Oh I do hope it this is not caused by ToBEx AE... ![]()
Salk
Member Since 22 Oct 2004Offline Last Active Jan 01 2026 09:17 AM
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In Topic: TobEx AfterLife
29 December 2025 - 01:50 PM
In Topic: TobEx AfterLife
08 December 2025 - 11:00 AM
Hello, Insomniator.
Thanks for your answer. Well, in an existing map the only possible workaround is to rename the trigger to something different, but then you have to hope that no scripts call for the original trigger for some purpose. The reason this engine bug is not very well documented must depend on the scarse use of the OpenState() function in the game.
Cheers!
In Topic: TobEx AfterLife
07 December 2025 - 11:02 PM
Insomniator,
some recent testing I made seems 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?
In Topic: TobEx AfterLife
28 October 2025 - 09:39 PM
Hi WanderingScholar
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.Do you think this component from Tweaks Anthology could be hacked into the originals? Hide Visual Effects from Invisible Enemies [Luke] [img=https://gibberlings3.github.io/Documentation/readmes/style/link.png]
EEex required; available for BGEE, BG2EE, IWDEE, EETThis 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.
This is something I would also like to see for ToBEx Afterlife.
In Topic: BG2 Improved GUI
17 October 2025 - 10:22 AM
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