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Daeros_Trollkiller

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Everything posted by Daeros_Trollkiller

  1. That's a nice call lightning animation! It should still work in 2.6. The pillars I have in SoDtoBG2 Item Upgrade work fine after the update. I haven't played 2.6 much at all, but here's what I suspect, or am able to see using IE, on the rest: 1. 64-bit only going forward: this decision was likely made so they wouldn't have to maintain two client types. Less overhead. And I can't say that I blame them, the Athlon 64 and core2 duo's came out in the very early 2000's. 2. Should still work. Did you create your own projectiles or just replace the BAMs in existing? If its the former, it should be fine. From what I can see, all they did was replace the multi-sequence BAMs with a single sequence version. 3. I'm sure all they did here was add dice thrown/maximum and dice size/minimum level values to existing spells that were supposed to have them but didn't so that they will work as intended. 4. I have to imagine this means that movement values are calculated instead of absolutes, so if a character with +2 movement bonus gets hit with a slow, they still move faster than a character without the bonus. Just guessing on this one, haven't done any comparative analysis yet 5. This one is easy, pull it up in IE: They added in an effect using opcode 324 - it checks to see if the creature targeted is dead. I think you might be pleasantly surprised once you start working with 2.6 more. I *totally* understand where you are coming from though. I've spent the last 11 months working on a HUGE update to SoD2BG2IU, and I was really worried about how much I would have to go back and fix, or if I would have to do something similar, have a 2.5-only version for awhile.
  2. Thank you Sam! Sorry it took me awhile to respond, I've had tons on my plate. When I get the chance, I'm going to give your tool a try and see what I can make with it
  3. Sam, I went ahead and made all the frames for my animation into BAM to make things easier for you. This animation is for a spell in which the character fires the boulder outward in a straight line. It's 5 sequences I had planned to mirror east (reduced). Ideally the center would be on the trailing edge of each frame, so that the boulder animation doesn't overlap the caster's avatar. My attempts to do this result in the animation appeared to bounce around a bit instead of rolling smoothly. boulder.bam
  4. Ok, I can certainly do that. Any particular format you need them in? PNG? Or should I go ahead and create the BAM with all the needed sequences and send it to you that way?
  5. Thank you for pointing this out. I will check into it for the next update.
  6. 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.
  7. 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.
  8. 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 changing the center of frames in a BAM. BAM workshop 2 has a nice tool that allows setting the center with a click of the mouse, but I am running into a *major* problem in using it. Most of the time, after I save the file, several frames are lost - by this I mean the frame is blanked out with only the transparency layer remaining. Near Infinty's BAM editor allows changing the center, but has to be plotted with "x" and "y" coordinates, which is accurate, but cumbersome. Complicating this, it doesn't appear that you can use it with the image zoomed in for pixel-perfect accuracy. I would be grateful for any tips on this.
  9. No worries. I am looking into a different method of importing the standard importable SoD items for 1.3 that should be more reliable.
  10. Indeed it is, and thank you for pointing it out. I've corrected it for 1.3
  11. 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.
  12. 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
  13. @StummvonBordwehr I did indeed, I placed some where I thought they'd be hard to miss:
  14. 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.
  15. Thank you for the compliment! For best results, you should start a new game. Install order with those two mods should'nt matter.
  16. 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_SPELL_HEADER portion of the code to account for the gap does not solve the issue. 2. The projectiles still fly a bit squirrley sometimes. Changing the speed of the second projectile to 20 and removing the "random path" flag makes the projectiles fly much more akin to Magic Missile. This can be done in NI before adding the projectile, or in WeiDu. I have made the changes using WeiDu via the TP2 since it appears that the source .pro from IWD (I assume) is exactly the same. Changed this: ADD_PROJECTILE ~iwdification/pro/cdimfm.pro~ ADD_PROJECTILE ~iwdification/pro/cdimfm2.pro~ // ADD_PROJECTILE won't add multiple versions of the same projectile, but it's needed for MFM's special projectile chain - do it manually OUTER_FOR (index = (cdimfm2 + 1) ; index < (cdimfm2 + 10) ; ++index) BEGIN To this: ADD_PROJECTILE ~iwdification/pro/cdimfm.pro~ ADD_PROJECTILE ~iwdification/pro/cdimfm2.pro~ COPY_EXISTING ~cdimfm2.pro~ ~override~ WRITE_BYTE 0x0a 20 WRITE_LONG 0x2c BIT5 + BIT10 // ADD_PROJECTILE won't add multiple versions of the same projectile, but it's needed for MFM's special projectile chain - do it manually OUTER_FOR (index = (cdimfm2) ; index < (cdimfm2 + 10) ; ++index) BEGIN This corrected the issues for me and allows the projectiles to animate much more like magic missile, which I believe is the desired behavior. I hope this helps, IWDification is by far one of my favorite mods ever and has been both a huge inspiration and source of ideas for my own mods. Thank you Cam for your hard work!
