Jump to content


Creepin's Content

There have been 114 items by Creepin (Search limited from 29-March 23)


By content type

See this member's


Sort by                Order  

#606348 BWPv18 released

Posted by Creepin on 05 April 2019 - 01:53 AM in Mega Mod Help

Tomkaz, in case CTRL + r and Greater Restoration won't help, can you attach saves: with your main character drained and with him healthy (for comparison)? Perhaps the drain was implemented badly in some mod vampires and it could be fixed manually.




#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.




#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.




#605923 BWPv18 released

Posted by Creepin on 20 February 2019 - 01:06 PM in Mega Mod Help

Thrown Hammers - I have 6.02 and can share if you need it. On the side note - this is the evils of that darn "master" releases of github, where each new version overwrites and pushes to oblivion previous version.

Huh? Nop, not true, you can download previous mod version from here: https://github.com/S...ammers/releases even without releases, all previous mod version are available for download from repository itself.

This is in fact great, thank you for the example (tomkaz, there's just 6.01 you've missed under the link)! The idea of github getting rid of version numbers and making older versions unavailable was my main issue with it, but it looks both assumptions were wrong.




#605911 BWPv18 released

Posted by Creepin on 20 February 2019 - 12:02 PM in Mega Mod Help

Tomkaz, about The Old Gold v0.1 - you are safe to upgrade it to v0.2. I am testing it right now installed on top of readied BWS game and all seems fine, as far as BG1 part goes at least. I especially recommend that if you are using 1PP as I fixed some misalignment in mod's graphics with 1PP's paperdolls.

IWD Item Pack got downloaded, extracted and launched fine for me. Same goes for IWD Item Fix. Have you tried those in the first and the last posts of this thread, respectively?

 

Thrown Hammers - I have 6.02 and can share if you need it. On the side note - this is the evils of that darn "master" releases of github, where each new version overwrites and pushes to oblivion previous version.

 

aTweaks v4.53 - can you clarify "not worked"? Failed to install, failed to even launch? By the way, if a mod package misses its exe (it happens, rarely) you could create it by making a copy of setup-smth_else.exe and renaming it into Setup-atweaks.exe for example. This is essentially the same file with different names.




#605908 Baldurs Gate Trilogy getting new release 1.20

Posted by Creepin on 20 February 2019 - 11:40 AM in Directives from the Director

It is with great pleasure we are announcing latest shiny BGT release, which is another update over recent v1.19, done again thanks to the tireless efforts of CamDawg! This new version contain fixes to reported bugs of 1.19, insight into original developers' intent and leftover fixes from the Big World Fixpack.

Changelog:

Installation changes

  • Fixed bug where a typo in the 1.19 music fixes could prevent installation of the music pack (thanks to Salk and Lunareon)

Incorporated the following fixes from the Big World Fixpack

  • Typo fixes (thanks to Salk)
  • Fixed systematic bug where NPCs leaving the party would often use the wrong dialogue or just not leave, especially when they were leaving due to reputation/alignment conflicts (thanks to Lunareon)
  • Cloak of the Nymph could be sold for 40x its value due to a charge issue (thanks to Lunareon)
  • Fixed bug with Candlekeep missing its patrolling guards (thanks to Skellytz)
  • BGT was following Fixpack's lead in removing Zone of Sweet Air from Jaheira and Holy Smite from Viconia sue to class/alignment conflicts. However, Fixpack has since confirmed with the devs that these are intentional, and as such BGT now leaves them in place (as does Fixpack)

 

Forum
Download
Please note that hitting Download button will lead you to the choice of downloading BGT 1.20 for Windows, Linux or OsX.




#605823 BWPv18 released

Posted by Creepin on 15 February 2019 - 02:05 AM in Mega Mod Help

If spellbooks work as intended (not borked during installation) they should be learnable by spellcaster in the same way as scrolls in vanilla. Try r-clicking one with your mage, there should be button for learning spells from that book.




#605812 W_PackMule for BGEE

Posted by Creepin on 14 February 2019 - 05:52 AM in Mega Mod Help

 The mule looks like a man with a mushroom head.

