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Daeros_Trollkiller

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  1. Thank you for the feedback, Jastey. Could you expand more on what you mean on #3? I thought that I would need to have a trigger: HasItem, to check if an NPC actually has something before using GiveItem. I thought it might cause issues if I didn't. Are you saying that using GiveItem by itself is fine, even if the NPC doesn't have the item in it's inventory to give? Hell, I figured it might crash the game if it tried to give an item it didn't have. For #2 - based on your feedback, that's the one I think I will rely on the most then, unless I want the NPC to be able to use the item in combat AND give it as a quest reward, which is why I did Vaelasa the way I did. I had a feeling I would need a COPY_TRANS in there, but wasn't sure, and not sure where. I really appreciate you taking your time to explain all this to me.
  2. Heya folks, as I am working on the rewrite for my mod, I've had to change the way I did items as quest rewards for the new way I am importing SoD items to work properly. They are working as I intended them to, but I haven't done much with dialogues, so I would appreciate some feedback on how I did these to see if I made any glaring mistakes that might cause issues. In case it matters: I had my registered prefix changed to "K0" from "DTK". Having that one extra character to work with really helps more than I thought it would. Example 1 EXTEND_BOTTOM VAELASA 4 IF ~HasItem("bdbrd01",Myself)~ THEN DO ~AddexperienceParty(32500) TakePartyItem("misc4n") GiveItem("bdbrd01",LastTalkedToBy) SetGlobal("SummonDryads","AR1200",1) ~ EXIT END Example 2 EXTEND_BOTTOM UDSOLA01 161 IF ~Global("BD_HAVE_SOD","GLOBAL",1) Global("K0_SOD_IMPORT_75","GLOBAL",1)~ THEN GOTO K0SODIMP END APPEND UDSOLA01 IF ~~ THEN BEGIN K0SODIMP SAY @80003 IF ~~ THEN DO ~GiveItemCreate("bdbrd02",LastTalkedToBy,1,0,0) SetGlobal ("K0_SOD_IMPORT_75","GLOBAL",2) EscapeAreaObject("Tran2100") ~ EXIT END END
  3. The upgrades in general are going to get a re-think (I think about them quite a bit during the 'boring' parts of the re-write). You are correct in that I ended up with WAY too many OP items, even though that wasn't my goal. Sometimes when creating something new, I get a little too excited about what I can make it 'do', and end up going overboard unintentionally. I hear you on the QoL stuff, though my approach to it may be a little different than what you are thinking. For me, QoL would be things like the keyring, new ammunition types, combining bard instruments to save on quickslots, things of that nature. Using the example you gave, combining rings of protection with rings of regeneration: Yes, it does save slots and swapping items out, *BUT* it can also result in the same overpowered items you mentioned. Can you give me some ideas of what items you had in mind of combining?
  4. Of all the things to complain about..... At least tell me that that mod sucks and I smell like boo-boo or some such, if you're going to complain Just for you, going forward I'll do timestamps as: yyy(because no one here is going to see that forth digit roll over again anyway) hh:mm (because lets be accurate) and ww (because which week of the year is important!)
  5. I've completed the first component of the re-write, which is allowing the import of additional SoD items using the same/similar method that BD used for the original SoD importables. I've tested everything on clean installs of BG2 to verify functionality, at least at a base level. I can already say that importing saved games from a heavily modded version of BGee/SoD results in many of the importable item flags not being properly set (even the original item flags from BD) even though the items are indeed present in the party's inventory in the imported SoD save. This doesn't seem to happen if I import a save from an un-modded (other than modmerge) SoD game save. I can't really see why this is the case, since it's only checking for SoD item filenames that are present in the vanilla game, but I digress, more testing is needed. On that note, I have included a beta of the new build for those who would like to try it out, and provide feedback on their experience. In the TP2, there is a commented-out line that will run a script to force all of the Global flags for SoD importables (new and old) 'ON'. Just delete the '//' in front of the line and save the file if you'd like to test in that manner. When providing feedback, please make sure to mention if you import your saved SoD game from a modded, or unmodded BGEE/SoD install. Lastly - you *must* start a new game in BG2 and import an SoD saved game for this mod component to work properly. It will not work with a save from the BGEE portion of the game, EVEN IF you have the SoD items in your inventory. This is true even for the original importable SoD items from Beamdog. For those who aren't familiar and are wondering why this is: Because there is a script that runs ONLY when you start a new BG2 game which does several things. One is to check for a SoD game (if you import) save, and set a flag for that. Another is to scan the inventory of the party from the imported save to see if it contains items that are importable, then sets flags for each of them before removing everything from the save's inventory. BOTH of those Global variables have to be 'ON' for each and every importable SoD item, old and new, for them to show up in their assigned spots in the game. For those who dont trust this method (I'm one of you), there will be an additional component, just like before, to force the importable item flags to be 'ON' Could I just shit-can