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#565617 The Amulet: A Quest and Companion Mod

Posted by pro5 on 28 December 2013 - 01:01 AM in IE Mod Ideas

Sounds like an interesting and intriguing concept, I wish you success in bringing it to life. :new_thumbs:

 

Advice on a couple things which stood out to me:

 

All the same it can be sold to a noble collector in Athkatla but the real story begins if it is kept and worn.....

 

This sounds like it would be easy for a player to skip the quest altogether (perhaps unknowingly) by selling the item. I'd consider adding a plot line to lead the player back towards the amulet after selling it, so the quest can still be started in another way. For example, maybe after a few days the party catches a rumour of the noble collector dying under mysterious circumstances and is called upon to investigate (or maybe they're even suspects in his death now). Or the noble's behavior changes because he's affected by the artifact, and one of his close friends/family comes to the party with questions or plea for aid.

 

 

and if you refuse his attempts to 'save' you which involves him joining the party and trying to destroy the amulet without killing you

 

I'd recommend not making the extra companion mandatory for completing a quest arc. With the amount of NPC mods out there now, those party slots are very precious and by requiring one of them you risk losing a significant part of the audience who'd prefer to have their own NPC party selection. Perhaps the paladin offers to help, and then if the player accepts he also offers to join the group. If this second offer is refused, he can still try to help (perhaps staying at one of the inns, if multiple interactions with him are planned) without joining the party.

 




#567265 Banters and Music malfunction

Posted by pro5 on 09 March 2014 - 12:44 AM in BGT Archive

To have correct music in BGT currently you need to install BGTMusic with latest WeiDU and fixed TP2 file from Lollorian which was posted in some thread here recently. When installing from scratch, it might be easier to just use Big World Setup to do a minimalistic BGT install - it should include the necessary patches.



#566659 BGT/BWP - Can't Load Beregost at Night, Get CTD

Posted by pro5 on 02 February 2014 - 08:42 PM in Mega Mod Help

My guess is this:
~BGGRAPHICS/SETUP-BGGRAPHICS.TP2~ #0 #0 // BGT Extended Night and Baldur's Gate Map Fixes: v1.4



#566882 Setup on BGII:EE for Mac?

Posted by pro5 on 14 February 2014 - 09:42 AM in Arath

ADD_JOURNAL was introduced in WeiDU v232, and you're trying to install with 231:

[./setup-arath] WeiDU version 23108

 

I don't know where/how BG Mac mod installer gets the OS X version of WeiDU it uses, but you need to make sure it uses latest version (v236) instead, see link in my previous post in this thread.




#567586 [TRANSLATION] Drizzt Saga, added/modified lines in v3

Posted by pro5 on 27 March 2014 - 08:43 PM in Resource Request Forum

Thank you, will add in next future version, whenever that comes (unless serious bugs are reported that need immediate attention it'll probably be after all other translations come in).

Those quoted lines I pretty much took as is from v2 released by erebusant and Badgert. They looked a bit strange but I figured they were just imitating archaic english (I'm not a native english speaker myself).

Gender-specific lines are ok, you don't need anything else to make them work as WeiDU should understand this just fine:
@10  = ~Aha, <CHARNAME>! Znow sie spotykamy. Wkrotce wyruszam do Doliny Lodowego Wichru. Pragnalbym, abys towarzyszyl mi podczas tej jakze niebezpiecznej wyprawy.~ // MALE
       ~Aha, <CHARNAME>! Znow sie spotykamy. Wkrotce wyruszam do Doliny Lodowego Wichru. Pragnalbym, abys towarzyszyla mi podczas tej jakze niebezpiecznej wyprawy.~ // FEMALE
using the second line for female CHARNAME (as long as DIALOGF.TLK is present and used).



#566773 Drizzt Saga BGEE update and compatibility fixes

Posted by pro5 on 08 February 2014 - 01:08 AM in Mega Mod Help

v3 is out, most noticable changes in this version as far as BWP is concerned:
- Instead of installing both components 0 and 1 (core + WM support), only component 1 must be installed with BWP
- To have the v2 changes (Drizzt joins after Durlag's Tower), component 3 must be installed as well.
- It's no longer needed to copy restored BGT .WMP in override before installing Drizzt Saga in certain mod configs
- BWP Fixpack modifications are no longer needed, as they're either included or redundant.
- Russian translation from BWP Russian Textpack is included
- Current version of The One Drizzt mod won't work without some updates



#566771 [TRANSLATION] Drizzt Saga, added/modified lines in v3

Posted by pro5 on 08 February 2014 - 12:58 AM in Resource Request Forum

v3 has been released, but this topic is still actual - Italian, Polish and Spanish translations in v3 are either incomplete (SETUP.TRA lines are in english), or imperfect (I didn't want to remove language options because of just a few new dialog lines, so I substituded Google-Translated text for those).



