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argent77

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  1. Opcode 42 also worked as intended in my tests, as long as negative amounts are limited to -1. Otherwise, strange things can happen. This is also noted in the IESDP description of the effect. You can add multiple effect instances if you want to reduce the slot amount by more than one slot.
  2. Wares of the Planes is a mod that introduces a large number of weapons and accessories from the Planescape universe to the Baldur's Gate series. The items can be purchased from a unique travelling merchant who is available throughout the whole game series. The mod is available for BG:EE, SoD, BG2:EE and EET. Version 1.2 introduces a good number of new and interesting artifacts from the Planescape universe and fixes several spelling errors. You can grab the mod from the download link below. Download: GitHub Discussion: G3, Beamdog Readme
  3. New release: Wares of the Planes 1.2 This version introduces a good number of new and interesting artifacts from the Planescape universe. A detailed list of item descriptions can be found here: item-descriptions.txt Changelog: Added new items for sale: Vambraces of Evil's Warding, Baku's Horn, Abigail +1, Dûrgaläd +3, Fiendblight +2, Wesley's Hourglass, Wesley's Improved Hourglass (upgraded by Cespenar), Thanatos +2, Thanatos +4 (upgraded by Cespenar) Fixed spelling errors
  4. No, I tested it on an item I was just working on that uses this opcode. It could be that it works differently when applied via kit CLAB.
  5. I can't reproduce this issue in BG2EE. op244 effect drained the exact number of spell from a sorcerer in my tests.
  6. BGEE and SoD are installed as one game. The DLC Merger ensures that both campaigns can be properly modded. BG2EE is a separate game and has to be modded separately.
  7. Modmerge is outdated. Use DLC Merger instead. It can be installed like a regular mod. Just make sure to install it as the very first mod, because every other mod depends on it.
  8. I haven't heard about it from the other EE games yet. I was able to trigger this issue in BG2EE too. It looks like this combo should be avoided in all games.
  9. WeiDU handles patching of the game executable just like every other game resource that is patched by a mod. The bgmain.exe is a big file (over 7 MB). It's very unlikely that both mods patch the same byte sequence in the file. It should be fine to install both mods. But you should consult the readmes of the mods just in case.
  10. I haven't heard about it from the other EE games yet. But they all use the same engine, so it could affect these games, too. In any case, I don't see a need for an EndCutSceneMode() if it's followed by a Dialog() call. (Unless the dialog is not guaranteed to trigger. In that case it would make sense to add EndCutSceneMode() *after* the Dialog() call.) That should be fine. The dialog should have ended cutscene mode already, so the final EndCutSceneMode() call does nothing except waste two AI ticks.
  11. The combo of EndCutSceneMode() and StartDialogNoSet() or Dialog() is commonly used in many cutscenes in IWDEE. Examples are EEPEQTLK.BCS or EEPOQCT1.BCS. According to Bubb there is a 2 AI-tick gap between execution of these two actions. This gap allows unrelated script actions to be executed in rare cases which may interfere with the scripted events in unintended ways. I could reproduce it with the Cornugons and Iron Golems in the final battle at Jarred's Stone where sometimes either a Cornugon or an Iron Golem moved to the party while the series of cutscenes was still being executed. Since there are several transitions between cutscenes and dialogs it is potentially possible that the party is also attacked by the creatures (or worse, has to suffer from the Iron Golem's cloud ability) while still being locked in cutscene mode. If there is no particular reason for the EndCutSceneMode() action to be present, I'd suggest removing it in all these cases.
  12. The ext4 casefold method is described here:
  13. Spellhold Studios Test Your Mettle! Test Your Mettle! is a mod for BG2:EE and EET that provides you with a unique dungeon crawling experience. Version 1.5 provides Simplified Chinese translation as well as various improvements and bugfixes. Full changelog: Added Simplified Chinese translation (thanks yoshimo0417) Improved event of unsealing the boss chamber Improved several visual effects Improved general mod compatibility Fixed missing spell effect of a Drone penalty on heavy damage Minor creature fixes Links: Forums: SHS, Beamdog Download: GitHub Readme
  14. That has been fixed last year in one of the commits among many other issues. In general, EET has been greatly improved since the latest official release. By now I would always suggest to download and play the latest master branch version instead of the (outdated) release version.
  15. I have recently coded an improved version of the "FIND_FREE_ANIMATION_SLOT" function for my own mods which returns a free animation slot for a specified animation type as well as other useful values for installing new animations (such as ini filename and ANIMATE.IDS entry). The function code is attached below. This version takes animation types into account that are only available for very specific subranges (like monster/monster_old or monster_quadrant/monster_multi/multi_new), based on IESDP information, and provides several more parameters for customizing slot detection. Example code for a typical creature animation installation of type "monster": INCLUDE "%MOD_FOLDER%/lib/a7#anim_slots.tph" LAF FIND_FREE_ANIMATION_SLOT INT_VAR // slot_index = 0x7300 // optional: alternate method for requesting a type-specific animation slot // in place of the "type" parameter below. // min_index = 0x7350 // optional: further restrict available slot range (lower limit) // max_index = 0x7390 // optional: further restrict available slot range (upper limit) // silent = 1 // optional: suppress (warning) messages STR_VAR type = "monster" // supported animation types are listed in the a7#anim_slots.tph script file symbol = "PET_CORNUGON_IN_PINK" RET slot // the free animation slot number ini_file // filename of the associated INI file animate_entry // configured ANIMATE.IDS entry END // Returned values: // slot: 0x7002 // ini_file: 7002.ini // animate_entry: 0x7002 PET_CORNUGON_IN_PINK COPY "%MOD_FOLDER%/pet_cornugon/7xxx.ini" "override/%ini_file%" APPEND "ANIMATE.IDS" "%animate_entry%" COPY "%MOD_FOLDER%/pet_cornugon/petcornu.cre" "override" WRITE_LONG 0x28 slot // updating animation slot a7#anim_slots-v1.1.zip
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