  17. 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 try! I know many of you don't want to hear this.... but my goal is to release 1.3 in time for xmas. Yes, I know... it's a pain to wait! But in the same breath I want to give an awesome gift to the BG community. Stay tuned! FYI... 1.3 is a BIIIIIIIIIIG update. bigger than the original mod by far.
  18. @Jastey That did the trick, thanks once again for helping this old man learn this stuff
  19. 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.
  20. 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 figure out what. Here is what it looks like after appended into the game: IF WEIGHT #9 ~ PartyHasItem("cdrem") ~ THEN BEGIN 20 // from: SAY #272425 /* ~Surely it cannae be? Is that shimmering piece o' carapace ye have there from a Remorhaz? How did ye manage to find such a horrid beast in these parts, much less slay it?! No matter, if ye are willing to part with it, I can pay a sum of 2,000 gold. I believe I could make a fine helmet out of it.~ */ IF ~ Global("MakeRemorhelm","GLOBAL",0) ~ THEN REPLY #200197 /* ~I'm not interested in selling it just now, though it would be to you if I do.~ */ GOTO 22 IF ~~ THEN REPLY #272426 /* ~I'd like to see what goods you have for sale.~ */ DO ~StartStore("Taerum",LastTalkedToBy(Myself)) ~ EXIT IF ~~ THEN REPLY #272427 /* ~A more than fair offer, a pleasure doing business with you again, Taerom.~ */ GOTO 21 IF ~ GlobalGT("MakeRemorhelm","GLOBAL",0) ~ THEN REPLY #272428 /* ~Nothing at the moment, thank you.~ */ EXIT END IF ~~ THEN BEGIN 21 // from: 20.2 SAY #272444 /* ~Ah, this will make a right-kingly helm, may even turn aside a spell or two. Something this exotic may even draw the eye of Entar Silvershield! I thank you, <CHARNAME>. I will surive this iron shortage yet.~ */ IF ~~ THEN DO ~TakePartyItem("cdrem") DestroyItem("cdrem") GiveGoldForce(2000) ~ SOLVED_JOURNAL #272430 /* ~A Fortuitous Hunt! 2,000 gold for a single remorhaz shell, a worthy price for felling such a dangerous beast.~ */ EXIT END IF ~~ THEN BEGIN 22 // from: 20.0 SAY #272445 /* ~A terrible shame. To work with something so exotic and rare would have been a real pleasure, and bring much needed coin to my smithy. Hmmm, <CHARNAME>, an offer for ye, if you'll hear it. For 6,000 gold, I will make a fine helm with it for you. Less than my usual fare for such a piece, but I could use the work.~ */ IF ~~ THEN REPLY #272432 /* ~A very generous offer for certain, but more than I can afford for now.~ */ GOTO 23 IF ~ PartyGoldGT(5999) ~ THEN REPLY #272433 /* ~A fair deal for the quality of your workmanship, Taerom. 6,000 gold it is then.~ */ GOTO 24 END IF ~~ THEN BEGIN 23 // from: 22.0 SAY #272446 /* ~Ye be short on gold? Since your party is obviously battle-hardened enough to slay a remorhaz, ye may want to try your luck in exploring the ruins of Durlag's tower. It be a deadly place, for sure, but such places tend to be rich in artifacts and gold as well.~ */ IF ~~ THEN UNSOLVED_JOURNAL #272447 /* ~Another offer from Taerom For 6,000 gold, Taerom "Thunderhammer" can make me a new helmet from that remorhaz shell I found. He also told me that if we need the gold, we might want to check into exploring the ruins of Durlag's tower. A very deadly and forlorn place, but likely to be just as weathly in treasure.~ */ EXIT END IF ~~ THEN BEGIN 24 // from: 22.1 SAY #272436 /* ~Then a deal is struck! Working with this material will take some time, but once finished, you will have a helm that even the grand dukes will envy. Come back after five days, and it will be ready for you.