#566554 Setup on BGII:EE for Mac?

Posted by pro5 on 29 January 2014 - 08:25 AM in Arath

I don't own a Mac, so I can't give verified instructions. But I see Kaeloree included sox in the package and TP2 uses HANDLE_AUDIO to process audio, so in theory this should install on a Mac with a proper OS X version of WeiDU binary.

 

Try this:

1. Download OS X version of latest WeiDU from weidu.org.

2. Extract the WeiDU binary from the downloaded archive (it's in the "bin" subfolder), put it into your main BG2EE game folder (it should be the one containing the CHITIN.KEY file) and rename it into "setup-arath".

3. Download the .command file attached in a zip archive to this post and unpack it into the same folder. Double-click it to (hopefully) start the installation.

 

I'd like to know if this works too - I've recently added similar install instructions on Mac OS X and Linux to the readme of a mod I'm working on, but without having a Mac I can't verify they are actually correct.

Attached Files




#566272 [TRANSLATION] Drizzt Saga, added/modified lines in v3

Posted by pro5 on 19 January 2014 - 08:27 AM in Resource Request Forum

Added French, thanks.

 

 

Since you mentioned that the mod will become BGEE compatible, I assume it will also target BGT/Tutu

Correct, there will be one install package for all 3 platforms.

 

 

 

I don't know if you anticipated the need to have a different character encoding for BGEE

Yes I'm aware of that. I'm prepared to handle the conversions, but having ready-to-use utf8 file for bgee is a great help, thank you.

 




#566143 [TRANSLATION] Drizzt Saga, added/modified lines in v3

Posted by pro5 on 13 January 2014 - 11:10 PM in Resource Request Forum

Looking for translations for 17 new lines in BGEE-compatible Drizzt Saga version in French, Italian, Polish and Spanish languages.

 

- 4 lines are component names for WEIDU.LOG (try to use only latin symbols for these)

- 4 lines are setup feedback lines (try to use only latin symbols for these)

- 9 lines are dialog and journal entries for a new Delayed Start component (can use any national symbols here)

 

The short TRA file for translation with comments is attached to this post. Please attach the translated version of the same file, rather than simply posting translated text in a response post (I'd rather not worry about losing any special characters while copy-pasting and saving).

Attached Files




#566023 Drizzt Saga BGEE update and compatibility fixes

Posted by pro5 on 10 January 2014 - 12:37 PM in Mega Mod Help

Drizzt Saga mod is currently undergoing an update for BGEE compatibility, as well as repairing various existing problems, bugs and compatibility issues along the way.

 

This topic is a request for information on existing fixes and known problems for the current versions of this mod in a generic mega-mod / BWS setup.

 

I'm aware of these files currently hosted at SHS:

- Drizzt Saga WM (7 or later) patch (changes: area location coordinates on worldmap)

- Drizzt Saga for BGT/Tutu v2 (changes: Drizzt joins after Durlag's Tower is completed)

 

I'm planning to include these changes in the upcoming v3, so these files will no longer be necessary (v2 adaptation will be included as an optional component).

 

If there are any other existing fixes applied to Drizzt Saga in the current BWS / BWP setup, please let me know here so I can include them in the new version as well. Any outstanding issues and bug reports can be posted here too. A fair amount of problems I have already found and fixed, but if it's something new I'll investigate. Note that I can't change the mod's quest and dialog content since I'm not the original author (props to flysoup for creating it), I'm just upkeeping the technical side.

 

Cheers. :new_thumbs:




#566066 Drizzt Saga BGEE update and compatibility fixes

Posted by pro5 on 11 January 2014 - 09:48 AM in Mega Mod Help

The One Drizzt is very unlikely to be compatible unless the author updates it, not much I can do about that - there are simply too many changes.