I first read that as "a man with a mushroom beard" and almost asked for a screenshot! But sorry for offtopic :)




#605806 Various mod development questions of a first-timer

Posted by Creepin on 14 February 2019 - 12:43 AM in IE Help

I re-created kensai too and I still get the same effects ... I have BG2EE.

No, you did everything exactly as I did. Well I must say I know nothing about EE so perhaps, improbable as it may be, EE changes opcode 190 from cumulative to non-cumulative. However, let's first look at all options. If you use the link I gave you you'll learn that abilities of kensai are governed by clabfi04.2da. In my case (classic engine) attack speed improvement (opcode 190) is applied via spcl143.spl, which is listed in said clabfi04.2da as being applied at levels 1, 4 and 8 (and level 13 further which makes the whole progression inconsistent but whatever), that's why lvl10 kensai should have 3 instances of opcode 190 applied, and since it's the same spell applied 3 times it just can't have different numbers set to "amount" field. Does that implemented in the same way so far for EE?

 

It's just every humanoid creature in the game has all memorization info set, even when they can't cast spells at all. Well, I guess, it is some side effect copy-paste during original development.

Most probably. Still, what kjeron said - for EE he has 1st hand knowledge (for classic too, I reckon, but he mainly answers with EE in mind), so if he say add memorisation you add memorisation ;) Or just don't bother and "cheat" with ReallyForceSpellRES("spcl144",Myself) :whistling:




#605794 Various mod development questions of a first-timer

Posted by Creepin on 13 February 2019 - 07:26 AM in IE Help

Hello sufflaminandus! First of all, I'm long time player but only recently tried my hand in an actual mod creation, so some things are not known to me as well. Here is, however, what I know.
 

1. What is your favorite approach in creating creatures (specifically people)?

Whenever possible I'd create from nearest similar vanilla creature (or rather vanilla + BG2Fixpack). Specifically for people I'd advice to create a character ingame first, but you already know that.
 

2. How do ability modifiers get applied and how are they displayed in the NI.

NI shows base numbers before modifiers from characteristics are applied. That's 100% true for AC/Dex and for HP/Con. I was unable to come up with a simple enough test for THAC0 because I'm not sure how to check for base THAC0 ingame (whether the amount displayed in the character screen would be influenced by being a fighter with zero stars in unarmed), but I fully expect it would generally work in the same way.
Note though, that there's two fields for AC in cre file: to my tests only "effective AC" affect creature ingame, setting its base AC (counter-intuitive, I know).
 

3. Effects: is there are some tutorial about effects?

Sadly, no, I miss one dearly myself, especially in regard of targets/durations. For example I was unable so far to create an item with "while equipped" effect where the effect itself is provided through opcode 146 "cast spell". There's a trick to learn a bit on your own through observation: in NI open any effect, change the actual effect field to the effect you're interested in, and do a search for selected attribute. This will give you all instances where this effect were used, and you'll be able to learn what settings were set to attain this or that implementation of effect in question.
 

 
4. I created kensai lvl 12 and converted it to created to .CRE. When I open it I see a whole bunch of effects that (as I understand) emulate kit bonuses: x4 increase THAC0 (278), x4 increase damage(73), x4 increase speed factor(190). But there are some very confusing moments:
a) Why each THAC0 and damage effect increases corresponding stat by 1 ('value' field) but speed factor increases incrementally 1,2,3,4 ('amount' field)?
b) It's logical to assume that only last of the speed factor effect gets applied, but how is it implemented? As plausible explanation I discovered that only last of the effects has coordinates set to valid values but then why all of the THAC0 and damage effects works properly? I mean that both THAC0 and damage effect has coordinates set only in the last effect too so, consequently, I would expect to see +1 bonus in game and not + 4.
c) Some questions about "Target" field in effect structure. Specifically: when should I use "None (0)", why "Preset target (2)" is used for above effects and not "Self (1)" and what is "Self (1)" then.
d) Why MODIFYPROFICIENCY is "None (0)" and is it applied in runtime (its bonuses to THAC0, damage, etc)?
e) What is "Used internally" field?

a) & b) I've re-created kensai lvl12 chr -> cre, and for me amount in each case of opcode 190 set to 1. Also I only got 3 opcodes 190 which is correspondent with "for every 4 levels" description while you mention 4. Can it be that you did something wrong?
c) & d) I wish to knew that as well :whistling: Experiments and testing is your best friends to get the desired effect, and dissecting other mods can help, but fundamental knowledge of targeting and duration options of effects would be of huge help if anyone care to write an essay on that :) Modify Proficiency is permanent, but the impact of that permanent effect is indeed applied runtime per wspecial.2da.
e) Huh? Can you elaborate?
 

