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tipun

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Posts posted by tipun

  1. Hello. I want to say that the mod is not abandoned. I just don't have a computer right now. I'm not used to accessing the Internet from a tablet, so now I'll just say that as soon as the computer returns to me, I will try to take into account all the comments and suggestions. And also to make the display of characteristics the way they will be in the game. And now they are different. After all, all the properties of the subrace are applied after the start of the game.

  2. 7 hours ago, Greenhorn said:

    You mean Heart of Winter alpha? I can't wait to try it, I hope there is english translation, I will check it out. And looking inside Subraces files, YAY, I found 2 new subraces. Take your time, of course, leisure times are limited when you are working and good mod takes much of it. You can look at those two mods I listed previously for additional info/inspiration if you like and I hope you will make snow half-elf subrace eventually some day. My snow half-elf F/M/T was coolest and most capable character I ever played. :kungfu::)

    No, not Heart of Winter alpha. I meant IWD1 and IWD2 for EET. And they are now available to play. But there should still be one mod that should combine the plot of the IWD with the plot of the EET. But it is quite large in volume and is not ready yet. Therefore, a small mod is now available that adds a character that sends to the IWD. But now there is no such fusion of plots that I plan.

    The other two mods you mentioned I saw once. But a very long time ago. Will need to download again.

  3. 7 hours ago, Greenhorn said:

    That would be cool, as Viconia has 65% magic resistance in SoD and ToB and drow description from this mod gives flat 50% without 2% increase per level. If she gets adjustments from this mod to her stats and abilities and keeps her original MR that would be ideal ( for me). 

    Ah, so values are from IWD ( which I never played ) and 3rd edition D&D ( which I never read )? In any case I will install this mod and see although I wouldn't mind corrections to README when necessary when the time allows you, of course. Thank you for your explanations and answer. 

    No, I did not touch the characteristics of the original NPCs. But I have an idea to improve MR and similar effects with level up. But that will probably be in the future.

    As for the description in the readme, as it will be in time, I will definitely check it. Thanks for pointing this out.

    Actually, I was doing the Subraces when I converted the IWD2 for the EET. But then, for some reason, I decided to separate them into a separate mod.

  4. On 5/23/2022 at 6:56 PM, Greenhorn said:

    Since I regularly used FinnJo's and Welverin's subrace mods ( often together) in classic games I guess I must try this mod for EE too. But I have few questions, from what I can see in README this mod changes Viconia, Baeloth and Haer'Dalis and this is not optional. So drow disadvantages will stack with Viconia's revamped mod disadvantages but that is not what worries me, in fact I like it. What concerns me however is that it will actually lower Viconia's magic resistance in SoD and Tob. And from I gather from README this mod will give Haer'Dalis 20% resistance to acid, cold and electrical damage while as Tiefling in SoA he already has:

    I didn't change the resistance etc. with standard NPCs. They add some abilities, such as Fairy Fire for Viconia, the display of the subrace in the Character Record, and the ability to check the subrace in scripts/dialogues.

    On 5/24/2022 at 1:47 AM, Greenhorn said:

    While 10%/20% in dark areas to Hide in the shadows skill is probable explanation for the former I can only make educated guesses. While I also thought at first that +2 is x2 elven 5% racial bonus on finding traps Ghostwise halfling Advantages: +5 Search traps (for thieves) left me wandering. "shrugs" I hope @tipun will be kind enough to answer this eventually when he drops by. 

    This needs to be checked. Perhaps I made a mistake in the description. Because I took subraces from IWD2, and there, as far as I remember, when translating values from DnD3 to ADnD2.5, the value must be multiplied by 5 (in most cases).

  5. 11 hours ago, Endarire said:

    Does this work with lefreut’s UI mods for EET?

    I have never tried lefreut's GUI myself, but it should work now. There were two problems. Table name (corrected). And adding actions to interface elements. Now it doesn't matter if actions are located on the same line or not, they are added normally.

  6. The mod has finally been updated. There are no new subraces, and no changes to existing ones. Since most of the changes relate to compatibility with different GUIs.

    Version 0.3.0

    •  Rewritten ui.menu patching code to be more compatible with GUI mods
    •  Added French translation
    •  The subrace was added when creating a Random character in the Tipun's and Dragonspear++ GUI
  7. So the mod is finished. Russian and English languages are available. Mod link: https://drive.google.com/file/d/1OsBt2-jrLQP2F-Jn7dsX1vhIzz0xg1n4/view?usp=sharing

    The readme describes many innovations. As well as the installation procedure. But just in case, I'll duplicate it here:

    Spoiler

    The mod contains two components.
    First component: Tipun's User Interface (main component).
    It is better to install it at the very beginning of the installation. After EET when installing on the Trilogy.
    Second component: Tipun's User Interface (create data tables).
    It must be installed if you installed other mods after the first component (this applies to mods that add items, kits, NPCs). This component must be installed at the very end of the installation.

    And a small request to those who will use the mod, check the English text. And in the readme file too.

  8. @jastey

    Got it, thanks for the info.

    As an example, the C#Solaufein_PCIsDrow variable can be used to check the PC subrace. Although in my IWD2 mod, for which this mod was created in the first place, I do not use additional variables. Everywhere I use TriggerOverride.
    By the way, Solaufein himself can also be subrace, just as I did for Viconia and Baeloth. Then it will also be possible to define him in scripts/dialogs as a drow. This will identify him as a drow if your mod is installed with my mod IWD2. There are several subrace checks for the character who is speaking.

