounted for standard Dark Mode -> Black. I haven't used this release, but used 3.15 and it's kinda hard on the eyes.




#614949 WeiDU Highlighter for Notepad++

Posted by agris on 08 April 2023 - 10:58 AM in IE Modding Tools

New update: WeiDU Highlighter for Notepad++ 4.0

This release introduces autocompletion support for TP2, D and BAF files as well as function parameter help for BAF files. Installation instructions have been updated in the readme of the package and the first post of this thread.

Changes:

  • added auto-completion support for TP2, BAF and D files
  • improved coloring and structure of syntax highlighters
  • removed "colorize string" tags in TRA highlighter to fix false positives
  • added variable WEIDU_VER to TP2
  • restored syntax folding in TP2


Thanks Argent77! Are you considering color compatibility with any of the NPP dark color schemes?




#614924 Infinity Sounds

Posted by agris on 03 April 2023 - 11:13 AM in Miscellaneous Released Mods

Is anyone interested in updating this for BG1/2:EE or EET? Right now to get the BG1 casting sounds into BG1EE is via a non-weidu override mod. The fact that this author has a weidu framework plus the fact they've done some engineering on the files to remove clipping, plus all the various other sound effects, makes it a good solution.

 

Unless there's another "BG1 sounds" mod out there that I'm not aware of...




#614906 EE-compatible beta release

Posted by agris on 31 March 2023 - 07:24 AM in The Bigg Tweaks

Code on GH worked fine on latest BG:EE 2.6.x steam release, although I didn't stress it. I only used components 100 - 300.