5. Do I have to add all the memorization info (7 priest levels, 9 wizard, etc) even for non-casting creatures?

Of course not, why would you?
 

6. So in the end I need to create enemy kensai creature. Do I emulate kensai bonuses via effects or do I hardcode it into stats, if possible? Looking through game creatures I see that hardcoding is a go-for method but I still want to hear it from experienced people.

You can go either way, really, but creating kensai ingame and then turning it to cre is simpler in that you won't have to count how much of which bonus is appropriate for given level: the game will do it for you. Just don't forget to remove any protagonist innate abilities in case you originally created him in singleplayer or the 1st slot of multiplayer.
 

7. My Ray NPC is assassin so I based it upon Yoshimo creature file. When I studied yoshi10.cre I noticed that innate profession skills are not memorized but he still has them in the game. Why/How?

Engine provides these ingame: notice how when you join Yoshimo the engine says "Yoshimo - Special Snare: Yoshimo". That's because before that, as a creature, he didn't have those, which is consistent with your observation. See here to learn which abilities are applied and how, and you'll know what you had to apply/recreate for your creature.Sorry I forgot you're making an NPC, not an enemy creature. You won't be needing that for an NPC, the game will sort it itself.




#605760 Two questions about BWS

Posted by Creepin on 11 February 2019 - 07:27 AM in Mega Mod Help

Say, I do run BWS in "Without Update" mode and use its BWP option, and also say there exist, for the sake of example, 1PP v5.2.4.

If my local ini file says (within the same example) that BWS should go exactly to http:/ /www.shsforums.net/files/download/1006-1ppv410/ and grab there exactly 1ppv4.1.0-rel.7z file, is there any mechanic in force that will made BWS to download 5.2.4 instead of 4.1.0?

It will download 1PP v5.2.4 as soon as it will be updated to 5.2.4. That's the whole purpose of stable download links: always download most recent version of the mod. The 'Version' key is only text, its's used only to display mod version and it needs to be updated manually for each new mod version.

Ahha, perhaps I finally understand. You're telling about stable download links like that "/master" on GitHub, where never version replace older version under the same link as soon as never version released? That's something happening on the host side and BWS can not be held responsible for that, of course, and given update mention in BWS readme I figured it describes something happening on BWS side, like, if BWS might download new version of a mod even if older version mentioned in that mod's ini file is still perfectly available.

 

Anyway, it's too late for discussion about BWS features.

How so? True, I am definitely not the one even distantly capable of implementing that feature, but may be there is or there will be someone both capable and interested. BWS saw a good share of maintainers suddenly happening when all seemed to be lost :)




#605758 Two questions about BWS

Posted by Creepin on 11 February 2019 - 06:34 AM in Mega Mod Help

it won't touch any files (except downloading new mod versions) when you launch BWS via Without Update

Errm, no, wait! I've just reread carefully your reply... can you please elaborate this part?

 

Say, I do run BWS in "Without Update" mode and use its BWP option, and also say there exist, for the sake of example, 1PP v5.2.4.

If my local ini file says (within the same example) that BWS should go exactly to http:/ /www.shsforums.net/files/download/1006-1ppv410/ and grab there exactly 1ppv4.1.0-rel.7z file, is there any mechanic in force that will made BWS to download 5.2.4 instead of 4.1.0?




#605757 Two questions about BWS

Posted by Creepin on 11 February 2019 - 06:24 AM in Mega Mod Help

1. I see. The reason was: no one is allowed to mirror mods without authors permission. But there is also another one: maintaining links for backup location adds two times more work, especially when shsforums.net link will download new version and mirror site link points to older version of the mod.