  9. BG does not support subraces. Therefore, the character's race is used as usual (human, elf, half-elf, etc.). The mod adds only the effects of the subrace and a local variable by which you can find out the subrace. I think that a half-drow, half-moon elf should have an elf race. We need to think about it.

    Quote

    I love that the Soulfein mod is already using checks for it!

    Wow. I didn't even know))

  10. I apologize for the delay. But there is a problem here. The appearance of multiple quotes and the like. It depends on various reasons in the modified ui.menu. Therefore, I decided to write a more universal code that would take all this into account. Unfortunately, I didn't think about it right away. I'll try to get it done within a couple of weeks.

  11. @ahungryNow I checked on BGEE (without mods) and EET (with mods). In both cases, I gained experience. Maybe some mod is blocking something. But I don't really know what tech/tactical mods change. Therefore, I can’t say for sure what blocks the experience. But I would advise next time to install Subraces closer to the end of the installation.

  12. Yes. Bonuses are applied, like all other effects, after character creation. I have not yet found an option to do this when creating a character. Perhaps this can be done using EEex. But I didn't know much about this mod.

  13. @JohnBobThank you. I will add. And then, as soon as I fix the problem with the UI from leftreut and other errors, I will immediately update it.

    Spoiler

    Everything is fine with hand now, thank you. But I got allergic to one injection and my face and whole body were covered in brown spots. The skin peels off them and creates a very unpleasant sensation.

     

  14. If you are using the EE version, then you can use an ini file with the name of the location for reinforcements. There, to create each enemy, you can choose different positions in which it will appear.

    Spoiler

    [locals]

    [spawn_main]
    events=1_SECOND

    [1_SECOND]
    critters=DRUM_SUMMON_A,DRUM_SUMMON_B,DRUM_SUMMON_C,DRUM_SUMMON_D
    interval=15

    [DRUM_SUMMON_A]
    cre_file                = 30gobWRS
    spec                    = [0.0.0.0.200]
    ai_specifics            = 200
    script_name             = DRUM_SUMMON_A
    spec_var                = AR3000_DRUM_SUMMON
    spec_qty                = 1
    create_qty              = 1
    ignore_can_see          = 1
    spawn_point             = [0363.0482:0],[2135.0594:0],[3358.0884:0],[0719.1851:0],[2021.1586:0],[3138.1719:0],[0430.2641:0],[2387.2786:0],[3467.2475:0]
    point_select            = R
    script_Override         = WR3000SA
    script_Specifics        = 00WorgX
    script_Class            = 30WrgSpn
    script_Race             = 00aAtGN
    script_Default          = 00aMvFP

    [DRUM_SUMMON_B]
    cre_file                = 30gobWRS
    spec                    = [0.0.0.0.201]
    ai_specifics            = 201
    script_name             = DRUM_SUMMON_B
    spec_var                = AR3000_DRUM_SUMMON
    spec_qty                = 1
    create_qty              = 1
    ignore_can_see          = 1
    spawn_point             = [0363.0482:0],[2135.0594:0],[3358.0884:0],[0719.1851:0],[2021.1586:0],[3138.1719:0],[0430.2641:0],[2387.2786:0],[3467.2475:0]
    point_select            = R
    script_Override         = WR3000SB
    script_Specifics        = 00WorgX
    script_Class            = 30WrgSpn
    script_Race             = 00aAtGN
    script_Default          = 00aMvFP

    [DRUM_SUMMON_C]
    cre_file                = 30gobWRS
    spec                    = [0.0.0.0.202]
    ai_specifics            = 202
    script_name             = DRUM_SUMMON_C
    spec_var                = AR3000_DRUM_SUMMON
    spec_qty                = 1
    create_qty              = 1
    ignore_can_see          = 1
    spawn_point             = [0363.0482:0],[2135.0594:0],[3358.0884:0],[0719.1851:0],[2021.1586:0],[3138.1719:0],[0430.2641:0],[2387.2786:0],[3467.2475:0]
    point_select            = R
    script_Override         = WR3000SC
    script_Specifics        = 00WorgX
    script_Class            = 30WrgSpn
    script_Race             = 00aAtGN
    script_Default          = 00aMvFP

    [DRUM_SUMMON_D]
    cre_file                = 30gobWRS
    spec                    = [0.0.0.0.203]
    ai_specifics            = 203
    script_name             = DRUM_SUMMON_D
    spec_var                = AR3000_DRUM_SUMMON
    spec_qty                = 1
    create_qty              = 1
    ignore_can_see          = 1
    spawn_point             = [0363.0482:0],[2135.0594:0],[3358.0884:0],[0719.1851:0],[2021.1586:0],[3138.1719:0],[0430.2641:0],[2387.2786:0],[3467.2475:0]
    point_select            = R
    script_Override         = WR3000SD
    script_Specifics        = 00WorgX
    script_Class            = 30WrgSpn
    script_Race             = 00aAtGN
    script_Default          = 00aMvFP

    Here new enemies appear when AR3000_DRUM_SUMMON=1. And the new DRUM_SUMMON_A will appear only after the previous one is killed. Likewise with the rest.

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