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#81 The Imp

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Posted 30 December 2015 - 09:40 AM

so nothing will be cleaned.

it won't remove any journal entries at all.
Good.
Nor is there a need to do so, and besides, if you actually wrote a journal, you would know that erasing journal entry is kinda hard as cutting the 50 page book to random number of pages with a clear cut signatures is ... non journal like.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#82 Roxanne

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Posted 30 December 2015 - 10:20 AM

Quote *Currently during BG1 -> BG2 transition all quest journal entries are removed from the journal. Transition script (K#TELBGT.BCS) reads them directly from SQL file during installation,*

this is just temporary solution for beta testers, so they don't have to see BG1 journal entries after starting BG2. Once the new BG2:EE patch is released, EET will use continuous chapters, without resetting them at the end of BG1 (which means following chapters will use different pages in the journal), so nothing will be cleaned.

 

My understanding is, that for this specific case, I need to remove solved/unsolved journal entries from the mod myself (by adding them to K#TELBGT.BCS or some other method) and that those not removed will stay in the Journal even after transition -which in my case would be intended.

Are these assumptions correct?

no need to adopt the mod to beta release. When the EET will be officially released it won't remove any journal entries at all.

 

Thanks - sounds like my current approach will work for beta and final without changes.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#83 Roxanne

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Posted 30 December 2015 - 03:11 PM

In order to test Sandrah NPC for EET I have converted test versions of some required mods, that I currently test along with my mod. These are mods I found no activity reported yet for conversion. This is what I have:

 

- TGC1e >>> simply converted with K4thos magnificent tool - checked crucial files in NI, seems ok, will now check in playthrough

- NTotSC 170 + 171 >>> stripped version (contents only, removed biffing, rule changes etc), adapted to EET worldmap, finally converted with K4thos magnificent tool - checked crucial files in NI, seems ok, had first encounters with NT creatures without issues, not yet visited areas

- TDD >>>> stripped version (contents only, removed biffing, rule changes etc), adapted to EET worldmap - checked with NI, not yet checked in game as contents is BG2 part,

 

Also had some confidence check by installing Sandrah mod on top of those mods and all crossmod contents compiled without error.

The final check of those conversions will now be in game.

 

I am not sure whether this approach would be permissable for a published version of EET, and currently I am just using those to verify my own mod for EET, but it may be a starting point if none of these mods are available for EET by the time it becomes official.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#84 K4thos

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Posted 30 December 2015 - 04:09 PM

- NTotSC 170 + 171 >>> stripped version (contents only, removed biffing, rule changes etc), adapted to EET worldmap, finally converted with K4thos magnificent tool - checked crucial files in NI, seems ok, had first encounters with NT creatures without issues, not yet visited areas

I should have mentioned that I've already started the work on this one. Major balancing changes and all fixes internalization (no more separate v171 installer) is already done. And the same installer is compatible with both BGT and EET (via cpmvars).

Just need to get the motivation to finish those damn EE style item description updates for both mods. Maybe someone would be interested in helping out with this task?

I'd like to take a look at your files. Maybe your work will be better for EE update of NTotSC.



#85 Almateria

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Posted 30 December 2015 - 04:25 PM

HOLLY COW !  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow:  :Bow: THANK YOU!  :Tasty:
what
does ntotsc contain any hot lesbian elves

#86 Roxanne

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Posted 31 December 2015 - 01:01 AM

In order to test Sandrah NPC for EET I have converted test versions of some required mods, that I currently test along with my mod. These are mods I found no activity reported yet for conversion. This is what I have:

 

- TGC1e >>> simply converted with K4thos magnificent tool - checked crucial files in NI, seems ok, will now check in playthrough

I will use K4thos' work-im-progress conversion instead and report any findings. I will also look if it makes sense to use the new item effect *Restrict Item (319)* for unique items to restrict their use to their owner alone in those mods.

- NTotSC 170 + 171 >>> stripped version (contents only, removed biffing, rule changes etc), adapted to EET worldmap, finally converted with K4thos magnificent tool - checked crucial files in NI, seems ok, had first encounters with NT creatures without issues, not yet visited areas

I will wait for K4thos' work to be available as it is more global for all EE Games while I focus only on EET.

