Jump to content


c4_angel

Member Since 14 Sep 2013
Offline Last Active Feb 20 2019 12:10 AM

Topics I've Started

IA in EE and question in animations walking speed adjusting

12 June 2017 - 10:48 PM

Hey folks,

I have 2 stuffs need answers here.


1. How can I make use of IA in EE games?

Since I found there are modifications to the bgmain.exe in .tp2 file, it seems IA is not for EE? If I'm right, is there any way to make apply new animations to EE games?


2. Which part of of the bam files of animations decide the walking speed? And is it possible to change that of animations already exists?


Thank you.

Visual C++ Library runtime error

18 March 2017 - 02:07 AM

Hello all, there is a problem in my BWP game makes my troubled a lot.
 
Last year I installed some mods with BWP v14.3 and shared with my friends, but during gaming progress, the "visual c++ runtime error" message just shows for no reason, and the game ctds.
 
The frequency of the problem is very fickle, and quite different with different machine, different OS. Different player's game ctds in several minutes, or an hour or two or more, or even never.
And the problem is almost impossible to reproduce -- when the error appeared, restart game, load the saved, and it's OK to continue the game, waiting for the next runtime error. 
 
Here is my weidu log(using Chinese, please ignore them), mostly quite common ones, like ToBEx0026, 1PP v4.1.1, SCS v30, some tweaks, npc mods, and a few self-made kits mod or tweaks.
 
 
Spoiler

 

Is it possible ToBEx0026 may somehow cause visual c++ runtime error?

11 March 2017 - 01:02 PM

Hi guys, i've got a very strange problem.

Last year I installed some mods(mostly quite common ones, and a few self-made kits mod) with BWP14.x and shared with my friends, but during gaming progress, the "visual c++ runtime error" message just shows for no reason,  and the game ctds.
The frequency of the problem is very fickle, and quite different with different machine, different OS. Different player's game ctds in several minutes, or an hour or two or more, or even never.
And the problem is almost impossible to reproduce -- when the error appeared, restart game, load the saved, and it's OK to continue the game, waiting for the next runtime error.

Any new way work like script trigger CheckStats in BG:EE?

22 January 2017 - 09:58 PM

To make sure my mods being mostly compatible with other mods, in original games I often use the expanded stats(effect opcode 318) which provided by ToBEx, because almost every unused hardcoded stat in vanilla game, is being used by other great and famous mods like the SCS.

Obviously this way is nomore functional in BG:EE.

 

So my question is just the topic, is there any new way work like script trigger CheckStats in BG:EE, to detect a creature is affected by a specific spell, or has a specific item equiped, or not?