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gamemaster76

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Everything posted by gamemaster76

  1. And now with this I also made a version to work on Icewind Dale EE!
  2. lang_dir = en_us its English wait i was checking BG1. Bg2 is in Spanish XD IT works now! Thanks you! I think Its finally ready!
  3. DLCMerger was used. In BG1 its fine. Just tested again in a new game. Same code for BG2, nothing. I have multiple folders with copies of the games. One in the standard place steam installs them, in my programs folder. A clean and unmodded pair in a folder on my desktop. And a pair copied from the clean ones to my desktop for testing my mod.
  4. Yes, I reinstalled the mod, then refreshed near infinity AND started a new game. I've been doing that this whole time.
  5. .CRE and .SPL: COPY_EXISTING ~WEREWODR.CRE~ ~override/WERELEDR.CRE~ // adds the Lesser Werewolf creature SAY NAME1 ~Lesser Werewolf~ SAY NAME2 ~Lesser Werewolf~ WRITE_BYTE 0x5d ~10~ // Magic Resistance WRITE_BYTE 0x46 ~4~ // Natural AC WRITE_BYTE 0x48 ~4~ // Effective AC WRITE_BYTE 0x53 ~1~ // APR WRITE_BYTE 0x238 ~18~ //STR WRITE_BYTE 0x23c ~15~ // DEX WRITE_BYTE 0x23d ~15~ // CON COPY_EXISTING ~spcl643.spl~ ~override/spcl645.spl~ // adds the Shapeshift: Lesser Werewolf transformation SAY NAME1 ~Shapeshift: Lesser Werewolf~ SAY NAME2 ~Shapeshift: Lesser Werewolf~ SAY 0x50 ~Shapeshift: Lesser Werewolf Strength: 18 Dexterity: 15 Constitution: 15 Base Armor Class: 4 Number of Attacks: 1 Attack Damage: 1d6 (slashing), strikes as +1 weapon Special Abilities: – Magic Resistance: 10% ~ [....] ACTION_IF FILE_EXISTS_IN_GAME ~spcl643.spl~ BEGIN // Shapeshift: Werewolf COPY_EXISTING ~spcl643.spl~ ~override/spcl643.spl~ // updates ability description SAY 0x50 ~Shapeshift: Werewolf Strength: 19 Dexterity: 16 Constitution: 15 Base Armor Class: 1 Number of Attacks: 2 Attack Damage: 1d12 (slashing), strikes as +2 weapon Special Abilities: - Immune to Normal Weapons – Magic Resistance: 20% ~ END [....] ACTION_IF FILE_EXISTS_IN_GAME ~spcl644.spl~ BEGIN // Shapeshift: Greater Werewolf COPY_EXISTING ~spcl644.spl~ ~override~ // updates ability description SAY 0x50 ~Shapeshift: Werewolf Strength: 21 Dexterity: 21 Constitution: 25 Base Armor Class: -6 Number of Attacks: 3 Attack Damage: 2d8 (slashing), strikes as +3 weapon Special Abilities: - Immune to Normal Weapons – Magic Resistance: 40% - 50% Fire/Magic Fire, Cold/Magic Cold, Acid, & Electricity resistance ~ END /////////////////////// I had put 0x50 for descriptions because I couldn't find the correct syntax, I just tried with DESC and UNIDENTIFIED_DESC and neither work. DESC just puts the original descriptions and the other give "No Such Index". Other then descriptions, Names are missing. The Lesser transformation is missing both Spell Name and Identifying Name, while the other two are only missing the Identifying name. And the Lesser creature is also missing its name.
  6. So is there another code to rewrite descriptions and names? I still cant figure out why the text wont stick in BG2 but it did in BG1.
