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Insomniator

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About Insomniator

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  • Mods Worked On
    BG2 Improved GUI
    TobEx Afterlife

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  1. 1) If need Innate/Ability/Spell Description Screen on Right Click, install this component before spell revision and other text mods, if this component skipped - no any relation with text mods, install with any order. 2) Some UI components like loot panel depends on widescreen mod, so need install these components after widescren mod, this is not documentated yet, in next release will be explained what compenents affected 3) Other components can be installed in any order, you can run installer few times and select separate components, same way as Leonardo's BiG World Project works 4) You can change widescreen resolution without issues, weidu is smart enough installer, it reinstall "installed after" mods in auto mode
  2. Confirm, i was wrong, BG2EE split dualclass to separate classes and uses active class (Mage) as single class to calculate average level. oBG2 doesn't have such split, it was specialy added to bg2ee code, i think when they fixed oBG2 50%(wrong) to 40% levels
  3. Check real drain calculation, not spell slots. After generation of simulacrum save game, use NearInfinity on savegame, open baldur.sav, decompress area where simulacrum belong, look it in Actors, find drain effect, see # levels parameter. Your F->M and T->M must have ((7(8)+20)/2 = 14) * 0.4= 5 or 6 levels drained
  4. oBG2/BG2EE uses average level for simulacrum, not affected Edit: EE bug, not origial BG2 engine
  5. Spellhold Studios BG2 Improved GUI is a collection of GUI/Sound/Engine improvements and tweaks to make Baldur's Gate 2/BGT more friendly and easy to play. v5.6: Added: Restore BG1/BG2 XP Limits Added: EAX/DirectSound3D emulation through DSOAL Added: Freeze/Unfreeze sounds when game paused/unpaused (Beta) Download Forum Readme Github
  6. Spellhold Studios BG2 Improved GUI is a collection of GUI/Sound/Engine improvements and tweaks to make Baldur's Gate 2/BGT more friendly and easy to play. v5.5: Added: x2 Full Scaled Graphics mode Added: HTML Documentation Added: NWN casting sounds for HLA/High Level spells Download Forum Readme Github
  7. effect.nTargetType != 1-9. nTargetType is TARGET in one of spell's effects. There is no way to show spell name....
  8. Kind a necroposting... Some enemy (Dragon,...) can see any type of invisible party member and even attack without removing illusions Should a party member have ImpInvisible's AC and Saving bonuses versus these creatures ?
  9. When enemy char under MISLEAD invisibility do melee(may be ranged too) attack on party member, engine shows enemy sprite for 1-2 animation frames, then char go instantly back to invisible. These frames show where char located on area -> player knows what kind and where enemy is. Is it OK or misleaded enemy must be always invisible until illusion removing ?
  10. My goodness. Is this in oBG, too? oBG2 too.
  11. gap is a little random: Speed = weapon speed + 1d6 - 3 1d6 - INITIATIVE roll, Speed limited to [0-10]
  12. 1) To eliminate some graphic bugs try disable triple buffering in display driver panel (nvidia/intel has this setting). All InfinityEngines not compatible with tripple buffering. 2) Try Mesa as replacement of vendor's OpenGL driver, Mesa is software implementation, but fast enough for BG2 3) Iin display driver panel change scaling method as Bartimaeus mentioned
  13. Original BG2 engine can stretch UI to x2 for resolution 1280x960 and higher (as i remember) Widescreen mod uses 1024x768 as base for high custom resolutions why 1024x768 ? i dont know, maybe because bioware didnt finish 1280x960 mode and higher (weird guiw12.chu/guiw16/...)
  14. Hi Many dragon innate breathes have primary school as GENERALIST(spin893/spin596/...), so NoSpecialist Mages+Sorceres will have +2 bonus to saving throw (Wild Mages don't have bonus due engine bug) Is it OK or spells are misconfigured ?
  15. Loot panel for BG2 add new buttons for pick up items from near corpses Difference vs EE engine: - Panel is not realy "panel", its extension of original container screen, it cannot be visible always on main screen, still need open any container around - Panel has two modes: 1) Classic (like EE) 2) Grouping same items, one click to pickup some item type from all corpses Requirements: - BG2 ToB v2.5.26498 - Installed TobEx v26 or v28, installer will REPLACE original tobex.dll with custom version - Compatible with Widescreen mod 3.07, but loot panel need install AFTER Widescreen Compilation: In folder "src" modified sources of TobEx v28, merge with original files, add ContainerPanel.cpp and ContainerPanel.h to project Credits: Ascension64 for TobEx and briliant reverse engineering work ! Wisp/The Bigg/Westley Weimer for WeiDU Script&Resource processor Changelog: v1 - Initial release, Beta Download: v1 (Hosted on shsforums.net)
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