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[MOD] EEex (v0.10.2-alpha)

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  • GraionDilachGraionDilach Member Posts: 602
    edited December 2024
    Your VirtualBox Win install is missing the latest MSVC redist (technically the 2015 one but it's an all-in package now). https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170

    Wine does work, it was just two days ago when I did a megamod install test on an EndeavorOS with Wine 9.22 - the version packaged in the Arch repos atm (and I only had to install OpenAL within Wine to get the game running).
  • AndreaColomboAndreaColombo Member Posts: 5,533
    Is it possible to disable the “action” icons on character portraits? Such as the weapon icon when they’re attacking, for example. They’re positively hideous.
  • VinchesnutVinchesnut Member Posts: 12
    @GraionDilach, many thanks !!! I was going crazy ... It worked perfectly fine, but impossible to make it work with wine,i installed openAL, but it change nothing, after le following lines in the dos window.
    INFO: status: 0
    INFO: Creating DPWrapper
    INFO: Steam not found

    i have the following windows type error message:
    Infinity Engine - Enhanced Edition\crash\dump.2.6.6.0.0005.dmp

    My version of wine is Q4wine, unfortunately i don't think there's other solution on ubuntu.
  • GraionDilachGraionDilach Member Posts: 602
    edited December 2024
    Sounds like your game startup can't get past loading the folders. Are you sure your wineprefix is right and that the user you're launching the game with can edit your wine C:\Users\USER\Documents folders? (Because, honestly, this sounds to me that some of these folders might be owned by root and write-protected for your user.)

    It's been a long time I last touched Ubuntu desktops (my last Ubuntu-derivate was a Kubuntu 12.04) but I firmly remember that back then accidental write-protections due to a wrong sudo within Wine was commonplace.
  • VinchesnutVinchesnut Member Posts: 12
    edited December 2024
    The path seem perfectly correct to me, i did not patched it entirely here but it's the good one, the moded bg2ee game can run without using infinity launcher and i tried also to launch it from the wine browser... Maybe i can try to set a new prefix for the launcher, or set he autorisations but i don't know how to do that...
    Post edited by Vinchesnut on
  • VinchesnutVinchesnut Member Posts: 12
    edited December 2024
    I read the readme.md file of EEex that seem to say that EEex is compatible with wine as long as the proper option is toggled in the infinityloader.ini
    Linux — Proton / Wine with the appropriate option toggled in InfinityLoader.ini
    Do you know what is the option ?
  • GraionDilachGraionDilach Member Posts: 602
    edited December 2024
    ... Actually, I don't have to edit ProtonCompatibility, either. It really just works for me.

    The way I did my setup is to build a megamod installation under Windows (only because I'm installing ~1500 components and PI can't run under Wine), and then just mount the NTFS partition under Linux. Excluding OpenAL and copying over my home dir from Windows (for the EET init variables), I didn't have to fiddle with anything. (Okay, I had to fiddle with the .desktop, but that's simply because i forgot how to set up such.)
  • VinchesnutVinchesnut Member Posts: 12
    edited December 2024
    I did quite the same, i installed the mods on windows and i pasted the content of the folder into my game folder installed with wine on ubuntu, maybe that Bubb know how to do, i did not find any kind of option about proton/wine compatibility into the InfinityLoader.ini file...
    I'm not at home, but i must also check the EEex version i have installed, i also had error when in tried to install B-spell, Olvyn Spell and Shadow Magic, each time for the new spell component and the spell component for the last one, impossible to finalise the installation of spells at the end, because of missing files..!? I don't know if there is a link with my versions of the mods or of EEex .
  • GraionDilachGraionDilach Member Posts: 602
    It's here: https://github.com/Bubb13/EEex/blob/master/EEex/loader/InfinityLoader.ini#L58, so if your EEEx is 10.2..., you should have that option.