  7. Now there's the description... I noticed that all the werewolf forms are missing the descriptions now. Lesser doesn't even have the name. They all say No Such Index. COPY_EXISTING ~WEREWODR.CRE~ ~override/WERELEDR.CRE~ // adds the Lesser Werewolf creature SAY NAME1 ~Lesser Werewolf~ SAY NAME2 ~Lesser Werewolf~ WRITE_BYTE 0x5d ~10~ // Magic Resistance WRITE_BYTE 0x46 ~4~ // Natural AC WRITE_BYTE 0x48 ~4~ // Effective AC WRITE_BYTE 0x53 ~1~ // APR WRITE_BYTE 0x238 ~18~ //STR WRITE_BYTE 0x23c ~15~ // DEX WRITE_BYTE 0x23d ~15~ // CON COPY_EXISTING ~spcl643.spl~ ~override/spcl645.spl~ // adds the Shapeshift: Lesser Werewolf transformation SAY NAME1 ~Shapeshift: Lesser Werewolf~ SAY NAME2 ~Shapeshift: Lesser Werewolf~ SAY 0x50 ~Shapeshift: Lesser Werewolf Strength: 18 Dexterity: 15 Constitution: 15 Base Armor Class: 4 Number of Attacks: 1 Attack Damage: 1d6 (slashing), strikes as +1 weapon Special Abilities: – Magic Resistance: 10% ~ [....] ACTION_IF FILE_EXISTS_IN_GAME ~spcl643.spl~ BEGIN // Shapeshift: Werewolf COPY_EXISTING ~spcl643.spl~ ~override/spcl643.spl~ // updates ability description SAY 0x50 ~Shapeshift: Werewolf Strength: 19 Dexterity: 16 Constitution: 15 Base Armor Class: 1 Number of Attacks: 2 Attack Damage: 1d12 (slashing), strikes as +2 weapon Special Abilities: - Immune to Normal Weapons – Magic Resistance: 20% ~ END [....] ACTION_IF FILE_EXISTS_IN_GAME ~spcl644.spl~ BEGIN // Shapeshift: Greater Werewolf COPY_EXISTING ~spcl644.spl~ ~override~ // updates ability description SAY 0x50 ~Shapeshift: Werewolf Strength: 21 Dexterity: 21 Constitution: 25 Base Armor Class: -6 Number of Attacks: 3 Attack Damage: 2d8 (slashing), strikes as +3 weapon Special Abilities: - Immune to Normal Weapons – Magic Resistance: 40% - 50% Fire/Magic Fire, Cold/Magic Cold, Acid, & Electricity resistance ~ END
  8. DELETE_ITEM_EFFECT finally didnt give a parse error! according to the Weido docs it should have been SET..I guess its just outdated. Unfortunately it is also ignored and did nothing... but the check_globals made ALTER_ITEM_EFFECT work! Thanks!! With that, I dont need DELETE_ITEM_EFFECT anymore.
  9. So basically parts of my Lesser Werewolf code are being ignored and not being properly implemented... for some reason. I assume its a syntax issue but I cant figure it out: COPY_EXISTING ~WEREWODR.CRE~ ~override/WERELEDR.CRE~ // adds the Lesser Werewolf creature SAY NAME1 ~Lesser Werewolf~ SAY NAME2 ~Lesser Werewolf~ WRITE_BYTE 0x5d ~10~ // Magic Resistance WRITE_BYTE 0x46 ~4~ // Natural AC WRITE_BYTE 0x48 ~4~ // Effective AC WRITE_BYTE 0x53 ~1~ // APR WRITE_BYTE 0x238 ~18~ //STR WRITE_BYTE 0x23c ~15~ // DEX WRITE_BYTE 0x23d ~15~ // CON COPY_EXISTING ~spcl643.spl~ ~override/spcl645.spl~ // adds the Shapeshift: Lesser Werewolf transformation SAY NAME1 ~Shapeshift: Lesser Werewolf~ SAY NAME2 ~Shapeshift: Lesser Werewolf~ SAY 0x50 ~Shapeshift: Lesser Werewolf Strength: 18 Dexterity: 15 Constitution: 15 Base Armor Class: 4 Number of Attacks: 1 Attack Damage: 1d6 (slashing), strikes as +1 weapon Special Abilities: – Magic Resistance: 10% ~ [......] LAUNCH_PATCH_FUNCTION ~ALTER_ITEM_EFFECT~ // Makes polymorph cosmetic only INT_VAR match_opcode = 135 target = 1 timing = 2 resistance = 0 parameter1 = 0 parameter2 = 1 // 1 = Appearance only, 0 = normal morphing probability1 = 100 insert_point = 0 STR_VAR resource = ~WERELEDR~ END these are the codes being ignored. COPY_EXISTING works but the further operations do nothing. ALTER_ITEM_EFFECT just refuses to do anything, and changing it to a ADD_ITEM_EQEFFECT works... but it still defaults to the first polymorph ability.... and DELETE_ITEM_EFFECT causes a Parse error when I try to run the installer.... For the record, BG1EE works with this code. I'm checking the documentation:https://weidu.org/~thebigg/README-WeiDU.html And I can't find anything to indicate what I'm doing wrong.
