Recent Posts

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1
Other Weimer Mods / Item Upgrade v44 Now Available
« Last post by CamDawg on February 14, 2019, 06:45:59 PM »
The Item Upgrade mod allows Cromwell and Cespenar to upgrade additional items in BGII. One third of them are convenience functions (e.g., they save you ring or boot space), one third of them try to beef up categories of weapons that are "weak by comparison" (e.g., clubs and spears), and one third of them upgrade NPC-specific items.

Version 44 contains bugfixes, notably a correction to the wrong items being used to make the Incarnadine Elven Chain.


v44 Changelog:

  • Fixed bug where the Incarnadine Elven Chain upgrade asked for three fire agate gems, but actually checked and used Dispel Magic scrolls.
  • Updated the Sorcerian Ring to account for the alternate Rings of Wizardry (aka Reaching Ring) in EE/newer Fixpack games.
  • Lowercased all sound references in dialogue to fix audio issues on case-sensitive file systems.
2
BG1 Unfinished Business / Re: BG1UB v16.0 Released!
« Last post by jastey on February 12, 2019, 05:27:34 AM »
In "bg1ub_crecorr.tpa":
Code: [Select]
COPY_EXISTING ~%tutu_var%BENTLY.CRE~ ~override~ // Bently Mirrorshade, FAI
  WRITE_ASCIIE 0x248 ~BENTLY~ #8       // Assigns BENTLY.BCS as the OVERRIDE script
  WRITE_ASCIIE 0x250 ~%tutu_var%SHOUT~ #8        // Assigns SHOUT.BCS as the Class script
BUT_ONLY
Assigning the SHOUT to Class script is incompatible with bg1npc project that assigns a different Class script. Also, at least in my BGT, EasyTutu, and SoD, BENTLY.cre had "(_)SHOUT" as override script so assigning it again is not necessary.
3
WeiDU / Re: Extending COPY_KIT to cover base classes
« Last post by Wisp on February 09, 2019, 11:09:47 AM »
It should be possible; the stuff COPY_KIT pulls from kitlist.2da would have to supplied at invoke-time, rather than being optional, like for kits.
4
WeiDU / Re: Question to HANDLE_AUDIO and error reports upon deinstall
« Last post by Wisp on February 09, 2019, 10:03:18 AM »
Wavs remaning in audio2 while the mod is installed is expected. That they remain after the uninstall is not expected, nor is the pear-shaped uninstall itself. Will look into.
5
Back to Brynnlaw / Back to Brynnlaw v7 with EET compatibility!
« Last post by jastey on February 08, 2019, 04:11:48 AM »
Back to Brynnlaw updates to v7, with EET compatibility and bugfixes!

Changes:
- EET compatibility
- Coodinates of spawn of salamander in final fight with Berlin slightly shifted so it will not appear inside one of the tubes
- German install (and all other language versions) fixed
- item fixes: Boots and bracers of Defense no longer have healing exploit, wind stone now uses opcode 126 (Increase Moving Speed) instead of Haste
- area fixes: some small fixes regarding animations, exit orientations, and container vertices as reported by CamDawg (http://forums.pocketplane.net/index.php/topic,29476.msg338669.html#msg338669)
- deleted unnecessary files: handle_charsets.tpa,
iconv/libiconv-1.9.2-1-src.7z, empty backup folder
- readme call at end of install removed
- (all BWP Fixpack fixes integrated)
- renamed setup-BackBrynnlaw.tp2 -> BackBrynnlaw.tp2 to support ALIEN's "Project Infinity"
- added BackBrynnlaw.ini to support ALIEN's "Project Infinity"
- Updated to WeiDU 246

Download
6
de'Arnise Romance / deArnise v6 with EET compatibilty released!
« Last post by jastey on February 08, 2019, 04:09:14 AM »
DeArnise romance updates to v6 with EET compatibility, some typo corrections and technical changes.

Changes:
- EET compatibility
- typo corrections
- deleted unnecessary archive "libiconv-1.9.2-1-src.7z", "areas/pgdarn.baf", "areas/PGDARN.bam.gif", "areas/pgdarndoorc.bmp"
- use of pvrz for the EE games
- (all fixes from BWP Fixpack integrated)
- renamed setup-deArnise.tp2 -> deArnise.tp2 to support ALIEN's "Project Infinity"
- added deArnise.ini to support ALIEN's "Project Infinity"
- Updated to WeiDU 246

Download
7
Branwen updates to v4 with EET compatibility!

