MeToLee Posted January 30, 2020 Share Posted January 30, 2020 (edited) I tried it havent found a way to disable the health and name above the chars in game. I'm not talking about the ones on the portrait I'm talking about the name and health above the actors ingame when you press the reveal details. the black box looks like : Charname 40/40 Edited January 30, 2020 by MeToLee Quote Link to comment
MeToLee Posted January 30, 2020 Share Posted January 30, 2020 I'm talking about this Quote Link to comment
Kilivitz Posted February 11, 2020 Share Posted February 11, 2020 @Arthas at the moment, you can disable cosmetic attacks using TobEX - it's the optional component "make all attack animations genuine attacks" or something like it. Quote Link to comment
MeToLee Posted February 13, 2020 Share Posted February 13, 2020 I dont know if its stupid but removing weapon restrictions all together would be a beutiful feature imho. like equiping a flail to a mage. since mage cant put pips to flails he/she cant do anything much with it anway so it wouldnt be that much game breaking. just a thought. Quote Link to comment
Jarno Mikkola Posted February 13, 2020 Share Posted February 13, 2020 1 hour ago, MeToLee said: I dont know if its stupid but removing weapon restrictions all together would be a beutiful feature imho. like equiping a flail to a mage. since mage cant put pips to flails he/she cant do anything much with it anway so it wouldnt be that much game breaking. just a thought. There's a "Ashes of Embers" mod or the B!Tweaks, although I can't find a working link for the later. Quote Link to comment
MeToLee Posted February 13, 2020 Share Posted February 13, 2020 12 hours ago, Jarno Mikkola said: There's a "Ashes of Embers" mod or the B!Tweaks, although I can't find a working link for the later. this is really good to know thank you. is it working for all infinity games? Quote Link to comment
MeToLee Posted February 13, 2020 Share Posted February 13, 2020 12 hours ago, Jarno Mikkola said: There's a "Ashes of Embers" mod or the B!Tweaks, although I can't find a working link for the later. kind of found the other mod you're talking about as well. its here if anyone is interested: https://forums.beamdog.com/discussion/46580/download-berelinde-b-tweaks-full-mod Quote Link to comment
Jarno Mikkola Posted February 13, 2020 Share Posted February 13, 2020 Yeah, that's it... Quote Link to comment
Greenhorn Posted March 19, 2020 Share Posted March 19, 2020 I have one small, aesthetic request. It seems out of place to me that my character dual wielding morning stars have flail animations for it. As I understand there is a component dealing with this, " Weapon Animation Tweaks". Unfortunately it changes beside avatar animation also inventory screen picture of morning stars to just plain mace and original morning stars are lost. Would it be possible then to just change avatar animation and left original morning star picture in inventory screen for this component? Quote Link to comment
Lilaina Posted March 22, 2020 Share Posted March 22, 2020 (edited) Would it be possible to add the nice glowy effect to the "IWD Casting Graphics" option? Right now they don't look quite as good as in the original game. (Left=IWD1EE, right=BG2EE) Edited March 22, 2020 by Lilaina Quote Link to comment
Bartimaeus Posted March 22, 2020 Share Posted March 22, 2020 On 2/13/2020 at 12:27 PM, MeToLee said: kind of found the other mod you're talking about as well. its here if anyone is interested: https://forums.beamdog.com/discussion/46580/download-berelinde-b-tweaks-full-mod The mod "Level 1 NPCs" also does it via the "tweak weapon proficiencies for some classes" component. Quote Link to comment
mongretops Posted April 13, 2020 Share Posted April 13, 2020 Greetings! i ask in advance for forgiveness for any mistakes i might be making on this comment, or post, i just created an account on this website, and i dont even know how to do this, but basically i would like to drop an idea for the people working on tweaks antology. Personally, I dont like the idea that you cant cast arcane spells while wearing armor, it does not make any sense to me, mages should be using robes because robes make them better mages, not because they are restricted to it. Then i see that this tweaks anthology has this component called "Allow Arcane Spellcasting in Armor" with is one component in regards to that preference issue, but i dont think that this is a good way to solve the problem of casting arcane spells while wearing armor. You see, casting a spell, to have it miss, is wasting the spell, and if you are playing on high difficulty, with SCS installed, you cant just waste an important spell, say a imprisonment on a powerfull unit that is about to kill your party, just because you are wearing armor, basically this makes the component not even an option for me, because i dont think you can affort do completelly waste a spell, plus it is a frustrating experience to miss spells all the time, you never realise that dream of being a "knight spellcaster". Instead, if you guys would be kind to change it from miscast chance based on armor, to increase casting time of spells, so that the spell is not wasted, but rather delayed, that would make it so that arcane casting and armor is a viable combination in my oppinion, preferably increase the time by flat time instead of percentages, because otherwise, with a percentage in time, say for example, 100% more cast time