shadowlich's Content
There have been 20 items by shadowlich (Search limited from 26-April 23)
#591286 [MOD] Relocate Save Directory
Posted by shadowlich on 25 November 2016 - 10:25 AM in BG:EE Modding
#588146 [MOD] The Darkest Day z
Posted by shadowlich on 11 March 2016 - 01:19 PM in BG:EE Modding
DD1000.are search map allows you to walk everywhere in the southern part of the map (e.g. on the water - unless it is supposed to be frozen and intentionally...)
I stupidly replaced ice color...
Here again, the whole conversation with Alustriel reflects that the PC has already defeated Irenicus and by this partly set the events of the quest in motion.
If dialogs talk about Irenicus, I think it's better then to do as original TDD (but i 'll wait 1 week for other players)
As you can see I never really read dialogs, coding and killing dragons is enjoyable enough for me
#588141 [MOD] The Darkest Day z
Posted by shadowlich on 11 March 2016 - 11:08 AM in BG:EE Modding
Ok, I'll try to do as you suggest
What annoys me is to test it. Have to install/uninstall mod, goto hell, defeat Irenicus, come back to Ellisime to have the starting dialog...
Have to dig variables/triggers to see I can sort of "mock"/shortcut it...
Be right back in 2-3 weeks !
#588136 [MOD] The Darkest Day z
Posted by shadowlich on 11 March 2016 - 10:10 AM in BG:EE Modding
This means the TDD stuff is prior to defeating Irenicus - the transition to ToB is from Ellesime - not from Rusty Scabbard after the TDD quest. Correct?
Yes
(I never play this part in original TDD and) I didn't see anything from TDD Ellisime dialog looking like a transition to ToB so her transition is only from vanilla BG2
#588133 [MOD] The Darkest Day z
Posted by shadowlich on 11 March 2016 - 09:28 AM in BG:EE Modding
Everything are in v1.2
You could try my test for OnsetoftheDarkestDay:
. Create a new game
. MoveToArea("Ar2800")
. Skip vanilla cinematic
. Skip vanilla Elhan dialog
. Go get items for Rillifane Temple (or create them: miscb1, miscb2, miscb3)
. Ctrl+J to Rillifane Temple
. Enter Rillifane temple, ask Rillifane to destroy all enemies
. Skip vanilla cinematic
. Go talk to Elhan, short vanilla dialog occurs
. Talk to Ehlan a second time, this time he will ask you if you want to go to Candlekeep, this is the start of the OnsetoftheDarkestDay
So everything is done with Elhan rather than Ellisime, and she is free for any vanilla/other mods contents
This is the easier way I found (use existing dialogs/context without adding/altering too much) to provide compatibility for every mods.
#588070 [MOD] The Darkest Day z
Posted by shadowlich on 09 March 2016 - 09:08 AM in BG:EE Modding
One minor issue for soldiers in area DDCT33.are with script demgrdrx.bcsThey just stand around without attacking nearby demons, maybe distance trigger needs to be increased?
Even with a trigger distance set at 30, and a fine debug with C:WriteScript("DebugScripts"), these crazy guards don't attack; however I replace them with another guards; they will attack now
1) This is inherrited from original mod but could use the chance now to correct it - in area DD9X00 there are a number of creatures named *Arabs* or *Arabic Thugs* - those should be corrected Calishite Thugs, Calishite Citizen etc...
*Arabs* and *Arabic Thugs* are replaced by *Calishite* and *Calishite Thugs*
2) You can only leave DD0200 to the worldmap but not to Riatavin itself (although you are supposed to be in a quarter of that town). The western rim of this map should rather be a travel region back into town instead of a worldmap exit.
