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Ninde NPC for BGII updated to v3.0


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#1 Gwendolyne

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Posted 12 March 2020 - 06:59 AM

Ninde NPC has been updated and is now available for Mac Os X and Linux games (in the same package). v3.0 is ToB, BGT, BG2:EE and EET compatible.

 

As EET compatibility has not been tested in game, this version is still a pre-release. Please report any bug in this topic.

 

 

Read the Readme

 

SHS Download Center


SHS official GitHub alternate download center

 

Change log:

 

- Added ninde.ini metadata file to support AL|EN's "Project Infinity".

- Replaced `AUTHOR` keyword with `SUPPORT`.
- Added component `DESIGNATED` number and "ninde_npc_for_bg2" `LABEL`.
- Externalized tp2 code into main_component.tpa library for more comfortable readability and maintenance.
- Commented code as much as possible.
- Replaced `GAME_IS` conditions with variables checks to speed up install time.
- Added missing `HANDLE_CHARSETS` function to convert string entries for EE games (to prepare for possible translations).
- Added EET compatibility.
- ToB: Summoning Ninde via fate spirit will be deactivated if Ninde was in the party during ToB transition.
- Fixed the "Ninde not appearing in Crooked Crane 1st Floor" bug.
- Fixed typos in .d and .baf files:
    - questd.d: Replaced !StateCheck("Korgann",CD_STATE_NOTVALID) with !StateCheck("Korgan",CD_STATE_NOTVALID).
    - lk#ni25d.baf and lk#nind.baf: Replaced !StateCheck("Myself",CD_STATE_NOTVALID) with !StateCheck(Myself,CD_STATE_NOTVALID).
    - lk#nindj.d: Replaced InParty("Imoen") with InParty("Imoen2").
- Added "Continue()" to the script blocks that are patched via `EXTEND_TOP`.
- Fixed Ninde portraits in EE games.
- Converted inventory BAMs to EE: This feature attempts to modify traditional inventory BAMs so that both the large and small icons are utilized by the EE games. The inventory BAM must have two sequences, the first containing the "large" inventory icon frame and the second containing the "small" inventory icon frame to be processed. Inventory icon BAMs in the bam folder that meet these requirements are patched and saved back to the override folder.
- Ankh of Ascension (lk#nankh.itm):
  - Fixed item description: added missing weight (1).
  - Added missing opcodes for a full Immunity to Poison: op#173 (Poison Resistance Modifier = 100), op#169 (Immunity Special Effect Icon = 6 Poisoned) and op#267 (Protection from Display Specific String: 14017 Poison - 14662 Poisoned).
  - Added missing opcodes for a full Immunity to Disease: op#169 (Immunity Special Effect Icon = 7 Diseased), op#267 (Protection from Display Specific String: 39752 Stricken by a foul disease - 54337 Diseased).
  - Added missing opcodes or a full Immunity to Level Drain: op#267 (Protection from Display Specific String: 41495 One Level Drained - 40968 Two Levels Drained - 40969 Three Levels Drained - 40979 Four Levels Drained - 41616 Five Levels Drained) and op#169 (Immunity Special Effect Icon = 59 Energy Drain).
  - Added missing DS value: opcode #282 (Script: Scripting State Modifier): parameter1 = 1 - parameter2 = 2 [158 SCRIPTINGSTATE3 aka LEVEL_DRAIN_IMMUNITY].
  - EE and ToBEx compatibility: added Item Creature Exclusion (item_use.2da).
- lk#nindp.tra: Replaced "<<placeholder>>" entry with a more accurate one.
- Fixed a typo in lk#nindj.tra causing CTD (replaced "naïve" with "naive", thanks nullset!) and a few others in tra files.
- Traified lk#nicut.baf.
- Updated deprecated modding tools links.
- Re-formated, updated and renamed readme file to ninde-readme-english.html and moved it into new readme folder.
- Removed useless files and folders (backup, executables and bgee).
- Reorganized mod architecture tree: created folders to sort files according to their types.
- Updated OggDec to v1.9.7 and sox to v14.4.1.
- Included Linux and Mac Os X versions in the same package (thanks AL|EN's Infinity Auto Packager tool!).
- Updated WeiDU installer to v246.
- Uploaded mod to official Spellhold Studios GitHub mirror account.
 


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#2 -Arthas-

-Arthas-
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Posted 12 March 2020 - 08:00 AM

Holy shit,

great work

thanks thanks thanks for all the stuff you're releasing!

 



#3 Endarire

Endarire
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Posted 01 July 2022 - 09:22 PM

To clarify, how EET compatible is this?  The first two sentences of the first post say it's EET compatible then maybe EET compatible.  I wasn't sure if this problem was EET related.

Thankee!



#4 jastey

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Posted 19 September 2022 - 02:15 AM

The first sentence means "it was updated with EET compatibiity from technical POV" and teh second means "but it still needs to be tested ingame, let us know if you encounter any problems".

 

Thanks for pointing out the report at BeamDog's, unfortunately it gives too little info to be addressed.