Jump to content

Ebonslayer

Members
  • Posts

    8
  • Joined

  • Last visited

About Ebonslayer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Ebonslayer's Achievements

  1. Really? I always thought it was a Protection from Evil spell.
  2. Ok, I've found a bit of an issue in testing conditions. When I get any of the High Sciences they don't appear in my spellbook or in my casting list. The ones I have tested are Seismic Vibration, Energy Storm, Bestial Metamorphosis, Ultrablast and Atomic Disruption but I assume the other High Sciences will act similarly. I have tested this in both SoA and ToB with new characters, for the SoA character I used console commands to grant enough xp to reach Cleric level 13 (this was on a Psionicist so my Thief level was much higher) and in ToB I had enough starting powers to grab a multitude of High Sciences from the get-go. The only mods I have installed are EEex, AionZ's Warlock Kit, this and Bubb's Spell Menu Extended, all on the latest version and in that exact order of installation.
  3. I'm a bit late here, but personally I'd love something like this. I think one of the more annoying things in this game is the possibility of allies dying and me having to reload to a save god-knows-how-long ago I made. It's especially annoying in early BG1, but is an irritation throughout the entirety for the most part.
  4. Not sure how feasible this would be, but perhaps they could take up, instead of a flat amount of PSP, a percentage? Psychic Blade, for instance, could take up maybe 10% PSP, Inertial Barrier 20%, ect?
  5. Not sure if I care for that idea. I think the main reason to make maintained powers a toggle instead of having a duration is to allow you to walk around with them on instead of having to reapply every buff at the start of combat. However, if it's draining your points while you're wandering around, it simply means you'd just deactivate them after every fight, adding yet another step a player will be inconvenienced to do and ultimately negating the point of the change anyhow. If there was a way to only drain the PSP in combat (not sure if that's even possible) and let you wander around with no cost it'd be fine, but otherwise I don't think it'd work well.
  6. Maybe a stupid question, as I'm new to modding these games, but how would I go about adding Fuinril's code from page 2 to fix the "no locks and traps" component (or, if possible, even just to have the traps module, as a glance over the code seems to indicate locks and traps are completely separate components and that's mostly what I want it for). Edit: Nvm, figured it out. Changed some code in setup-cdtweaks.tp2. Could only get the traps part, but that's all I wanted anyhow (I like locks: free xp, and they're not annoying like traps).
  7. Ah, so I was editing the right things, just too late? Welp, time to reinstall everything, I suppose. Oh well, thank you.
  8. How would I go about editing the kits myself? I'm trying to give the 2 abilities per level to the Ranger/Psion, and have tried editing d5psirn.2da but none of the changes go through. Am I editing the wrong file? It references the "choose a psionic power" spells in a 2-1-2-1 manner, so I assume not.
×
×
  • Create New...