There is a direct exit to Riatavin at SW (NW exits to worldmap). Now I override NW, so both exits go to Riatavin directly
1. The stringrefs in BGarival.baf (Cutscene) are wrong, the text shown in the cutscene are random texts from dialog.tlk In the baf file they are stringrefs rather than references to the tra file
Fixed
2. Issue with Grazzt02 script - it causes a CtD in the middle of the fight - I checked weapons/animations etc without result. I assigned simply attack,bcs to him and no issue. So there is something in his script causing the CtD but I could not figure out what - I could exclude his additional summons, they all work - it must be some other spell he uses after about 30-40 seconds into the fight.
Never think he could live this long to invoke his magma elementals; fixed
4. Raiseart.bcs has the same issue as #1 above, wrong stringrefs
Fixed
- area DD9007 - the minimap shows the entry to Suldanessalar (uses the Tethir forrest map)
Its .MOS has no entrance now
=> Version v1.2 available here: https://github.com/B...leases/tag/v1.2
And many thanks to Roxanne
#587490 [MOD] The Darkest Day z
Posted by shadowlich on 23 February 2016 - 07:02 AM in BG:EE Modding
I publish a first release here : https://github.com/B...leases/tag/v1.1
Thanks you a lot Roxanne !!!!!
(I saw your posts after the release, but I note everything of your report for next iteration)
#586863 [MOD] The Darkest Day z
Posted by shadowlich on 07 February 2016 - 08:58 AM in BG:EE Modding
I've done this already , but there should have a lot of code improvement to do
We can add you to Github if you wish
#586843 [MOD] The Darkest Day z
Posted by shadowlich on 07 February 2016 - 06:50 AM in BG:EE Modding
Global("Robilardattack01","GLOBAL",6)
GlobalTimerExpired("robishowdown","GLOBAL")
InParty("robilard")
THEN
RESPONSE #100
SetGlobal("Robilardattack01","GLOBAL",7)
StartCutSceneMode()
StartCutScene("robimov1") // Create the 2 Host Tower Mage (Quest #3)
END
IF
InParty("robilard")
Dead("robend01")
Dead("robend02")
Global("Robilardattack01","GLOBAL",7)
!Dead("robilard")
THEN
RESPONSE #100
SetGlobal("Robilardattack01","GLOBAL",
ActionOverride("robilard",StartDialog("endedrob",Player1)) // Give Robilard his 300 000xp
END
#586834 [MOD] The Darkest Day z
Posted by shadowlich on 07 February 2016 - 04:10 AM in BG:EE Modding
I check again, nothing about these ghosts.
Could you give me just a text they say or their name? So I could have their dialog, then their deathvar then scripts where they appear...
#586832 [MOD] The Darkest Day z
Posted by shadowlich on 07 February 2016 - 03:10 AM in BG:EE Modding
Riatavin component is done
Onset of the Darkest Day component (Cyric Quest) is done
Robilard component is done
I'll publish a version next week
However, I dig Robilard code and find nothing about his Quest #4 and Quest #5 (i.e. after Host Tower Mages encounter); does someone has a clue about them other that what is in the walkthrough?
#586441 [MOD] The Darkest Day z
Posted by shadowlich on 30 January 2016 - 02:07 AM in BG:EE Modding
For now, only Robilar is planned, don't know yet about the others
Keep only NPC quests should be possible, let me handle these uber spells and items for the moment...
For the return from Hell, I've never played it yet, but I'd like to move it before Hell if possible
Changing Riatavin town would be wonderful, we have to find some skilled volonteers...
Thanks for every mod compatibilties I've never heard about!
[Any help are accepted, for exemple giving me walkthrough or information about quest is very useful, otherwise I have to reverse engeenering TDD code to find something I don't even know it (should) exists :) ...]
#586151 [MOD] The Darkest Day z
Posted by shadowlich on 26 January 2016 - 09:45 AM in BG:EE Modding
@agb1: Ok, fine, please, insert me a TDDz repository, I'll download SourceTree
Hope I won't do any mistakes as in my job
#586123 [MOD] The Darkest Day z
Posted by shadowlich on 26 January 2016 - 06:10 AM in BG:EE Modding
A lot of people suggested me Github, think I have no choice; will do it...