Still not so obvious: I'm sure that for each author who forbid backup download there will be about five authors who will be glad to have one, and for workload increase it's both minuscule and optional. Even with all these limitations were there such possibility implemented we could have curbed "I can't find mod X" down in about 4 times.

 

2. The whole description is more inaccurate than I thought. No, it won't touch any files (except downloading new mod versions) when you launch BWS via Without Update". I've updated docs.

Indeed BWS readme was very nice except for that exact section, so thank you for making it as clear as the rest of readme.




#605754 Two questions about BWS

Posted by Creepin on 11 February 2019 - 05:46 AM in Mega Mod Help

That was super fast, thank you!

For #1, my concern is, obviously, providing a backup plan. Having backup download is 50% less useful if BWS can't switch to it automatically. Something akin to TheWizard's IEGMC mirrors (if you remember that ancient times). As for obvious reasons, these are not so obvious to me I'm afraid :(

 

For #2, I know that BWS will update itself if launched via "Update If Needed" option and will not update itself if launched via "Without Update" option. However that quoted snippet of readme made me think there might be another update at some later step of BWS logic because "when it starts a BWP install" is something user will select few steps after selecting which vbs file to launch BWS with. So, my concern is if it might so happen that even if I launch BWS with "Without Update" file something will be updated later as soon as I select "BWP install", erasing all my locally made changes to general or mod related ini files.




#605752 Two questions about BWS

Posted by Creepin on 11 February 2019 - 04:48 AM in Mega Mod Help

Hopefully there's still some experts left to know the answers :)

1. Is there a functionality implemented in BWS allowing to provide backup link for a mod, which should be used when BWS decide that the main link is unavailable? Like may be
Down=http:/ /mods.pocketplane.net/AlassaNPC_v3.zip;http:/ /some.other.place/AlassaNPC_v3.zip
Save=AlassaNPC_v3.zip
Size=2129400
or
Down=http:/ /mods.pocketplane.net/AlassaNPC_v3.zip
BUDown=http:/ /some.other.place/AlassaNPC_v3.zip
Save=AlassaNPC_v3.zip
Size=2129400
or any other way to the same end.

2. There's this short and obscure remark in BWS readme:
BWS/AutoIt3 goes online
The BWS will try to update the mods data when it starts a BWP install. This is done by looking for some files hosted in the internet. The BWS (which uses the AutoIt3.exe) will attempt to fetch these files from the servers and continue.
What mechanic is behind this description, what exactly is downloaded and where from?



#605730 AC_QUEST-2.04 Suggestions and bug

Posted by Creepin on 08 February 2019 - 06:25 AM in Mega Mod Help

I'm almost sure it's Ascalon's Quest Pack :)



#605673 NTotSC v3.1.0 with Angel's rebalancing fixes

Posted by Creepin on 05 February 2019 - 01:31 PM in Directives from the Director

Northern Tales of the Sword Coast (BGT, BG:EE, EET)

The mod adds several quests to the BG1 part (with TotSC) to the game and is compatible with BGT, BG:EE, and EET. Some are minor encounters with no further impact, but some are larger quests that are also partly connected to each other.
One large quest is given to you by Duke Eltan (before you go to Candlekeep). One of the longest quests also starts before Candlekeep: Talk to the lady outside the Sorceror's Sundries. One quest can be started by talking to Yness in Ulgoth's Beard.

Version 3.1.0 comes with rebalancing fixes by Angel, and some more fixes and minor tweaks.
Changes:
Angel's rebalancing fixes:
    -Officer Tytus, Haeball, the Black Hand cultists and General Ghotal now have appropriate stats for their levels, especially in HP and AC
    -Haeball has been given a proper spell list and script
    -General Ghotal will now actually be able to hit back much more often than once every two rounds
    -Tytus will no longer have guaranteed hits every round as his THAC0 has been fixed.
    -removed some items (one robe that was just too good for BG1, a potion that was utterly useless in BG1, and the duplicate ankheg plates),
    -added a few new ones (one original, the rest IWD imports)
    -tweaked a few existing ones (mainly those in Firewine).
    -included a few fixes for install issues on Linux, mainly the installer not being able to install tilesets properly on EE, resulting in black lines between the tiles.
jastey's bugfixes and changes:
     -Giving Ordolath his candle will now give exp, always
     -added reply option to decline Lobar's offer eben though the PC has the gold
     -several traps are now detectable (flagg was missing)
     -added ntotsc.ini

