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Daeros_Trollkiller

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  1. Roger that, and thanks again. I've already tried it out and seems to be working. Just need to playtest it now.
  2. Thank you both for the quick responses. I wasn't aware of this so I guess I wasn't overlooking something after all and get to learn something new here. Assuming that both methods will work, is there a preferred way among the two?
  3. First and foremost - my apologies for the lack of updates and responses here. The last year has been very difficult for me and my family with losses, and I simply haven't had the time or desire to work on the mod or even play the games. I've finally gotten the urge to play again, and am currently doing a playthrough of BGEE+SoD, with this mod installed to see what is and isn't currently working. So far, finding much more broken than I thought I would, TBH. But it's a good thing, since I can't fix what I dont know is borked. Going forward for the next update, I am going to keep things simple so I don't get overwhelmed, and I am rusty as hell, so I'm sure I will have to re-learn, and learn some new modding methods to get things working the way I want. So here's the short list of my plans for 2.0.7: 1. Find and fix bugs -#1 priority. 2. Re-write the new spells as their own, separate component. Will check into using a spell tool as to not use limited slots afterwards. 3. Review of content - Change some things, remove some things, add some things, etc... Nothing is off the table. This part is always my favorite to work on. 4. Renaming of this mod - This mod has grown far beyond the original scope, and needs a rename to better fit. Something more simple, such as "Daeros' Item and Spell pack". Open to suggestions.
  4. I've been doing some work to correct things that aren't working properly with SoD2BG2IU, and have run into a piece of code that just doesn't seem to want to work: ACTION_IF FILE_EXISTS_IN_GAME ~garan.dlg~ BEGIN //Replace Summoned Ankhegs with Remorhaz COPY_EXISTING ~garan.dlg~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~"ankheg",[912.1057],S~ ~"remorha",[912.1057],S~ REPLACE_TEXTUALLY ~"ankheg",[822.1029],S~ ~"remorha",[822.1029],S~ REPLACE_TEXTUALLY ~"ankheg",[1198.1011],S~ ~"remorha",[1198.1011],S~ REPLACE_TEXTUALLY ~"ankheg",[1220.1172],S~ ~"dtkremor",[1220.1172],S~ END BUT_ONLY_IF_IT_CHANGES END I get no errors for this, and it doesn't show anything in the debug either, it just seems to not actually do anything. garan.dlg doesn't get copied over to override, and no changes are made to it. I've looked over the syntax several times, and even simplified the code to: ACTION_IF FILE_EXISTS_IN_GAME ~garan.dlg~ BEGIN //Replace Summoned Ankhegs with Remorhaz COPY_EXISTING ~garan.dlg~ ~override~ END And it still won't even just do a simple copy. This is on a clean install of BGEE + SoD with only modmerge installed. I am 100% sure it's something stupid I am missing because of how rusty I am but damned if I can see it. SETUP-SOD2BG2_IU.DEBUG
  5. I am very late to trying out this one (very late in general, I haven't had time to work on any of my own mods or even play much for the last few years) BUT!, I am really enjoying this mod much more than I thought I would so far. Still pretty early in the game, (haven't even done the Nashkel mines yet, just exploring) and from what I have seen so far, this is a well thought-out NPC mod! My party this go-round doesn't currently have any summoners, so I was struggling with Sirens while going for the +1 CON book. I got curious and sent Grey in, wondering how he would fare against their charms. I thought surely a loyal, well-trained dog would see through their tricks, and I wasn't disappointed! Will provide more feedback after my playthrough, just wanted to share my enjoyment of it so far, and kudos to Jastey!
  6. Thank you for the feedback, the last bit especially. I put a lot of time and effort into the spells, so I probably won't remove them altogether, BUT... if I were to end up making even more spells, then I think it being it's own separate mod would probably be the better route to go.
