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x0abar

Member Since 16 May 2013
Offline Last Active Jul 27 2013 11:17 AM

Posts I've Made

In Topic: Blackguard fighter kit for BG2, by x0abar

27 July 2013 - 10:41 AM

thanks!

it's just my small contribution to keeping infinity engine modding alive - forever :D


In Topic: Baldur's Gate Graphics Overhaul

10 July 2013 - 12:32 PM

Baldur's Gate Bridge (chapter 4 - before clearing Cloakwood mines)

 

The bridge appears to be lowered at night (but you cannot cross it), it is raised during the day.

The minimap shows lowered bridge both at night/day

 

 

other than that everything is looking great.


In Topic: Baldur's Gate Graphics Overhaul

05 July 2013 - 02:19 PM

I have found a small bug - Beregost Temple area doesn't change from day to night (but minimap does).


In Topic: Baldur's Gate Graphics Overhaul

04 July 2013 - 03:57 AM

@x0abar - it's a copy-paste error, not a duplicate and you've corrected it just fine. If you look at the fj_bam_resref line you'll see they're loading two different bams, so you'll need to uncomment the second section to get the braziers on top of the Ducal Palace to light. There should be no problem with the EasyTuTu Degreenifier - my BGTuTu testing setup uses it. You can install the mod at any point - it should play nicely with any other mods that may have already altered the .are files.

OK thanks. I haven't left Candlekeep yet, but it looks very promising. If this mod isn't a labor of love then I don't know what is :) 


In Topic: Baldur's Gate Graphics Overhaul

03 July 2013 - 12:44 PM

First of all, great mod Yovaneth!  Keep up the good work :new_thumbs:

 

 

I tried to install the mod (I'm using Easy Tutu) but had an error:

From SETUP-BGGRAPHICS.DEBUG:

...

Copied [fw0100.are] to [override/fw0100.are]

Copying and patching 1 file ...

ERROR locating resource for 'COPY'
Resource [ar0200.are] not found in KEY file:
[./chitin.key]
Stopping installation because of error.

...

I searched inside setup-bggraphics.tp2 for ar0200.are and it looks (to me) like a misspelling and/or duplicate code

ACTION_DEFINE_ARRAY ar2xs BEGIN 941 3314 END
ACTION_DEFINE_ARRAY ar2ys BEGIN 80 207 END

ACTION_PHP_EACH ar2xs AS index => ar2x BEGIN
COPY_EXISTING "ar0200.are" override
LPF fj_are_structure
INT_VAR
fj_loc_x = $ar2xs("%index%")
fj_loc_y = $ar2ys("%index%")
fj_schedule = 0b111000000000000000111111 //Hours 22.00 - 07.00
fj_flags = 0b00000000000000000001000001000011 // Visible, blend colours, not covered by wall, don't remove in combat
STR_VAR
fj_structure_type = animation
fj_name = Brazier
fj_bam_resref = fire_3
END
BUT_ONLY
END

ACTION_DEFINE_ARRAY ar2bxs BEGIN 2056 2251 END
ACTION_DEFINE_ARRAY ar2bys BEGIN 1510 1699 END

ACTION_PHP_EACH ar2bxs AS index => ar2bx BEGIN
COPY_EXISTING "ar0200.are" override
LPF fj_are_structure
INT_VAR
fj_loc_x = $ar2bxs("%index%")
fj_loc_y = $ar2bys("%index%")
fj_schedule = 0b111000000000000000111111 //Hours 22.00 - 07.00
fj_flags = 0b00000000000000000001000001000011 // Visible, blend colours, not covered by wall, don't remove in combat
STR_VAR
fj_structure_type = animation
fj_name = Brazier
fj_bam_resref = flame2l
END
BUT_ONLY
END

I compared it to the adjacent code, and changed it to:

ACTION_DEFINE_ARRAY ar2xs BEGIN 941 3314 END
ACTION_DEFINE_ARRAY ar2ys BEGIN 80 207 END

ACTION_PHP_EACH ar2xs AS index => ar2x BEGIN
COPY_EXISTING "fw0200.are" override
LPF fj_are_structure
INT_VAR
fj_loc_x = $ar2xs("%index%")
fj_loc_y = $ar2ys("%index%")
fj_schedule = 0b111000000000000000111111 //Hours 22.00 - 07.00
fj_flags = 0b00000000000000000001000001000011 // Visible, blend colours, not covered by wall, don't remove in combat
STR_VAR
fj_structure_type = animation
fj_name = Brazier
fj_bam_resref = fire_3
END
BUT_ONLY
END
/*
ACTION_DEFINE_ARRAY ar2bxs BEGIN 2056 2251 END
ACTION_DEFINE_ARRAY ar2bys BEGIN 1510 1699 END

ACTION_PHP_EACH ar2bxs AS index => ar2bx BEGIN
COPY_EXISTING "ar0200.are" override
LPF fj_are_structure
INT_VAR
fj_loc_x = $ar2bxs("%index%")
fj_loc_y = $ar2bys("%index%")
fj_schedule = 0b111000000000000000111111 //Hours 22.00 - 07.00
fj_flags = 0b00000000000000000001000001000011 // Visible, blend colours, not covered by wall, don't remove in combat
STR_VAR
fj_structure_type = animation
fj_name = Brazier
fj_bam_resref = flame2l
END
BUT_ONLY
END
*/

 

Now it installs just fine. Have I got it right or will it break my game somewhere later?

 

My second question concerns EasyTutuDegreenifier - is your mod compatible with it and what's the correct installation order?

 

Thanks