while wearing armor, wouldnt make much difference on spells like magic missile that have a cast time of one, but would make spells of big cast time nearly impossible to cast, instead i would really like if you could simply add a number on the total cast time of the spell, say 0 for no armor/robe, 2 for leather, 3 for mail and 4 for plate, basically, a negative Robe of Vecna. For example; Arcane Missile: base cast time of 1, with plate 4 (from 0.6 seconds to 3 seconds) Time Stop: base cast time of 9, with plate 13 (from 5.4 seconds to 7.8 seconds) I would even like to apply this armor restriction to clerics as well in my games. And of course, if you guys really like this idea, change the game so that some enemy creatures benefit from this, turn a few fights against guys that are simply fighters in armor, to fighter-mages, to make it a little interesting. Sorry if someone already gave this idea. Quote Link to comment
Jarno Mikkola Posted April 13, 2020 Share Posted April 13, 2020 (edited) 3 hours ago, mongretops said: Instead, if you guys would be kind to change it from miscast chance based on armor, to increase casting time of spells, so that the spell is not wasted, but rather delayed, that would make it so that arcane casting and armor is a viable combination in my oppinion, But you see, there's already this option for that. It's not in the Tweaks Anthology though, it's in Item Revision... and there's one in Full Plate and... yes, the Tweaks could use more options for this as sub components. But that would require consistent items, which can be a hard requirement for a mod installed so late in the game, while the Item Rev can have them as it needs to be installed quite near the start and the primary component makes the items consistant up to a decree, and it can be required to be installed first(and thus it is). 3 hours ago, mongretops said: Time Stop: base cast time of 9, with plate 13 (from 5.4 seconds to 7.8 seconds) The casting time doesn't work that way, the maxes out in 9 or 10. Aka 6 seconds in 30 fps. And if memory serves, Magic missile casting time can't be slowed either, cause it's actually instant, not a timer of "1". Edited April 13, 2020 by Jarno Mikkola Quote Link to comment
CamDawg Posted April 13, 2020 Author Share Posted April 13, 2020 8 hours ago, mongretops said: Instead, if you guys would be kind to change it from miscast chance based on armor, to increase casting time of spells, so that the spell is not wasted, but rather delayed, that would make it so that arcane casting and armor is a viable combination in my oppinion, preferably increase the time by flat time instead of percentages, because otherwise, with a percentage in time, say for example, 100% more cast time while wearing armor, wouldnt make much difference on spells like magic missile that have a cast time of one, but would make spells of big cast time nearly impossible to cast, instead i would really like if you could simply add a number on the total cast time of the spell, say 0 for no armor/robe, 2 for leather, 3 for mail and 4 for plate, basically, a negative Robe of Vecna. For example; Arcane Missile: base cast time of 1, with plate 4 (from 0.6 seconds to 3 seconds) Time Stop: base cast time of 9, with plate 13 (from 5.4 seconds to 7.8 seconds) I would even like to apply this armor restriction to clerics as well in my games. And of course, if you guys really like this idea, change the game so that some enemy creatures benefit from this, turn a few fights against guys that are simply fighters in armor, to fighter-mages, to make it a little interesting. I'm not a fan of the miscast penalty myself, so I'm always open to new ideas. Unfortunately, combat scripting in the IE gets very dumb when casting times start matching or exceeding 10 (one full round). The engine assumes any spell is cast within a round, and can sometimes just go to the next round's action--e.g. the mage sits there casting for six seconds, then throws the spell away to use a sling. This is one of the reasons why Fixpack and the EEs actually use maximum casting times of nine (as in nine-tenths of a round) even for spells which say their casting time is a full round. While it's easy enough to adjust casting times based on a fixed or percentage-based penalty, there's no way to specify a maximum cap. Quote Link to comment
Jarno Mikkola Posted April 13, 2020 Share Posted April 13, 2020 (edited) 20 minutes ago, CamDawg said: Unfortunately, combat scripting in the IE gets very dumb when casting times start matching or exceeding 10 (one full round). The engine assumes any spell is cast within a round, and can sometimes just go to the next round's action--e.g. the mage sits there casting for six seconds, then throws the spell away to use a sling. But how many ENEMY mages are there that are restricted by not being able to cast spells in FIGHTER armor ? I would assume none. Yes, the player chars combat scripts might get here the short hand, but that depends on the script... for example, you can make a script that assumes +1 casting times, +2's and +3's, with specific spell specifically for that, can't you ? And besides, there should be a way to not interrupt spell casting; 0x402B ActionListEmpty() ? Or if worst case goes, then it won't just cast those spells. And this is specifically a Tweakpack feature request, not a Fixpack. Edited April 13, 2020 by Jarno Mikkola Quote Link to comment
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