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View Code? Open in Web Editor NEWTweaks and Tricks mod for Baldur's Gate 2
Home Page: https://forums.bgforge.net/viewforum.php?f=31
Tweaks and Tricks mod for Baldur's Gate 2
Home Page: https://forums.bgforge.net/viewforum.php?f=31
If possible, add some system (hotkey based?) to let the user know what's stored in the sequencers.
Maybe also add a way to dispel them.
Cromwell checking every little thing is really annoying. I want to re-factor his dialog fallout-style, where you just pick what do you want to get done.
Increase power so that it's actually useful to make.
Installing on BGT with WeiDU 24700:
_Copying and patching 4014 files ...
ERROR: [AEGIS.ITM] -> [override/AEGIS.ITM] Patching Failed (COPY) (Not_found)
Stopping installation because of error.
Stopping installation because of error.
ERROR Installing [Throwing weapons damage type -> Make axes slashing and hammers blunt], rolling back to previous state
Will uninstall 0 files for [TNT/TNT.TP2] component 26.
Uninstalled 0 files for [TNT/TNT.TP2] component 26.
ERROR: Not_found
Please make a backup of the file: SETUP-TNT.DEBUG and look for support at: https://github.com/BGforgeNet/bg2-tweaks-and-tricks/issues
Using Language [English]_
I have a question (or possibly a feature request?) regarding the "Effects of scrolls and potions do not stack with themselves" component.
Right now, the installation of this component is limited to BG2 only. Is it really applicable only to that game? I am asking, because I have removed the check and forcefully installed it in BG1EE. The installer did not report any problems.
Is there any technical reason why the component cannot be used in other games, and especially in the EE versions, as they all use the BG2 engine?
include mod NPCs
Issues encountered on an EET install with patch 2.6, using Project Infinity
The NPC soundsets component 'tnt:16;Tweaks and Tricks - Additions only' was looking for a wrong .cre filename: viconi61.cre, which does not exist in my install. I was able to install successfully by changing the entry to viconi6_ inside cre_list.tpa. (I believe it's the .cre file used by SoD)
Moreover, I noticed that there are no other .cre files with an underscore in the cre list, so the other NPCs from SoD won't be affected by this mod. Is this by design?
Another issue came up while installing 'the compliments and insults' component tnt:19;Tweaks and Tricks - Reintroduce and adjust to framerate. Initially it was the same as the soundsets issue, but after fixing the vicon61 entry something else showed up.
First debug text attched is from the .cre filename issue, second one is from the 'compliments' install error.
When trying to install the updated version of the component (WeiDU 249), it "explodes in my face" with non-standard letters/signs and goes on seemingly infinitely (what kind of code/language is that?) - an excerpt:
þ�É�ý�W�”�j�Ð�T�Ò� �}�é�P�¾þ^ú›úQý'ý�ø¾ë
Update: Also happens with WeiDU 249/247. Tried vanilla EET as well. It installs with the included installer but shows same behaviour and hangs WeiDU. I didn't check whether it works ingame.
Currently trying to figure out the issue, or rather Alien is.
During the installation of the traps core the installation fails as it's unable to find ~%CLERIC_FIND_TRAPS%.spl
SETUP-TNTDEBUG.txt
As in Weimer's, but only for true kit.
There is one, but I don't remember where exactly and what should be done about it.
For example, any race can be a thief and a cleric, but not all can do cleric/thief. Not very sensible.
Either make them loot all
Or remove unnecessary "copy all items"
See if instakill on attacking Sarevok at the palace can be removed.
Remove Minsc, Jaheira, Xzar, Drizzt, etc if they're dead in the first game.
Installs with the following warning:
//Installing [Fair fights -> Just a few selected enemies] [v8.14]
//Clearing the arrays.
//Clearing the variables.
//Clearing the inlined files.
//Clearing the macros.
//Clearing the IDS map.
//Appending to files ...
//Appending to files ...
//Clearing the IDS map.
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Compiling 1 dialogue file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//WARNING: cannot find block matching [.../tnt-inlined/fair_fights/dukes.baf]
//Copying and patching 1 file ...
//WARNING: cannot find block matching [.../tnt-inlined/fair_fights/dukes.baf]
//INSTALLED WITH WARNINGS Fair fights -> Just a few selected enemies
//
//WARNING: tnt : 58 has encounter errors durring installation, exited with ExitCode = 3
//WARNING: unpausing installation will continue from next component
Suggestion:
It would be great to have a subcomponent with just the "innocent no more" ones. Also SCS touches Kahrk, I think. Can fork and comment out of course, but I'm very fresh to all of this.