#586119 [MOD] The Darkest Day z
Posted by shadowlich on 26 January 2016 - 05:14 AM in BG:EE Modding
Tx for your support
Indeed, I make TTDz as customizable as possible: make items undroppable, replace them, change creatures xp, replace creatures, replace by better scripts at player heart contents!
Have to find a place to upload it...
#586112 [MOD] The Darkest Day z
Posted by shadowlich on 26 January 2016 - 01:50 AM in BG:EE Modding
TDDz is an attempt split TDD into components and turn them compatible with BG2EE, Worldmap 10.2, Extended Animation and EET (blessed by Max Schnur https://twitter.com/...754073893249025)
I want to upload TDDz.zip (37MB) in the upload section but it failed.
Can someone help me?
[Edit: Topic Title]
#583940 BPv181_4611 BUT_ONLY error
Posted by shadowlich on 21 December 2015 - 12:59 PM in Mega Mod Help
#583826 Weird Weidu
Posted by shadowlich on 18 December 2015 - 10:03 AM in Mega Mod Help
weidu 238.01 Beta is OK!!!!
Thanks guys
Edit: as Mike1072 said, remove ANYONE in EA.IDS works also and is a better solution for now
#583821 Weird Weidu
Posted by shadowlich on 18 December 2015 - 09:55 AM in Mega Mod Help
Make sure ANYONE is present in EA.IDS
Unfortunatly, EA.IDS contains "0 ANYONE" by default
#583814 Weird Weidu
Posted by shadowlich on 18 December 2015 - 09:38 AM in Mega Mod Help
Trying to install BPv181_4611 in my BWP with BiG World Fixpack v15.3 and weidu 23800 on BG2EE v1.3.
Everything works nicely then suddenly, one BCS failed miserably.
Here is a mod to test the point:
Ally.bcs
IF Allegiance(LastSeenBy(Myself),ALLY) THEN RESPONSE #100 NoAction() END
Anyone.bcs
IF Allegiance(LastSeenBy(Myself),ANYONE) THEN RESPONSE #100 NoAction() END
BEGIN @0 // Ally COPY ~Test/Ally.bcs~ ~override~ DECOMPILE_AND_PATCH BEGIN PATCH_PRINT "GG" END BEGIN @1 // Anyone COPY ~Test/Anyone.bcs~ ~override~ DECOMPILE_AND_PATCH BEGIN PATCH_PRINT "BG" END
On a fresh BG2, both components are fine
On a fresh BG2EE, component Ally is fine, component Anyone is:
Install Component [Anyone]? [I]nstall, or [N]ot Install or [Q]uit? i Installing [Anyone] Copying and patching 1 file ... BG [Test/Anyone.bcs.BAF] PARSE ERROR at line 2 column 1-38 Near Text: ANYONE syntax error [Test/Anyone.bcs.BAF] ERROR at line 2 column 1-38 Near Text: ANYONE Parsing.Parse_error ERROR: parsing [Test/Anyone.bcs.BAF]: Parsing.Parse_error ERROR: [Test/Anyone.bcs] -> [override] Patching Failed (COPY) (Parsing.Parse_err or) Stopping installation because of error. ERROR Installing [Anyone], rolling back to previous state Will uninstall 0 files for [TEST/SETUP-TEST.TP2] component 1. Uninstalled 0 files for [TEST/SETUP-TEST.TP2] component 1. ERROR: Parsing.Parse_error PLEASE email the file SETUP-TEST.DEBUG to shadowlich Using Language [English] Install Component [Anyone]? [I]nstall, or [N]ot Install or [Q]uit?
Do somebody knows something about this?
(Attached is my test mod)
Attached Files
- Test.zip 865.42K 164 downloads
- Spellhold Studios
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