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ptifab

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Posts posted by ptifab

  1. I pretty much agree with everything that has been said above. That could save a lot of reloads at low levels by adding versatility in those harsh low levels battles ! And if SCS behavior reacts appropriatly, that could be really interesting. 

  2. On 4/9/2022 at 8:58 PM, Quester said:

    Thanks, I was thinking to use IRR. I take it your version is not needed as a base then?

    Yes but the mod is about upgrading the weapons to +4 versions or something...that's the part I was hoping would be possible, even if the respective mod's base version are different. But it's no big deal, I guess I'll exclude that small mod from the list.

    Oh, i had forgotten that part ! It should be possible to make your personal patch for it if you know a little bit about weidu coding ? 

  3. I can confirm it by just reading the item desc and comparing it to the original :

    Spoiler

    This is Item Revision description :

    @1816 = ~Entropy +2~
    @1817 = ~This Baatorian green steel blade is one of Haer'Dalis' favorite weapons. This sickly green metal is very rarely found outside of the Outer Planes. This is because the ore needed to make the metal is only found on the lower planes, specifically the Nine Hells of Baator. The most common users of baatorian green steel are the baatezu themselves, who use weapons and armors made of this metal in the Blood War (their eternal fight against the tanar'ri). This metal is also known as banesteel due to the fact that weapons made of green steel strike more often and are able to penetrate armor very easily. Due to its heritage this short sword is usable only by tieflings.

    STATISTICS:

    Combat Abilities:
     Entropy: each hit reduces target's saves vs. spell by 1 for 4 rounds
     Envenomed: creatures struck suffer 1D6 poison damage

    THAC0: +2 bonus
    Damage: 1D6 + 2
    Damage type: piercing
    Weight: 3
    Speed Factor: 1
    Proficiency Type: Short Sword
    Type: 1-handed
    Usable By:
     Tieflings~
    @1818 = ~Chaos +2~
    @1819 = ~This Tanar'ri red steel blade is one of Haer'Dalis' favorite weapons. This rare metal is another product of the Blood War and the Lower Planes. In this case, the metal is crafted in the infinite layers of the Abyss and is used primarily by the tanar'ri. Red steel is also known as bloodsteel. Besides being the color of fresh blood, weapons made from red steel have a tendency to cause horrific wounds. Haer'Dalis prefers using Chaos with its partner -- Entropy. When dual-wielding these two blades, Haer'Dalis surely is a dangerous opponent. Due to its heritage this short sword is usable only by tieflings.

    STATISTICS:

    Combat Abilities:
     Wounding: target suffers 2 bleeding damage every round for 2 rounds
     Chaos: 20% chance target is confused for 2 rounds (save vs. spell neg.)

    THAC0: +2 bonus
    Damage: 1D6 + 2
    Damage type: piercing
    Weight: 3
    Speed Factor: 1
    Proficiency Type: Short Sword
    Type: 1-handed
    Usable By:
     Tieflings~

     

  4. 8 minutes ago, Quester said:

    Really? I can't find any info on it in the readmes/forums, that's why I ask. If I put the sword mod after IR, do you think I would get the changes from both? (I have no idea how this works, if files are patched or overwritten, etc).

    @Graion DilachThanks, edited now.

    I'll check that when i go home, maybe it was Bartimaeus IRR version, as i play with both IR/IRR installed anyway.

  5. Just my 2 cents, but if i remember correctly, the mod "Haer'daelis sword" is already covered by "item revisions" ? At least, you should choose one or the other. 

     

    Just for my personal interest. Are you using Near Infinitity to install your mod list ?

  6. Hello @Graion Dilach , i've tried to add my own personal voiceset using your tools (thanks a lot actually for that !). Everything is installed correctly, but the voiceset does not appear in my character selection screen. As i am working on a EET installation maybe that's why ? All files are installed correctly, the strings are correctly set and the file M_cdsnd.lua is also created (i have checked everything with near infinity). It's just that the name doesnot appear in the char slection screen. Do you have any insight on that one ?

  7. Hey @kjeron, i think i have found a small bug in component 2040 : "XP for Traps, Spells and Lockpicking" -> BG1 values. The Pick Locks line in the XPBONUS.2da table is at 15 xp at level 16 and after, where it should be 150 or 155 ? Also, it's not extended to level 50 if XP Cap removal is installed, i don't know if it can cause any problem ?

  8. 1 hour ago, subtledoctor said:

    Yes I know; and in fact it is not used by Barkskin. This mod changes Barkskin to use the Stoneskin effect, blocking one attack each round by renewing a single stoneskin via repeating .EFF. Unfortunately, the Stoneskin effect is hard-coded to play that sound whenever the stoneskin expires. Which means that, for armor like this, the sound will drone on over and over, repeating every six seconds until you want to tear your ears off. It is quite annoying. There is no way to suppress it. So I had to balance the unpleasantness of hearing the sound repeatedly against the mild inconvenience of not hearing in in other circumstances. To me, the inconvenience is so slight as to be negligible. If I've got Blur, Free Action, Armor of Faith, and whatever other buffs on and they all expire at different times and they all play the same sound when they expire... then how useful is the sound in imparting information to me about which buff expired. Not very useful at all.

    What I can do, is replicate that .WAV file and then patch any items and spells that explicitly use it in opcode 174, so they will still play the sound. But I cannot do anythign about other hard-coded instance of the sound; they will have to be sacrificed on the altar of MBGA.*

    * ("Make Barkskin Great Again")

    I understand now why it has to be done like this, thanks for that explanation !

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