Need to make sure they work properly.
https://www.gibberlings3.net/forums/topic/34217-skills-and-abilities-mod-alpha-release/
and
https://www.gibberlings3.net/files/file/1032-thieving-skills-for-bards/
open up trap finding/disarming to Bards (the latter to Rangers as well, iirc).
Would it be possible for TnT to check for them being installed (or maybe even better: provide all classes with the script, before these mods/future mods are installed) and extend the functionality to Bards?
They state that something is off, but don't search automatically and if you manually toggle, the search takes the normal, long, amount of time.
Does this script work with other scripts being active?
Say https://www.gibberlings3.net/mods/other/enhanced-powergaming-scripts/
Everything seems to work fine with thieves on EET 2.6, apart from trap type floaters, as mentioned. (they cycle: being displayed for ~0.2s and then a break for several s)
I did not test auto-pause (invis ally), as EET(?) provides this function per default.
need to mark more points, especially in BG city: Nadine, Nadarin, Noralee, etc.
Any recommendations? I installed just before "Worldmap" (i.e., after all other mods).
Allow to give potions to familiars via dialogue.
It assumes BGT areacode for Candlekeep which fails on Tutu (FW2600) and EET (BG2600).
It also doesn't play well with CDTweaks' Unique Containers solution although I'm not sure what to suggest to this one (it notably hands out the generic items).
incorrect answers to the guarding spawn unlimited monsters, probably need to nerf the xp for those
Unlock all movies, to allow skipping them on click
like the title says
Similar to Cone fo Cold from wand, Greater Command is AoE but must be targeted. Makes sense to remove that restriction, probably.
Hello. In my current playthrough, I found myself unable to leave an area (few dozens of 'you must gather your party' messages) or rest at an inn (party is scattered); in both cases, however, the party was definitely gathered.
This is caused by the global minion for autopause, which is somehow considered a party member.
More details in this thread: https://www.gibberlings3.net/forums/topic/33750-please-check-my-install-list-26-eet/page/6/#comment-305071
Is this something that can be fixed on an ongoing playthrough?
Either make it once per day, or remove charm ability completely.
Seems like they're one-and-the-same:
Taerom Makes Additional Ankheg Armors (Icendoan/grogerson)
BGEE, EET, BG, BG2, BGT, Tutu
In the standard game, the smith Taerom will buy all the ankheg shells the party has at one time, and will make only one set of Ankheg Armor. After it is completed, he will not even buy ankheg shells. This tweak changes this. He will now buy one shell at a time, and will again buy shells and make additional armor once the first is completed. Cost and time requirements still apply, and he can only make one at a time. Fenten in Baldur's Gate will also buy shells one at a time.
As these aren't magical, a bard should be able to cancel them at any time, or switch between them.
framerate_check.tpa:
'wineconsole_rc' needs to be initialized outside ACTION_IF or the second ACTION_IF nested inside the first one:
//decompress to WAV
ACTION_IF NOT ~%WEIDU_OS%~ STR_EQ ~win32~ BEGIN
AT_NOW wineconsole_rc ~wineconsole -h~
ACTION_IF wineconsole_rc != 0 BEGIN
FAIL ~You must have wineconsole in PATH for this component~
END
END
framerate.tpa:
Was missing '=' in line 28 an 29, corrected:
OUTER_SET wav_filesize_off = 0x4
OUTER_SET wav_datesize_off = 0x2a
There is an issu with the bloodless_deeds component and it makes a mess of nemphr.dlg.
I think that the following code line are needed before and after :
DECOMPILE_DLG_TO_D
REPLACE_TEXTUALLY CASE_INSENSITIVE EXACT_MATCH // bgt
...
COMPILE_D_TO_DLG
Try to uncheese:
Hello,
I enjoy your mod and it is currently a stable addition to my modlist. I would like to ask if you could add another feature for the traps component: a way to make thieves detect traps instantly provided the got the skill, instead of having to wait X time. I don't have the technical prowess to make it myself, but I know how it could be done.
I would spawn a spy over the trap and force a modified Detect Traps with reduced radius to reveal it. Some traps however have pretty wild distance between their object's location (where OT text pops up) and their actual polygon, though, so there might be a few hiccups along the way.
