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Luke

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Everything posted by Luke

  1. @subtledoctor I think additional feedback should be provided to players -> I suggest creating a new string for opcode 324 (i.e., attribute "Special" should not be set to 0). For example, *Spell evaded* or *Evasion: Success*..... We could take inspiration from NWN..... EDIT: OK, never mind. Evasion has its own hardcoded feedback string that is displayed when it occurs, regardless of whether its used with opcode 318 or 324.
  2. Are there any news about this issue? -> "The new arcane and divine spells are currently not utilized by enemies" Moreover, I think you should consider the idea of bringing the Evasion passive ability to Thieves....
  3. "The site isn't using a private connection. Someone might be able to see or change the information you send or get through this site." It'd be nice if the site owner secured the site and our data using HTTPS...
  4. I think you need to use Kreso's Revised SCS even if you don't install Spell Revision. IIRC, SCS v30 (official) is not compatible with EE games patched to v2.0+....
  5. Just out of curiosity, how long would it take to make this mod compatible with BG1:EE?
  6. Yes, you're right. In any case, I think it's correct to state that this mod is not fully compatible with BG1:EE when we're talking about a *minor* issue....
  7. To be precise: it's fully compatible with BG2:EE and EET. If you're gonna use this mod on BG1:EE, then you may see errors in names, tooltips, descriptions and so forth.... (for example, a good number of opcode 139 (Display String) strrefs in spells are hardcoded to BG2EE strings and are therefore invalid in BGEE. For example, strref 44916 points to "Saving Throws Lowered" in BG2EE, but results in an invalid string in BGEE).
  8. @Jarno Mikkola In EE games ordinary weapons (battle axe, long sword, scimitar and so forth) don't have an identified description (it makes perfect sense). Why should this mod use two different strings if the two descriptions are identical?
  9. Well, the "problem" is that the identified description and the general description of those items use two different strings -> either the 2 descriptions use the same string or the identified description should be removed. What do you think?
  10. There is another bug: ordinary items (no enchantment) should not have an identified description -> StringRef should be set to "-1"
  11. Could you also fix the issue that some descriptions state "Damage: 2D4" (note the CAPITAL D) instead of "Damage: 2d4" (note the lower case d)?
  12. No, I don't have EET working on my iPad. I just wanted to say that since adventure mods work if: you have a Windows computer to run the "famous" conversion tool provided by @Argent77 there is no biffing then installing EET should be possible if the 2 previous conditions are "met"... In any case it's early to give it a try since BG:EE and BG2:EE are still on v2.4 (whereas SoD is on v2.5.13....)
  13. To be precise: "(Unfortunately those of us who play on iPads and do not have access to a Windows computer cannot use EET )"
  14. Suppose I want to edit the base damage of daggers from 1d4 to 1d7 -> How can I update the description (unidentified and identified) to take account of my change?
  15. So, you're not going to make this mod fully compatible with BG:EE, right? There're currently lots of errors in names, tooltips, descriptions and so forth.... (for example, a good number of opcode 139 (Display String) strrefs in spells are hardcoded to BG2EE strings and are therefore invalid in BGEE. For example, strref 44916 points to "Saving Throws Lowered" in BG2EE, but results in an invalid string in BGEE)
  16. Flaming Spear +1: a display portrait icon effect (icon: Protection from Fire) is missing. its speed factor should be 5 instead of 4 (enchantment is 1). Elven Spear of Entanglement: Item Ability -> Movement Rate Bonus: attribute "Modifier Type" should be "Set" instead of "Set % of". its Entangling effect should last for 24 seconds instead of 12 (as per item description).
  17. Do you perhaps have another hotfix for Wilderness and Forest Runner kits? They lack their abilities.... EDIT: never mind, here is described how to fix these issues -> http://gibberlings3.net/forums/index.php?showtopic=29188&p=258552
  18. I noticed this too. When do you (@CamDawg) update this mod? Feralan, Call of the Wild -> The description of this ability (when you right-click on its icon) states the following: "Ya load sixteen tons, what do ya get? Another day older and deeper in debt." This is clearly wrong and does sound like a random sentence taken out of dialog.tlk. This is not the case for BG2:EE or EET but the description is in any case incorrect (since it's the one related to the druidic spell "Conjure Animals"). Forest Runners lack their 'Inspire' ability. Wilderness Runners do not get +10% resistance to non-magical fire and cold, cannot set snares and lack their 'Enhanced Charm Animal' ability. Are you going to add some Paladin kits?
  19. This is certainly a valid solution......
  20. Exactly! The same holds for the spell "Greater Malison" -> http://gibberlings3.net/forums/index.php?showtopic=28817&p=257920
  21. Bug Report: the leopards summoned by Animal Summoning IV have an inappropriate sentence taken out of the dialog file as name & tooltip.
  22. It does sound like a bug from Spell Revision -> I noticed that thing with the leopards summoned by Animal Summoning IV......
  23. Let's keep it simple: what about editing only their animation slot (i.e., the hilt and the blade) so that they can look like more oriental? -> Maybe something similar to the original BG2 katana paperdoll......
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