Jump to content

argent77

Member Since 24 May 2010
Offline Last Active Today, 01:57 AM

Posts I've Made

In Topic: The probability field in effects

21 November 2018 - 12:47 PM

Another oddity I noticed some time ago: if a spell contains effects in multiple probability ranges (e.g. 0-9, 10-19, 20-29, ...), you might experience effects triggering from two or more (or zero) independent ranges on rare occasions. This is caused by a quirk in the game engine if auto-pause conditions "Spell cast" or "End of round" are active.


In Topic: EET installation error: missing BG1801.ARE

15 November 2018 - 12:21 PM

I found the relevant comments regarding GOG patches:

http://gibberlings3....=28161&p=261964

and

http://gibberlings3....=29600&p=263267

 

It deals mainly with missing SoD files though, so maybe it's not related to your problem. In any case you have to update the games to the latest patch versions (BGEE v2.5.17.0 and BG2EE v2.5.16.6) to make them work with EET.
 


In Topic: EET installation error: missing BG1801.ARE

15 November 2018 - 11:13 AM

Since you mentioned that you have the GOG version of BGEE. I've read somewhere that their latest incremental patch of the game is incomplete, missing some files that are essential for an EET installation. Afaik, a full reinstall of the game should fix this problem.


In Topic: Mod ACTION_READLN removal - brainstorming

01 October 2018 - 02:57 PM

Removing READLN completely and using .ini files or a similar approach might be acceptable for a mod manager. But at the same time it will pose an unacceptable obstacle for players who want to install mods manually (which I usually do).... READLN is a good (and currently only) method to add some kind of interaction to the installation procedure.

Apart from that, I'm using READLN sparingly in my mods, and only in situations where it doesn't make sense to provide any kind of presets or default values. None of these components are crucial parts of the mod, and may be omitted in a mod manager.

If mod components with READLN can be omitted by player, it's not too much of the problem. But if READLN are part of the main component, it makes player life miserable. Good adoption of Solution 2 can provide both ways of providing value: from user input or from actual configuration made by player itself. Apart from LightingPack which use ACTION_READLN to read custom gamma value, is there any other mod which use ACTION_READLN?


Not many. And as I mentioned before, all of the relevant components can be safely omitted in a mod manager:
1. Banter Accelerator: Provides a component where you can enter custom banter frequency and probability values as simple integers.
2. Lighting Pack: Provides a component where you can enter custom values for brightness, contrast and gamma as real numbers within specific ranges.
3. DLC Builder: Requires user input for the DLC filename. This mod is not intended for regular gameplay.
4. DLC Merger: Provides a component, where you can specify the DLC archive you want to merge. This component is mainly intended to merge custom DLCs created by DLC Builder.

In Topic: Mod ACTION_READLN removal - brainstorming

01 October 2018 - 11:32 AM

Removing READLN completely and using .ini files or a similar approach might be acceptable for a mod manager. But at the same time it will pose an unacceptable obstacle for players who want to install mods manually (which I usually do). Moreover, WeiDU can be used for all kinds of applications. I'm using it a lot internally, e.g. as debugging tool or to get something done quickly. READLN is a good (and currently only) method to add some kind of interaction to the installation procedure.

Apart from that, I'm using READLN sparingly in my mods, and only in situations where it doesn't make sense to provide any kind of presets or default values. None of these components are crucial parts of the mod, and may be omitted in a mod manager.