Roxanne, open up Baldur.ini and change this setting to 1:
'Graphics', 'Zoom Lock', '0',
not sure if it will help in case of large native resultion but it's worth a try
Edited by K4thos, 08 January 2016 - 04:39 AM.
Posted 08 January 2016 - 04:35 AM
Roxanne, open up Baldur.ini and change this setting to 1:
'Graphics', 'Zoom Lock', '0',
not sure if it will help in case of large native resultion but it's worth a try
Edited by K4thos, 08 January 2016 - 04:39 AM.
Posted 08 January 2016 - 04:55 AM
Roxanne, open up Baldur.ini and change this setting to 1:'Graphics', 'Zoom Lock', '0',not sure if it will help in case of large native resultion but it's worth a try
It does exactly the opposite it freezes the zoom to its largest possible zoomed-out view. You see large area, miniature creatures and unreadable stringtext.
Posted 08 January 2016 - 05:53 AM
reported it on Beamdog forums: https://forums.beamd...cutscenes?new=1
Posted 10 January 2016 - 06:48 PM
@K4thos Imoen stats are wrong after installing EET, she can't be dualed to mage. Had to fix her cre files manually in the override folder using shadowkeeper.
Posted 10 January 2016 - 07:10 PM
which stat is wrong? Make a screenshot of her stats screen and post it here. EET doesn't modify her CRE files, so If she can be dualed to mage in clean BG:EE than she should be able to do it in EET too (unless there are higher requirements for dual-classing in BG2:EE - not sure). If her stats are really unusual please post your "weidu.log" and "override/weidu.log" content here - maybe some mod modified her cre files.
edit: or maybe you have tried to dual class Candlekeep Imoen instead of the one that spawns in chapter 1? Candlekeep Imoen always had only 12 Intelligence in BG1, which doesn't matter because that prologue NPC is not joinable.
Edited by K4thos, 10 January 2016 - 07:14 PM.
Posted 10 January 2016 - 07:57 PM
which stat is wrong? Make a screenshot of her stats screen and post it here. EET doesn't modify her CRE files, so If she can be dualed to mage in clean BG:EE than she should be able to do it in EET too (unless there are higher requirements for dual-classing in BG2:EE - not sure). If her stats are really unusual please post your "weidu.log" and "override/weidu.log" content here - maybe some mod modified her cre files.
edit: or maybe you have tried to dual class Candlekeep Imoen instead of the one that spawns in chapter 1? Candlekeep Imoen always had only 12 Intelligence in BG1, which doesn't matter because that prologue NPC is not joinable.
All the Imoen CRE files had the same stats as Candlekeep Imoen, even the BG2 ones, Imoen211 and Imoen213. This happened after installing EET, EET_Tweaks, BG2_Tweaks and BGEESpawn as suggested by Sai.
The only ones that were not affected were those that CUImoen*.CRE and ImoenDRM.CRE. All Imoen*.cre files in the override were affected.
Posted 10 January 2016 - 08:01 PM
Weidu log:
Posted 10 January 2016 - 08:02 PM
Weidu log:
Posted 10 January 2016 - 11:03 PM
Candlekeep Imoen always had only 12 Intelligence in BG1, which doesn't matter because that prologue NPC is not joinable.
Nope, that might be the NPC that you interact with, but here's her actual stats.
The ones the doublegangers didn't corrupt.
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.
Posted 10 January 2016 - 11:11 PM
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v17
this is the problematic component. It takes lowest XP NPC and updates other files with the same DV using it as a base. Same thing would happen if you install this tweak on a clean BG:EE installation. Beamdog added DV to IMOEN.CRE (not present in BG1 and BGT). I will fix it in EET. Thanks for report.
Edited by K4thos, 10 January 2016 - 11:37 PM.
Posted 11 January 2016 - 03:28 AM
Is BG1NPCs already converted for EET?
If yes, Viconia's dialogue intercept with Tazok refers to the wrong Viconia dialogue file and thus breaks Tazok's dialogue in Bandit camp.
Edited by Roxanne, 11 January 2016 - 03:30 AM.
Posted 11 January 2016 - 05:40 AM
BG1NPCs already converted for EET
not natively but most BG1 mods (including BG1NPC) are fully compatible when installed on BG:EE previous to installing EET on BG2:EE. Than they are treated just like vanilla game files. Check the compatibility list in the readme.
Posted 11 January 2016 - 05:50 AM
BG1NPCs already converted for EETnot natively but most BG1 mods (including BG1NPC) are fully compatible when installed on BG:EE previous to installing EET on BG2:EE. Than they are treated just like vanilla game files. Check the compatibility list in the readme.
Sorry for my misleading explanation - I understood it is supposed to work this way. But with Viconia
IF
Global("K#PDIALOG","LOCALS",0)
InPartyAllowDead(Myself)
THEN
RESPONSE #100
SetDialog("VICONJ")
SetGlobal("K#PDIALOG","LOCALS",1)
Continue()
Her dialog that makes Tazok fail is Viconij.dlg which is assigned to her. ie the block above did not change her joined dialog. (I had a similar issue earlier with Jaheira as well)
Edited by Roxanne, 11 January 2016 - 05:51 AM.
