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#614844 TobEx AfterLife

Posted by Salk on 19 March 2023 - 01:00 PM in ToBEx

I understand why what I asked present too many difficulties, but I want to thank you for considering it.




#614820 TobEx AfterLife

Posted by Salk on 14 March 2023 - 10:10 PM in ToBEx

Hi Insomniator!

 

Only recently I learned that the classic BG draining spells do not really work at all the way they are supposed to be. EE uses a series of flags for damage opcode 12 to make spells like Larloch's Minor Drain and Vampiric Touch work properly.

 

I was wondering if ToBEx AfterLife could add those flags too? I realize that probably I am asking for too much here but I thought it wouldn't hurt.

 

Thanks!




#614825 TobEx AfterLife

Posted by Salk on 15 March 2023 - 12:13 PM in ToBEx

Hello, Insomniator!

 

From what I understand, you are telling me that we would need to remove the Maximum HP Bonus effect from spells if we use the new flags? And that this would only be possible for the original spells and not the one added by mods? 

 

And there are other compatibility problems as well regarding the offset for the flags?

 

Well, I wish I could give you good answers and help but I would have no idea about what to do, really.

 

Sorry for wasting your time and thanks for your investigation. 




#614965 TobEx AfterLife

Posted by Salk on 09 April 2023 - 08:40 PM in ToBEx

Hello, Insomniator!

 

Yes, in my BG2 Game Text Update @3805 is different (probably it's the same string used in BG2 EE):

 

@3805   = ~Takes <AMOUNT> <TYPE> damage from <DAMAGER>~

 

Maybe the <TYPE> token does not exist in classic Baldur's Gate 2?




#614959 TobEx AfterLife

Posted by Salk on 09 April 2023 - 12:28 AM in ToBEx

Interesting, thanks TotoR.

 

But in the testing session above I had not installed the BG2 Improved GUI yet... I am trying to understand how a game text update modification could cause this issue. Let's see what Insomniator says about it. 




#614957 TobEx AfterLife

Posted by Salk on 08 April 2023 - 11:37 PM in ToBEx

Hello, Insomniator!

 

I was doing some basic BGT testing this mornning with little more than ToBEx, ToBEx AfterLife and the BG2 Fixpack installed when I noticed something strange that I don't think happened before.


The message window reports the damage dealt or received twice. I have attached a screenshot showing this. Could it be that the latest version of ToBEx AfterLife has something to do with it?

 

I don't remember noticing that when I was testing 3 or 4 months ago and at the time the version of ToBEx AfterLife was 29.11, I think.


Thanks!

Attached Images

  • DamageReportTwice.jpg

Attached Files




#614970 TobEx AfterLife

Posted by Salk on 10 April 2023 - 01:26 AM in ToBEx

Hello!

 

Thanks. I had already corrected those strings too.




#615369 NearInfinity

Posted by Salk on 20 February 2024 - 11:23 PM in IE Modding Tools

Argent77,

 

in the last version I noticed there must have been a color change for the highlight syntax (?) which makes some of it practically unreadable against the default, light Metal UI.

 

I attach a picture here to show what I mean.

 

 

Attached Images

  • NI.jpg



#615371 NearInfinity

Posted by Salk on 21 February 2024 - 12:59 AM in IE Modding Tools

Alright, thanks!

 

I did choose Monokai color scheme for BCS scripts. But I never had any visibility issues before.

 

I switched to Default and now all's good.




#615325 General issues and other shenanigans

Posted by Salk on 05 February 2024 - 11:08 PM in Infinity Animations

Hello, skellytz!

 

Thanks for clarifying things about IA's #9000 component. If it's not too much of a hassle for you, I'd be grateful for a hotfix because a currently mandatory component being bugged is quite a critical problem in my opinion. I understand the hotfix doesn't actually turn this component into what you wish it was, but it'd a tangible improvement for users, especially considering that the issue was raised almost 13 years ago and is still present today.

 

Thanks!  :cheers:




#615354 General issues and other shenanigans

Posted by Salk on 12 February 2024 - 08:14 AM in Infinity Animations

Great!




#615183 BWP v20.1 released

Posted by Salk on 16 December 2023 - 07:38 AM in Mega Mod Help

I'm the author of Virtue v20 Alpha and if you happen to give it a try, I would be glad to have some feedback, khelban12.




#615379 BP-BGT-Worldmap v13.0.0 Released!

Posted by Salk on 29 February 2024 - 11:08 PM in Worldmap

Congratulations on the new release!




#614878 BGT Tweak Pack

Posted by Salk on 24 March 2023 - 08:51 PM in BGT-WeiDU

Hi skellytz!