this method and place everything manually, instead of relying on scripts? Yep, pretty much did that before, but I got a lot of feedback asking for a more natural experience. Am I going to have this as an option? Yes and No, see above. P.S. - I figured it out. Only items that are in the protagonist's inventory, are not a container (the keyring), and not *inside* a container (bag of holding), will be counted and the proper import flag set. Which, in hindsight, makes sense, as the protagonist is the only character that actually gets "imported" from the save. I would assume that if you were to import a multiplayer SoD save, or a SoD save with more player-generated characters, their inventories may be counted as well, but I haven't tested that. So what does this mean for the mod? It means that at maximum, only 36 items can be imported using a method that scans the PC's inventory when starting a new BG2 game. At least, as far as I can tell. Which, if I am being honest, really isn't a bad thing at all. It actually helps in preventing over-itemization. It is making me rethink a few things regarding the SoD importables. I believe what I will do is have a handful of SoD items be placed into BG2, regardless of whether you had them or not in your SoD save. Currently that list consists of: 1. The Key Ring. Its a quality of life item that's too good to leave out, and doesn't import using the method I implemented since it's a container. 2. The new ammo types in SoD - I already had just placed these on vendors, etc... since they are consumables. 3. The new bard instruments - these are kind of consumable, and only bards are going to be able to have them in their quickslots, so unless your PC is a bard, you probably aren't going to want to waste any "import slots" on these. 4. Flavorful, fun items, like the changeling vest, or clerics vestments. Given those examples, I am open to suggestions from you all on items from SoD you would like to see placed into BG2, that doesn't require you to have them on your person from an imported save. DTK_ISKPack-Beta.zip
  6. I've been able to put a good bit of work into the changes/rework of this mod since the last update, and while I haven't been able to make as much progress as I would like (which pretty much never happens ), I've gotten a good portion of the first component, importing more SoD items in a similar manner as how Beamdog did, completed. I'm at the point where I am placing the items, and it's been a slog. It's much more scripting, and far less of just being able to "copy_existing" and add the item. Annnnnnnd, I keep running into snags during testing that have to be corrected as I go. One lesson I had to re-learn, the hard way, is that when adding items to containers/creatures using scripts, you really have to pay attention to the actual string-name as opposed to just the filename. They don't always match, and you gotta go by the string-name when doing this stuff via in-game scripts. For example: I just spent the last hour trying to figure out why in the hell the cloak of minor arcana was not showing up on Mekrath's corpse. I checked all my syntax and didn't see anything wrong. tried over, and over. At first, I thought it was just me killing mekrath so fast that the script didn't complete in time. This is something that can happen when you are teleporting around using cheats and godbows. If you want proof of this - try doing it with Tazok. If you teleport into Firkraags lair, then pop back out and kill him real quick, the Dragon Blade +3 will not be on him, even if all the correct flags for the import are set. That said, these are extreme examples and should never show up during real gameplay. Back to Mekrath and the Cloak: After getting myself frustrated to no end, I looked over his .cre file in NI, then looked at the name one last time, and thought "wait a minute... does the same shit that applies to container names in scripts apply to creatures?". Sure enough, it does... ugh. Lesson learned....again P.S. - Or at least it *CAN*. Good grief sometimes it just comes down to trial and error.
  7. Just seeing this thread after searching for an update on this mod myself. Been looking forward to 6.0 for EE support. Any new info on it?
  8. On that same page: Somehow I get the feeling the Microsoft doesn't have a problem with it
  9. Thank you kindly, I've installed both and will try it out. Looks very interesting to say the least.
  10. About a year and a half ago, I made the switch from Windows to Linux. I went from never having used Linux before, to running Arch with the KDE desktop. It honestly hasn't been all that tough, and I've found it fun, I like figuring things out. I've been using Kate for editing my mod, which is included with KDE, and it seems to work fine for the most part, but every once in awhile, I will get a syntax error that leaves me scratching my head. Reminds me of when I first started out modding using notepad in windows, before I was kindly turned onto notepad++, and to make sure I was using UTF-8 encoding, so I checked my settings and made sure Kate was set for that. Anyone have recommendations?
  11. Guess I'm showing my age.... man it's weird being on this side of the spectrum. I appreciate the kudos
  12. Thank you for this, I understand what you mean now. And yes, I do my best to take other items from mods into account (the ones I'm familiar with, anyway), when it comes to placement. I wasn't planning on changing placement much for the imported stuff, so if you've already accounted for them in Forgotten Armament, we shouldn't have too many issues. I'll add your mod to my list of mods I use for playtesting.
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