The spell I mean. See PIH for how it's broken.
Apparently some GT scripts are used on containers and vice versa. Need to detect this and add a workaround (subcomponent 3, not stopping on CT)
See ar1302/container 11 for an example
When BG first area is visited, allow to transition to any other city area, like in Athkatla.
Allow to shift duties to the lieutenant to avoid visiting the guild every 5 weeks, add really random component to earnings.
Add more components allowing to speed up the game.
Some traps are apparently marked as detected in original game (see ard012, container 32-35). They give no notification. Need to check if there are more and decide what to do with it.
tnt:10:Additions only failed to install: ERROR: Failure("resource [viconi61.cre] not found for 'COPY'")
This is the "Extended Soundsets for NPCs" that should merge soundset. Feels like this is EET related, but thought it worth reporting here.
WeiDU.log
SETUP-TNT.txt
Trap type floaters appear for less than a second - regardless of game fps setting.
Stealing the Holy Avenger should probably be forbidden.
Hello!
I tried installing the latest version from the master branch (not "release") on an EET game, this is the outcome:
NOT INSTALLED DUE TO ERRORS No talking when hiding in shadows
NOT INSTALLED DUE TO ERRORS Potion of really mirrored eyes
NOT INSTALLED DUE TO ERRORS True true sight
NOT INSTALLED DUE TO ERRORS Sensible Otiluke's sphere
NOT INSTALLED DUE TO ERRORS Greater Command AoE
NOT INSTALLED DUE TO ERRORS Fair fights
NOT INSTALLED DUE TO ERRORS More map notes
C:\EET\00783>
ERROR: Sys_error("tnt/lib/bgforge/main.tpa: No such file or directory")
Extended Soundsets for NPC -> BG1 soundsets prevail (Tweaks-and-Tricks (new)) was not installed due to errors.
You can try to repair the problem and start the installation of the component again. In this case please select "retry" after the repair.
If you don't want to spent time for that now, you can also continue without the component or exit the program. The Setup will continue with the installation of that component.
Enter [r]etry, [c]ontinue or [e]xit.
Just curious - Are throwing daggers supposed to receive strength bonus, too?
Allow to steal the amulet from Nemphre after giving it to her, to complete Ordulinian's quest.
It's quite boring to have it useless.
Although fairly self-explanatory, would be helpful to have further clarification/backstory.
For example, how does this work with "Aurora's Shoes & Boots", which affects buying/selling? Is this intended to be a difficulty-enhancing tweak by hampering gold acquisition? Something against store depreciation?
2.6 is mainstream, I'd say. Although older versions of SCS seem more stable in general (and require 2.5).
EET 2.6.6
c16:
Thanks for this, had the Viconia fix for EET but wasn't going to change the code to address .lua.
It has to be viconi6_ for bg1 - at least for me. (I'm new to modding/coding.)
I also had to toy around with the mod's folder structure to get component 16 to install.
c19 and 20:
20 installs but 19 fails with the error message:
//processing WAVC file 'override\jaher35.wav'
//error: unrecognized file signature, must be 'WAVCV1.0'
//FAILURE:
//Failed to decompress jaher35 wavc
Also: the core component from traps fails to install if put very late (after SCS and other tweaks mods) but I don't have the error message, I think.
Edit: found it.
ERROR: [GT005.bcs] -> [override/GT005.bcs] Patching Failed (COPY) (Failure("Invalid spell number: -1"))
Stopping installation because of error.
ERROR: [AR3543.ARE] -> [override/AR3543.ARE] Patching Failed (COPY) (Failure("Invalid spell number: -1"))
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
ERROR Installing [Improved trap detection: core (REQUIRED for any of previous traps components to work)], rolling back to previous state
Will uninstall 444 files for [tnt\tnt.tp2] component 14.
Uninstalled 444 files for [tnt\tnt.tp2] component 14.
ERROR: Failure("Invalid spell number: -1")
I think something is messing with my script files late in my install. That might also be the reason why EPS 6.4 won't install, but 6.3 does. Currently trying to figure out what's going on there.
My install order can be found here:
https://github.com/oxygordian/EET-Install-Order
Btw: it would be neat, if the trap components of your mods would account for Thieving Skills for Bards - if that's possible at all. ; )
So that cloudkill doesn't bypass it. See protection from poison scroll, periart of proof against poison.
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