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[BG2:ToB] TobEx Release Thread


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#421 Ascension64

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Posted 11 February 2011 - 09:21 PM

TobEx beta 0018 released. This has a big spanker of a change log.

Because of a big architecture change, please make sure you fully uninstall and delete existing TobEx versions from your game directory before using.

For Big World Project, I suggest only using --force-install 100. The components are labelled from 100-119 at the moment.

And because I forgot to put the source code in the archive, I have attached it here.


-Overhauled installation process: TobEx can now be included in mods in a redistributable format. Please see readme.txt for more details.
-Overhauled tweaks: These are in the Extras group for optional installation
-Assertion updates
-Class/structure updates
-Added: Allow Zero Starting Experience
-Added: Custom Shadows of Amn Starting Experience
-Added: Custom Throne of Bhaal Starting Experience
-Added: Enable More Paperdolls
-Added: Weapon Specialisation Number of Attacks Mod
-Disabled By Default: Enlarge Tooltip Scroll (this is due to a graphical bug that is yet to be fixed)
-Disabled By Default: Disable Duplicate Effect Stacking (this causes bard songs to last forever)
-Enabled: Learn Spell Mod
-Renamed: Apply Casting Level Bonus -> Casting Level Mod Fix
-Renamed: Custom Contingency Trigger Check Delay -> Cast Spell On Condition Mod
-Added some colouring to the console messages
-Added some programming readme information (found with the source code archive)
-Added version information to TobEx.dll, which is also displayed on the console at startup
-Fixed a typo that caused incorrect damage scaling via difficulty multiplier when any of Damage Fix, Apply Concentration Check On Damage, or No Spell Interruption On Zero Damage were activated
-Fixed a crash when damage is done when none of Damage Fix, Apply Concentration Check On Damage, and No Spell Interruption On Zero Damage were activated
-Allow 99 Priest Known Spells Per Level: Removed external resource changes
-Blindness Fix: Split into Blindness Fix and Blindness As Per Spell Description
-Configurable Spells Can Target Invisible: Removed external resource changes
-Correct Experience Gain: Split into Correct Experience Reporting, and Disable Experience Boost
-Customisable Critical Hit Aversion: Removed external resource changes
-Expanded Stats: Added stat 300 WEIGHTALLOWANCEMOD
-Externalise Animation Walking Sounds: Fixed a bug where the 0xE*** animations still used vanilla walking sound code
-Externalise Class-Race Restrictions: Fixed a bug where players could select a true class mage using the Enter hotkey even if not allowed by MGSRCREQ.2DA
-Externalise Race Selection StrRef: Fixed a bug where basilisk, bear, fairy, mist, mimic, and giant races could display nonsense text in the record screen
-Soundset Subtitles: Removed external resource changes
-Use Animation Percentages for Throwing Weapons: Fixed a bug with non-ammo ranged weapons causing crashes/warnings
-Updated TobEx_ini.txt with compatibility information for tob_hacks version 0.6
-Updated readme files

Attached Files


Edited by Ascension64, 11 February 2011 - 09:25 PM.

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Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#422 the bigg

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Posted 12 February 2011 - 10:08 AM

Sorry for not testing earlier.

-Added: Weapon Specialisation Number of Attacks Mod

Isn't available as a tp2 component. Haven't tested, but since you simply patched the ASM code (rather than rewriting the function in C) I assume it works as well as Taimon's.

-Enabled: Learn Spell Mod

After some testing, it appears that MAX_SPELLS_PER_LEVEL is not enforced when the effect is invoked outside the Inventory screen.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#423 Ascension64

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Posted 12 February 2011 - 02:23 PM


-Added: Weapon Specialisation Number of Attacks Mod

Isn't available as a tp2 component. Haven't tested, but since you simply patched the ASM code (rather than rewriting the function in C) I assume it works as well as Taimon's.

It is identical to the patch that Taimon did. Not having a tp2 component was deliberate. I have interpreted this tweak as a modder component, so mods who want to use it will need to activate via their own tp2. I presumed you wanted this as a component of tb#tweaks, so I left it at 0 so you can keep the component there should you wish to incorporate TobEx into your mod.

