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AC's Miscellaneous Tweaks

EET BG2EE BGEE BGT BG2

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#41 eyre

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Posted 19 September 2021 - 02:37 PM

I've also just noticed what looks like an encoding issue with the '-' character among some of the descriptions in eedescrip.tra. I believe that the original engine requires ANSI. I counted about nine item descriptions affected when searching dialog.tlk using NearInfinity.

 

ac_miscellaneous_encoding_issue.png



#42 Andrea C.

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Posted 19 September 2021 - 10:46 PM

Thought Id cleared all of those. Ill fix that too in the next version.

#43 jodan-no-ken

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Posted 02 October 2021 - 02:25 AM

Had a somewhat bizarre bug installing on BGT. After choosing to install the EE soundsets, WeiDU then started to pick up completely the wrong strings for components. They were labelled e.g. "I didn't want to cast that spell anyway." or even just blank.

 

I didn't install the bugged strings, and installation of the components to that point seemed to be successful. I then re-ran setup-miscellaneous, and the components used the correct strings. Again, installed all the further components I wanted, and everything seemed to go well.

 

So, not a fatal error, but certainly a rather puzzling one.

 

(Minor note also: the Revenant Animation Fix skips saying it requires BGT, when it should skip saying it requires EEs. Looking at the tp2, I've no idea how or why it does that, but it does).

 

 

Immediate parts of the miscellaneous.debug below. Unfortunately, can't drop the whole thing, because I only saved this part from before I re-ran and it worked itself out, overwriting the old debug: apologies for that.

 

Spoiler

Start with a fragment of the enemy. A drop of blood. A crystallised thought. One of their hopes. All of these things tell the way it can die.

#44 Andrea C.

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Posted 10 February 2022 - 04:52 AM

v1.21 is up:

 

- Fixed issue with Barbarian's class description overwriting the Paladin's class description.

- Fixed issue whereby 11 item descriptions still had en-dashes instead of hyphens.

 

RE: <PRO_HESHE> and <PRO_HISHER> tokens—is this is a widespread issue in dialog as well? Are other tokens affected?

 

I can replace them with "she" and "her" to align with AD&D manuals, but I need to know whether other tokens also need replacing, and whether dialog is affected (which could be a bigger problem.)



#45 Graion Dilach

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Posted 01 March 2022 - 10:56 AM

The Revenant fix is broken. You're writing the 0x7701 value as an ASCII text to the cre Animation field instead as a long (so yeah, just change the WRITE_ASCII to a WRITE_LONG).



#46 Andrea C.

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Posted 01 March 2022 - 01:17 PM

Fix is up. Thanks for spotting this!



#47 Willgefortz

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Posted 12 April 2022 - 12:27 PM

Hi

Thank you for your mod.

I wanted to ask about the component "SoD sound sets for BG:EE"

Does it work for only BG1 or for BG2 too?


Edited by Willgefortz, 12 April 2022 - 12:30 PM.


#48 Andrea C.

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Posted 12 April 2022 - 12:42 PM

<blockquote class='ipsBlockquote'data-author="Willgefortz" data-cid="612359" data-time="1649795250"><p>
Does it work for only BG1 or for BG2 too?</p></blockquote>

Just BG1; I havent played these characters in BG2 yet so I dont know how good their sound sets are in there. I didnt want to overwrite them before I heard them.

Edited by Andrea C., 12 April 2022 - 12:43 PM.


#49 Andrea C.

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Posted 16 May 2022 - 02:24 AM

v1.22 is up.

 

  • Eliminated the unnecessary L version of EE portraits from the relative component for the classics so as to reduce unnecessary clutter.
  • The Revenant Animation Fix component now correctly states it requires the Enhanced Editions.
  • This issue with string references should be fixed; let me know if not.


#50 parysm

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Posted 16 May 2022 - 11:15 AM

Hello,

Fantastic job!

Inside the Planar Sphere, in the Ice Room is a snow troll which has been assigned standard troll animation. it would be great to change his apperance to snow troll animation.



#51 Andrea C.

