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DavidW

Gibberlings
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Everything posted by DavidW

  1. Same as any mod, just rerun the installer and select for each component. You can [Q]uit after the AI initialize component, since everything after it requires it. If you want to do it more quickly and know how to use the Windows command line, then also works. (That’s two dashes, don’t literally type ‘[dash]’)
  2. Oh, that’s different. If there’s a non-functional button in the UI it’s definitely a bug and we should fix it.
  3. Fair enough, but still: is there any evidence you’re supposed to be able to rerecruit him? I’d almost be inclined to think getting him to EscapeArea() is the more minimal fix.
  4. I don’t think that can be a bug: it’s a deliberate (albeit probably unwise) UI design choice.
  5. It's a design flaw of oBG that you only get one chance to recruit NPCs, and I wish BD had addressed it, but I can't really interpret it as a bug. I vote 1. By all means code up 3 as a tweak.
  6. If only he'd left some hint in the scripting by which we could identify him.
  7. One thing to watch for is that various effects need to grant 100% damage resistance for mechanical or plot reasons.
  8. Unless I'm missing something, there are over 60,000 slots and fewer than 1% are used, so this is not a big deal. We could give individual slots to every cre file in all four games and still have lots left over.
  9. I'm fairly certain that's intentional; more to the point, it's hardcoded into the engine, so there's not a lot we can do about it.
  10. If that gets into an official fix, QA is going to love you. I think it would take about 40,000 repeats to reliably test.
  11. In BGEE, Ordulinian (ORDULI) is given clck06 (this is a BGEE addition, he doesn't get it in oBG). This is a well-intentioned attempt to make sure people who give rewards to the party actually have them in inventory. But in this case he gives the cloak via GiveItemCreate() anyway. So you can get two, theoretically, if you kill him (it's unstealable).
  12. I'll create a thread here for things I've seen that seem too small to deserve their own thread.
  13. It's implemented on my install (both oBG2 and BG2EE).
  14. Let me make an alternative implementation proposal for the Adalon shapeshift. My assumptions are: 1) In-game text is pretty clear that you look like drow once Adalon has cast at you, and that you don't have the ability to do anything about it. 2) In-game text also makes clear that the drow see you looking like a drow. (A solo druid shapeshifted into a brown bear while in Ust Natha, for instance, looks problematic... albeit the game has this issue more generally in other contexts.) 3) Equally, Adalon is explicit that this is an illusion, not a physical transformation. So you ought still to look like a drow if you activate your shapeshift: mustard jelly ability, but nonetheless you're actually a mustard jelly. 4) As a general matter of game design, it's a bad idea to have a widespread, general feature like shapeshifting have to be restructured to allow for a specific one-off effect. I think there is a way of reconciling all of these (I admit I haven't tested it). First, standardize on the shapeshifts-live-on-items model, where the shapeshift weapon grants all the physical changes (e.g. ability score modifications) and the 135 polymorph opcode is purely cosmetic. (I think that's the better design in any case.) Then, have Adalon's shapechange spell grant immunity to opcode 135. Then you can shapeshift to your heart's content while disguised as drow, but you'll still look like a drow. When the shapeshift gets removed, either by the Demon Lord, or Adalon, or by trying to leave, we can just use opcode 321 (or sectype magic if Cam wants to back-port this into the oBG2 fixpack) to remove the 135 immunity.
  15. To be honest that weakens my confidence, if anything. If the developers were marking up some creatures as specifically immune to NB, that means they could have made other creatures immune too but chose not to.
  16. I think the case for this is fairly strong. The spell is clearly intentionally gated to affect only humanoids, even though that's not explicit in the description; nothing in the description suggests that death and blindness work differently; the thematic reason is fairly clear; in oBG2 there's no very straightforward way to gate blindness behind a general check so it's not that surprising it was omitted.
  17. OK, but the issue is still there...? I mean, why are they consistently coded as "s1/large swords" and described as "short, ideal for subterfuge, and more suited to fighting in closed places"...? IMHO, this is an inconsistency and should be fixed... At least in my judgement: yes, it's an inconsistency, but it's pretty clearly an intentional inconsistency. Hence, outside scope for a fixpack.
  18. My own stance is that, while shapeshifting is cool, gamebreaking bugs in the critical path are not cool. If there’s an elegant way to have our cake and eat it, fine. But I don’t want shapeshifting to end up being a hacky unreliable mess in order to address this specific localized issue.
  19. Just to note that while right now I don't have the time/bandwidth from real life to implement this, I'm very grateful for it and will return to implement it when I have a chance to do the next SCS update.
  20. I think it's at least worth considering a more drastic remedy: just block shapeshifting effects while Adalon's spell is active. Rearranging the whole architecture of shapeshifting to address that one effect seems excessive.
  21. DavidW

    FAQ

    Let me put it this way: I think this project should be aimed at providing fixes to the unmodded games. If someone then wants to take the FP and turn it into a FP for an EET-modded game, then good for them.
  22. I talked about Fireball because on IWDEE it is not flagged as hostile, so that's why is 206d in MGI spell effects... Probably because they apply the Damage opcode, which in turn triggers `AttackedBy()`.. So I'm talking about BG2EE. And in BG2EE most AoE spells, including Fireball, are marked as 'hostile' and not manually 206d in MGI. There are a small number of exceptions of which Skull Trap is one; the EE developers clearly did this deliberately (in at least some sense!) because they have manually added these non-hostile AoEs to MGI. I am asking if anyone knows why those specific ones were treated in this way.
  23. You miss the point. Most AoE spells (including Fireball) are flagged as 'hostile', at least in BG2EE, and so are stopped by your own MGI without having to be explicitly called out via 206. The exceptions, like Skull Trap and Holy Smite, are 206d in the MGI spell effects precisely because (I assume) they lack the 'hostile' flag. I'm interested in why they lack it. (For Holy Smite, it's probably because it is sort-of party-friendly, but Skull Trap?) As for why you might cast Melf's Acid Arrow at yourself: because you cast it at an opponent with Spell Turning. (Though to be fair I'm not 100% sure whether spell turning resets the designated caster to the turner.)
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