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morpheus562

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Posts posted by morpheus562

  1. Official release for version 13.0 which brings the following enhancements:

    • All Games
      • Fixed bug with the scripts overwriting player commands.
      • Improved Haste issue may not be from SCS. Checking in a different manner to correct issue.
      • New system using EEex to track spell cast cooldowns.
      • Corrected bug with use of both Melf's Minute Missiles and Black Blade of Disaster.
  2. 2 minutes ago, DumbTheBad said:

    Is this mod compatible with the Item Randomizer mod? I'm thinking install the randomizer first, then Forgotten Armaments. 

    No idea regarding compatibility. I would not recommend installing this after item randomizer as there is a chance Forgotten Armament would then overwrite an item that randomly gets moved.

  3. 1 hour ago, Daeros_Trollkiller said:

    Outside of that, I dont know each and every mod by heart, so I'll have to depend on my own playtesting and community feedback to sort out incompatibilities.  I can't account for every single mod out there, but the most popular ones, like tweaks, shouldn't be a problem.

     

    That's why I am planning to post up the .tp2 from time to time, if another modder such as yourself sees something I could do better to make it more compatible, I would be grateful for the feedback on it.

    When I made Forgotten Armament a year or so ago, your mod was not one I used but one I ensured compatibility with.

    Here are the locations for all net new items I add: https://github.com/Gibberlings3/Forgotten-Armament/blob/main/ITEM-LOCATIONS.md

    This lists the items coming from IWD and the .cre/.sto files they are attached to: https://github.com/Gibberlings3/Forgotten-Armament/blob/main/forgotten-armament/components/add_items_iwd.tpa

    This lists the items coming from NWN2 and the .cre/.sto files they are attached to: https://github.com/Gibberlings3/Forgotten-Armament/blob/main/forgotten-armament/components/add_items_nwn.tpa

  4. I just did an experimental push of these scripts to my git which should enhanced spellcasting cooldowns thanks to the power of EEex. I do not have the time nor setup to run a test, but for those willing to give it a shot I'd appreciate any feedback on script performance. If you do test, items that I am curious about:

    • I'm calling lua more frequently with the update, so I'm looking to see if there is any lag or delay caused by more lua calls (I am not expecting this, but need to confirm).
    • Ensure spells are not being queued up by the scripts until the spellcasting cooldown is expired and the spells can be cast without cooldown delay.
    • Any overriding of the player chosen spell or ability (I have weeded most of this out, but need to ensure it doesn't creep back in).

    Thank you!

  5. 4 hours ago, emix said:

    Barb/Berserk rage, would really prefer to activate it manually during combat and not as a prebuff, feels like atleast couple of rounds is always wasted this way.

    I would recommend using long duration buffs if you don't want Rage used. Its a prebuff, and I don't want to waste time in a tough fight throwing that up at the start when I really need to be using a Whirlwind, Hardiness, Dispelling spell, etc.

  6. 56 minutes ago, snsdale1 said:

    The scripts use "symbolic name" image.png.6fcb1ec6116228f03e47666485086204.pngas a reference.

    But what if a spell does not have a symbolic name? image.png.3dbc0d8ad2af73fc68b2a04281923200.pngIs there a way to add it?  Or can i just go for .SPL file names in these spots?image.png.ea3f2212bb1c7ace7b2d2f37131b8082.png

     

    Is there a reason to prebuff with Shield if you've already got Ghost Armor spell?

    Melf Meteors and Black Blade of Disaster seem to overlap with each other on Magus mod kit. Also the character seems to cast only First shield (Red) even if you've got both.

    I'd refer you to the IESDP for scripting specific questions and tell you to look at SpellRES() for your questions on spells without symbolic names. https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm

    Shield grants protection from magic missile while ghost armor doesn't.

    I'm guessing I don't have checks for both Black Blade and Melfs missiles in place. I recommend using one or the other in the interim.

    I prefer to be conservative with spell use and only use one of the shields active at a time with preference to Fire Shield (Red).

     

  7. 2 hours ago, snsdale1 said:

    Thanks for the info!

    By the way how can you add your own spells to the script? I've made a few copies of priest spells for wizard but in the BDEFAI.BCS file all of the spells are listed through these long spell names like "WIZARD_BLACK_BLADE_OF_DISASTER" and I can't figure out for the life of me where to find them/make them or whatever.

    Can you please give any insight on that?

    You can search for spells via near infinity and it will tell you the full spell name the scripts use.

  8. 17 minutes ago, snsdale1 said:

    Is there a way to exclude Black Blade of Disaster spell from prebuff and mid combat cast scripts? Couldn't find the spell in bdefai.bcs file.

    You can search for either WIZARD_BLACK_BLADE_OF_DISASTER or SPWI915.SPL to find it in both the pre-buffing and mid-combat casts.

    On another note, are there a list of spells that people would like to see included in the .ini file that could be excluded from pre-buffing or mid-combat casts? For the next version of the scripts, I could have players check which spells they don't want included within the .ini prior to the install.

