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Daeros_Trollkiller

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Everything posted by Daeros_Trollkiller

  1. Thank you for the compliment! For best results, you should start a new game. Install order with those two mods should'nt matter.
  2. 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!
  3. 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.
  4. @Jastey That did the trick, thanks once again for helping this old man learn this stuff
  5. 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.
  6. 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!
  7. 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!
  8. Cahir, I think you will like what I've done once you see the finished product
  9. 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.
  10. 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
  11. 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/item.html
  12. Boy did I miss this one by a longshot...... Sorry for the very late answer, but yes, there is a component of this mod that forces all of the normally importable items to be present in their usual locations.
  13. the names are in the "itm" folder insider the main mod folder. If you are familiar with using EEKeeper, that makes finding and adding items easy. I've already made the correction in the mod for the next release. Thank you for pointing it out!
  14. Nevermind, I checked the mod and sure enough, I forgot to add the Shadow Dragon Blood somehow. It is fixed for the next update.
  15. The code you are referencing is actually the filename of the item, minus the .itm suffix The way you word it... are you using the EE Trilogy mod?
  16. Progress on the 1.3 update continues, and it's going to be a big one. Certainly more ambitious than the update I set out to do, as once I got to work, the creative juices got flowing again. In addition to my previous list for this update, I have decided to add in several of the unique items from IWD for more variety and to shore up areas that lack in options. And, to what I am sure will be many folk's liking, I am putting a *much* bigger focus on EE trilogy, both in terms of compatibility, and even item placement. I will be peppering several of the aforementioned IWD items into the BG1/SoD portion of EE trilogy. If time allows, I will add in the BG1/SoD content of the mod into a separate component that can be installed into a standalone BG1 w/SoD game as well. Currently, I am working on finishing up item placement, then I will be moving onto upgraded item changes, new recipes, a few new spells, recipe changes, and new icons. Once all that's done, I will do some compatibility testing and finally onto release. It's been a long road, but I think the end result will be well worth it.
  17. As fate would have it, I am including that, along with many more items in the next update
  18. Thank you for the feedback, I will check into it and see if I can determine what the issue is. I can tell you from experience that if you installed this mod and return to a game you previously saved prior to install, things like that can happen.
  19. Do you mean the file names of the item? Also, can you let me know some of the other items that haven't dropped for you? Some items, specifically those in containers and the force-imported SoD items that can be imported normally are done so using a script, which can have issues if something interferes with it completing, but the item you referenced is added directly to the creature's inventory. The only thing I have seen cause issues with those is if you installed the mod after you already started the game and loaded from a pre-existing save. By chance did you install this mod after you already started a playthrough and loaded a pre-existing save?
  20. While not as nice as the table Saph made, I did include a list of the recipes in the spoilers section of the readme: https://github.com/Gibberlings3/SoD-to-BG2EE-Item-Upgrade/blob/master/SPOILER-RECIPES.md
  21. That table is great! Please feel free to make a post in the main thread sharing your work. Thank you again for your compliments, and enjoyment of my mod. I am making steady progress on the next update, and I think you will enjoy it quite a bit.
  22. Greetings! The list of items is included in the spoilers section of the readme. Here is a direct link to it: https://github.com/Gibberlings3/SoD-to-BG2EE-Item-Upgrade/blob/master/SPOILER-ITEMS.md Yes, you would be able to spawn them using the console, but they are also placed in areas of the game so that they can be acquired via normal gameplay.
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