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argent77

Member Since 24 May 2010
Offline Last Active Today, 11:55 AM

Topics I've Started

Chaos Sorcerer Kit v2.0 released

21 October 2017 - 04:52 AM

The Chaos Sorcerer Kit is a mod for BG:EE (with or without SoD), BG2:EE, EET and IWD:EE that introduces the new kit "Chaos Sorcerer" which can be seen as the Wild Mage counterpart for the Sorcerer class. It installs several unique spells for the kit and provides an optional component that scatters powerful artifact across the games which can unlock tremendous powers when combined.

The mod is currently available in English and German. It supports both pre and post 2.0 patched games.

Links:


Fix missing entries in 2DA files

18 October 2017 - 06:23 AM

I'm trying to add missing entries to a 2DA file, so that every line contains the same number of columns.

Example:

2DA V1.0
*
        1     2     3
NAME1   VAL1  VAL2  VAL3
NAME2   VAL1
NAME3   VAL1  VAL2
NAME4   VAL1  VAL2  VAL3

should be transformed into this:

2DA V1.0
*
        1     2     3
NAME1   VAL1  VAL2  VAL3
NAME2   VAL1  *     *
NAME3   VAL1  VAL2  *
NAME4   VAL1  VAL2  VAL3

I couldn't find any WeiDU commands that allow me to add new columns or detect the actual number of entries in a given row.

 

Any ideas?


Discussion about script actions

30 September 2017 - 01:49 AM

IESDP does not yet provide descriptions for many script actions introduced by the more recent Enhanced Editions patches. This topic is intended to present and discuss descriptions for new or existing script actions, so that they can be added to IESDP eventually.

The following BG(2)EE actions are still lacking a meaningful description:
Spoiler

The following PSTEE actions are not listed on IESDP yet:
Spoiler

Discussion about script triggers

30 September 2017 - 01:49 AM

IESDP does not yet provide descriptions for a number of script triggers. This topic is intended to present and discuss descriptions for new or existing script triggers, so that they can be added to IESDP eventually.

The following BG(2)EE triggers are still lacking a meaningful description:
Spoiler

The following PSTEE triggers are not listed on IESDP yet:
Spoiler

[SOLVED] How to detect the death of an unspecific creature in the active area?

09 August 2017 - 01:24 AM

I'm currently working on a quest where you have to send a global (non-party) creature alone into a separate area. To make sure that you don't lose access to the area (e.g. by double-clicking on a party slot) I have made every party member unselectable while the creature is present in the separate area. That part already works fine.

This solution creates another problem though. If, for some reason, the creature dies on that map, then you are unable to continue the game because the party is still inaccessible. I'd like to somehow detect if the creature dies in the active area to return control to the party.

My first ideas involved checking !InMyArea([GOODCUTOFF]) in the area script, but it didn't work. !AreaCheckObject("mapname", [GOODCUTOFF]) didn't work either. I have also tried Died([GOODCUTOFF]) without success. I'm running out of options now. Does anyone have another idea that could work?

 

Btw, the quest is intended for an EE-only mod.