Recent Posts

Pages: [1] 2 3 ... 10
1
Mod Discussion and Announcements / need help with adding banters to NPC
« Last post by dreadfulbutterfly on October 14, 2019, 02:45:47 AM »
so I wanna make NPC for IWD1 with banters and player initiated dialogue options- anyone would like to gimme some "step by step" along with tool how to do it? I thought I'd started learn how to do it in IWD1 as there's 1 mod adding companions and adding new one would be better than adding another after many to BG. I have portraits so far and all character made- it's just about banters and interactions. PLS help!
2
de'Arnise Romance / Please, make ToB part to this mod!
« Last post by dreadfulbutterfly on October 14, 2019, 02:41:25 AM »
I know, I know... it will probably do nothing but I came to BEG for finishing this mod with ToB part- there wouldn't had to be lotsa content to it but at least a bit? Lately I was brushed off after asking for few mods continuations I'd like to see at least one positive effect of my begging. If I was author of such project I'd putted aside anything to finish it. It's been so long time I still keep hope it will be ended, if not by main author, maybe someone else could do that?
3
de'Arnise Romance / Re: Nalia: ToB
« Last post by dreadfullbutterfly on October 14, 2019, 02:36:03 AM »
such a pity it's another mod that went down with ToB portion to the game... and it wouldn't had to be lotsa content to it! after long break with BG I was hoping some mods to be finally made and here I came to nothing :(
4
WeiDU / Re: ADD_KIT_EX: An attempt to unify ADD_KIT, COPY_KIT and fl#add_kit_ee
« Last post by Argent77 on October 13, 2019, 12:17:34 PM »
Another beta is available: Version 0.3

Changelog:
  • Added full multiclass kit support for Enhanced Edition 2.0+ games (based on QDMULTI plus various improvements)
@subtledoctor: I have also updated my fork of QDMULTI, so that both libraries are on the same feature level.
5
Unfinished Business / Re: REPORT ALL ISSUES, BUGS AND TYPOS FOR V26 HERE AND ONLY HERE
« Last post by jastey on October 13, 2019, 03:23:16 AM »
Error message on BGT:

[ub/suna/CCSUNA.baf] PARSE ERROR at line 7 column 16-91
Near Text: )
[DisplayStringHead] argument [Ugh, is there no place to be alone in this city?] was expected to be an integer
6
WeiDU / Re: ADD_KIT_EX: An attempt to unify ADD_KIT, COPY_KIT and fl#add_kit_ee
« Last post by Argent77 on October 12, 2019, 01:54:50 PM »
Incidentally, if you are going to include multiclass kits in this function, there is no real need to glue QDMulti into it - you could of course also simply implement your own solution to achieve the same results - specifically, the creation of kit menu tables, and the use of .eff files or something similar to apply multiclass kit abilities via the single-class unkitted CLAB tables.
It would still make sense to use the same naming scheme for game resources to prevent compatibility issues if multiclass kits are installed by ADD_KIT_EX or the conventional way.

Further testing with multiclass kits reveals that maximum number of kits is virtually unlimited (possibly only restricted by the CRE's kit field size or by secondary tables).

@Wisp: To fully utilize the single-class kit limit without restricting multiclass kits I think it is possible to fill kitlist.2da with placeholders up to row 255 and continue with multiclass kit definitions at row 256 and up. However, that would require ADD_KIT and COPY_KIT to detect and use these placeholders correctly as well. Would it be possible or feasible to update WeiDU accordingly?
7
Icewind Dale NPCs / crossmod companion mod
« Last post by dreadfullbutterfly on October 11, 2019, 03:45:15 AM »
I'd like to create 1 companion to mostly learn how to adding banters to IWD1 characters, so anyone who could drop me some "step by step" tutorial and tools would be great! I'd like make it working along with this mod.
8
WeiDU / Re: ADD_KIT_EX: An attempt to unify ADD_KIT, COPY_KIT and fl#add_kit_ee
« Last post by subtledoctor on October 09, 2019, 07:56:48 PM »
Incidentally, if you are going to include multiclass kits in this function, there is no real need to glue QDMulti into it - you could of course also simply implement your own solution to achieve the same results - specifically, the creation of kit menu tables, and the use of .eff files or something similar to apply multiclass kit abilities via the single-class unkitted CLAB tables.

I suggest this simply because that would really make ADD_KIT_EX a true one-stop-shop for installing kits of every stripe.  There need be no conflict; even within the some mod, some kits could be installed with ADD_KIT_EX and other with ADD_KIT + fl#add_kit_ee + QDMulti.  The two methods could coexist perfectly well.

But, another suggestion, echoing one I already made to Wisp: if you do incorporate multiclass kits into this, I would put a check somewhere relatively early in the code looking at 1) is ToBEx present; and 2) is the kit single-class or multiclass... and if the answer to 1) is no, then only allow the kit installation to proceed if the answer to 2) is "multiclass."  (As discussed elsewhere, the EE engine is limited to 255 single-class kits, but multiclass kits added via a QDMulti-like fashion can exceed that limit.)
9
WeiDU / Re: ADD_KIT_EX: An attempt to unify ADD_KIT, COPY_KIT and fl#add_kit_ee
« Last post by subtledoctor on October 09, 2019, 07:42:38 PM »
@subtledoctor: Btw, I've done a bit of cleaning and optimizing already (Project). I can create a PR if you want to use it as a basis for further bugfixing.

Let me take a look.  I've got an internal version 0.7 which fixes a couple bugs and optimizes a few things (not that much though) I don't want us to be working at cross-pruposes.  I only haven't had enough time to test it. 

Check that - I've uploaded it to my branch, just haven't made a release yet, until it gets tested.  Feel free to kick the tires if you like - you may have time to compare them before I do, given my current RL circumstances.

EDIT - looks very nice.  I incorporated both of our changes to create version 0.8.  Thanks!  (Still needs testing though, to make sure my opcode 206 subspells are working.)
10
WeiDU / Re: ADD_KIT_EX: An attempt to unify ADD_KIT, COPY_KIT and fl#add_kit_ee
« Last post by Argent77 on October 06, 2019, 05:51:41 AM »
I've forked the project to see whether I can save you some effort by integrating them myself, so you can just review a pull request.  Don't have a ton of time these days but it's roughly working already.  I just need to:
- fix the aforementioned 206 bug
- fix another little bug so it reads all rows of the clab file
- figure out how your function populate the K_x_y.2da menu tables, to integrate the (possibly not-yet-existing) multiclass ones
- I suppose, add a fail warning if the modder neglects to specify the new single-class variable
I've taken a closer look at QDMULTI and there seems to be a lot of potential for optimizing the code. With a bit of restructuring and fixing the aforementioned bugs I may be able to add most if not all of the functionality into ADD_KIT_EX.

@subtledoctor: Btw, I've done a bit of cleaning and optimizing already (Project). I can create a PR if you want to use it as a basis for further bugfixing.
Pages: [1] 2 3 ... 10