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Idobek

Retired Gibberlings
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Everything posted by Idobek

  1. The LinkMaster provided me with "this" regarding TISPack.
  2. As well as changing the spell type to innate you should also set the spell level to 1 (WRITE_LONG 0x34 1). Otherwise if you try to cast it via script you will crash the game. This is the reason for the Scriptable Spells mod, several vanilla innates also have this issue. Why are you changing the spell icon bam? It makes no difference in-game, the icon from the ability is used. The spell icon is only used in the spell book/scroll. Another anal retentiveness example? I really should clean up this thread.
  3. Let's say we want to remove the 'lore to identify' value from all items so that we never have to have them identified. BEGIN ~Identify All Items~ COPY_EXISTING_REGEXP GLOB ~.+\.itm~ ~override~ WRITE_SHORT 0x42 0x0000This will modify all item files in the game to set the 'lore to identify' value to 0. However, it will copy (and backup) every item file, including the ones that already have 0 'lore to identify'. By using BUT_ONLY_IF_IT_CHANGES, only the files that actually change will be copied. BEGIN ~Identify All Items~ COPY_EXISTING_REGEXP GLOB ~.+\.itm~ ~override~ WRITE_SHORT 0x42 0x0000 BUT_ONLY_IF_IT_CHANGESTo save space, you can use BUT_ONLY instead of BUT_ONLY_IF_IT_CHANGES for the same effect. Note: BUT_ONLY_IF_IT_CHANGES will trip over the iplot0xx items if you use C_E_R to copy all the items. I have added this piece of code to the top of my tp2 to deal with this issue. ALWAYS ACTION_IF NOT FILE_EXISTS ~override/iplot01k.itm~ THEN BEGIN COPY ~IKTest/blank.itm~ ~override/iplot01k.itm~ END ACTION_IF NOT FILE_EXISTS ~override/iplot04g.itm~ THEN BEGIN COPY ~IKTest/blank.itm~ ~override/iplot04g.itm~ END ACTION_IF NOT FILE_EXISTS ~override/iplot04h.itm~ THEN BEGIN COPY ~IKTest/blank.itm~ ~override/iplot04h.itm~ END ACTION_IF NOT FILE_EXISTS ~override/iplot04i.itm~ THEN BEGIN COPY ~IKTest/blank.itm~ ~override/iplot04i.itm~ END ENDI do it like this because then I don't have to remember copy the iplot0xx items everytime I use C_E_R on items.
  4. This post has been updated to show the latest list of tutorials out there. Thanks, igi! -theacefes Updated August 13, 2020 with fixed link versions provided by MilesTeg. Thanks! -Caedwyr If you are a modder with questions about how to go about making your mod, please try the Modding Q&A forum. If you have questions about mods, mod installations, or mod ideas, please try the General Mod Discussion forum. Multimedia Seifer's Multimedia Series #2 - Creativity in Photoshop (Seifer) Seifer's Multimedia Series #4 - Sound Compression Advice (Seifer) Diablo II Animation Extraction (Seifer) How to add new movies to a mod (SConrad) Music in Mods (Idobek) Voice Recording for Mods (Berelinde [plus links]) new: Tutorial (and library): Universal portrait packs (EE compatible) Photoshop & WeiDU NPC Adding voice to your mod (SConrad) So You're Going to Write a Romance (David Gaider) WEIGHTs in BG2 Dialogues (JCompton) Writing dialogue in .d for REAL beginners (Kulyok) Tree of Life Gut-Check (Grim Squeaker) The Looping Branch Lovetalk Technique (JCompton) Very Long NPC Creation Guide (theacefes) Writing a detailed Anomen romance conflict for an engaged PC (jastey) How to ensure your banters always run when you want them to (Kulyok) Some Tips and Tricks on Creating D-files (Domi) How to avoid duplication in your dialogue files (Kulyok) Spawning Joinable BG2 NPCs in a Seamless Fashion (CamDawg) Journal Entries for Dummies (Grim Squeaker) new: SoD NPC Modding Tutorials (jastey) BGEE NPC Modding Tutorial (Google Docs, PDF-download) WeiDU Using WeiDU GROUPs to organize your mod (CamDawg) WeiDU SUBCOMPONENTs (CamDawg) Kits BG2 Kit Creation: Limitations of the Engine (1) (CamDawg) BG2 Kit Creation: Game Files Involved (2) (CamDawg) BG2 Kit Creation: Installing with WeiDU (3) (CamDawg) BG2 Kit Creation: Additional WeiDU Functions (4) (CamDawg) Discussion: BG2 Kit Creation Series (discussion topic) Porting Mods Porting WeiDU Mods to Mac OS Xs (CamDawg) Porting WeiDU mods to Linux (the_bigg) Misc. BG1 Coding (jastey) BG1 Trigger Simulations (Zed Nocear) How to gather clues when debugging stuttering (the_bigg) The uses and abuses of secondary types (Nythrun) shs: Area Modding Macros and Tutorials (Qwinn) Coding scripts in SSL: some lessons (DavidW) Windows Vista and IE games (berelinde) IWD engine: dialogue coding (Kulyok) Crossing the Great Divide: Modding for Tutu and BGT (cmorgan) Dialog Files and How They Are Referenced (templates) (cmorgan) Explaining Creature Patching by .tp2: An introduction (Nythrun) BG2: Creating Forced Encounters (Andyr) Easy Item Dialogs (Smoketest) Modder How-to: Integrating Your Mod with DR's Spell System (CamDawg) IWD2: Modders guide to Spells (Da Rock) Multiple BG2 Installations (CamDawg) Changing Class/Race/Kit Restrictions with WeiDU (CamDawg) Adding a trigger to an existing map via WeiDU (Creepin) Igi's DLTCEP setup tutorial (igi) Upgradeable items with Cespenar and Cromwell (CamDawg) Adding new areas and links to worldmap (SConrad) Tutorial: Item Patching (CamDawg) Resurrecting "deleted" Spells in BG1 (Smoketest) Changing Priest/Mage Spells to Innates on the Fly (CamDawg) BUT_ONLY_IF_IT_CHANGES (Idobek) shs: Cuv's Area Making Class Tutorial (Cuv) shs: Online Area Making Seminar (Cuv) youtube: General Camera angle info for completely new areas 3D->2D creation (3DSMax/Blender etc.) (Daring Dino) Otherwise interesting new/pinned topics: IESDP (Infinity Engine Structures Description Project) G3 Community Install order online list for modders & maintainers (AL|EN & Community) pocketplane: Complete Scripting Guide (SimDing0) Cheat Keys (like CTRL+1) & Console Commands BG1, BG2, IWD, IWD2, BG1EE & BG2EE Software Tools index new: A Basic Modder's Guide to Git and Github (CamDawg) Links to other tutorials/communities IE Modding tutorials are also available at other sites, including: Official Beamdog forums (for IE Enhanced Edition Mods) General, UI, PST:EE, BG:EE, BG2:EE, IWD:EE WeiDU README (weidu.org) WeiDU Forum (pocketplane) General Tutorials (blackwyrmlair website) General Tutorials (blackwyrmlair.net forum) Graphics-related tutorials (blackwyrmlair.net forum) Old TeamBG Tutorials (teambg.eu via archive.org) General Tutorials (SHS, Tutorial-Index ) IE Modding forums (SHS) PocketplainGroup (PPG) Tutorials (pocketplane.net) baldursgatemods.com (old forum, domain was TeamBG.CoM ) Sorcerer's Place - Download Archive Simpilot Tutorial Website (simpilot.net, Mirror: http://web.archive.org/web/20150511131433/http://www.simpilot.net/~sc/dltcep/ ) chosenofmystra.net forums (archive.org) CBisson's Adding X to an Area with WeiDU TP2 Templates (links dead) (see also this & this) PPG: PPG Infinity Engine Modlist a comprehensive list of tutorials & resources http://www.rpgdungeon.net (archive.org, lot of links dead) gameapps.com - IE Tutorial Website by Theo
  5. I made some suggestions to Cam, he liked them, but he couldn't be bothered to implement them, so he is making me do it instead. Some of the tutorial threads in this forum are being clogged up with comments. IMO this distracts for the tutorial and can scare away those that we are trying to help. I'll be the first to admit that I am one of the main perpertrators, but I'm trying to make amends. This is one of those 'please start a new thread for questions and comments' messages. This isn't going to be a hard and fast rule, but if tutorial looks as if it is being overwhelmed by comments I'll split the topic into the main tutorial thread (marked with an !) and a 'Disussion' thread. So, if things look a little different it is because I have been meddling. Oh, if a lot of the posts are Cam and I patting each other on the back I'll probably delete them (or I will - Grim).
