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Insomniator

Member Since 11 Oct 2017
Offline Last Active Today, 11:35 AM

Posts I've Made

In Topic: TobEx AfterLife

08 December 2025 - 05:45 AM

Hi Salk

some recent testing I made seem to point at the function OpenState() taking non door area objects, too. This creates a problem when there are two objects (like a Trigger and a Door) in the area with the same name. Would it be possible to make the function check for object type to be a door? 

It is possible but not needed anymore, if you make own map - rename objects, if you mod existed map - probably it has workaround and not rely on OpenState(), otherwise it would never have worked.


In Topic: BG2 Improved GUI

22 October 2025 - 11:56 PM

I remember DavidW created a resting related mod not too long ago (EE only) that required the player to purchase camping supplies in order to rest. That's another way to approach it I guess.


If price is very expensive, this may works, "no price" rest one time in 24 hours and very pricy if need often. Any way if user want "no price" anytime it must go to exit of curent area and jumps few times between another areas for increasing gametime to 24 hours. Or one jump to area with inn.


In Topic: TobEx AfterLife

22 October 2025 - 11:35 PM

Hi WanderingScholar

 

I noticed in the latest update you fixed the sequencer order bug.

Actually, I just wanted the Greater Malison to appllied always first the rest of the AoE spells in the sequence. There is no other fixes related to Sequencer stuff.

 

I can recall unexpected crashes when trying to delete sequencers/triggers...etc from the menu, and I also believe firing certain spells from sequencers/triggers can alter their properties in unexpected ways. In my last playthrough acid fogs when loaded into a trigger would bypass spell resistance, for example. 

 

Might be worth exploring deeper.

If bugs can be repeated, it is possible to fix. Spells in sequence usually work as usual, have same Saving Throw/MR/... roll dice and applied at same tick.


In Topic: BG2 Improved GUI

21 October 2025 - 09:19 PM

Hi WanderingScholar

Another difficulty component from Tweaks Anthology that might be worth adding:

 

Limit Resting Mechanic [Luke] link.png
EEex required; available for BGEEBG2EEIWDEEEET

This component simply forces the party to rest at most once per 24 in-game hours. It does not prevent scripted resting.

 

I'm not sure if resting at an inn is limited or resets the timer? It's probably best if it didn't. The player should probably be allowed unlimited resting at inns and timed resting outside.

Mechanic is still broken:

 1) Fatigue on Party can be activated before 24 hours, so player cannot rest again at current area and must go to area with inn

2) Player can still cheat - leave current area and jump to area with inn, then back to current area
 

 

In Topic: TobEx AfterLife

20 October 2025 - 10:30 PM

Hi WanderingScholar

Do you think this component from Tweaks Anthology could be hacked into the originals?

 

Hide Visual Effects from Invisible Enemies [Luke] link.png
EEex required; available for BGEEBG2EEIWDEEEET

This component simply makes sure that visual effects are hidden from invisible enemies. The player will no longer be able to "see" invisible mages just because they previously cast something like Fireshield or Globe of Invulnerability.

Good hack, it is possible to oBG2 engine too. Also creatures like Ghost has bug with Project Image or similar "clone" spells when one or two frames of original ghost is still showed periodicaly, but i'm not sure, maybe this is bug with spell or some else.