Changes:
- EET compatibility (with explanations!)
- corrected Viconia's DV in her interjection where Minsc's was checked instead
- added small note to readme about text formats needed in the EE
- renamed setup-Branwen.tp2 -> Branwen.tp2 to support ALIEN's "Project Infinity"
- added Branwen.ini to support ALIEN's "Project Infinity"
- moved readme call to the beginning
- Updated to WeiDU 246
8
Event Modding: Iron Modder and One-Day NPC / Re: Coran NPC v5 released!
« Last post by jastey on February 08, 2019, 04:04:35 AM »
Coran updates to v6 with EET compatibility!

Changes are:
- EET compatibility
- deleted unnecessary archive "libiconv-1.9.2-1-src.7z"
- (all fixes from BWP Fixpack integrated)
- Updated to WeiDU 246
9
WeiDU / Question to HANDLE_AUDIO and error reports upon deinstall
« Last post by jastey on February 07, 2019, 06:00:37 AM »
Kulyok's Xan mod offers an optinal component after the main one with an alternative soundset. If installed, HANDLE_AUDIO is used to convert .ogg files on the original engine and replace the first version of wavs in the override, installed in the main component also from .ogg files with HANDLE_AUDIO. The replaced files share the same name, obviously.

The oggdec and sox are in the same folder as the first soundset called "audio", thus in the main component, HANDLE_AUDIO is simply called via LAF HANDLE_AUDIO END.

The optional component uses the same oggdec in xan/audio, but the sound files are in xan/audio2, so it uses
Code: [Select]
LAF HANDLE_AUDIO
  STR_VAR
    audio_path = ~Xan/audio2~
    oggdec_path = ~Xan/audio~
    sox_path = ~Xan/audio~
END


What happens upon install: when installing the optional component, the created wav-files are placed into the xan/audio2 folder. (This does not happen for the main component, i.e. when the soundfiles are installed the first time.)
This is what the debug says if installing the audio files from the optional component:
Code: [Select]
Copied [.../fl#inlined/null.file] to [Xan/audio2/O#XAN001.wav]
MOVE [Xan/audio2/O#XAN001.wav] [override/O#XAN001.wav]: destination exists, falling back to COPY_LARGE

Upon deinstallation the first time, the wavs in xan/audio2 are not deleted and there is the following error message:

Code: [Select]
(...)
Install Component [Xan NPC MOD for Baldur's Gate II]?
[R]e-Install, [N]o Change or [U]ninstall or [Q]uit?
Removing [Xan NPC MOD for Baldur's Gate II] (component #0)
uninstall: XAN/XAN.TP2 0
We must temporarily uninstall [XAN/XAN.TP2] component 6
[Xan/Backup/6/UNSETSTR.6] SET_STRING uninstall info not found
Will uninstall 629 files for [XAN/XAN.TP2] component 6.
  Restoring backed-up [Xan/Backup/6/O#XAN001.wav]
Xan/Backup/6/O#XAN001.wav copied to Xan/audio2/O#XAN001.wav, 332302 bytes
  Restoring backed-up [Xan/Backup/6/O#XAN001.wav]
ERROR: error copying [Xan/Backup/6/O#XAN001.wav]
(...)
WARNING: unable to restore [Xan/audio/O#XAN316.wav]: Unix.Unix_error(20, "rename", "override/O#XAN316.wav")
(...)
WARNING: unable to restore [Xan/audio/O#XAN316.wav]: Unix.Unix_error(20, "rename", "override/O#XAN316.wav")



If the mod is installed again - with the wavs in the xan/audio2 folder - and deinstalled, there is no error messages:
Code: [Select]
Will uninstall 629 files for [XAN/XAN.TP2] component 6.
  Restoring backed-up [Xan/Backup/6/O#XAN001.wav]
Xan/Backup/6/O#XAN001.wav copied to Xan/audio2/O#XAN001.wav, 332302 bytes
  Restoring backed-up [Xan/Backup/6/override.O#XAN001.wav]
Xan/Backup/6/override.O#XAN001.wav copied to override/O#XAN001.wav, 332302 bytes
  Restoring backed-up [Xan/Backup/6/O#XAN002.wav]
(...)

What I would expect:
1. the wavs not being placed into the mod folder. (I need to delete them by hand to get rid of them.)
2. no error message upon deinstallation, especially not one that tells me that it couldn't "restore" wav files that wheren't in the folder before the installation.

Questions:
Is this intended behavior?
How would I prevent the wav files in the mod package and the error messages?
10
Xan / (Rather long) Translations needed: French, Polish!
« Last post by jastey on February 07, 2019, 03:39:14 AM »
The current Xan BGII mod needs some more lines translated that aren't, yet. For some files it's just a few lines, but there is also what seems most of his ToB dialogues. All in all it's about 2500 lines.

If anyone with the appropriate language skills feels like Xan shouldn't switch languages half through the game and would volunteer to complete the translations, let me know! I'd be very happy.
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