  7. My comment was not intended to berate anyone. I'm not a pro modder and never claimed to be. To me, I just don't see the problem, but I am obviously looking at things through a very different lens than you are. The whole reason I came back to update this mod and created this post was to address things that need to be "fixed" or done better to make it more compatible. I can't fix something if I don't know it's broken, and/or don't know how to go about fixing it. If that means leaving things well enough alone, then I'm ok with that as well.
  8. After a long hiatus, I am planning to come back and do some more work on this mod. I don't necessarily plan to add or change a lot about it, but my fellow modders know that once you get elbows-deep into a mod and the creative juices get flowing..... things happen From the *many* comments I have gotten regarding this mod, one item I plan to address is making the new spells component optional. Personally, I still think it's kinda silly, but different strokes for different folks and all that. I may or may not look into making use of Olvyn's spell tool for the spells component. Haven't tried using it at all, so going in blind. Will see how it goes, may try it on one of my kit mods first. I have some ideas for a couple of new kits I plan to work on separately from this, but may offer them as optional components of this mod. I'd kinda like to roll my mods up into one, allowing the player to select what they do and don't want to install, just to keep everything under one roof, so to speak. I will probably get more flak about that, but seriously, the category this mod is under is "Items/Kits/Spells". So... even if it contains all three, it still fits the category, imho. Consider this thread a "Wish List" of sorts that you all would like to see in an update to this mod. I already know one thing @Endarire will probably ask for, and am already considering how I can work it in, as my way of saying thanks for keeping up with me on this mod over the last couple of years. *cough* elven plate *cough*. So, please post your thoughts on what you'd like to see in an update here and let's discuss. Anything goes, and by that I mean the following: Items and/or spells you'd like to see added Items and/or spells you'd like to see removed. Items and/or spells you would like to see buffed or nerfed. Descriptions and/or lore you would like to see changed or added. Artwork/Audiovisual effects you would like to see changed or added. The only "hard rules" I have are that the mod must remain in a fashion that forces the player to make choices about using upgrade components, and item/spell balance kept in-line. No adding extra components to allow a player to get everything in a single playthrough, and no "I win" buttons. So.... if you find yourself thinking: "I really want item A and B, but can only get one of them." That's working as intended and not likely to change. Conversely, if you are thinking: "I really shouldn't be able to get both item X and Y, both of them together are just too powerful" That would be very helpful.
  9. And said solution has now been merged, and drafted into a 2.0.6, which I've just uploaded. Thank you very much for your help! Sadly, I just don't have the bandwidth to work on this mod these days. I welcome collaboration from other modders such as yourself.
  10. Thanks to assistance from @Graion Dilach, I've posted an update to this mod that changes how weapon ability 2DA updating is handled to allow for better compatibility with other mods, such as thrown hammers. I take no credit for this update, and thank @Graion Dilach for his contribution!
  11. Please post any 2.0.5 feedback, bug reports, or issues here. Change Notes: Version 2.0.5 -Fixed - Corrected spellbook level entries for spells: Thunder Thrust, Infernal Bone Shield, Sundering Vitriol. - Corrected usable races/classes for the Adventurer's Nimble Gloves of Guarding. - Restored Arbane's Sword of Agility +2 to Suna Seni
  12. I've posted up 2.0.5 to correct the issues pointed out here, please defer to the new thread.
  13. I don't recall that being intentional, I will have to go back and look them over, and correct them for the next update.
  14. Thank you for the feedback, I am glad you like the new spells! I wanted to provide some variety for priests in addition to the new mage spells I added. You're correct on the spells being the wrong level, apparently I forgot to change what level they are added to spells.ids as when I changed the spells themselves to new levels. Very simple fix, and I've already done for the the next release.
  15. Thank you for the feedback, I will check into Arbane's sword on Suna Seni. I don't recall off the top of my head what I did. For the ring of air control - I didn't do anything with that item. I did not make any changes to existing items' abilities except in explicit cases that are mentioned during install, giving the option to not change them if desired.
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