I would be grateful if moderators could update first link int this thread.
Sure thing, done.
There have been 114 items by Creepin (Search limited from 05-May 23)
Posted by Creepin on 07 May 2018 - 05:30 AM in Mega Mod Help
I would be grateful if moderators could update first link int this thread.
Sure thing, done.
Posted by Creepin on 04 June 2018 - 04:42 AM in Mega Mod Help
Is there anyway to disable the automatic download (it's a huge waste of time when it's re-downloading Portraits when nothing has changed)
Not an answer per se, but have you tried to point SHS to the same download folder where you keep previously downloaded archives? SHS should skip all downloads that are consistent in name and size with files already present in the folder you pointed it to for downloads.
Posted by Creepin on 14 November 2018 - 12:12 AM in IE Modding Tools
Great tutorial, thanks for the link!
Posted by Creepin on 13 November 2018 - 10:28 PM in IE Modding Tools
Using VEF files is an awesome way to play complex visual effects with opcode #215.Thank you for mentioning that Gwendolyne! I am building a (relatively) complex animation right now with the use of multiple nested effects, and I had no idea there's already a format just for that. However there's no single VEF in BG2, do you know where I could get one to use as an example and template?
Posted by Creepin on 12 November 2018 - 06:37 AM in IE Modding Tools
Ah, I wasn't aware of that, great to know, and thanks for the explanation
Posted by Creepin on 12 November 2018 - 05:40 AM in IE Modding Tools
Whenever I try to put bam into resource field of #215 opcode (Graphics: Play 3D Effect), if there's vvc with the same name NI changes resource from bam to that vvc upon saving. Either a bug or intended behaviour which I disagree with
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?
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 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?
Posted by Creepin on 26 April 2018 - 09:04 AM in IE Modding Tools
Parameter 3 is located at offset 0x60 (EFF v2 only).
And it is also honestly marked as such in NI. Shame on me I checked embedded EFF (EFF v1), saw none of it, and decided it's a mystery to solve
Posted by Creepin on 26 April 2018 - 06:20 AM in IE Modding Tools
If it is a EFF v1 : parameter is 0x4 after opcode field, and parameter 2 0x8.
If it is a EFf v2 : parameter 1 is 0x1c after signature, and parameter2 0x20.
Sadly, NI doesn't allow me to see raw data of effects, so I can't count 0x4 or any other within NI. I'm sure it will come handy in WeiDU though, so thanks for letting me know!
In fact : opcode, target, power, parameter1 (whatever the name used in NI), parameter2...
Aha, that's cool. Simply saying I should in any case use 4th field for parameter1 and 5th field for parameter2? As in, in case of the attached, I should put 1 in "value" field and 0 in "Unused" field event though it is, well, unused?
Posted by Creepin on 26 April 2018 - 05:13 AM in IE Modding Tools
It bug me for a long time that there's different names of fields for effects in NearInfinity and IESDP. In most cases I was able to draw a correlation by a guesswork, however his time I stuck.
So, # 22 Luck. IESDP says following:
#22 (0x16) Stat: Cumulative Luck Bonus
Parameter #1: Statistic Modifier
Parameter #2: Type
continuing with explanation of parameters.
IESDP on the other hand has fields like "target", "power", "value" and so on, the usual. Let's say I want to put 1 in Parameter #1 and 0 in Parameter #2, which fields in NI should I use? Or, better yet, how in general I could figure out on my own which fields should I use?
Posted by Creepin on 26 April 2018 - 06:42 AM in IE Modding Tools
Argent77, that's super cool, thank you! With that option on and Gwendolyne's hint about +4 for param1 and +8 for param2 everything is clear, like pieces of a puzzle falling into place. To fully close the issue, how much should I add to opcode offset to find field for parameter 3? I remember it's used somewhere...
Posted by Creepin on 31 August 2018 - 02:12 AM in Almateria's Restoration Project
Posted by Creepin on 09 July 2018 - 06:17 AM in Almateria's Restoration Project
So basically any mod is free to EXTEND_TOP a block that is OnCreation() as long as it ends with a Continue() and any amount of such blocks should work fine? I don't see what's all the fuzz is about then
Posted by Creepin on 08 July 2018 - 02:29 PM in Almateria's Restoration Project
IF OnCreation() THEN RESPONSE #100 blah Continue() ENDwill prevent second block like that
IF OnCreation() THEN RESPONSE #100 yada ENDfrom happening? Because if not, there's no reason to not to use two OnCreation's in the adjacent blocks.
Posted by Creepin on 18 June 2018 - 07:47 AM in Directives from the Director
I am receiving email notifications about PM replies. These often come in bundles and with huge delay but I rather blame my Outlook than SHS.
Posted by Creepin on 31 January 2019 - 01:38 AM in Directives from the Director
Hey Sergio, I'm afraid removing account and all his posts will ruin integrity of discussions involved and in general will deprive audience of any knowledge contained in such posts, which is a really bad thing for community. Trust me on that, I am currently browsing a forum where one person freaked out at 2017 and removed all his posts starting from 2008 - it looks extremely ugly and make me mad to think about all the insights I have missed only because I didn't browse that thread 3 years ago.
If you are worried about your posts being done in the wrong place, don't hesitate to report such posts, it doesn't mean auto-ban or anything, it will just draw our attention to a place where something should be fixed, and I'm sure you aren't mistaken often enough to put a strain on us In fact, I already saw one of your :deleted: posts, but decided not to remove it without your request.
Posted by Creepin on 22 July 2018 - 12:03 PM in Directives from the Director
Giuseppe, I think I have fixed it, please check now.
Posted by Creepin on 14 July 2018 - 03:12 PM in Directives from the Director
ScuD, please check now. I think I've fixed that.
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.
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.
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.
Posted by Creepin on 23 August 2018 - 11:12 AM in Mega Mod Help
EvilMax, you might find some useful info in this thread and this post in regard of ever-running scripts and what to do with these.
Posted by Creepin on 25 November 2018 - 01:01 AM in Mega Mod Help
There's a working link to v16 in the very same post where Kish announced its release
Posted by Creepin on 02 February 2019 - 11:10 AM in Mega Mod Help
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
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