Jump to content

MSduPre

Members
  • Posts

    11
  • Joined

  • Last visited

About MSduPre

MSduPre's Achievements

  1. Now that I think of it, maybe I'll just do a complete ranged weapons overhaul. I'd have to learn how to weidu if I was going to release it to the public.
  2. This is the first I'm learning of gemrb. Thanks, it looks intriguing and promising. I only was able to give it a cursory look last night, and the website's down right now, but I'll check it out more later. I downloaded and installed Faiths & Powers, and I like it! I was disappointed that there was no Dawnknight of Lathander for my Paladin, but maybe I'll use this opportunity to learn to properly build a kit for myself. It looks like the mechanic is an in-game implementation of what I'd been doing with my clerics through Keeper--assigning a very high number of memorizable spells, then filling them with equal numbers of all spells known, to emulate spontaneous casting. Very well done (and much more fun than stopping to use Keeper every time I level up). I am a little confused about spheres and spells known, and couldn't find any documentation except the spreadsheet you linked in the main forum topic. I'm currently playing with Branwen (with a different portrait--ugh!), and naturally assigned her the Tempus kit. But she only has like 3 or 4 1st-level spells. So I checked the spreadsheet, and it looks like most spheres are allowed to her kit, although I admit I haven't yet gone through and carefully checked each one to see why it isn't there. My question is: are more spells gainable or somehow learnable, or do the priests of some orders just not have many spells? Or is it maybe a conflict with another mod I've got installed? Lastly, since you like Clerics so much, I thought I'd share with you a tiny little thing that I made. I got tired a long time ago of Clerics only having one option for ranged weapons, and that not really a very good one, and so I made stonebows. This is only a very basic selection so far: light and heavy mundane, and light and heavy +1, with basic, +1, and +2 bullets, and an infinite quiver of plain bullets (because the way ammo is done in-game is tedious and implausible--arrows and bolts and slingstones are not expended on use like firearm ammunition! They're recovered after each fight, and broken or lost ones replaced in-between battles.) Anyway, thought you might like it, and it would be easy enough to expand upon with better bows and bullets, etc. I'm going to create a special undead-hunter stonebow next, and some holy bullets, maybe using the sunstone ones from the Amaunator temple. The trick is that you have to lie to IE (in some places) and tell it that the bullet is a bolt. The stonebow bullets and sling bullets are not interchangeable, which is accurate to life, because real slingstones are actually not round but lozenge-shaped. I'm actually thinking I'm going to change the names and descriptions of sling bullets in my game to reflect this and make them more easily distinguishable from stonebow bullets. SBOW03.ITM SBOW04.ITM XBUL01.ITM XBUL02.ITM XBUL03.ITM SBOW01.ITM SBOW02.ITM QUIVER07.ITM
  3. Thanks, I'll definitely check that out! That sounds like getting close to, if not exactly what I want. Are you going to be expanding it to the wizard class in the future? Also, how compatible are your mods with others from here, and with my own tinkering? I'm thinking in particular of ones which already changed spells, like Sword Coast Stratagems and Improved Celestials.
  4. That's a good idea, thanks--changing the shamanic dance to mimic turn undead. I'll play around with that and see if I can get it to work.
  5. Thanks. I do know how to modify items and spells and whatnot for a particular class--what I'm wondering is if anyone has ever found a way to alter the basic aspects of the class itself. So, for instance, if I created a Shaman kit so that it mimicked a Priest as far as spells and weapons and armor and such, the GUI would still be Shaman--it would have shamanic dance rather than turn undead, etc. Or conversely, to just alter the coding of the Cleric class so that he casts spontaneously like a Shaman. So I suppose the answer is still "no", no one has found a way to alter that.
  6. Has anyone ever found a way to mod character classes? Not kits, but actual class mechanics. Last I knew, they were hard-coded and no one had found a way to get into it, but this was years ago when pocketplane was the thing, and we were still playing off the multi-cd sets, and I haven't really kept up since then. What I'd like to do is mod the spellcasting classes to eliminate Vancian magic: that is, for Mages to cast like Sorcerers (but still learn like Mages) and Clerics to cast like Shamans, but still acquire their spells like Clerics (and keep the other features, like Turn Undead). I've used various work-arounds, like switching classes back and forth during the game using Keeper, and there are others, like modding the mxpells 2da to give Mage and Cleric a very high number of spells, then memorizing multiple copies of each, but none of them are really elegant or ideal.
  7. I prefer my fantasy to be less fantastic. Not necessarily realistic, but at least plausible.
  8. Lol, yes. And Ilbratha and Cutthroat are downright phallic.
  9. Ha!, true. And those aren't even the worst. The ones that bother me most are the ones like this: just ridiculous. Of course, it's not wholly a BG2 thing. Some of the items were already awful in BG1, most notably a number of the helmets.
  10. Brilliant! Thank you! This was driving me nuts. I intensely dislike the change in style from BG to BG2, and the look of most of the "new" items; with all of the extraneous spikes and protrusions and fanciful who-knows-whats, as opposed to the more medieval and realistic-looking ones. To the point that I was not using certain better items only because they looked so annoying in the menu bar. Just a pet peeve of mine. If you played and modded Neverwinter Nights, you may know me as this guy: https://neverwintervault.org/project/nwn1/hakpak/feanors-medieval-armoury Thanks again!
  11. When using IE to mod the appearance of weapons, I can successfully change the icon that I see in the inventory screen, as well as the description image. But the icon which shows on the main screen in the quick-weapon selection button does not change, and I cannot see an option to edit it in IE, nor can I find any way to do it manually, i.e., finding the file in the BAM list and renaming it. Anyone know how to do this? It seems like it should be the same icon, the same BAM, but I just can't figure out why it's not changing.
×
×
  • Create New...