- TDD >>>> stripped version (contents only, removed biffing, rule changes etc), adapted to EET worldmap - checked with NI, not yet checked in game as contents is BG2 part,

I will keep this at the moment but will not advance to use it in the BG2-part for some time - BG1 has more work to do and will keep me occupied. The TDD version is only needed to provide some ressources used by Sandrah mod.

Also had some confidence check by installing Sandrah mod on top of those mods and all crossmod contents compiled without error.

The final check of those conversions will now be in game.

 

I am not sure whether this approach would be permissable for a published version of EET, and currently I am just using those to verify my own mod for EET, but it may be a starting point if none of these mods are available for EET by the time it becomes official.


Edited by Roxanne, 31 December 2015 - 02:12 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#87 Roxanne

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Posted 01 January 2016 - 01:05 PM

An issue with DSotSC in EET

 

In BG2800 two Bub Snikt may appear Bub.cre from BGEE with no DV and not joinable (due to no DV

IF
    Exists("BUB")
    !Dead("BUB")
THEN
    RESPONSE #100
        ActionOverride("BUB",DestroySelf())
END

of course has no effect.

Other is DSBUB.cre with DV DSBub.

 

Probably DSotSC should assign DV Bub to Bub.cre to get rid of him.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#88 K4thos

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Posted 01 January 2016 - 02:05 PM

In BG2800 two Bub Snikt may appear Bub.cre from BGEE with no DV and not joinable (due to no DV

BUB.CRE has "BUB" DV in both BG:EE patch 1.3 and EET.


Edited by K4thos, 01 January 2016 - 02:06 PM.


#89 Roxanne

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Posted 01 January 2016 - 02:32 PM

In BG2800 two Bub Snikt may appear Bub.cre from BGEE with no DV and not joinable (due to no DV

BUB.CRE has "BUB" DV in both BG:EE patch 1.3 and EET.

Ooops must be a local issue. changelog says nothing changed him, NI says his script name is *none*.  My BGEE is v1.3 2053. Mystery.

 


Edited by Roxanne, 01 January 2016 - 02:39 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#90 K4thos

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Posted 01 January 2016 - 06:06 PM

strange, indeed. On your screenshot that Bub cre file has portrait assigned (normally this should not be the case as there is no need to give him one) that is different than the portrait used by DSotSC (see the colours, your file uses very old version of Isandir's portrait, not the latest one).

https://raw.githubus...ts/L/DSBUBL.bmp

Let me know if you find which mod edited it. I can add additional cre patching if it's needed.


Edited by K4thos, 01 January 2016 - 06:12 PM.


#91 Roxanne

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Posted 03 January 2016 - 02:15 AM

In order to test Sandrah NPC for EET I have converted test versions of some required mods, that I currently test along with my mod. These are mods I found no activity reported yet for conversion. This is what I have:

 

- TGC1e >>> simply converted with K4thos magnificent tool - checked crucial files in NI, seems ok, will now check in playthrough

I will use K4thos' work-im-progress conversion instead and report any findings. I will also look if it makes sense to use the new item effect *Restrict Item (319)* for unique items to restrict their use to their owner alone in those mods.

- NTotSC 170 + 171 >>> stripped version (contents only, removed biffing, rule changes etc), adapted to EET worldmap, finally converted with K4thos magnificent tool - checked crucial files in NI, seems ok, had first encounters with NT creatures without issues, not yet visited areas

I will wait for K4thos' work to be available as it is more global for all EE Games while I focus only on EET.

- TDD >>>> stripped version (contents only, removed biffing, rule changes etc), adapted to EET worldmap - checked with NI, not yet checked in game as contents is BG2 part,

I will keep this at the moment but will not advance to use it in the BG2-part for some time - BG1 has more work to do and will keep me occupied. The TDD version is only needed to provide some ressources used by Sandrah mod.

Also had some confidence check by installing Sandrah mod on top of those mods and all crossmod contents compiled without error.

The final check of those conversions will now be in game.

 

I am not sure whether this approach would be permissable for a published version of EET, and currently I am just using those to verify my own mod for EET, but it may be a starting point if none of these mods are available for EET by the time it becomes official.

 

I found another mod I need to test Sandrah for EET which is Aurora. This might be a large problem for the mod author/maintainer to convert due to the fact that it includes animation changes and shop price/xp gain tweaks along with new contents.

