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#611904 [MOD] Dimension Gate: Or How TV Bunny searched TV Remote Control

Posted by Gamemacik on 26 October 2021 - 01:29 AM in BG:EE Modding

-The "usable by" for scrolls would be more handy if it specifically says which classes can use it instead of which ones can't.  For example, Healing Aura is intended for Paladins only.  If only they can learn it, say that instead of saying the longer list of classes that can't use it.  (If this list is auto-generated and out of your control, let me know.)

unusability class list is generated automatically by game, one opcode can restrict item for specic class or race etc.. but i guess it will not work to specify multiple classes by this opcode
 

-Add full spell descriptions for all the new spells to the documentation.

right-clicking on specific spell will show spell description
 

-In spell descriptions, what do you mean by %?  Is it the percent of the subject's max HP?  Current HP?  Other?

it is percentage from maximum health of affected npc

 

SpellFix weren't understandable to the typical person.  The specific request was to include the spell's human readable name with the spell filename, like Physical Mirror (SPPR613.SPL), so that people could make informed decisions about whether to use SpellFix. 

the name of mod is self explanatory plus there is also video that shows with/withot mod difference, some spells in list have no name




#611899 [MOD] Dimension Gate: Or How TV Bunny searched TV Remote Control

Posted by Gamemacik on 25 October 2021 - 09:05 AM in BG:EE Modding

its bug Force Shield, Lightning Ball, Volcano are for classes druids and shamans i forgot to disable single class cleric., of course thiefs can use any item, Dimension door spells use classic learning with xp reward, other scrolls just add new spells without xp reward,

SpellFix Visual Effects mod: i did not find any reference about volcano, SPPR613.SPL is cleric spell Physical Mirror

Regrowth is formally level 1 spell but power level of spell effects is 0 so it can heal player protected by Globe of Invulnerability.




#611894 [MOD] Dimension Gate: Or How TV Bunny searched TV Remote Control

Posted by Gamemacik on 24 October 2021 - 02:34 AM in BG:EE Modding

new v1.3 added optional component allowing to change new spells from innate category to wizard/priest, two options are available

if both spell bar location and spell category is set to class wizard/priest spells will appear in class spell book wizard/priest (after learning new spells from spell scrolls)

second option spell category will remain innate but spell is moved to spell bar, it allows pin it to quick spell bar.




#611887 [MOD] Dimension Gate: Or How TV Bunny searched TV Remote Control

Posted by Gamemacik on 23 October 2021 - 02:11 AM in BG:EE Modding

Gorion's Improved Dimension Door is not limited by visual range, "Faster than the eye" is for classes monks/thiefs, Familiar will appear next to Player1 only when are used Dimension Gate I-X spells, there is no opcode which allows to do that for.

Its is not possible gray out specific spell, if Dimension mark has not been set yet game will return warning message. eg.: Dimension Mark I has not been set yet.

 

 

Dimension door spell series: It bugged me in BG that I needed line of sight/line of effect for these.  Tabletop DD doesn't require these.  How to change?  (Give temporary sight to the target, warp there, then remove that sight?)

I have not idea what was bugged and how could you give more info or record video, how that happened?

 

 

Spell scrolls "Dimension Mark" "Dimension Gate" can be bought from dimension trader its quite expensive about 50 000 gold coins, same other spells like volcano are sold by this trader, trader receives random new goods each day (3 x 8 hours)

 

I looked at OlvynSpells, from picture animations it looks like mod uses invisible npc to store location for return, i wonder how is npc removed from old location if party is not present in same area as the npc, it is not possible to remove npc from map unless npc is global creature, that means npc is attached to savegam file a remains there forever, if such mod is used in the multiplayer game the npc would remain in the savegam file of game host eg. that was reason why i refrained from using global npcs.

My goal was to make spells compatible in multiplayer games, even if host doesn’t not have mod installed and spell are casted by some other player who joined to game. Dialog strings which are not present for other players who dont not have mod installed would see invalid string message.

 

Because Olwyn mod spawns npc, game will probably not allow spawn this npc if player already spawned 5 summoned monsters.




#611877 [MOD] Dimension Gate: Or How TV Bunny searched TV Remote Control

Posted by Gamemacik on 22 October 2021 - 12:41 AM in BG:EE Modding

But mod has been installed, "INSTALLED WITH WARNINGS Dimension_Gate", to make sure mod has been installed check new files eg: .spl .itm files if are present in the override folder

 

New spells are learned from spell scrolls, some scrolls are class restricted eg.: for mages only or clerics, paladins, thiefs/monks, druids...