  10. I put right after the copy action but still gives a parse error. Not at LAUNCH_PATCH_FUNCTION ~DELETE_ITEM_EFFECT~ but at SET COPY_EXISTING ~cdbrbrp.ITM~ ~override/cdbrbrp3.ITM~ // adds paw attack for Lesser Werewolf form LAUNCH_PATCH_FUNCTION ~DELETE_ITEM_EFFECT~ SET opcode_to_delete = 135 END
  11. Ok, so now when I use the Lesser transformation, instead of saying "Lesser Werewolf: <charname>", it instead says "INVALIDE: <charname>". so for some reason the right text isn't found, Also I see an instance of the game ignoring the code. I have this line: LAUNCH_PATCH_FUNCTION ~ALTER_ITEM_EFFECT~ INT_VAR match_opcode = 135 target = 1 timing = 2 resistance = 0 parameter1 = 0 parameter2 = 1 // 1 = Appearance only, 0 = normal morphing probability1 = 100 insert_point = 0 STR_VAR resource = ~WERELEDR~ END Among other things, this is suppose to change the resource from the Normal wolf to the Lesser. According to Near Infinity, it completely ignores this section of code. item cdbrbrp3.ITM, 12th effect - polymorph. Im able to add a new polymorph effect but I need to delete the old one. If I use DELETE_ITEM_EFFECT, how can I make it so that it deletes the original and not also the new one? Also whats the correct syntax for it? so far I have LAUNCH_PATCH_FUNCTION ~DELETE_ITEM_EFFECT~ SET opcode_to_delete = 135 END and it gives a Parse error updated link
  12. ok for BG2, when the Lesser Werewolf is assigned, its listed as: WERELEDR.CRE (no such index) Its the only thing that seems off at the moment. It is there, but it doesn't seem to recognize it.
  13. I tried again with ALTER_SPELL_EFFECT and for BG1 it works! now to figure out how to get it to work for BG2. I mean it worked either way, but alright, I removed .cre from the code
  14. Ok I think I found the problem. I have no idea why its happening but I found it. In Near Infinity, the shapeshift ability for Lesser Werewolf "spcl645.spl", under Spell Ability 0, in the list of effects, there's 2 polymorphs, effect 4 and effect 10. Effect 10 is the original polymorph from when I copied the Normal werewolf transformation, effect 4 is the new one I put meant to override the old. For some reason, the transformation is still drawing from effect 10 and not effect 4. When I manually changed effect 10 resource to the Lesser werewolf It worked as intended. So is there a code that will directly edit the existing polymorph code instead of just writing a second one? Or will at least erase it, forcing the game to effect 4? I tried ~ALTER_SPELL_EFFECT~ but that didn't work.
  15. I didn't use a translator, English is my mother tongue. Yes it says resource key but didn't explain WHAT the key should be. If its the creature file, they should have just said that. Resource key = creature file, there, wasn't so hard. and I figured it couldn't be "resource = ~WEREWODR.CRE~" because they didn't put it in the example code: Parameter #1: Irrelevant Parameter #2: Type I figured it cant be code, otherwise they would have put it there. Its just unnecessarily confusing.
  16. kjeron I finally understood what you meant about polymorph not being linked to anything! I added STR_VAR resource = ~WEREWODR.CRE~ to the normal werewolf and it works! I got confused because the opcode page didnt mentioned anything about needing a line like that. all that's left is Lesser werewolf! I tried the same thing with WERELEDR.CRE and the claw attack comes but Its loading the Normal form and not the Lesser. Edit: it loads the Normal form EXCEPT for the damage of the claw attack. the damage is 1d6 which is right for Lesser. but the stats and the magic resistance belong to Normal. I've updated the link
  17. actually I did create it: COPY_EXISTING ~WEREWODR.CRE~ ~override/WERELEDR.CRE~ // adds the Lesser Werewolf creature SAY NAME1 ~Lesser Werewolf~ SAY NAME2 ~Lesser Werewolf~ WRITE_BYTE 0x5d ~10~ // Magic Resistance WRITE_BYTE 0x46 ~4~ // Natural AC WRITE_BYTE 0x48 ~4~ // Effective AC WRITE_BYTE 0x53 ~1~ // APR WRITE_BYTE 0x238 ~18~ //STR WRITE_BYTE 0x23c ~15~ // DEX WRITE_BYTE 0x23d ~15~ // CON
  18. So from what I can tell, problem 2 and possible 3 are because the claw attacks aren't equipping properly. I've compared the Greater claw (which is working as intended) with the other 2 and there's no difference in duration, settings, etc. The transformation itself is the same between them aside from what weapon they create. The polymorph itself must be cosmetic because otherwise it completely ignores the changes and uses the vanilla transformation. Unless there'sres a way around that. Edit: also the lesser form now sets Strength to 19 instead of 18 and changing back puts it at 18...
  19. Ah ok! good to know. Well, problems 2 and 3 are happening on both games so I don't know if that helps though.
  20. I only make the polymorph cosmetic, I disable speech, spellcasting, etc. in the claws. Putting WITH ignores all the other buffs I added and makes it the vanilla transformation... at least I think. Its been months so I dont really remember my reasoning too well. I remember it was a good reason though
  21. Yeah your first post clued me into that and I fixed that, making it point to WEREWODR which does exist. I updated the file on the drive. oops, double posted somehow
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