In order to test my mod I have created (just for private use) a stripped down version of the pure content (Aurora, Karea, etc the shop and the mini quests, new areas) and converted/integrated it into EET. I am still in BG1 part to test but it seems to work well so far.

 

The reason why I post it here is that many people like the mod (*I want to die with my boots on - boots from Aurora, of course*) and it may be a suggestion for the Aurora owner to do a similar thing for EE/EET, i.e. separate contents and tweaks into separate mods.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#92 The Imp

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Posted 03 January 2016 - 04:13 AM

 Roxanne, It will never happen. When you have done you testing, please post you work for the BiG World Fixpack.

In my opinion it's better to post the work in the mods own forum, ALWAYS, and then let Lollorian make his hack to the BiG World Fixpack based on that, by informing him about it.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#93 Roxanne

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Posted 03 January 2016 - 04:22 AM

The reason why I post it here is that many people like the mod (*I want to die with my boots on - boots from Aurora, of course*) and it may be a suggestion for the Aurora owner to do a similar thing for EE/EET, i.e. separate contents and tweaks into separate mods.

 

 Roxanne, It will never happen. When you have done you testing, please post you work for the BiG World Fixpack.

Oh, no, this is not my intention at all.

Doing some EET conversion for old (probably not maintained) mods without changing contents is one thing.

Vivisecting a living mod is another thing - it was just a suggestion of how the modder could do it as adapting the mod to EE animation may not be feasible - still a lot of contents can easily be converted - an I know there are more people like me, who would love to see that.

 

But I see that was suggested for the mod already 2 years ago and has never happened...

Maybe EET gives that another impulse?


Edited by Roxanne, 03 January 2016 - 04:42 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#94 Roxanne

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Posted 04 January 2016 - 12:59 AM

Problem with Kit 0 (aka TRUE_CLASS) creatures.

These creatures seem to get automatically assigned Kit 0 Babarian in EET

This causes joined NPCs (which have DPlayer2.bcs) assigned when in party to react to this block

 

IF
    Kit(Myself,BARBARIAN)
    !FallenPaladin(Myself)
    ReputationGT(Myself,14)
THEN
    RESPONSE #100
        SetGlobal("GOODIE_TWO_SHOES","LOCALS",1)
        RemovePaladinHood()
END

 

which keeps repeating over and over and produces wild entries in dialogue box in game

Iomen:

Iomen:

Iomen:

Jen'lig:

Iomen:

Jen'lig:

etc etc....

 

Is this a known issue?

 

TRUECLASS (at least in my install) is 16384 ??????

 

PS - set Kit to 16384 in NI for my joined Trueclass NPC which removed the issue but of course I seek for a better solution in the future.

 

PS2 - checked the various Imoen.....cre in the game - some of them have Kit Babarian, some unknown and Imoen6 is TRUECLASS but she is a Mage-Thief ???????

 

From *Kit.ids*

0x0000 BARBARIAN
0x0000 WILDMAGE

0x4000 TRUECLASS


Edited by Roxanne, 04 January 2016 - 01:19 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#95 The Imp

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Posted 04 January 2016 - 01:29 AM

-narf-

Edited by The Imp, 04 January 2016 - 01:33 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#96 Roxanne

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Posted 04 January 2016 - 01:29 AM

Problem with Kit 0 (aka TRUE_CLASS) creatures.

These creatures seem to get automatically assigned Kit 0 Babarian in EET

This causes joined NPCs (which have DPlayer2.bcs) assigned when in party to react to this block

 

IF
    Kit(Myself,BARBARIAN)
    !FallenPaladin(Myself)
    ReputationGT(Myself,14)
THEN
    RESPONSE #100
        SetGlobal("GOODIE_TWO_SHOES","LOCALS",1)
        RemovePaladinHood()
END

 

which keeps repeating over and over and produces wild entries in dialogue box in game

Iomen:

Iomen:

Iomen:

Jen'lig:

Iomen:

Jen'lig:

etc etc....

 

Is this a known issue?

 

TRUECLASS (at least in my install) is 16384 ??????

 

PS - set Kit to 16384 in NI for my joined Trueclass NPC which removed the issue but of course I seek for a better solution in the future.

 

PS2 - checked the various Imoen.....cre in the game - some of them have Kit Babarian, some unknown and Imoen6 is TRUECLASS but she is a Mage-Thief ???????