Posted 11 January 2016 - 06:12 AM
Viconij.dlg is her BG2 joined dialogue
Viconj.dlg is her BG1 joined dialogue
There was no conflict, so files have not been renamed
Above code is meant to swap Viconij.dlg into Viconj.dlg on the fly, right after NPC joined the party, What dialogue file exactly is attached to Viconia in your save game?
edit: I've noticed your edited post. I will send you PM regarding it as it really need to be investigated.
edit2: fixed
Edited by K4thos, 12 January 2016 - 06:37 PM.
Posted 14 January 2016 - 03:32 AM
An observation from DSotSC in EET (I post it here since I am not sue whether it is from EET,EE, or the EE version of the mod).
When I kick Jet'laya out of the party after her quest is done, she gives all her personal special items (cloak, mace, chainmail) to the PC. Never did that in BGT and should not do it here, those are her items, not quest related stuff.
Posted 14 January 2016 - 05:15 AM
When I kick Jet'laya out of the party after her quest is done, she gives all her personal special items (cloak, mace, chainmail) to the PC. Never did that in BGT and should not do it here, those are her items, not quest related stuff.
sounds like item_use.2da issue. Maybe the flag set there for her items is not actually a correct one. Or maybe the mod had some workaround coded to take items from PC that now is redundant and conflicts with current implementation. I will see what's up, thanks.
Edited by K4thos, 14 January 2016 - 05:22 AM.
Posted 14 January 2016 - 07:20 AM
When I kick Jet'laya out of the party after her quest is done, she gives all her personal special items (cloak, mace, chainmail) to the PC. Never did that in BGT and should not do it here, those are her items, not quest related stuff.sounds like item_use.2da issue. Maybe the flag set there for her items is not actually a correct one. Or maybe the mod had some workaround coded to take items from PC that now is redundant and conflicts with current implementation. I will see what's up, thanks.
I think it is using the unsellable etc flags instead of item useability effect (319) for her items. I still have not figured out what flags 2 or 3 do in item_use.2da.
Posted 14 January 2016 - 08:29 AM
Quote from TobEx reference manual:
I still have not figured out what flags 2 or 3 do in item_use.2da.
ITEM_USE.2DA
[ROWNAME]: the resource name of the item that the item-creature restrictions apply to
USER: death variable/script name of creature (not case-sensitive)
STRREF#: the string reference to display in the inventory screen when the restriction indicated by the flag value of # applies
FLAG: bitfield indicating the type/s of restriction to apply
FLAG bits
bit 0 [1]: the item cannot be picked up from any slot of the creature (this overrides bits 3 and 4)
bit 1 [2]: the item can only be equipped by the creature (this is 'stackable', so multiple item entries with different creatures mean that each of the listed creatures can equip the item)
bit 2 [4]: no restrictions (this bit is reserved for GemRB)
bit 3 [8]: the item cannot be picked up from any equipped slot of the creature
bit 4 [16]: the item cannot be picked up from any inventory slot of the creature
bit 5 [32]: the item cannot be dropped into any equipped slot of the creature
bit 6 [64]: the item cannot be dropped into any inventory slot of the creature
Edited by Argent77, 14 January 2016 - 01:57 PM.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
Posted 14 January 2016 - 09:04 AM
Quote from TobEx reference manual:
I still have not figured out what flags 2 or 3 do in item_use.2da.
ITEM_USE.2DA
[ROWNAME]: the resource name of the item that the item-creature restrictions apply to
USER: death variable/script name of creature (not case-sensitive)
STRREF#: the string reference to display in the inventory screen when the restriction indicated by the flag value of # applies
FLAG: bitfield indicating the type/s of restriction to apply
FLAG bits
bit 0 [1]: the item cannot be picked up from any slot of the creature (this overrides bits 3 and 4)
bit 1 [2]: the item can only be equipped by the creature (this is 'stackable', so multiple item entries with different creatures mean that each of the listed creatures can equip the item)
bit 2 [4]: no restrictions (this bit is reserved for GemRB)
bit 3 [8]: the item cannot be picked up from any equipped slot of the creature
bit 4 [16]: the item cannot be picked up from any inventory slot of the creature
bit 5 [32]: the item cannot be dropped into any equipped slot of the creature
bit 6 [64]: the item cannot be dropped into any inventory slot of the creature
Understood - there is really no visible effect from 2 in EET (e.g. DSCOSWD CONCHOBHAIR 9382 2 - it can be used by anyone who can use longsword) - 3 cannot remove item (e.g. DSCUARM CUCHOINNEACH 4414 3)
Posted 14 January 2016 - 12:52 PM
Problem report for DSotSC for EET
Area DSC010.are (Vampire Castle outside), the doors for transit internal to the area and the corresponding entrances are mis-named e.g Door050a leads to entrance ExitD00b but the corresponding entrance in DSC010 is Exit050a.
The red value is erroneous.
Same issue for the other doors.
Here is a corrected file
. DSC010.ARE 13.22K 197 downloads
Edited by Roxanne, 14 January 2016 - 01:19 PM.