Most of spell scrolls can be obtained from Dimensional Trader who offers also inn service in the Dimensional Palace




#611835 [MOD] Dimension Gate: Or How TV Bunny searched TV Remote Control

Posted by Gamemacik on 04 October 2021 - 02:39 AM in BG:EE Modding

Updated to 1.2, the only changes are in _!mg1.D mg2.D fixed files only in attachment:

Attached Files




#611834 [MOD] Barbarian Companion: Overpowered Edition

Posted by Gamemacik on 03 October 2021 - 11:18 AM in BG:EE Modding

File Name: Barbarian Companion: Overpowered Edition
File Submitter: Gamemacik
File Submitted: 03 Oct 2021
File Category: BG:EE Mods

Baldur's Gate II: Enhanced Edition MOD: Barbarian Companion: Overpowered Edition 1.0




New companion Marcus can follow you as you familiar or as your party member, while is outside party as familiar gains exp for defeating enemies.
New items, bosses, challenges, secrets.

Q: I installed mod what now, how do i find new stuff from mod?
A: Wait on any map, bunny will find you.

New items: plasma weapons, magic runes, miscellaneous items and powerful Set Items!
Set items: Crom's Wrath (2 pieces), Immortal King (6 pieces)

Challenges: Completing challenge will unlock achievements, each achievement gives some bonus, extra boss or extra loot.

1. Challenge: Defeat Banshee Queen without dying!
2. Challenge: Defeat Ancient without taking damage!
3. Challenge: Defeat Immortal Champion within 10 seconds! (boss has around 800 HP good luck)


If you say that is crazy, that is not possible, of course it is possible and it is EASY! :D
Tested all challenges, if think the hardest one is first one, anyway it will take several attempts to complete challenge.

Items are very powerful, very useful for highest game difficulty.
 
 
There are several ways how to complete very hard challenges, share you tactic with us!

zFWv1Cd.png


Click here to download this file



#611708 [MOD] Dimension Gate: Or How TV Bunny searched TV Remote Control

Posted by Gamemacik on 28 August 2021 - 04:41 AM in BG:EE Modding

From version 1.1 is possible teleportation to EET type game maps. Area Location values have been changed so if you already have save game with already cretated dimension marks from mod 1.0, you will need manually replace them in the game or via save game editor eg. EEKepper.




#611705 NearInfinity

Posted by Gamemacik on 25 August 2021 - 03:17 AM in IE Modding Tools

BCS -> BAF (De)Compiler BUG

 

When NearInfinity tries to displays content of BCS script file action UseItemSlotAbility(O:Target*,I:Slot*Slots,I:Ability*)  is displayed as UseItemSlot(O:Target*,I:Slot*Slots)

 

Eg.:

//This amulet has 2 magic abilities, ability0, ability1

IF
	HasItem("_!AM010",Myself)  
THEN
	RESPONSE #100
		UseItemSlotAbility(Myself,SLOT_AMULET,1)
END

 

After reopening BCS script file, I:Ability* argument is lost, further compiling of script causes stripping ability argument unless source code is manually fixed again.

 

//This amulet has 2 magic abilities, ability0, ability1

IF
	HasItem("_!AM010",Myself)  
THEN
	RESPONSE #100
		UseItemSlot(Myself,SLOT_AMULET)
END



#611568 [MOD] Dimension Gate: Or How TV Bunny searched TV Remote Control

Posted by Gamemacik on 21 July 2021 - 11:07 AM in BG:EE Modding

I do not need to make changes in the weidu code, but only update plenty of area names in the bcs scripts...




#611551 [MOD] Sub-Zero Companion

Posted by Gamemacik on 19 July 2021 - 08:22 AM in BG:EE Modding

I should allow to install on EET type game




#611550 [MOD] Dimension Gate: Or How TV Bunny searched TV Remote Control

Posted by Gamemacik on 19 July 2021 - 08:14 AM in BG:EE Modding

So i looked at area files from BG1:EE + Dragonspear and i see some files are same as files from BG2:EE so my question is how BG2: EET handle this eg AR0011 is Candlekeep both files are same name but content of map is different. So my question is how EET renamed area maps with same names? If i had complete list of names of .ARE area map files it would help a lot.
 
just for compare:
 
BG2:EE map files:

Spoiler

 

BG1:EE + Dragonspear area map files:

Spoiler

 
These maps from BG2:EE are in conflict with BG1:EE, duplicated names

Spoiler


 
 
BG2: EET area map files ????

If anyone can post name list of area maps from BG2: EET i could make update very fast without that i am unable to do that, i do not have EET installed.




