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#591286 [MOD] Relocate Save Directory

Posted by shadowlich on 25 November 2016 - 10:25 AM in BG:EE Modding

With many version of BG2EE (current run, mods to test, conflicts to debug, many version of the same mods to compare...) and a unique save directory, life is not that easy...
So here is RelocateSaveDirectory mod. It relocates user data to the game directory, so one has its local save directory per game version.
 
You can choose between 3 subfolders:
- your default engine name (from engine.lua)
- USER_DATA
- a custom one
 
After installation use BG2EE.exe to play the game.
 
 
Compatibility
- For GOG BG2EE v2.3.67.3 (mod will autocheck or cancel installation)
- For compatibility with every mods, be sure to install it at the end; i.e. after any mods that modify your engine_name in engine.lua
- Note that USER_DIRECTORY as define by Weidu or NearInfinity will be outdated while the mod is installed (so NearInfinity will display characters/portraits/save from the original installation but everything else is fine)
 
 



#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...  :whistling:

 

 

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  :blush:




#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.bcs

They 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  :new_thumbs:




#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)

 

 

 

* Fixes/Tweaks/Changes *
. Entry point of Onset of the Darkest Day moved from Ellisime to Elhan (after Rillifan temple, talk to him)
. XP granted by scripts are reduced to 10%
. XP granted by TDD creatures are reduded to 20% (creatures from vanilla game that appear in TDD keep their vanilla XP); Graz'zt XP set to 50k rather than 100k due to poor combat script
. Remove easy +1 STR/WIS/INT granted by Riatavin/Fleeques.cre after killing Graz'zt
. All TDD spell scrolls are replaced by SCRL75.ITM (Identify scroll but few quest items)
. All TDD items are undroppable (but few quest items), meaning creatures use these items
. Drow items decay after ONE_DAY and (MORNING or DAY) and (OUTDOOR or CITY)
. Riatavin Inn 2nd floor is now accessible
. Remake cutscenes with Cutspy.cre
. Merge Bgarive.baf with Bgarive2.baf with Bgarive3.baf with Bgarive4.baf into Bgarive.baf with Cutspy.cre
. Prefix every TDD timers and variables with "tz_"
. Relieve GLOBAL stacks by moving some variables to LOCALS/AREAs
. Minimaps are replaced by EE minimaps
. Ice search maps are replaced by sand search map
. Disable few areas spawners (DD8000.are-Deep Mir Forest, DD8001.are-Haunted Forest) that freeze game
. Decrease some unnecessary very long Wait(x) that make game semmingly bugged
. Remove some regions of interests (legacy from originator areas and not used in new areas)
. Interaction with Riatavin/Nameless.cre removed due to Helmrat.itm bug(?)
. Set Animation During Combat Flag
. UTF8 compliant (with handle_charsets)
. Should be compatible with ToB/SoS/RoT/CtB
. Cutscenes to Tartarus with Cutspy.cre and better transitions
. ARPO27.are/East stair entrance fixed
. Minor coding fixes and improvements



#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

IF
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",8)
ActionOverride("robilard",StartDialog("endedrob",Player1)) // Give Robilard his 300 000xp
END
 
Then no more timer, no more encounter/quest/ambush.
Maybe the walkthrough is wrong and they were encounters from other mods.
 
 
 
@K4thos, @Roxanne: about madness coding, yeah, this was the old fashion style; nevermind, you are welcome to make it better  :)
 
 



#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  :whistling:




#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

Don't know if it is a Weidu error or a code error, whatever here it is in BPv181_4611/BP/lib/bp_main.tph/line 4943:
 
=======================================================
//Implement Fixpack troll code if not installed
ACTION_IF NOT MOD_IS_INSTALLED setup-bg2fixpack.tp2 0 BEGIN // when bg2fixpack is missing
  // restore Nith's attack script, pt 1: false() out stuff that'll break
  COPY_EXISTING ~drshnl01.bcs~ ~override~
    DECOMPILE_BCS_TO_BAF
      REPLACE_TEXTUALLY ~HPLT(Myself,10)~ ~False()~
    COMPILE_BAF_TO_BCS
  
  // new troll scripts to transform to dead versions at low HP
  COPY_EXISTING ~troll01.bcs~ ~override/drshnl11.bcs~ // create these .bcs
                ~troll01.bcs~ ~override/kptrol23.bcs~
                ~troll01.bcs~ ~override/pptroll2.bcs~
                ~troll01.bcs~ ~override/sutroll2.bcs~
                ~troll01.bcs~ ~override/torgal2.bcs~
    DECOMPILE_BCS_TO_BAF
      REPLACE_TEXTUALLY ~ChangeAnimationNoEffect("TROLL02")~ ~ChangeAnimationNoEffect("%DEST_RES%")~
    COMPILE_BAF_TO_BCS
  BUT_ONLY // but only if they changed (otherwise do not create them)
  
  // duplicates functionality, but needed for ub compatibility
  EXTEND_TOP ~drshnl01.bcs~ ~override/drshnl11.bcs~ // then use them here
=======================================================
 
But BUT_ONLY don't detect that they are new files that should be flagged as CHANGED, and so they are never create then an install error  is raised...
 
I commented the BUT_ONLY and everything is working.
Again I don't know if Weidu.BUT_ONLY is supposed to works like this or if the code is bugged (next bloc of code processes with troll02.bcs, but without BUT_ONLY as expected...)
 
 



#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  :clap:

 

 

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 :P

 

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

 

Test.tp2
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

  • Attached File  Test.zip   865.42K   164 downloads