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Member Since 20 Mar 2017
Offline Last Active Yesterday, 06:31 AM

Topics I've Started

Implement new animation

13 September 2018 - 12:20 PM


Here are what I have done:

- Create bam files.
- Find an empty animation slot with Argent77's function.
- Export 7f3b.ini (the deva good animation, which sounds I want to use), rename to the empty slot hex number, and edit resref to my bam prefix.
- Edit an .cre file using the new animation slot.

But when I summon the creature in game, there's no animation at all.

Anything else I should do or any fault I did?


My code:

My ini file:

EFF V2.0 file format bug

02 August 2018 - 11:33 AM

As both from NI and DLTCEP v7.8, and also tested in BG2EE v2.5 release:

0x68: should be parameter5(unused) and should be 4 bytes long

0x70: resource2 aka vvc, 8 bytes

0x78: resource3, 8 bytes


in IESDP of Last update: 24.06.2018

Is there a trigger to detect time stop stat in EE games?

21 December 2017 - 06:17 AM

ToBEx has introduced some triggers like TimeStopCounter(I:Number*), but they are not in TRIGGER.ids of BG(2)EE.


Does anyone know trigger(s) like this in EE games? Thank you.

How to convert a string-like int variable to a real int variable?

14 December 2017 - 08:06 AM



Some int values are stored like a string in 2da files, e.g. UNSUABLE in KITLIST.2da(in another word, cannot use a SET after READ_2DA_ENTRY). Is there any way to make it work?


Thank you!

Multiple use of TriggerOverride in EE

15 June 2017 - 03:33 PM

Hello folks, 


I want to check no party member got enemy in sight. My script is

    do something

It works in vanilla game like BGT, but not in EE (v2.3), if there is no other party member

And if remove Player3 to Player6 parts of the block, if works. Even keep only Player2 and 3 parts, if fails.


Anything wrong? Or TriggerOverride is not able to check to many different objects?