#611543 Dragonwhelp pack BAM animations

Posted by Gamemacik on 19 July 2021 - 04:17 AM in Infinity Animations

Added dragonbreath animations for smaller version of dragonwhelp
Download: Dragonbreath_Dragonwhelp_small_BAMs_only.rar
Size: 30.2 MB




#611532 Dragon brearth animation

Posted by Gamemacik on 17 July 2021 - 10:35 AM in IE Help

So i tried to make some animations for dragonwhelps but, it looks like i do same mistake as before, i created 9 directions of acid dragon breath all of same length (256px).

 

Tell me your opinion is it good? I think the breath should be directed more to ground.

The red circle has radius 256 px (diameter 512px), it is like view from top.

The green circle is something like selection circles in the BG2 so height is 75% from horizontal diameter, so instead circle we have ellipse.

 

Should be the north part of dragon breath long as the blinking green arrow? I dont know it looks too short...

 

tsg7ABp.gif




#611531 Dragonwhelp pack BAM animations

Posted by Gamemacik on 17 July 2021 - 07:31 AM in Infinity Animations


 
baby dragons BAM animations for further modding
 
Download: Dragonwhelp_pack_1-9_BAMs+sound.rar
Size: 125.3 MB

 

 

fVLrc3A.gif




#611521 [MOD] Dimension Gate: Or How TV Bunny searched TV Remote Control

Posted by Gamemacik on 15 July 2021 - 11:05 AM in BG:EE Modding

BG2:EET fix

I received a request to make mod compatible with BG2:EET. So here is modified TP2 file, simply replace old one, and it should allow to install mod on EET type game.

From what i read about EET it does not allow skip campaign from BG1 to BG2 this mean adding maps to teleport database would not help anyway because teleportation spells become available after being  imprisoned by Irenicus (BG2). This mean it is possible to store dimension mark at locations from BG2-SOA-TOB-BPII but not BG1.

Attached Files




#611518 How to Import NWN1 Red Dragon animation to BGII:EE, 3ds Max/Gmax+NWmax

Posted by Gamemacik on 13 July 2021 - 12:13 PM in Infinity Animations

I made few special dragon abilities there are still some special animation unused, Dragon uses DRG1 base anim and for short time changes anims to DRG2 or DRG3 performs special attack and transforms back to DRG1. In the archive is included override folder, 3DSmax files, NWN tools, BAMs, anim png frames...

I hope some skilled modder could get maximum from special dragon animations and create excellent mod, it could be dragon ring or companion or maybe pokemon! :D

 

 

Download: NWN RED DRAGON ANIMATION

Size: 1.64 GB

 

 




#611515 How to Import NWN1 Red Dragon animation to BGII:EE, 3ds Max/Gmax+NWmax

Posted by Gamemacik on 13 July 2021 - 10:01 AM in Infinity Animations

Yes i have seen already the topic about dragon animations. So i looked deeper on the problem, there are two problems wrong section name as you said, [multi_new] is ignored if slot is 12XX.ini , [monster_multi] works but it changes file naming structure from MDR11100 to G type animations, which are different from G animations from slots 13XX.ini

eg.


ANIM1100 --> ANIMG11.BAM  walk [0..8] cycles
ANIM2100 --> ANIMG21.BAM pause/ready/conjure (shares same anim) [0..8] cycles
ANIM3100 --> ANIMG31.BAM slash/backlash/jab (shares same anim) [0..8] cycles
ANIM4100 damage
ANIM4110 die/sleep/awake (shares same anim)
ANIM4120 death-twitch

  --> ANIMG41.BAM combines all 3 anim types (4100, 4110, 4120) to one

      [0..8] SEQ_DAMAGE

    [9..17] SEQ_DIE/SEQ_SLEEP/SEQ_AWAKE

  [18..26] SEQ_TWITCH (Death)


ANIM5110 --> ANIMG51.BAM shot/cast (shares same anim) [0..8] cycles

 

so instead of 567 MDR1 files we could have 5

 

The only disadvantage is it misses many animation sequences.




#611511 How to Import NWN1 Red Dragon animation to BGII:EE, 3ds Max/Gmax+NWmax

Posted by Gamemacik on 13 July 2021 - 03:32 AM in Infinity Animations

About lag test, i checked same game copy on other pc same lags or even worse, the lags occurred after some spells also like Abi-Dalzim's Horrid Wilting, so i checked lua settings, this line caused serious lags: SetPrivateProfileString('Graphics','Backend','1')

Just for comparison when i had spawned 2 dragons MDR1 with mirror image effect it was like 16 dragons with mirror images

 

Interesting idea to combine 9 frames into one and rest are 1px size animations, but still it does not solve problem, unless NWN dragon would overwrite existing slot animation, game does not read correctly 12XX.ini files, [multi_new] is not valid [section], no success with [monster_multi]

I did test one more with 13XX.ini files so quadrants from ini file were loaded, 1-9 splitted frame animation also worked, so instead of 4 flashing squares i had 9 flashing squares.