TobExTweak.ini
Engine:Weapon Specialisation Number of Attacks Mod=0

You can use
ACTION_IF FILE_EXISTS "TobEx_ini/TobExVer.txt" BEGIN
  ...edit TobExTweak.ini...
END ELSE BEGIN
  ...do Taimon's patching code...
END
(though I am sure I shouldn't be trying to teach the teacher here on WeiDU use) :P

-Enabled: Learn Spell Mod

After some testing, it appears that MAX_SPELLS_PER_LEVEL is not enforced when the effect is invoked outside the Inventory screen.

Now I think that this is a vanilla 'feature' as well, can you confirm? Do you want another flag to enforce this?

Edited by Ascension64, 12 February 2011 - 02:27 PM.

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Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#424 the bigg

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Posted 12 February 2011 - 03:57 PM

It is identical to the patch that Taimon did. Not having a tp2 component was deliberate. I have interpreted this tweak as a modder component, so mods who want to use it will need to activate via their own tp2. I presumed you wanted this as a component of tb#tweaks, so I left it at 0 so you can keep the component there should you wish to incorporate TobEx into your mod.

Well, this EXE tweak could be used by players by itself. Tb#tweaks contains three different variations on this component; one doesn't modify any other file while the other two tweak wspatck.2da and clab*.2da (and as such must be installed after bg2_tweaks). It's up to you if you wish to duplicate functionality or not.

PS: the Git build of tb#tweaks and Refinements already make use of ToBEx_Redist and tweak the INI, but thank you for your coding reminder ;)

Now I think that this is a vanilla 'feature' as well, can you confirm? Do you want another flag to enforce this?

Learning spells from the inventory enforces MAX_SPELLS_PER_LEVEL, while learning from other sources enforce doesn't. A flag might be warranted, since I can imagine a modder making a 'superspell' that can be learned irregardless of MAX_SPELLS_PER_LEVEL or other limitations.

Edited by the bigg, 12 February 2011 - 04:11 PM.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#425 Ascension64

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Posted 12 February 2011 - 06:01 PM

Well, this EXE tweak could be used by players by itself. Tb#tweaks contains three different variations on this component; one doesn't modify any other file while the other two tweak wspatck.2da and clab*.2da (and as such must be installed after bg2_tweaks). It's up to you if you wish to duplicate functionality or not.

I'm happy to leave it all up to you. :)

Learning spells from the inventory enforces MAX_SPELLS_PER_LEVEL, while learning from other sources enforce doesn't. A flag might be warranted, since I can imagine a modder making a 'superspell' that can be learned irregardless of MAX_SPELLS_PER_LEVEL or other limitations.

Straightforward enough.

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Baldur's Gate Trilogy-WeiDU and Mods
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Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#426 JohnMoonlord

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Posted 18 February 2011 - 12:01 AM

TobEx beta 0018 released. This has a big spanker of a change log.

Because of a big architecture change, please make sure you fully uninstall and delete existing TobEx versions from your game directory before using.

For Big World Project, I suggest only using --force-install 100. The components are labelled from 100-119 at the moment.



Hi. I was just wondering if a more Big-World-Project-friendly release is expected soon?

Also, is there any list of the numbered components you recommended using for BWP available?

Thanks
"Alright, but apart from the sanitation, the medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, what has the humans ever done for us!?"

#427 Ascension64

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Posted 18 February 2011 - 02:10 AM

Shall I re-iterate?

For Big World Project, I suggest only using --force-install 100. The components are labelled from 100-119 at the moment.


Anyway, if you wait a little longer, beta 0019 will (probably) be a little more bug-free. There looks to be some compatibility issues with GUI mods that overwrite CHU files.

I also recommend modders to wait for beta 0019 before redistributing with mods.

If a modder releases a mod containing TobEx, you probably won't need a specific TobEx install unless people plan to use tweaks.

Edited by Ascension64, 18 February 2011 - 02:12 AM.

