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Daeros_Trollkiller

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Everything posted by Daeros_Trollkiller

  1. Sam, thank you so much for your reply. I wasn't aware of either of the two tools you mention. I can provide some examples: A rolling boulder, a jet of flame, character animation.
  2. No, there isn't an option currently, and I don't have plans to add one at this time. The jokes, imo, are part and parcel of that item.
  3. As I am working, and struggling, with setting the center point of some new BAMs I am creating, the thought occurred to me to ask here on the forum if others have any better methods. For those who aren't aware - the "center" is the point of reference the game engine animates a BAM from, and it's not necessarily the actual center of the image. For example: If you have a BAM that spins around a character, you would want the "center" to be the actual center of the image, but for an arrow, you'd want it at the tip or the end. As far as I can tell, BAM workshop 1 doesn't have a tool for chan
  4. No worries. I am looking into a different method of importing the standard importable SoD items for 1.3 that should be more reliable.
  5. Indeed it is, and thank you for pointing it out. I've corrected it for 1.3
  6. Oh, I knew what he was referring to, but that isn't gonna work in BG1/2. And somehow I don't think your forum avatar would fit cromwell, maybe cespenar, lol.
  7. Hmmm, this isn't a bad idea at all, part of my mod's aim was to give Cromwell more personality. A portrait could certainly be added to Cromwell simply enough, and Cespenar too, for that matter. If anyone has any recommendations for a "fitting" portrait for Cromwell, I will see about adding it into 1.3
  8. @StummvonBordwehr I did indeed, I placed some where I thought they'd be hard to miss:
  9. Thank you very much for the suggestions! I can't promise these will make it into 1.3, but I've made a note of this.
  10. Thank you for the compliment! For best results, you should start a new game. Install order with those two mods should'nt matter.
  11. The current code for Mordenkainen's Force Missiles doesn't work correctly with higher level versions of the spell. Starting at level 13, the projectiles don't animate properly. After much testing I found the source and a fix: (edit: I found a second fix after I posted this) 1. The reason for the break is that there is a gap between the first two projectiles in the sequence and the rest. In my testing with BG2EE 2.5 the first two projectiles are added as numbers 345 and 346, then 347 is skipped and it picks back up at 348. Even manually assigning them, or changing the LPF ALTER_SPEL
  12. Heya folks, I just wanted to post an update that I am still working on the next version at a steady pace. I plan for 1.3 to be my piece' de la resistance for this mod. I know there are plenty of you just itching to play the new version, and while I do wish I could hurry it along and just get it out for you all, perfection takes time, so please be patient. I know it's been a long time coming. When I first set out, I just wanted to do an item mod, but starting with 1.3, I want this to be "THE" item mod for BG2/EET. Whether or not I accomplish that remains to be seen... but dammit I'm gonna tr
  13. @Jastey That did the trick, thanks once again for helping this old man learn this stuff
  14. Thank you Jastey! I will give this a shot. I was in the "trying to get it working" phase, so I hadn't added my prefix yet I am beginning to understand dialogues and scripts more, but still pretty green with them.
  15. I am working on an update to SoD to BG2 IU, and I wanted to have one of the new items I am bringing in crafted by Taerom Thunderhammer in Beregost using the dialogue for ankheg shells as a guide. The problem is I cant seem to get the new dialogue to trigger, even though my party meets the conditions (as far as I can tell anyway). My goal is to get him to create a remorhaz shell helm (imported from IWD) Here is the code in the .d file I am compiling. It appends to the existing taerom.dlg just fine, but I just cannot get it to trigger. I am sure I am missing something, I just cant f
  16. That's very flattering! However it's not really in the scope of this mod, since it's already been done. I think you will be rather pleased with the next update though. Stay tuned!
  17. Cahir, I think you will like what I've done once you see the finished product
  18. The EET stuff I am doing is nothing like this. You won't miss anything by not using this mod with EET, nothing meaningful anyway. The EET stuff I am doing has more to do with fleshing out itemization to provide a different, more fun experience.
  19. There isn't an "overemphasis" on EET compatibility in the next update, and it will never be so. This mod will always be focused on the BG2 portion of the game moreso than anything else. What I am doing though, is for EET fans, I am expanding the mod to add more content into EET that is carried over from BG to BG2 for a consistent and fun experience. You will not miss anything by not playing EET. Once you all see what I am doing with the update, it will make sense
  20. I've considered the Helm of Balduran, but quite frankly it's already damned good as it is, and to me, it almost feels blasphemous messing with any of Balduran's items. One of the big considerations I keep in mind when making any upgrade for an existing item is that I want to try to stay away from making something the end-be-all item of it's type, and upgrading the helm to any meaningful degree would end up putting it in that category, imo. For Daystar, your wish was granted a loooong time ago. Weimer's original Item Upgrade mod has an upgrade for it: https://weidu.org/ite
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