So problem remains:

13XX.ini files casting glow is located too low, somewhere between dragon legs, 13XX slots are G1 G2 type animations cover almost all sequences except awake (it uses reversed die/sleep)

12XX.ini casting glow is ok, but dragon does not display at all, unless i overwrite already existing dragon slot (this mean overwrite bams, because ini editing is not possible), disadvantage of 12XX slots is, some sequences are missing, eg: slash / backslash / jab is same animation, pause/ready same, conjure is same as pause anim

1100 walk

 

 

ANIM1100 walk
ANIM2100 pause/ready/conjure (same)
ANIM3100 slash/backlash/jab (same)
ANIM4100 damage
ANIM4110 die/sleep/awake (same)
ANIM4120 death-twitch
ANIM5110 shot/cast (same)




#611508 How to Import NWN1 Red Dragon animation to BGII:EE, 3ds Max/Gmax+NWmax

Posted by Gamemacik on 12 July 2021 - 06:14 AM in Infinity Animations

EE engine will let you play animation frames of almost any size (limit might be < 1024x1024). Doing this for 4-part and 9-part split animations eliminates the lines between the parts and doesn't produce any lag when playing the normal animations on my machine. Haven't tested how lag might be affected by mirror image or protection from evil by doing this.

 

But when dragon is as single animation his casting glow appears somewhere between his legs, also dragon breath animation  (SPRDRABU.BAM) starts somewhere from his legs, i do not see any option to adjust position for casting glows along y / z axis. It looks like multi_new type animations does not support one-piece animation, animation will not display in the game, it looks like minimum are 4 or 9 quadrants.

Ini setting like quadrants= is completely ignored by game, it looks like 1200+ animations automatically set quadrants to 9, and 1300+ are 4 quadrants animations.




#611499 How to Import NWN1 Red Dragon animation to BGII:EE, 3ds Max/Gmax+NWmax

Posted by Gamemacik on 10 July 2021 - 09:47 AM in Infinity Animations

yes it could be possible

https://titanquestfa...php?topic=667.0



#611497 How to Import NWN1 Red Dragon animation to BGII:EE, 3ds Max/Gmax+NWmax

Posted by Gamemacik on 10 July 2021 - 07:03 AM in Infinity Animations

So long time passed and dragon nowhere .... :D i found him archived on hdd, unfortunately enhanced edition has so many annoying animation bugs.. the nwn dragon uses same animation scheme as demon prince Demogorgon quadrants=4  [multi_new] type monster the official Demogorgon animation is also bugged so problem will be somewhere in the engine. When spell protection from evil is casted 4 quadrant multi_new animations are divided into flashing squres ... :(
qv2Zd0N.gif
3kRqZOn.gif
 

I changed dragon into square if bug is caused by animation size or number of frames, this is 1 framed multi-new type red squared dragon splitted into 4 quadrants. if my memory serves me right wyvern and cacofiend are 4 quadrant monsters also and this flashing squares does not appear, it is probably because they are monster_quadrant type animations, unfortunately this type of animation does not have some animation sequences. Beside that there are visible gaps between squares this is also bug of EE edition only...

y7rusko.gif
 
Note: This bug does not exist in original BG2: TOB game:

Another problem is mirror image which cause massive lags if it is casted on large monster like dragons
 
I tested lags when on screen is more large animations. I tested also full 512x512 red square 1 framed only and caused massive lags with mirror image
small 1 framed red square with transparent borders of size 512x512 cause same or almost same lags as full red 512x512 red square.
 
Here is lag test for official dragons and nwn ported dragon animation.
https://www.youtube.com/watch?v=xdVvnL5iKW4
 
 
So i do not see any other solution beside let nwn dragon in one piece, i completely reworked him from scratch.
I do not have much time to make complex mod so i will release animation itself only, i hope some moders bring him into live form into game.




#611488 What type of animation is G24

Posted by Gamemacik on 09 July 2021 - 08:45 AM in IE Help

Hello, [monster] animation_type=7000 has animation file ANIMG24 is that animation even used? What  sequence it is?