  6. If you think you can handle a few rants about the short comings of Windows and the superiority of Macs, I suggest you post this at the Adventurers' Spa & Grill. Unless you already have. Disclaimer: Idobek is joking when he makes comments refering to Mac/PC users and their differences of opinion.
  7. Idobek

    Tools Index

    I'm far too lazy to maintain a tools index, so here are some links to other indexes: G3 Tools - includes DLTCEP, Debugging Suite, igi's tools, WeiDU highlighters, etc. Tool listing at the PPG modlist TeamBG Tools Index Site
  8. Spellhold Studios Tutorials Pocket Plane Group Tutorials SimDing0's Complete Scripting Guide RPG Dungeon Tutorials Tutorials and Lessons WeiDU Documentation Forum Portrait Portal CBisson's Adding X to an Area with WeiDU TP2 Templates MC Wrench (igi) Tutorials Black Wyrm Tutorials & Essays Archive of old TeamBG Tutorials Chosen of Mystra Tutorials
  9. I think it is the kit's column in weapprof.2da, with the ID column being 0. I pretty sure the index name can be up to 6 charaters in length.
  10. Heh, I had only tested this on Imoen and Nalia and assumed the problem to be universal, it is not. Adding a kit to trueclass or multiclass mage gives the extra spells. Adding a kit to a dualclass mage (or a mage/thief, at least) doesn't.
  11. I just have posted it, and so did Cam in the main tutorial. The "OMG HRADC0DED!!!!!1111111" crap is along the same lines of "each class can have a maximum of 9 kits" bollocks that is constantly floated, just because the PC can't select the kit doesn't mean the kit can't exist and be used. I'm thinking Cam will be covering all the popular misconceptions in this tutorial series. I might write a 'what I did" once I'm done with the KitPack. Consider it done.
  12. That's what I'm doing right now. AddKit() doesn't give the extra spell per level when you add a mage kit. To fix this I created duplicate mage kit with a clab file that will give the extra spells at the appropriate time. It will also (once I get round to it) remove any spells from opposition schools that are in the spell book. It could do more but currently I don't need it to. A Red Wizard kit for Edwin sounds like a project for the NPC Kit Pack. Mind if I steal the idea? LoI would benefit from the work, of course.
  13. Confirmed, NPC only mage kits are possible. I had to make one (or nine) because AddKit()ing a mage kit doesn't grant the extra spell per level. I have created (or will create) shadow mage kits to use with AddKit that will grant the extra spell per level and remove any opposition school spells (a la BG2 not PnP).
  14. I'd go a bit further and say that it can be used in the fighter kit itself using the Pickpockets() scripting action. The same applies to stealth, set traps (see bard) and possibly turn undead. I'm about to test mage kits for the NPC Kit Pack - I'll let you know how it goes.
  15. Well you are returning the favour. Looking at some of your code helped me solve a problem today.
  16. There are some new commands in WeiDU: READ_ASCII ("%offset_abil%" + 0x04) "bam" // reads the bam filename from ability WRITE_EVALUATED_ASCII 0x3A "%bam%" // writes first the bam filename from abilities to spell icon Saves a couple of lines of code. You can't use a READ_ASCII variable in a WHILE or IF_EVAL situation though.
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