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Paladins of Faerun Quest Pack

Paladins of Faerun Quest Pack

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#41 Goran

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Posted 22 August 2021 - 12:11 AM

Greetings to the BG community. I am pleased to announce that PoF will be adapted to the EET platform. The  Graion Dilach  who are called persuaded me in the fact that PoF was on EE and EET. I Gorion give them full rights to edit the mod and further support the project.

 

I give permission to change the contents of the mod. I want the mod to be improved as best as possible.
This could mean changing the balance of certain things, or rewriting certain aspects of the dialogue, or adding other translation languages.


Edited by Goran, 29 August 2021 - 04:07 AM.


#42 Graion Dilach

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Posted 22 August 2021 - 04:33 AM

Uhm, that's new to me (Endarire, you should stop promising stuff in my name, thank you). Sure, I'll take a look.



#43 jastey

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Posted 22 August 2021 - 06:10 AM

This is jastey's official reply on the matter:
 

 

Anyone with a GitHub account can fork repositories and make pull requests, no special access is needed.

 

Technical updates for mods are accepted if they are technical or language updates only. If it's from someone we do not know yet one of us has to validate the changes, that is why it might take a while. But any mod hosted at SHS can be updated technically by SHS staff.



I assume that for Infinity Engine mods not yet uploaded to GitHub, the process is:

-Download the mod.

-Update/fix the mod.

-Contact the Gibberlings3 or/and Spellhold Studios staff members like jastey and GwendolyneFreddy with the changes documented as well as the relevant files attached or linked.

-Talk and work with them as prudent.

 


I was referring to mods officially hosted at SHS. The "Mods Resurrections" forum is not officially hosted mods, just like the "Miscellaneous Mods" and "BG:EE Mods" are not.



#44 Goran

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Posted 29 August 2021 - 06:10 AM

Thanks jastey for clarifying the situation with the mod download service. I put the mod into free floating, since I am not a coder and cannot change certain elements of the mod without critical losses. Here are the guys let them try their hand at modding on this mod project.



#45 Taladay

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Posted 14 December 2021 - 04:59 PM

I'm excited to play this when it gets converted! Thank you for all that you modders do. 



#46 Samriel

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Posted 06 August 2022 - 07:31 AM

Any news how the conversion to EE is coming along?



#47 Endarire

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Posted 06 August 2022 - 10:44 AM

Graion Dilach said he would look at this, but I've heard nothing from him about it.

Thanks for asking!



#48 Graion Dilach

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Posted 10 August 2022 - 04:58 AM

Yeah, this is among my lowest priorities. Every time I see Endarire nagging someone with stuff, my interest timer restarts. So it never lasts long.



#49 Samriel

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Posted 15 August 2022 - 11:38 PM

Endarire's infamy kills another mod. :crying:



#50 Endarire

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Posted 16 August 2022 - 11:32 AM

I whole-heartedly disagree!



#51 Goran

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Posted 20 November 2022 - 01:18 AM

The mod version is updated to v3.3, the links are updated in the first post.

 

V 3.3  
Added a German translation by Leonardo Watson


Edited by Goran, 20 November 2022 - 01:18 AM.


#52 JohnBob

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Posted Yesterday, 03:59 AM

Hello,

 

Goran allow me to work on a EE update for Paladins of Faerun Quest Pack !

 

So I have no coding knowledge but I am willing to do what needs to be done...

 

Here is the link to github with the first commit / draft / step for EE compatibility....

 

I will have many question and hope some of you can help me find the answers.

 

For now the mod install without issue, and (Test only with Clua console, no regular playtrough) Areas, Quests, Dialogues (for french and english...) seems to work fine...

 

To get started :

 

- The first problem is the first cinematic (just before Irenicus' one) which displays a black screen until it is finished.

 

      - Baf files from Paladins of Faerun Attached File  s#AR0602.BAF   2.69K   1 downloads

      - Baf files installed on a EET game with other big mod Attached File  AR0602.BAF   31.05K   3 downloads

 

 

At the same time I'm working on the French translation, the English one could use a proofreading if someone is interested.

 

 

By the way, here is an example of the worldmap with the many areas added by mods (RoT, TDD, CtB, SotSC, DSotSC, NTotSC, SoS, IWD1_EET, IWD2_EET, BoneHill)...

