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Member Since 05 Apr 2013
Offline Last Active Oct 05 2020 12:02 PM

Posts I've Made

In Topic: AREATYPE = Rubikon

18 September 2020 - 05:12 AM

Well, somehow SPPR118 / CLERIC_SUNSCORCH got a 324 effect appended to it. Easy enough to strip out once I looked at the spell in NI (easy enough for me, anyway), but I thought I should let you know. My first guess would be an overly inclusive regexp patch, or something like that. (I dont know if its just that one spell, or includes others as well - I just noticed it on the one so far.)

EDIT - okay, damn in my game the spell was actually installed after Test Your Mettle. So the error is not in this mod. Need to change-log the .spl file to see what added the 324 effect. Or maybe the 324 effect was added correctly, but some mod came in later and messed with splprot.2da? That would be... very bad.

Okay thanks for the info, and sorry for the mistaken report.

In Topic: A release

04 August 2020 - 11:49 AM

mods for EE out there that completely revamp the game system[s]?

Mine... ;)


But, I have no particular loyalty to the EEs.  (Not a particular fan of Beamdog, personally.)  It's just that there are about 8 particular things that I can do in the EE engine that I can't do with TOB+ToBEx.  If someone managed to port those 8 features into ToBEx, I would 100% be modding BGT instead of the EEs.  (Well, probably the EEs too, I like that I can play on an old iPad, I never managed to get that working with GemRB.)


Most of the stuff I use in my mods came in the 1.4 patch - which was when Beamdog integrated a bunch of opcodes and actions from IWD.  Considering that IWD is out there for anyone to dig into... Beamdog aren't rocket scientists, if they could hack IWD opcodes into the BG2 engine, then other people can too.


I mean the main things I rely on in the EEs aren't a lot:

 - EE opcode 321 (cancel effects by resource)

 - EE opcode 337 (cancel effect by opcode)

 - splprot.2da and EE opcodes 318/326 (conditional immunity/conditionally cast spell)

 - extended functionality for opcode 233 (including the ability to decrement proficiencies)

 - splstate.ids and opcode 328 are nice, but not even necessary if you have the extended opcode 233 functions


I guess lately I've done some stuff with the EE UI that could not be replicated.  But it's not much.


EDIT - now I'm thinking, wouldn't it have been amazing if instead of people porting IWD into the BG2 engine, they ported BG2 into the IWD engine?  Then a lot of the stuff I've made could have been done 15 years earlier...

In Topic: A release

23 July 2020 - 01:02 PM

I have not moved to any EE and with all that we have here and a few selected other places, I see no reason why.

There is crazy shit that you can do with the latest EE engine that you can't do with the old engine + ToBEx.


That said, holy crap, a new ToBEx release in 2020?  That's amazing.  Maybe @Bubb could pitch in...? If some of the new EE stuff could be backported to ToBEx (opcode 321, opcode 318, opcode 316, SPLPROT.2da), I would happily port all my mods to the old engine...

In Topic: Is bgt crash prone?

28 June 2020 - 12:48 PM

I mean, Ive seen a lot of reports like this over tbe years:

Also, trying to right click on Breach in Imoen's spell book to read the description causes the game to crash to desktop with no error message.

Thats not BGT, necessarily, just the BG2 engine. So it really depends on your frame of reference. Is BGT more crash-prone than BG2/TOB? No.

Are BG2 and BGT more crash-prone than BG2EE? Oh my, yes.

In Topic: Refinements HLAs, modularized and on BG2EE

08 June 2020 - 09:30 PM

It has come to my attention that Refinements has been hosing STATDESC.2da on the EE games.  I've updated the 4.0 branch to version 4.27 to fix that.