    Offtopic, but:
    B_Spell - I've tried to fix it locally, but too many issues to be bothered - mod is very unfinished IMO.
    OlyvnSpells - some spells are still EEEx 2.5 compliant and M_MEFUN.LUA keeps throwing warnings into my ingame console but eh, works for the most part, INSTALLATION WITH WARNINGS here.
    Shadow Magic - dunno, not using that one.
  • VinchesnutVinchesnut Member Posts: 12
    Thank you very much, a last thing, is the proton compatibility needed only for Steam ? My version is the GOG one, is it needed ?
  • sgViserionsgViserion Member Posts: 2
    Hello all,
    I have noticed a BGEE introduced a quirk about simulacrum compared to the originals. When a character create a simulacrum and you try to open that character's spellbook you see simulacrum's spellbook instead (which has something to do with simulacrum creature id being same to party character id or something I guess) half the time. Or rather simulacrum seems to go through a state change every 6 seconds/round and when you open the original character's spellbook during that cycle you see the simulacrum's spellbook instead. Best can be tested with a mage character obviously, since you can see the number of your casting slots then.
    Would it be within the scope of EEEx to fix such a quirk? Thanks in advance.
  • ErykErykErykEryk Member Posts: 57
    I have downloaded some ui from nexusmods. Backed up my ui.menu first. Of course of course garbage ui doesnt work so i restored initial ui.menu. Wouldn't help. infinity launcher crashes. :( Help if possible please as I have pretty big install and really would rather not reinstall everything :( Installing windebugger in the meantime to read the crash..

    7pv4vc6ku6ew.png
  • TrouveurTrouveur Member Posts: 698
    ErykEryk wrote: »
    I have downloaded some ui from nexusmods. Backed up my ui.menu first. Of course of course garbage ui doesnt work so i restored initial ui.menu. Wouldn't help. infinity launcher crashes. :( Help if possible please as I have pretty big install and really would rather not reinstall everything
    Since UI mods should be installed very early in the install order, I fear it will be hard to fix.
    Next fresh install, don't install UI mods after others mods.
  • ErykErykErykEryk Member Posts: 57
    Even worse my friend, since this was not weidu mod just replacing the ui.menu. The more i don't understand why restoring previous file wouldnt' help. Anyway i think i will have to reinstall. I was to naive to expect such random "mod" to work (the ui ofc, not EEex)
  • sgViserionsgViserion Member Posts: 2
    edited January 8
    sgViserion wrote: »
    Hello all,
    I have noticed a BGEE introduced a quirk about simulacrum compared to the originals. When a character create a simulacrum and you try to open that character's spellbook you see simulacrum's spellbook instead (which has something to do with simulacrum creature id being same to party character id or something I guess) half the time. Or rather simulacrum seems to go through a state change every 6 seconds/round and when you open the original character's spellbook during that cycle you see the simulacrum's spellbook instead. Best can be tested with a mage character obviously, since you can see the number of your casting slots then.
    Would it be within the scope of EEEx to fix such a quirk? Thanks in advance.

    I have an update, I modified ui.menu to print the selected characters (characters[id]) id number, then added eeex function to get id of selected sprite (can't remember function name, file is not with me). Game engine's default id value is buggy, but the eeex gets the correct id and differentiates between simulacrum and real character. Will try fixing it by setting the id in spellbook functions using eeex get id function. So there's light at the end of the tunnel...
  • ErykErykErykEryk Member Posts: 57
    Solution was to run once again OpenAL installer. Don't ask me why
  • TrouveurTrouveur Member Posts: 698
    ErykEryk wrote: »
    Solution was to run once again OpenAL installer. Don't ask me why
    Good to know you fixed it. :-)
  • morpheus562morpheus562 Member Posts: 390
    Greetings, I hope you have been well. Ran into a bug with EEex and wanted to pass it along. When launching InfinityLoader, I am presented with the following error: "Invalid token in menu: [createCharScreen] on line 35347, character 1"

    Confirmed, this issue is caused by ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: 35.21. This is not an EEex issue.
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