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Baldur's Gate Trilogy-WeiDU and Mods
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Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#428 DavidWallace

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Posted 18 February 2011 - 04:12 AM

I also recommend modders to wait for beta 0019 before redistributing with mods.


Do you have an ETA? (Hypocritical question, since I almost never do.)

I was hoping to release an update to SCSII over the weekend, but I can perfectly well just make it a beta release, with warnings, if ideally I should be waiting for ToBEx v19.

#429 the bigg

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Posted 18 February 2011 - 04:15 AM

v19 should coincide with WeiDU 228 IMHO (so W228 can enable TriggerOverride() syntactic sugar as per http://www.shsforums...anded-triggers/ ).

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#430 Ascension64

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Posted 18 February 2011 - 05:08 AM

The ETA is closer if the bigg gets testing!
http://www.shsforums...post__p__508617

Does it have to coincide with WeiDU 228? Versions < 228 can still compile as NextTriggerObject() ATrigger()?

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#431 the bigg

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Posted 18 February 2011 - 05:24 AM

The ETA is closer if the bigg gets testing!

You don't want me to test stuff if you want said stuff to perform as described and regressions to be avoided ;)

That said, are there any items in particular you would want me (or others) to check?
It also seems you didn't add the MAX_SPELLS_PER_LEVEL enforcing flag in effect 147; is it a documentation oversight or is it TBD?

Does it have to coincide with WeiDU 228? Versions < 228 can still compile as NextTriggerObject() ATrigger()?

No, it's just for modder convenience.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#432 Ascension64

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Posted 18 February 2011 - 02:44 PM

You don't want me to test stuff if you want said stuff to perform as described and regressions to be avoided

This was partly your request, but it is a good test of robustness for you to try to deliberately break things. I think that way as well. The thing that I miss most often is collateral changes to the way that normal code execution occurs when not using the feature. (So, I might have screwed up normal trigger evaluation, for example).
Having said that, I didn't exactly try and directly break QUICK_MENU.

That said, are there any items in particular you would want me (or others) to check?
It also seems you didn't add the MAX_SPELLS_PER_LEVEL enforcing flag in effect 147; is it a documentation oversight or is it TBD?

Well, check whatever you wanted to use NextTriggerObject() for in the game (unless it was entirely conceptual). And then some people will just need to play the game for a while and see if any weird scripting stuff (or crashes) occur.

MAX_SPELLS_PER_LEVEL is TBD.

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Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#433 the bigg

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Posted 18 February 2011 - 02:51 PM

I don't (currently) need NextTriggerObject - somebody else requested it, and I merely suggested a better solution (NextTriggerObject vs. extending the Global() family to take an Object parameter) and though of ways to integrate it in WeiDU. Sorry if I broke your scheduler by tricking you into believing that I actually needed it.

EDIT: that said, I lightly tested trigger handling (including mixing triggers called on self and NextTriggerObject'd) and wspatck and they both seem in order.

Edited by the bigg, 18 February 2011 - 03:17 PM.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#434 Ascension64

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Posted 18 February 2011 - 07:58 PM

TobEx beta 0019 released. Primarily a maintenance release. I think I'm comfortable with this being stable enough to fit in BWP (--force-install 100 only) and as redist.

-Assertion updates
-Class/structure updates
-Added: Expanded Triggers
-Attacks Per Round Mod Fix: Moved invalid number of attacks console message to verbose logging
-Configurable Critical Hit Aversion: Fixed a typo that prevented this hack from being activated ("Critial")
-Expanded Stats: Shifted stats to 300 and above for GemRB compatibility
-Enable PickpocketFailed Trigger: Fixed a typo that prevented this hack from being activated ("Tweak:")
-Scrollable Level Up Mage Spell Selection: Prevented assertion failed crash if TobEx-modified GUIREC.CHU is overwritten by a modification
-Scrollable Mage Spellbook: Fixed a bug where the maximum scroll bar position was calculated incorrectly
-Scrollable Priest Spellbook: Fixed a bug where the maximum scroll bar position was calculated incorrectly


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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#435 -milosh-

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Posted 20 February 2011 - 10:01 AM

