maurvir
Members-
Posts
114 -
Joined
-
Last visited
About maurvir
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
maurvir's Achievements
-
Ok, this *seems* to work, but I'm not sure it's the best way to do it: BACKUP ~weather/backup~ AUTHOR ~Maur'vir maurvir@gmail.com~ AUTO_TRA ~weather/%s~ AUTO_EVAL_STRINGS LANGUAGE ~English~ ~english~ ~weather/setup.tra~ BEGIN @1 /* ~Weather~ */ REQUIRE_PREDICATE GAME_IS ~bgee eet~ @026 COPY_EXISTING "%MOD_FOLDER%/2da/weather.2da" ~override~ COUNT_2DA_ROWS 15 src_rowcount READ_2DA_ENTRIES_NOW weather_params 15 PATCH_PRINT "Total areas : %src_rowcount%" // Patch FOGAREA.2DA COPY_EXISTING "FOGAREA.2DA" ~override~ COUNT_2DA_ROWS 10 tgt_rowcount FOR (i=1;i < src_rowcount;++i) BEGIN READ_2DA_ENTRY_FORMER weather_params i 0 area_name READ_2DA_ENTRY_FORMER weather_params i 1 alpha READ_2DA_ENTRY_FORMER weather_params i 2 contrast READ_2DA_ENTRY_FORMER weather_params i 3 outer_r READ_2DA_ENTRY_FORMER weather_params i 4 outer_g READ_2DA_ENTRY_FORMER weather_params i 5 outer_b READ_2DA_ENTRY_FORMER weather_params i 6 inner_r READ_2DA_ENTRY_FORMER weather_params i 7 inner_g READ_2DA_ENTRY_FORMER weather_params i 8 inner_b READ_2DA_ENTRY_FORMER weather_params i 9 pre_disp SPRINT next_line "%area_name% %alpha% %contrast% %outer_r% %outer_g% %outer_b% %inner_r% %inner_g% %inner_b% %pre_disp%" PATCH_PRINT "Adding new area fog definition: %next_line%" INSERT_2DA_ROW tgt_rowcount 10 "%next_line%" tgt_rowcount = %tgt_rowcount% + 1 END // Patch each affected ARE file FOR (i=1;i < src_rowcount; ++i) BEGIN READ_2DA_ENTRY_FORMER weather_params i 0 area_name READ_2DA_ENTRY_FORMER weather_params i 10 rain_prob READ_2DA_ENTRY_FORMER weather_params i 11 snow_prob READ_2DA_ENTRY_FORMER weather_params i 12 fog_prob READ_2DA_ENTRY_FORMER weather_params i 13 lightning_prob SPRINT target_are "%area_name%.ARE" PATCH_PRINT "Adjusting weather probabilities for %target_are% : rain [%rain_prob%] snow [%snow_prob%] fog [%fog_prob%] lightning [%lightning_prob%]" INNER_PATCH_FILE "%target_are%" BEGIN WRITE_SHORT 0x4a %rain_prob% WRITE_SHORT 0x4c %snow_prob% WRITE_SHORT 0x4e %fog_prob% WRITE_SHORT 0x50 %lightning_prob% END END I have all of the parameters stored in a file called weather.2da, which is copied to the override folder even though I don't need it afterward. Not sure how to delete it, though. I also haven't figured out how to get it to skip the 2DA insert if the row is already defined - right now, it inserts blindly.