 


[NAME][G1][]      [9..17] [cycles 0..53] (9 angle views, 54 cycles)  SEQ_READY
[NAME][G1][1]      [0..8] [cycles 0..53] (9 angle views, 54 cycles)  SEQ_WALK   
[NAME][G1][2]  [18..26] [cycles 0..53] (9 angle views, 54 cycles)  SEQ_HEAD_TURN (Pause)
[NAME][G1][3]  [27..35] [cycles 0..53] (9 angle views, 54 cycles)  SEQ_DAMAGE (Hit)
[NAME][G1][4]  [36..44] [cycles 0..53] (9 angle views, 54 cycles)  SEQ_DIE, SEQ_SLEEP (SEQ_AWAKE used from this anim)
[NAME][G1][5]  [45..53] [cycles 0..53] (9 angle views, 54 cycles)  DEAD-Twitch (auto-follows after SEQ_DIE anim)

[NAME][G2][]        [0..8] [cycles 0..62] (9 angle views, 63 cycles)  SEQ_ATTACK_SLASH
[NAME][G2][1]    [9..17] [cycles 0..62] (9 angle views, 63 cycles)  SEQ_ATTACK_BACKSLASH  
[NAME][G2][2]  [18..26] [cycles 0..62] (9 angle views, 63 cycles)  SEQ_ATTACK_JAB
[NAME][G2][3]  [27..35] [cycles 0..62] (9 angle views, 63 cycles)  SEQ_SHOOT
[NAME][G2][4]  [36..44] [cycles 0..62] (9 angle views, 63 cycles)  ?????????????? <<<--------------------------
[NAME][G2][5]  [45..53] [cycles 0..62] (9 angle views, 63 cycles)  SEQ_CONJURE
[NAME][G2][6]  [54..63] [cycles 0..62] (9 angle views, 63 cycles)  SEQ_CAST




#611473 [MOD] Sub-Zero Companion

Posted by Gamemacik on 06 July 2021 - 06:22 AM in BG:EE Modding

Important note about ability Frozen Orb, it can kill also normally unkillable NPCs, use it carefully it could be game-breaking, with it you could kill Jon Irenicus several times.

Frozen death enemies will drop all their inventory items before they die, no item is destroyed.




#611472 [MOD] Sub-Zero Companion

Posted by Gamemacik on 06 July 2021 - 05:53 AM in BG:EE Modding

File Name: Sub-Zero Companion
File Submitter: Gamemacik
File Submitted: 06 Jul 2021
File Category: BG:EE Mods

Baldur's Gate II: Enhanced Edition: MOD: Sub-Zero Companion

Sub-Zero Companion
 
b90UaGj.png
 
 


Sub-Zero is an assassin of the Lin Kuei clan, Kuai Liang commands the power of ice and cold. Unlike other members of his clan, he and his older brother, Bi-Han, were abducted as children by the Lin Kuei and trained in the techniques of assassination throughout their lives. Though his codename is Tundra, he has now assumed the mantle of Sub-Zero to honor his brother after Bi-Han's mysterious death. With the help of his fellow Lin Kuei Smoke, Sub-Zero tirelessly hunts the one who killed his brother.

Questions:
Q: How do i find him.
A: Stay on any map except Dock (AR0300). Bunny will find you.

Q: I am already in TOB expansion i cant get to Dock.
A: Bunny has teleportation rune, it will transport your party to place and back!

A: My party is full.
Q: Sub-zero can follow you as your familiar.
 
When he follows you as your familiar he will get same level as main playable character.
 

Skills and Abilities

««« Martial Arts »»»
  (1)  Freezing Blow
  (2)  Footsweep
  (3)  Uppercut
  (4)  Ice Slide
  (5)  Defensive Stance
  (6)  Offensive Stance
  (7)  Vanish

 
««« Ice Arts »»»
  (1)  Ice Blast
  (2)  Glacial Spike
  (3)  Arctic Blast
  (4)  Deep Freeze
  (5)  Ground Ice
  (6)  Ice Prison
  (7)  Frozen Orb
  ( 8)  Unfreeze
  (9)  Ice Teleport
 (10)  Wounds Mending
 (11)  Freezing Aura
 (12)  Ice Igloo
 (13)  Arctic Globe
 (14)  Polar Shield
 (15)  Freezing Fog
 (16)  Ice Lake
 (17)  Ice Breath
 (18)  Ice Nova
 (19)  Icecalypse
 (20)  Ice Arsenal


Talents (LEVEL 15+)
  (1)  Ice Barrage
  (2)  Monkstabbing
     (2.1)  Assassination
     (2.2)  Avoid Death
     (2.3)  Greater Evasion
  (3)  Ice Mastery
     (3.1)  Summon Ice Golem
  (4)  +10 Extra Health


Passive: Arcana Regeneration


Items: Arcana Power Elixirs, Phone, Teleportation Rune, Flatty Cat :D


Click here to download this file