~ */ IF ~~ THEN REPLY #272443 /* ~6056~ */ DO ~TakePartyGold(6000) TakePartyItem("cdrem") DestroyItem("cdrem") SetGlobal("MakeRemorhelm","GLOBAL",1) SetGlobalTimer("TaeromRemorhelm","GLOBAL",FIVE_DAYS) ~ UNSOLVED_JOURNAL #272437 /* ~A New Helmet In five days, Taerom "Thunderhammer" of Beregost should have my new remorhaz-shell helmet ready for me. I will look intimidating in it!~ */ EXIT IF ~ PartyGoldGT(7999) ~ THEN REPLY #272438 /* ~On second thought, I am desperately in need of the helmet now. I happen to get singed and zapped a lot. How about I give you 8,000 gp to have it done tomorrow?~ */ DO ~TakePartyGold(8000) TakePartyItem("cdrem") DestroyItem("cdrem") SetGlobal("MakeRemorhelm","GLOBAL",1) SetGlobalTimer("TaeromRemorhelm","GLOBAL",ONE_DAY) ~ GOTO 25 END IF ~~ THEN BEGIN 25 // from: 24.1 SAY #272439 /* ~Only for you, <CHARNAME>.~ */ IF ~~ THEN UNSOLVED_JOURNAL #272440 /* ~A New Helmet In one day, Taerom "Thunderhammer" of Beregost should have my new remorhaz-shell helmet ready for me. I will look intimidating in it!~ */ EXIT END IF WEIGHT #10 ~ GlobalTimerExpired("TaeromRemorhelm","GLOBAL") Global("MakeRemorhelm","GLOBAL",1) ~ THEN BEGIN 26 // from: SAY #272441 /* ~Ah, you have returned. And here be the helm I promised you. Enchanting, isn't it? A finer helmet I've never made. Wear it well.~ */ IF ~~ THEN DO ~GiveItemCreate("cdrelm",LastTalkedToBy(Myself),1,0,0) DestroyItem("cdrem") SetGlobal("MakeRemorhelm","GLOBAL",2) EraseJournalEntry(272447) EraseJournalEntry(272437) EraseJournalEntry(272440) ~ SOLVED_JOURNAL #272448 /* ~An Exquisite Helmet Taerom "Thunderhammer" of Beregost has crafted an exquisite helmet out of my remorhaz shell. It cost a fortune but the craftsmanship is superb!~ */ EXIT END And here is the source: APPEND TAEROM IF ~PartyHasItem("cdrem")~ THEN BEGIN 20 SAY @8016 IF ~Global("MakeRemorhelm","GLOBAL",0)~ THEN REPLY @6047 GOTO 22 IF ~~ THEN REPLY @6048 DO ~StartStore("Taerum",LastTalkedToBy(Myself))~ EXIT IF ~~ THEN REPLY @6049 GOTO 21 IF ~GlobalGT("MakeRemorhelm","GLOBAL",0)~ THEN REPLY @6050 EXIT END IF ~~ THEN BEGIN 21 SAY @8017 IF ~~ THEN DO ~TakePartyItem("cdrem") DestroyItem("cdrem") GiveGoldForce(2000)~ SOLVED_JOURNAL @6058 EXIT END IF ~~ THEN BEGIN 22 SAY @8018 IF ~~ THEN REPLY @6051 GOTO 23 IF ~PartyGoldGT(5999)~ THEN REPLY @6052 GOTO 24 END IF ~~ THEN BEGIN 23 SAY @8019 IF ~~ THEN UNSOLVED_JOURNAL @6053 EXIT END IF ~~ THEN BEGIN 24 SAY @8020 IF ~~ THEN REPLY 6056 DO ~TakePartyGold(6000) TakePartyItem("cdrem") DestroyItem("cdrem") SetGlobal("MakeRemorhelm","GLOBAL",1) SetGlobalTimer("TaeromRemorhelm","GLOBAL",FIVE_DAYS)~ UNSOLVED_JOURNAL @6054 EXIT IF ~PartyGoldGT(7999)~ THEN REPLY @6055 DO ~TakePartyGold(8000) TakePartyItem("cdrem") DestroyItem("cdrem") SetGlobal("MakeRemorhelm","GLOBAL",1) SetGlobalTimer("TaeromRemorhelm","GLOBAL",ONE_DAY)~ GOTO 25 END IF ~~ THEN BEGIN 25 SAY @8021 IF ~~ THEN UNSOLVED_JOURNAL @6057 EXIT END IF ~GlobalTimerExpired("TaeromRemorhelm","GLOBAL") Global("MakeRemorhelm","GLOBAL",1)~ THEN BEGIN 26 SAY @8022 IF ~~ THEN DO ~GiveItemCreate("cdrelm",LastTalkedToBy(Myself),1,0,0) DestroyItem("cdrem") SetGlobal("MakeRemorhelm","GLOBAL",2) EraseJournalEntry(@6053) EraseJournalEntry(@6054) EraseJournalEntry(@6057)~ SOLVED_JOURNAL @6059 EXIT END END Would greatly appreciate any pointers or suggestions here. Thanks!
  21. 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!
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