 

From *Kit.ids*

0x0000 BARBARIAN
0x0000 WILDMAGE

0x4000 TRUECLASS

I think I found the cause

00000: ~NPCKIT/NPCKIT.TP2~ 0 30 // Improved Specialist Mage Descriptions: v4 BWP Fix

Despite its misleading description it tweaks kit.ids - restoring kit.ids from the mods backup folder repairs the game.

The one in the backup has the correct entry Imp pointed to.


Edited by Roxanne, 04 January 2016 - 01:31 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#97 The Imp

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Posted 04 January 2016 - 01:33 AM

Is this a known issue?
it's everywhere. Including the good mods.
From *Kit.ids*
0x0000 BARBARIAN
0x0000 WILDMAGE
0x4000 TRUECLASS
Someone went a cheesed your kit.ids file, it should always have this applied to it:
COPY_EXISTING ~kit.ids~ ~override~ //Kit fixes (CamDawg & the bigg & The Imps tweak)
/* snip */
  REPLACE_TEXTUALLY ~0x0000 BARBARIAN~			  ~0x40000000 BARBARIAN~
  REPLACE_TEXTUALLY ~0x0000 WILDMAGE~			   ~0x80000000 WILDMAGE~
BUT_ONLY

CLEAR_INLINED

APPEND ~kit.ids~ ~0x4000 TRUECLASS~ UNLESS ~\bTRUECLASS\b~
APPEND ~kit.ids~ ~0x40000000 BARBARIAN~ UNLESS ~\bBARBARIAN\b~
APPEND ~kit.ids~ ~0x80000000 WILDMAGE~ UNLESS ~\bWILDMAGE\b~

Edited by The Imp, 04 January 2016 - 01:34 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#98 Roxanne

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Posted 04 January 2016 - 01:37 AM

Is this a known issue?
it's everywhere. Including the good mods.
From *Kit.ids*
0x0000 BARBARIAN
0x0000 WILDMAGE
0x4000 TRUECLASS
Someone went a cheesed your kit.ids file, it should always have this applied to it:
COPY_EXISTING ~kit.ids~ ~override~ //Kit fixes (CamDawg & the bigg & The Imps tweak)
/* snip */
  REPLACE_TEXTUALLY ~0x0000 BARBARIAN~			  ~0x40000000 BARBARIAN~
  REPLACE_TEXTUALLY ~0x0000 WILDMAGE~			   ~0x80000000 WILDMAGE~
BUT_ONLY

CLEAR_INLINED

APPEND ~kit.ids~ ~0x4000 TRUECLASS~ UNLESS ~\bTRUECLASS\b~
APPEND ~kit.ids~ ~0x40000000 BARBARIAN~ UNLESS ~\bBARBARIAN\b~
APPEND ~kit.ids~ ~0x80000000 WILDMAGE~ UNLESS ~\bWILDMAGE\b~

 

I think I found the cause

00000: ~NPCKIT/NPCKIT.TP2~ 0 30 // Improved Specialist Mage Descriptions: v4 BWP Fix

Despite its misleading description it tweaks kit.ids - restoring kit.ids from the mods backup folder repairs the game.

The one in the backup has the correct entry Imp pointed to.

 

This one seems to be new to the known list?


Edited by Roxanne, 04 January 2016 - 01:40 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#99 The Imp

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Posted 04 January 2016 - 03:14 AM

This one seems to be new to the known list?

Well, the thing pops up every time a new mod tries to edit the kit.ids and fails because someone copies the old copies of old mods.
Because they use this:

REPLACE_TEXTUALLY ~\bBARBARIAN\b~ ~0x0000 BARBARIAN~

WHICH if wrong. Bad and idiotic. And destructive.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#100 Roxanne

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Posted 04 January 2016 - 03:23 AM

This one seems to be new to the known list?

Well, the thing pops up every time a new mod tries to edit the kit.ids and fails because someone copies the old copies of old mods.
Because they use this:

REPLACE_TEXTUALLY ~\bBARBARIAN\b~ ~0x0000 BARBARIAN~

WHICH if wrong. Bad and idiotic. And destructive.

The first thing I do when selecting mods in BWS for a new install, is to go to section Kits and unselect the whole group (then unselect one day npcs). This one somehow made it by being selected per default in BWS, shit happens...


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*