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#602306 BiG World Setup (an attempt to update the program)

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.




#602591 BiG World Setup (an attempt to update the program)

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.




#604983 NearInfinity

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 :)




#605012 NearInfinity

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?



#605014 NearInfinity

Posted by Creepin on 14 November 2018 - 12:12 AM in IE Modding Tools

Great tutorial, thanks for the link!




#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?




#602037 NearInfinity

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?




#604981 NearInfinity

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 :)




#602040 NearInfinity

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? :)

Attached Images

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#602042 NearInfinity

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...




#602045 NearInfinity

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 :whistling:




#603215 General discussion

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  :huh: 




#603203 General discussion

Posted by Creepin on 08 July 2018 - 02:29 PM in Almateria's Restoration Project

Jarno, I don't understand: are you saying that having the first block of the script like that
 
IF
    OnCreation()
THEN
    RESPONSE #100
        blah
        Continue()
END
will prevent second block like that
IF
    OnCreation()
THEN
    RESPONSE #100
        yada
END
from happening? Because if not, there's no reason to not to use two OnCreation's in the adjacent blocks.



#604332 General discussion

Posted by Creepin on 31 August 2018 - 02:12 AM in Almateria's Restoration Project

Heya, congrats on the update! I always held ARP as a must have mod even on a minimally modded game, so I'm glad it's still being updated.



#603451 SHS Suggestions and Problems Thread

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.




#605462 SHS Suggestions and Problems Thread

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.




#603398 SHS Suggestions and Problems Thread

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.




#602827 SHS Suggestions and Problems Thread

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.




#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.




#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.




#605151 BWPv18 released

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 ;)




#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



#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.