It's probably something to do with drivers or driver settings.
Maybe also try different DirectX/DirectDraw settings in ddraw.ini.
Search found 490 matches
- Sun Jan 05, 2025 5:10 am
- Forum: UPU and RPU
- Topic: Fallout 2: Modding Guide
- Replies: 18
- Views: 42016
- Sat Jan 04, 2025 11:14 am
- Forum: MLS
- Topic: IElib installation questions
- Replies: 13
- Views: 1705
Re: IElib installation questions
OK, do you want to share the solution to your problem?
Also, the docs are all open source, so if you have an idea how to make them more clear and/or easier to understand, feel free to make pull requests.
Also, the docs are all open source, so if you have an idea how to make them more clear and/or easier to understand, feel free to make pull requests.
- Fri Jan 03, 2025 11:36 am
- Forum: MLS
- Topic: IElib installation questions
- Replies: 13
- Views: 1705
Re: IElib installation questions
You are getting an error, because library code is not included in your tag archives https://github.com/mentaltyranny/Eldritch-Magic-Reborn/releases/tag/v0.1.2-alpha. Download and check, it's not there.
Mod packager is a Github Action that can create IE mod packages in zip and iemod formats.
You can ...
Mod packager is a Github Action that can create IE mod packages in zip and iemod formats.
You can ...
- Fri Jan 03, 2025 8:07 am
- Forum: MLS
- Topic: IElib installation questions
- Replies: 13
- Views: 1705
Re: IElib installation questions
You're making tags. They won't contain submodule code, that's normal. Same here https://github.com/BGforgeNet/bg2-wildmage/releases/tag/v2.3, if you download Source code zip, you'll see that ielib is not included.
Release assets, however: .zip and .iemod, do contain it.
I use AL|EN's mod packager ...
Release assets, however: .zip and .iemod, do contain it.
I use AL|EN's mod packager ...
- Fri Jan 03, 2025 5:41 am
- Forum: MLS
- Topic: IElib installation questions
- Replies: 13
- Views: 1705
Re: IElib installation questions
I guess you figured that out too, yes? https://github.com/mentaltyranny/Eldrit ... dd96e2df87
- Thu Jan 02, 2025 9:52 am
- Forum: MLS
- Topic: IElib installation questions
- Replies: 13
- Views: 1705
Re: BGForge Extension Coding Issues
In console (terminal). If you don't use console, then probably you have some GUI app? Github Desktop or something? It should probably have a way to add submodules too.
Yes, "mymod" is just a placeholder for your mod's directory name. In your case, that would be "emreborn"
You can use https ...
Yes, "mymod" is just a placeholder for your mod's directory name. In your case, that would be "emreborn"
You can use https ...
- Thu Jan 02, 2025 7:20 am
- Forum: MLS
- Topic: IElib installation questions
- Replies: 13
- Views: 1705
Re: BGForge Extension Coding Issues
Yes, these symbols are defined in IElib.
Do you use git at all? Where's your code?
Do you use git at all? Where's your code?
- Fri Nov 15, 2024 5:41 am
- Forum: UPU and RPU
- Topic: Fallout 2: Modding Guide
- Replies: 18
- Views: 42016
Re: Fallout 2: Modding Guide
@Gore You can install it after RPU.
- Wed Oct 09, 2024 8:19 am
- Forum: FO2tweaks
- Topic: Guard brahmin herd for Grisham
- Replies: 1
- Views: 1129
Re: Guard brahmin herd for Grisham
Hmm. Can you enable debug.log, load the save and share the log?
I think it should work.
I think it should work.
- Sat Sep 28, 2024 11:29 am
- Forum: Tweaks and Tricks
- Topic: I installed tweaks and tricks
- Replies: 21
- Views: 16655
Re: I installed tweaks and tricks
It's 32k https://github.com/BGforgeNet/bg2-tweaks-and-tricks/blob/master/tnt/components/starting_bags/bottomless.tpa.
I think it's the amount of actual items inside that matters, not the amount of slots. Althoug not 100% sure.
Anyway, the only way you get thousands of items is if you start putting ...
I think it's the amount of actual items inside that matters, not the amount of slots. Althoug not 100% sure.
Anyway, the only way you get thousands of items is if you start putting ...