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Posted 16 May 2022 - 11:18 AM

Sounds like one for Infinity Animations or the Fixpack more so than this mod, but if you know the name of the CRE file I can try to patch it when Im back home this weekend.

#52 parysm

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Posted 17 May 2022 - 10:12 AM

 

The name of the CRE file is OBSICE01.CRE. This file refer to a snow troll from the planar sphere.

There are also other CRE files which are assigned to snow trolls (TROLSN01 AND TROLSN02), but i do not know which snow trolls these CRE files are refering to.

 

I exported snow troll animation from bg1ee

https://github.com/m...arys/Snow-troll



#53 Andrea C.

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Posted 21 May 2022 - 05:07 AM

For the classics, this is better handled by Infinity Animations (if it doesn't already?). Unfortunately I'm not very proficient with adding or swapping animations in the classics.

 

For the Enhanced Editions I should be able to handle this and publish an update, but I can't make promises on the ETA at present.



#54 MikeX

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Posted 31 July 2022 - 11:40 AM

Hi Andrea, thanks for your mod.

 

I think, I've found some little glitches:

 

ac_miscellany.tph:

line 364:

  SAY IDENTIFIED_DESC @2000771

should be

  SAY IDENTIFIED_DESC @2000206

or

  SAY IDENTIFIED_DESC @2000789

to correctly update the identified description of the Cloak of Mirroring.

Both entries in eedescrip.tra seem to be the same, so this file could need some clean up...

The second tra reference is used twice in eedescrip.tra.

So this really needs some clean up...
 

ac_flamingamnian.tph:

-is missing a 'BUT_ONLY' at the end.

Nothing to notice inside the game itself but causing all CRE files to be backed up and then updated to the override directory and therefore false positive change log entries.

 

ac_soundsets.tph:

line 101:

OUTER_SET dan5 = RESOLVE_STR_REF(@9500006)

should be

OUTER_SET dan5 = RESOLVE_STR_REF(@5000096)

so that this component can be installed.

 

ac_random.tph:

there are a couple of constructs like this:

        WRITE_LONG  0x3E 0
        WRITE_ASCII 0x3a ~ihelm07~

that works, but should be better replaced by this:

       WRITE_ASCII 0x3a ~ihelm07~ #8


Edited by MikeX, 01 August 2022 - 12:07 PM.


#55 Andrea C.

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Posted 22 August 2022 - 10:36 AM

Hi MikeX,

 

thank you very much for reporting these, and my apologies for getting to them this belatedly.

 

ac_miscellany.tph:

line 364:

  SAY IDENTIFIED_DESC @2000771

should be

  SAY IDENTIFIED_DESC @2000206

or

  SAY IDENTIFIED_DESC @2000789

to correctly update the identified description of the Cloak of Mirroring.

Both entries in eedescrip.tra seem to be the same, so this file could need some clean up...

The second tra reference is used twice in eedescrip.tra.

So this really needs some clean up...

 

The correct entry would have been @2000789, which was indeed duplicated. I've updated it to @2000800 in both files, so it should work correctly now.

 

ac_flamingamnian.tph:

-is missing a 'BUT_ONLY' at the end.

Nothing to notice inside the game itself but causing all CRE files to be backed up and then updated to the override directory and therefore false positive change log entries.

 

ac_soundsets.tph:

line 101:

OUTER_SET dan5 = RESOLVE_STR_REF(@9500006)

should be

OUTER_SET dan5 = RESOLVE_STR_REF(@5000096)

so that this component can be installed.

 

ac_random.tph:

there are a couple of constructs like this:

        WRITE_LONG  0x3E 0
        WRITE_ASCII 0x3a ~ihelm07~

that works, but should be better replaced by this:

       WRITE_ASCII 0x3a ~ihelm07~ #8


All fixed.

 

New version's up with the changes.



#56 Graion Dilach

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Posted 03 November 2022 - 01:28 PM

Suggestion: Update the PI metadatas with the GH links.

 

Also, congratz for the subforums.


Edited by Graion Dilach, 03 November 2022 - 01:28 PM.