 

Also in v1.41 tp2 file of this mod, there is an error:

 

COPY ~THEONEDRIZZT/F_CATTIB.CRE~ ~override~
  SAY NAME1 @28
  SAY NAME2 @28
  SAY INITIAL_MEETING @29
  SAY BATTLE_CRY1 @30
  SAY DAMAGE @31
  SAY DYING @32
  SAY SELECT_COMMON1 @33
  SAY SELECT_COMMON2 @29
  SAY DIALOG_HOSTILE @34
  SAY BIO @35
  WRITE_ASCII 0x260 ~_TASIGHT~ #8
  WRITE_ASCII 0x268 ~_DPLAYER~ #8
  WRITE_ASCII 0x4a4 ~_CHAN07~ #8
  WRITE_ASCII 0x4b8 ~_BRAC04~ #8
  WRITE_ASCII 0x508 ~_POTN08~ #8

 

Those are Tutu item and script references, though the One Drizzt mod as far as I understand is BGT only (otherwise how it can make Drizzt continuous through RoT). Looks like the author copied these lines from Drizzt Saga Tutu install branch, not realizing there were two branches for BGT and Tutu.

 

Also I would request that you would make the biff-ing made in the "Areas.bat" file optional, so the BWInstall pack doesn't need to overwrite it. You should be able to ask Lollorian the exact details on that.

 

More details would be good, so far I can't find any place in BW installpack's bat files that overwrites area biffing in Drizzt Saga - only a small patch made to Sounds.bat to remove pausing the installation. Or are you referring to the fact that biffs created from .bat files cannot be later uninstalled with weidu and have to be deinstalled manually?

 

 

There's a folder with fixes included with the BWP Fixpack,
And the Russian Textpack includes a translation.

 

Thanks, I'll take a look at those.




#566625 A question for everybody - do people still play them?

Posted by pro5 on 01 February 2014 - 04:29 AM in Classifieds

Enhanced Editions have renewed interest in the Baldur's Gate series and attracted a host of new players who've never had a chance to try it before. Who knows how long that'll last, but I'd say now is the perfect time to get your mod out until such wide interest wanes again.

Even without EEs though, I think you underestimate how many people still play this game. :) Just browse the downloads section on this site and keep an eye on the downloads count of the mods listed there.

Don't know much about NWN modding or how active its community is these days.



#564825 Modding suite for the Enhanced editions

Posted by pro5 on 01 December 2013 - 01:31 AM in IE Help

EE only uses new formats for GUI files (+worldmap mos I think) though. And it will work fine with v1 bam and mos files too. So unless you intend to modify the new gui, there really is no reason to wait. Unless I'm missing something. :)

 

The following TP2 code will copy all V2 files in the game into "BAMBATCH/V2" subfolder if you want to check out a complete list of what's "uneditable":

COPY_EXISTING_REGEXP GLOB ~.*\.bam~ ~override~
	READ_ASCII 0x4 ~version~ (2)
	PATCH_IF ~%version%~ STRING_EQUAL_CASE ~V2~ BEGIN
		INNER_ACTION BEGIN		
		COPY_EXISTING ~%SOURCE_FILE%~ ~bambatch/v2~
		END
	END
BUT_ONLY

COPY_EXISTING_REGEXP GLOB ~.*\.mos~ ~override~
	READ_ASCII 0x4 ~version~ (2)
	PATCH_IF ~%version%~ STRING_EQUAL_CASE ~V2~ BEGIN
		INNER_ACTION BEGIN
		COPY_EXISTING ~%SOURCE_FILE%~ ~bambatch/v2~
		END
	END
BUT_ONLY



#564821 Modding suite for the Enhanced editions

Posted by pro5 on 01 December 2013 - 12:33 AM in IE Help

so where one would find updated tools?

http://sourceforge.n...es/DLTCEP 7.6g/

 

Not a modding suite per se, but a game files editor (which is enough to do almost anything you'd want, including a total conversion of the whole game). Yes, it should be compatible with both EEs.




#564999 Modding suite for the Enhanced editions

Posted by pro5 on 06 December 2013 - 06:43 AM in IE Help

nope. I cannot open the new audio files in ANY way.

 

They're simple OGG files. Extract them from biffs with weidu (weidu.exe --biff-get whatever.wav), change extension to .ogg and play with any decent music player (foobar2000, winamp, windows media player, etc.) to see what's in them.

 

DLTCEP menu option Sound -> WAVC to WAV will also correctly extract and convert them to old-fashioned WAVs which will be recognized by non-EE games.