 

- Some locations can be moved if needed, I'm not sure if the integration with the worldmap is optimal with all these mods, some areas like Ormyrr's Peak or the circle of druid (from CtB, (Hide behind BG1600, Cloakwood)) seems out of place, I plan to install other mods (like other Lava mods) adding areas on the worldmap to make sure that none of them overlap.

 

WORLDMAP2.jpg

 

You can find a more detailled version in this thread on ArcaneCoast !


Edited by JohnBob, Yesterday, 04:04 AM.


#53 Graion Dilach

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Posted Yesterday, 09:32 AM

Sure, Ormyrr's Peak isn't ideal but there's a mod which pushes the Gnoll Stronghold a little bit east from the coast and I wasn't sure how to proceed against that - I set up the SotSC areas on this one and this was the best I could come up with.

 

This is a good idea otherwise, I'll prolly try to do this with the EET Worldmap in a throwaway installation myself as well.


Edited by Graion Dilach, Yesterday, 09:33 AM.


#54 JohnBob

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Posted Yesterday, 01:26 PM

Thanks for the heads up, it's good to know it's intentional, and I agree the placement is correct !

 

I'll post a new worldmap with more mods after I'm done scratching my head with this cinematic...

Right now it only works if the script is placed at the end of the .BCS, but it doesn't make sense after Imoen has already joined the group.

An alternative would be to play the cinematic when the group discovers Kahlid's body in the other map, but it might be even more complicated to do...

In progress...



#55 JohnBob

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Posted Today, 03:44 AM

So it seems that if the script is moved lower to the bcs, it can work, After some import of characters, and others other stuffs, but Before the first arrival of Irenicus...
 
The question is : Someone could show me an example of how to insert the script in a specific part of the bcs or point to a mod that uses this feature, in this case EXTEND_BOTTOM and EXTEND_TOP are not enough, I guess I could use
 
WRITE_ASCII
but I can't find any clear example in RoT and CtB for
 
0x0018  these correspond to a certain location in the file but how do you know which one
0x0024
0x0030
0x003c... or else

and I'm having a hard time understanding the instructions in the weidu documentation.
 
 
or COPY_EXISTING
 DECOMPILE_BCS_TO_BAF
But I don't know how to patch a file either.

I'll find out sooner or later but any help is welcome (so that it doesn't take several days before I understand...).
 
EDIT :
While waiting to find a better solution, here is a modification of ar0602.baf which solves the problem...
 

IF
	OnCreation()
	Global("NewGame","AR0602",0)  // Irenicus's Dungeon 1st Floor
THEN
	RESPONSE #100
		StartCutSceneMode()
		HideGUI()
		FadeToColor([1.0],0)
		SetGlobal("NewGame","AR0602",1)  // Irenicus's Dungeon 1st Floor
		Continue()
END

IF
  True()
  Global("EnteredAR0602","AR0602",0)
THEN
  RESPONSE #100
    SetGlobal("EnteredAR0602","AR0602",1)
    ClearAllActions()
    Explore()
    CreateCreature("JONWMOD",[3746.1998],10)
    CreateCreature("JOWCMOD",[3686.1869],14)
    CreateCreature("IRENMMOD",[3967.2030],7)
    CreateCreature("JONMOD",[3876.1870],1)
    CreateCreature("NPC4MOD",[3797.1964],10)
    CreateCreature("IMOENMOD",[3653.1718],14)
    Wait(1)
    ActionOverride(Player1,LeaveAreaLUA("AR0602","",[3532.1997],0))
    Wait(1)
    MoveViewPoint([3693.1997],INSTANT)
    Wait(2)
    DisplayString("JONMOD", @0)
    Wait(6)
    DisplayString("NPC4MOD", @1)
    Wait(5)
    DisplayString("JONMOD", @2)
    Wait(10)
    DisplayString("JONWMOD", @3)
    Wait(4)
    ActionOverride("JONMOD",MoveToPoint([4125.1267]))
    Wait(8)
    ActionOverride("JONMOD",DestroySelf())
    MoveViewPoint([3604.1846],INSTANT)
    Wait(4)
    DisplayString("IMOENMOD", @4)
    Wait(5)
    MoveViewPoint([3908.2001],SLOW)
    Wait(1)
    DisplayString("NPC4MOD", @5)
    Wait(4)
    ActionOverride("NPC4MOD",Attack("JONWMOD"))
    Wait(4)
    ActionOverride("JONWMOD",Attack("NPC4MOD"))
    Wait(3)
    ActionOverride("JONWMOD",Kill("NPC4MOD"))
    Wait(1)
    MoveViewPoint([3604.1846],SLOW)
    Wait(1)
    DisplayString("IMOENMOD", @6)
    Wait(4)
    ActionOverride(Player1,LeaveAreaLUA("AR0602","",[3739.2801],2))
    Wait(2)
    MoveViewPoint([3740.2799],INSTANT)
    ActionOverride("IMOENMOD",DestroySelf())
    ActionOverride("JONWMOD",DestroySelf())
    ActionOverride("JOWCMOD",DestroySelf())
    ActionOverride("IRENMMOD",DestroySelf())
    Continue()
END