Hello. Um maybe this is not the place to post, but what the heck.
I'm from poland and edit my (polish language) version of BG
I wanted to install ToBEx on my version of BG, but it seems that even though I have the latest patch (26498) file BGmain isn't recognised by ToBEx installer. I tried to find an answer and tripped over a post on the issue that installing the game through a DVD edition is not the same as installing the one of a cd edition. The files differ in size and though the crc sum doesn't fit. But there is another difference. The dvd-ver exe enables me to play without inserting the dvd into the drive and the other version (which i downloaded from the internet) doesn't give me the option (even though all game files are in the game directory). On the other hand the internet version of bgmain let's tobex to be installed.
My question is : is there any way i could install tobex and retain the ability to play without inserting the dvd into the drive? (i can mail you the exe from my version cause from what i've checked the version i've downloaded from the internet is the same as the american distribution one)

#436 -milosh-

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Posted 20 February 2011 - 02:01 PM

Ok. I think I managed to find a way out so I'm writing just to say. I found a site with a patched file and now tobex works and i don't have to keep the cd in the drive. link removed (Ascension64).

Edited by Ascension64, 20 February 2011 - 07:21 PM.


#437 Ascension64

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Posted 20 February 2011 - 07:21 PM

I have had to remove your link because it is against the forum guidelines. Also, while I understand you are trying to help others too, it is against the forum guidelines to discuss the topic of cracks.

Spellhold Studios strongly urges our visitors not to post anything in violation of the Copyright- or Trademark-laws; as such activity is prohibited throughout the community.


Edited by Ascension64, 20 February 2011 - 07:23 PM.

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#438 Sam.

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Posted 20 February 2011 - 09:04 PM

I have had to remove your link because it is against the forum guidelines. Also, while I understand you are trying to help others too, it is against the forum guidelines to discuss the topic of cracks.

Spellhold Studios strongly urges our visitors not to post anything in violation of the Copyright- or Trademark-laws; as such activity is prohibited throughout the community.

Well strictly speaking, the modding community was told they could mod anything they wanted, as long as they didn't reverse engineer the executable, so... :whistling:

(Or so I recall from a discussion on the subject from a while ago. I have my own thoughts and opinions on the no-CD topic, but like you said, this isn't really the right place.)

P.S. I in no way mean anything personal by this...

Edited by Sam., 20 February 2011 - 09:05 PM.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

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#439 Miloch

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Posted 20 February 2011 - 09:12 PM

Spellhold Studios strongly urges our visitors not to post anything in violation of the Copyright- or Trademark-laws; as such activity is prohibited throughout the community.

Not to play devil's advocate, but the license agreement doesn't specifically prohibit this in and of itself, but rather other activities in general, to wit:

You may not modify, adapt, translate, create derivative works, decompile, disassemble, or otherwise reverse engineer or derive source code from all or any portion of the software or anything incorporated therein or permit or encourage any third party to do so.

One could say this rather draconian clause prohibits all modding (or creating "derivative works") and specifically mods that "decompile, disassemble, or otherwise reverse engineer or derive source code" from the game. But a lot of that's debatable under many copyright laws. The least debatable is making a copy for personal archival purposes (i.e. "cracking"). I don't know why that seems to be the most debatable in these "communities."

[I]t is not an infringement for the owner of a copy of a computer program to make or authorize the making of another copy or adaptation of that computer program provided... that such new copy or adaptation is for archival purposes only and that all archival copies are destroyed in the event that continued possession of the computer program should cease to be rightful.

But yeah, I'm not trying to start another flame war either. It just raises a bunch of ??? over my head every time I see the 'copyright' card pulled for some things but not others.

Edited by Miloch, 20 February 2011 - 09:13 PM.

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#440 Kaeloree

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Posted 20 February 2011 - 09:20 PM

Yeah, but I do. :) I get to make arbitrary decisions about what's appropriate and what's not basically because I am mad with power.*



* It may also have something to do with the fact that modding etc still requires people to buy the game. Cracks encourage people not to. I'm not about to get into an argument about it (I am a mad dictator after all), but that's the line of reasoning.