#564828 Modding suite for the Enhanced editions

Posted by pro5 on 01 December 2013 - 02:42 AM in IE Help

Area Tilesets use the PVR format (which is uneditable ATM) as well. BGII:EE also introduced 32-bit bitmap files which is a new format to the Infinity Engine and which NearInfinity can't handle yet (although DLTCEP might can).

 

Yes, but old TIS tilesets are still accepted and will work just as well (so there's no need to wait for new tools to create a new area for your modding needs). New tilesets can currently be loaded in latest DLTCEP (use "Load MOS..." option) and exported as bitmaps/TIS, although not without problems (resulting images/tilesets have visible graphical glitches aka "tears" at tile borders).

 

Item description images is the only serious problem I've hit in modding BG2EE - old BAMs aren't displayed at the moment, but as I understand this is going to be fixed in a future patch.




#566354 BGTmusic issues

Posted by pro5 on 23 January 2014 - 07:21 AM in BGT Archive

I think the easiest solution would be to make the .exe from the archive read-only. Right-click the .exe, set the read-only file attribute, click OK. It should fail to auto-update then. EDIT: Scratch that - testing shows WeiDU has no respect for that flag whatsoever, and updates anyway.

 

And I don't think this requires any other drastic action such as changing WeiDU ADD_MUSIC behavior - the change in v233 was logical and is actually useful, making it easier for "normal" mods to add their music into the game without creating duplicate entries in the .2da if the mus file already exists (i.e. added by another mod). Some other existing mods, or mods currently in development may rely on that behavior, and changing it could break more than just BGTMusic.

 

It is not a normal situation for a mod to add duplicate entries for the same MUS file to the songlist, in fact it's a very strange solution, I guess it was just chosen as a convenient shortcut. The ARE files should have been changed to refer to the same existing 2da entry instead.




#566318 BGTmusic issues

Posted by pro5 on 21 January 2014 - 09:49 AM in BGT Archive

Keep in mind WeiDU will auto-update itself if you run the old version .exe from same folder where you also have more recent versions.




#566547 BGTmusic issues

Posted by pro5 on 29 January 2014 - 06:31 AM in BGT Archive

Don't work, tavern music start on GNoll Stronghold and Bandit Camp, and Imoen have wrong soundset.

 

Are you trying this on an existing save, by any chance? The changed TP2 from above won't affect areas already visited in your saved game. Imoen is not touched by BGTMusic at all, but messed up soundsets and strrefs are a common problem after loading a save made with a different mod setup/install order than the current one.




#566594 BGTmusic issues

Posted by pro5 on 31 January 2014 - 06:26 AM in BGT Archive

Nope, I've tried it exactly as you said and I still get the tavern music on the gnoll and bandit maps. Like I said though, as long as you pick the just BG1 option the music will work fine. Except there's no music on the very first Candlekeep map but tbh I don't remember if there ever was. Candlekeep in Chapter 6 has the right music though.
And you updated the WeiDU .exe of setup-bgtmusic to v236 before installing it? You can check this in .DEBUG file - it should say "WeiDU v 23600 Log" at the top.



#566391 BPv181 is Released!!!

Posted by pro5 on 24 January 2014 - 07:03 AM in Big Picture

I assumed BG2EE, should've read more carefully. I didn't think it could be installed on anything except BG2[EE] or BG2+BGT.




#566389 BPv181 is Released!!!

Posted by pro5 on 24 January 2014 - 06:26 AM in Big Picture

I have BG2EE installed and I can confirm SW2H21.ITM is definitely there, so the problem is somewhere else. Which folder are you running the install .exe from? It should be the same folder which contains the game's CHITIN.KEY file.




#566920 Support for non-ANSI systems

Posted by pro5 on 16 February 2014 - 10:36 AM in Infinity Animations

The second (under human) is wyvern_white_big, not a dragon. :)

It should show up on the tooltip if you hover your mouse over the picture in the readme for a bit.



#566955 Support for non-ANSI systems

Posted by pro5 on 18 February 2014 - 12:36 PM in Infinity Animations

I've modified Erephine's file renaming utility to automatically mass-rename files from the old scheme to new one (¢A¢E1A1.BAM --> +A+E1A1.BAM, etc.).
 
This means hopefully there will be no need to reupload those GB-sized content archives or worry about files previously installed by mods like Aurora's Shoes, it's enough to add a couple lines like this:
 
AT_NOW ~infinityanimations\batch\renamer.exe "infinityanimations\content\"~ 
AT_NOW ~infinityanimations\batch\renamer.exe "override\"~
 
to the TP2.

Attached Files