IF
  Global("S#setAR0602","AR0602",0)
THEN
  RESPONSE #100
    CreateCreature("JONWMOD",[1075.3193],0)
    CreateCreature("JONWMOD",[512.2745],0)
    CreateCreature("JONWMOD",[796.2259],0)
    CreateCreature("JONWMOD",[1096.2654],0)
    CreateCreature("JONWMOD",[982.2579],0)
    CreateCreature("JONWMOD",[845.2468],0)
    CreateCreature("JONWMOD",[472.2143],0)
    CreateCreature("JONWMOD",[948.1805],0)
    CreateCreature("JONWMOD",[877.1493],0)
    CreateCreature("JONWMOD",[537.1241],0)
    CreateCreature("JONWMOD",[434.1001],0)
    CreateCreature("JONWMOD",[790.1113],0)
    CreateCreature("JONWMOD",[1247.793],0)
    CreateCreature("JONWMOD",[1119.732],0)
    CreateCreature("JONWMOD",[1037.546],0)
    CreateCreature("JONWMOD",[2052.311],0)
    CreateCreature("JONWMOD",[2210.721],0)
    CreateCreature("JONWMOD",[3485.2179],0)
    CreateCreature("JOWCMOD",[3692.1100],0)
    CreateCreature("ERRADMOD",[1911.2881],0)   
    SetGlobal("S#setAR0602","AR0602",1)
    Continue()
END


So the section below will be duplicated with the original one...
 

IF
	OnCreation()
	Global("NewGame","AR0602",0)  // Irenicus's Dungeon 1st Floor
THEN
	RESPONSE #100
		StartCutSceneMode()
		HideGUI()
		FadeToColor([1.0],0)
		SetGlobal("NewGame","AR0602",1)  // Irenicus's Dungeon 1st Floor
		Continue()
END

 

But once the variable SetGlobal("NewGame","AR0602") is set to 1 the duplicated part should be ignored...


Edited by JohnBob, Today, 09:41 AM.


#56 Goran

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Posted Today, 09:47 AM

I also forgot to say that the prefix P of the mod needs to be changed for EE, because I don’t remember where it is used mod.

I haven't done links.tbl area from mods yet TDD, CtB,Sos and Rot for worldmar. Because you have to return to Askatla constantly)))


Edited by Goran, Today, 09:54 AM.


#57 JohnBob

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Posted Today, 10:59 AM

Ok, I sent a registration request to The Black Wyrm's Lair, until I can post a prefix request, some important new questions :

 

- The choice of the prefix ? I suggest #P# but any idea that is not already taken by other modders can work !

 

- The changes needed for files and file path...

 

All creatures, tis , Areas, dialogues, Items ... should probably be reported in several files, how can we be sure not to forget any?


If anyone who has done such a task before has any advice or cautions to offer, they would be most welcome ?



#58 Goran

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Posted Today, 11:46 AM

As far as I remember EE uses one symbol or number in the prefix for mod compatibility


Edited by Goran, Today, 11:47 AM.


#59 JohnBob

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Posted Today, 12:27 PM

In this case what do you think of :

 

- PoF.... if allowed

 

or

 

- P_F.... if allowed

 

or

 

- P0F.... if allowed