 

Good with giving the glorious BGT Tweaks a pinned topic! Disable hostile reaction after charm  is a must-have component in my opinion. I used to always install Altered Spawn's third option but now this component is superseded by your own BGT Spawn Tweak, which would make sense to have here perhaps rather than being a stand-alone. I would also update Salk's Pen-and-Paper ruleset corrections because I think it's been missing most entries for a long time now. Please see here.




#614935 BGT Graphics Overhaul

Posted by Salk on 05 April 2023 - 07:55 PM in BG Graphics Overhaul

Oh and one more thing. I'd not miss much the option to keep the purple patches. I never used it, and I don't honestly think many do.



#614940 BGT Graphics Overhaul

Posted by Salk on 07 April 2023 - 04:53 AM in BG Graphics Overhaul

weigo,

 

I asked before but you never said anything about it so I try again: TotoR said that the last BGGOEET already works fine on BGT if you apply the fixes he produced. I never got the chance to verify this but it would be smart to check it out before you work on your own version,

 

And BGGOEET has had its own github page for quite some time, maintained by ALIEN and the latest version there includes TotoR's fix.




#614944 BGT Graphics Overhaul

Posted by Salk on 08 April 2023 - 06:32 AM in BG Graphics Overhaul

Hello!
Since I have to rework the night maps for the EET version anyway, I have now reworked the EET and BGT version together and both now use the same wed file of the EE version and we are rid of the graphics errors.

Sounds great. Looking forward to it. But you said you keep getting crashes when you test it on BGT?



#614947 BGT Graphics Overhaul

Posted by Salk on 08 April 2023 - 09:26 AM in BG Graphics Overhaul

Keep us updated with your progress and thanks a lot for fixing the BGT version!




#615032 BGT Graphics Overhaul

Posted by Salk on 21 April 2023 - 02:04 AM in BG Graphics Overhaul

Thanks for the update, weigo!

 

Could you tell us, out of curiosity, what makes some areas more annoying/difficult to patch than others?

 

Cheers!




#615274 BGT Graphics Overhaul

Posted by Salk on 27 January 2024 - 10:34 AM in BG Graphics Overhaul

Weigo has been regularly posting updates about development, collecting feedback, and announcing releases at Gibberlings3 some time after SHS went down.

 

Perhaps he'll return to use this thread as main topic for the mod in the future.




#615066 BGT Graphics Overhaul

Posted by Salk on 28 April 2023 - 12:31 AM in BG Graphics Overhaul

Great news about finding a solution, weigo. It's always better to take a pause on a positive note.



#614928 BGT Graphics Overhaul

Posted by Salk on 05 April 2023 - 04:31 AM in BG Graphics Overhaul

Hello, weigo!

 

Thanks for your effort to make this work for both EET and BGT. I am only interested in the latter and of course I will want to help. Unfortunately, when it comes to time available, this is not a very good period for me though. I expect to have much more free time in around 7-8 weeks' time. I know it's a lot but unfortunately my plate is full in the short period (mostly real life engagements but also some modding stuff).

 

Anyway TotoR above said that the current BGGOEET together with his minimaps fix provided a working solution.




#614971 BGT Graphics Overhaul

Posted by Salk on 10 April 2023 - 01:28 AM in BG Graphics Overhaul

Sergio,

 

check the pinned What is it? topic.




#614978 BGT Game Text Update: Errors, Typos, Corrections

Posted by Salk on 10 April 2023 - 11:44 PM in BGT-WeiDU

skellytz,

 

sometimes I encounter a few strings with odd symbols I am not sure how they are interpreted/parsed by the game. A series of such strings are #16215-16229. They begin with "%nl%_%nl" in the original BG text. From what I can see, the EE team changed it to "_%nl" for BG1, while the BGT BG1 text has removed those altogether. In my BG2 GTU, I have "%nl%_%nl" again, which is weird, since I got those lines from the EE game text, meaning that the EE team chose differently for BG1 and BG2


Any advice about this?


Also, something else to report. The strings #16235-16260 have text and character sounds both in the BG1 game text and the BG2 game text but both text and sound differ. Interestingly enough, the BG1 sounds exist and match while the BG2 sounds exist but do not work. I checked BG2 EE and those .wav files exist and play in German (if I understand correctly).

 

Do you know anything about it?




#614808 BGT Game Text Update: Errors, Typos, Corrections

Posted by Salk on 11 March 2023 - 10:33 PM in BGT-WeiDU

skellytz,

 

does BGT by any chance override the game text description of the Detect Evil spell?