-
[MOD] Loretakers - a quest mod for BG1EE
maurvir replied to Acifer's topic in Miscellaneous Released Mods
I really need to poke my head in over there more often... That said, awesome! I have always wanted something to tie that place into the rest of the world. It's such a cool "Easter egg" under the city that never went anywhere in the original game. Just lots of questions based on where you find the key. -
[MOD] Loretakers - a quest mod for BG1EE
maurvir replied to Acifer's topic in Miscellaneous Released Mods
I haven't finished this mod yet, so it's possible there won't be a follow-on, but if there is, could I suggest a BG2 mod that takes advantage of the strange compound under Athkatla? As far as I know, no other mod has made use of that area, and it seems like an extend version of this plot would be a great reuse of this otherwise mysterious place. Just a suggestion, but I would love the idea of this mod revealing (yet another) overarching story that continues into BG2. -
Baldurs Gate Graphical Overhaul BGGO for EET, BGT (Tutu, BGEE)
maurvir replied to Weigo's topic in General Mod Discussion
The irony is that I will likely never see this area in a real game, as I never take Dorn. It's a shame no other mods make use of these areas - Resurrection Gorge and Lunia are stunning, as are Rasaad's wilderness and temple areas. I do want to say how much I appreciate this mod. As far as I'm concerned, this mod is more than just eye candy, it is content that should have been there from the start. It's difficult to understate how much it adds to areas to have the lights on at night! -
Baldurs Gate Graphical Overhaul BGGO for EET, BGT (Tutu, BGEE)
maurvir replied to Weigo's topic in General Mod Discussion
Huh, learn something every day. I've already corrected it in the local install, but I can restart my build VM and give it a whirl. -
Baldurs Gate Graphical Overhaul BGGO for EET, BGT (Tutu, BGEE)
maurvir replied to Weigo's topic in General Mod Discussion
Not sure if this is your mod or not, but OH5500 - Dorn Lunia has its Extended Night flag set true, but has no night TIS, which results in a CTD. I manually unchecked the flag and was able to enter using the console. I thought it might be this mod because it extensively alters these flags to add night maps, so my apologies if it wasn't BGGO. -
Ok, I am now getting serious with the fog mod to the point of trying to learn WEIDU code. However, I'm still a bit unclear on a couple of things. I created a 2DA file with the new fog parameters I want to append to FOGAREA.2DA and I can read them in. It was at that moment I realized I don't know how to manipulate arrays. I need to check the first column of each row of the new 2DA, see if it already exists in the target 2DA, and if not, append the entire row - which is where I got stuck. I need to create a new 1x10 array from the row I pulled from my 103x10 array for the append. Either that, or insert them one value at a time, but then how to add the CRLF at the end? After that, if the row is to be appended, I need to change the fog probability of the associated ARE file - some of which are in override and some of which are stock. Since this is an EET only mod, the target destination is fixed, so that's not an issue.
-
Improved Integration of tipun’s IWD mods
maurvir replied to subtledoctor's topic in Miscellaneous Released Mods
This might be the wrong place to ask, but I have some components that I don't get. Source_resource -> IWD1_EET-main items -> IWD2_EET-main ub_iwd v7 -> IWD1_EET-main (but every component has UNDEFINED_STRING as its name) Should these be installed? -
Improved Integration of tipun’s IWD mods
maurvir replied to subtledoctor's topic in Miscellaneous Released Mods
Fair enough. I didn't want to have the entire IWD campaign in EET, just HoW, TotLM, and the extras you mentioned as I feel like two separate campaigns in one is a recipe for an overpowered party - which I'm fighting already. That, and IIRC, the plot of IWD would be problematic if played in the same campaign as SoD without altering a certain villain's dialog somewhat. I still want to keep it as a separate campaign while doing some of the extra dungeons and campaigns as side-quests in a larger EET run. -
SubtleMods: Reflections of Destiny
maurvir replied to subtledoctor's topic in Miscellaneous Released Mods
After so many failed runs, I guess I'm paranoid? Tipun's IWD content starts in late BG1, hence the question. However, I'm now looking to setup the IWD portion as its own campaign, and the remainder as BG2 quests, making this question sort of moot. -
Improved Integration of tipun’s IWD mods
maurvir replied to subtledoctor's topic in Miscellaneous Released Mods
Looking at the latest version of Argent's TotLM, it appears the incompatibilities with Tipun's IWD-EET mods have been resolved. So, if I want to toss IWD into its own campaign, but keep select dungeons and quests in EET, it seems like I should be able to: 1) Install Tipun's IWD-EET mods, this mod, TotLM in that order, 2) Select the options to rebalance the IWD content as a separate campaign from this mod, 3) Add the HoW hooks content from this mod, 4) Add the easter egg content from this mod. If I go this route, does this mean 1) the HoW content is ONLY accessible in SoA, not SoD? (not an issue, just trying to clarify), 2) the TotLM content will work as though it were a stand-alone install as well (accessible either in SoD or SoA as it would were IWD-EET not present), and 3) there is no way to "short circuit" the easter-egg locations with certain IWD areas retconned to Athkatla/Tethir? (I like the idea of expanding these areas) Given how late in the game these would be, I want to clarify before setting off. Is there any way to do the above, but still have the option to do the HoW quest in BG1 (leave from Ulgoth's Beard) -
SubtleMods: Reflections of Destiny
maurvir replied to subtledoctor's topic in Miscellaneous Released Mods
Quick question - should this mod, in any way, affect either Tipun's IWD-EET mods or your mod that alters it? I'm considering installing it now that my current run appears to be borked. -
Need advice on XP reduction/management for mega-mod EET run
maurvir replied to maurvir's topic in General Mod Discussion
Yeah, I don't plan to ever do this again - or at least not to the same level. While it was nice randomly adventuring without any sort of set plan or schedule, it made the Nashkel mines ridiculous. I do install the Better Kobolds component of SCS, and having Imoen capable of handling traps is nice, so I may try to aim for level 3 and then hit the mines.