Download at SHS (Windows)
Download at SHS OSX
Download at SHS (Linux)

Discussion Thread at SHS

Download NTotSC latest Release from GitHub



#605666 Baldurs Gate Trilogy getting new release 1.19

Posted by Creepin on 05 February 2019 - 01:02 PM in Directives from the Director

We are happy to announce that BGT, one of the modding staples since the dawn of times, has finally received yet another update after almost six-year long hiatus. Thanks to the efforts of CamDawg, the mod has got improved compatibility with BG2 FixPack and as of now incorporate all BGT fixes so far employed in BWP FixPack.

Changelog:

Installation changes

  • Resolved a minor compatibility issue with BG2 Fixpack

Incorporated the following fixes from the Big World Fixpack

  • Fixed locked chest in Duchal Palace that couldn't be opened
  • Cleaned up junk references in the rest spawn block of the Cloakwood Mines
  • One of the piles in the werewolf caverns was using a bag container icon
  • Added a delay for the playing of the BG sunrise/sunset movies to avoid repeats
  • Imoen not gets her soundset fully moved over in BG2
  • Ender Sai should now move to the door and leave more effectively
  • The Sirine Queen will now leave after handing over Evalt's body
  • BG area music is now assigned dynamically
  • Compatibility fixes for TDD
  • Fixed dialogue bug with Therella
  • The BG-BG2 transition now sets variables before the movie to be a little more robust
  • Due to a typo, BGT was not pulling over Polish soundsets

Forum
Download




#605640 NearInfinity

Posted by Creepin on 05 February 2019 - 12:31 AM in IE Modding Tools

Is this in the original or the EE games ? Cause I would remember something like this to be in the EE games.

Original of course :)

 

I have no hits on "GGT(" neither for BGII nor BGII:EE. Could you give a script name? And I feel silly for even asking, but might it be a mod added script?

I noticed that in a BWS' dplayer3.bcs, so yes, it's absolutely mod added  :D  What puzzles me though is that while such truncation could indeed been used in baf, why is it still visible after being compiled into binary and decompiled back?




#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?




#605548 The Old Gold

Posted by Creepin on 03 February 2019 - 01:47 AM in Miscellaneous Released Mods

Ok my english might suck but there's no way twice bigger and double the size means different things, you are pulling my leg here! :P




#605545 The Old Gold

Posted by Creepin on 02 February 2019 - 02:34 PM in Miscellaneous Released Mods

Yay indeed ^_^




#605543 The Old Gold

Posted by Creepin on 02 February 2019 - 02:10 PM in Miscellaneous Released Mods

I have finally finished version 0.2 of The Old Gold, and know what - it's now twice bigger! :D

 

Well someone might say it's only 10 items against 5 in previous release, but "twice bigger" got some nicer ring to it :whistling: In addition to a new content it got compatibility with 1PP fixed and got some visual bits improved here and there.




#605532 BWPv18 released

Posted by Creepin on 02 February 2019 - 11:10 AM in Mega Mod Help

Heya tomkaz! I am really sorry I can not be of an actual help, as I haven't used BWP for many years and this is the first time in my life I'm hearing about config crashing on colour test :(, but I'd be grateful if you could share more information on what kind of problems were you encountering/got reported about these mods you have listed, or, more precisely, this one :)
I did get some information about the mods I choose. Here are the problem mods
...
The Old Gold v0.1 The Old Gold v0.1.zip



#605512 [done] Translation needed: (one line) in Italian!

Posted by Creepin on 01 February 2019 - 10:49 AM in Fading Promises

Russian version attached. I've even managed to make sure it's in ANSI ^_^

One thing though - I have no idea what is official translation for Graveyard District to Russian, so unless someone could let me know chances are there will be mild discrepancy about that :(

Attached Files