Jump to content


argent77

Member Since 24 May 2010
Offline Last Active Today, 03:31 AM

Topics I've Started

SHS: Djinni Companion v2.6 available

10 August 2018 - 10:34 AM

Afaaq, the Djinni Companion is a mod for BG2, BGT, BG2:EE, EET and IWD:EE. It features the djinni Afaaq, a unique travelling companion who joins the party as your "seventh party member" and provides interesting dialogs, lots of quests and several new areas or area expansions.

Changes in v2.6:
  • Added banters for Imoen.
  • Added banters for Viconia.
  • Added banters and an 'event' for Edwin.
  • Added crossmod content with Golem Construction: New Wish options.
  • Fixed conditions to improve triggering Afaaq's Underdark quest.
  • Fixed "Converse" button label in IWD:EE.
  • Fixed installation errors under specific conditions.
  • Fixed various minor bugs.
  • Fixed spelling errors.

Links:

[solved] Having trouble with RunAwayFromNoInterrupt()

05 August 2018 - 02:00 AM

I have trouble executing a cutscene in a safe manner. It includes the script action RunAwayFromNoInterrupt() to make a (ex-)party member walk away from the protagonist for a few seconds, which seems to have a dangerous side effect. If the fleeing character happens to be near a transition (door, gate, etc.) he uses it and the cutscene comes to a halt without having the option to terminate it. In EE games you can't even quit the game without the help of the task manager.

Is there a way to simulate the "run away from character" action without the danger of using a transition?
 


[SOLVED] Is BAM V2 supported by ARE background animations?

29 April 2018 - 09:29 AM

I have a BAM V2 file that I want to use as background animation for a couple of maps (in BG2EE). Unfortunately I can't get it to work. The game is always crashing whenever I try to enter the map. Changing flags or setting width/height fields doesn't fix it. Is this format even supported?

 


Fog effects in Enhanced Editions

25 April 2018 - 12:44 PM

I'd like to experiment a bit with fog effects in one of my mods. Apparently both FOGAREA.2DA and FOGPT.2DA can be used to influence fog behavior and appearance.

FOGAREA.2DA (SoD):

2DA V1.0
-1
          ALPHA   CONTRAST  OUTER_RED   OUTER_GREEN   OUTER_BLUE  INNER_RED   INNER_GREEN   INNER_BLUE  PRE_DISPERSE_SECONDS
1         0.75    120       211         211           211         211         211           211
2         0.10    100         0           0           205         224         255           255
3         0.10    100       238         232           170         238         232           170
4         0.10    100       238         232           170         238         232           170      
BD0120    0.25    100         0           0             0         255         255           240         60
BD1200    0.10     70         0           0           205         224         255           255         60
BD3000    0.25     80       210         180           140         210         180           140         60
BD4000    0.10     70       210         180           140         139          69            19         60
BD4400    0.49    110        35          15            15          65          45            45         60  
BD4500    0.49    110        35          15            15          65          45            45         60
BD4700    0.25     80        45          15            15          45          45            45         90
BD5100    0.20     50       176         224           230         175         238           238         60
BD6100    0.90    100       238         232           170         238         232           170         10

And FOGPT.2DA (SoD):

2DA V1.0
-1
    AMOUNT  DURATION  X     Y     U_VEC   V_VEC      
1   35      800       4473   583  -30.0    15.0  
2    5      400       3611  1637   -3.0     0.0 
3   70      400       2560  1920  -20.0   -15.0
4   15      400       1070   960   -1.0    -1.0

Does anyone have more detailed knowledge about what each parameter does mean? Are there more options to influence fog? (Avenger, CamDawg?)


[solved, kind of] Need help with splprot.2da entry of type 0x106 (area type)

30 March 2018 - 03:07 AM

I'm trying to make a consumable item that does only work outdoors. So I tried to use opcode 318 (Protection from spell) with splprot.2da type 0x106 (areatype) where area type doesn't match bit 0 (OUTDOORS).

NOT_OUTSIDE   0x106      0x01       9

But it doesn't seem to work. I also tried different match operators without success. Does this particular type even work?

For now I have to resort to the helper creature approach, but I'd rather do without it.