  9. I see you are using v0.10.0 of EEEX which had an error with Enhanced Powergaming Scripts that was recently corrected; however, what you're describing does not sound like the error that was corrected. I'm not sure what version of EEEX the issue started in, but the newest version released a couple days ago corrects it. Why did you split up the EEEX install to the beginning and end of your install order? What mods did you recently install/reinstall and add to your game mid-playthrough? The Aura mod is installed much earlier in your game, did you do a reinstall with a newer version mid-playthrough? I am not familiar with Aura and her infusion ability, but that isn't something my scripts touch.

  10. Here is how the second pocket plane trial does cloning the player:

     

    Spoiler
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalGT("Bhaal25Dream1","GLOBAL",0)
    	OR(2)
    		Race(Player1,HUMAN)
    		Race(Player1,HALFORC)
    	Gender(Player1,MALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2a")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalLT("Bhaal25Dream1","GLOBAL",1)
    	OR(2)
    		Race(Player1,HUMAN)
    		Race(Player1,HALFORC)
    	Gender(Player1,MALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2b")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalGT("Bhaal25Dream1","GLOBAL",0)
    	OR(3)
    		Race(Player1,HALF_ELF)
    		Race(Player1,ELF)
    		Race(Player1,TIEFLING)
    	Gender(Player1,MALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2c")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalLT("Bhaal25Dream1","GLOBAL",1)
    	OR(3)
    		Race(Player1,HALF_ELF)
    		Race(Player1,ELF)
    		Race(Player1,TIEFLING)
    	Gender(Player1,MALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2d")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalGT("Bhaal25Dream1","GLOBAL",0)
    	OR(2)
    		Race(Player1,DWARF)
    		Race(Player1,GNOME)
    	Gender(Player1,MALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2e")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalLT("Bhaal25Dream1","GLOBAL",1)
    	OR(2)
    		Race(Player1,DWARF)
    		Race(Player1,GNOME)
    	Gender(Player1,MALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2f")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalGT("Bhaal25Dream1","GLOBAL",0)
    	Race(Player1,HALFLING)
    	Gender(Player1,MALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2g")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalLT("Bhaal25Dream1","GLOBAL",1)
    	Race(Player1,HALFLING)
    	Gender(Player1,MALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2h")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalGT("Bhaal25Dream1","GLOBAL",0)
    	OR(2)
    		Race(Player1,HUMAN)
    		Race(Player1,HALFORC)
    	Gender(Player1,FEMALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2i")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalLT("Bhaal25Dream1","GLOBAL",1)
    	OR(2)
    		Race(Player1,HUMAN)
    		Race(Player1,HALFORC)
    	Gender(Player1,FEMALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2j")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalGT("Bhaal25Dream1","GLOBAL",0)
    	OR(3)
    		Race(Player1,HALF_ELF)
    		Race(Player1,ELF)
    		Race(Player1,TIEFLING)
    	Gender(Player1,FEMALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2k")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalLT("Bhaal25Dream1","GLOBAL",1)
    	OR(3)
    		Race(Player1,HALF_ELF)
    		Race(Player1,ELF)
    		Race(Player1,TIEFLING)
    	Gender(Player1,FEMALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2l")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalGT("Bhaal25Dream1","GLOBAL",0)
    	OR(2)
    		Race(Player1,DWARF)
    		Race(Player1,GNOME)
    	Gender(Player1,FEMALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2m")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalLT("Bhaal25Dream1","GLOBAL",1)
    	OR(2)
    		Race(Player1,DWARF)
    		Race(Player1,GNOME)
    	Gender(Player1,FEMALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2n")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalGT("Bhaal25Dream1","GLOBAL",0)
    	Race(Player1,HALFLING)
    	Gender(Player1,FEMALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2o")
    END
    
    IF
    	Global("BeginChallenge2","GLOBAL",1)
    	GlobalLT("Bhaal25Dream1","GLOBAL",1)
    	Race(Player1,HALFLING)
    	Gender(Player1,FEMALE)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge2","GLOBAL",2)
    		SetGlobal("OpenDoor5","AR4500",0)  // Pocket Plane
    		StartCutSceneMode()
    		StartCutScene("cutch2p")
    END

     

     

  11. 8 hours ago, snsdale1 said:

    Is there a way to add a specific character slot to the melee script or something like that?

    Currently only the Magus sorcerer kit from time and blood can do the melee stuff, but is there some sort of an option to add a character or a slot or something like that in bdefai.bcs so that a character that is, say, pure sorc could use the melee scripts?

    I have the scripts setup so pure class mages do not run into melee range when they are in-between casting spells. A pure mage will attack with a ranged weapon, melf's missiles, or if Tenser's is active (causing melee). Additionally, I have exceptions for the Magus, as you note, and my Eldritch Scion kit.

  12. I'm thinking of doing a mod called "Souls of Destiny", let's call it SoD for short, that will mostly skip the Dragonspear expansion (minus the escape from BG) and reuse/repurpose the Dragonspear assets within ToB. PC, in addition to defeating the five, will focus on building and recruiting an army of their own to contend with their siblings.

  13. Not all parties run Inquisitors. Additionally, you have to look at how many robed casters your party is running as Robe of Vecna is still a better robe.

    Edit: you also have to beat Kuroisan on insane/lob to get the robe. It's going to be a tough fight for most players, so I view it as a fair reward for the challenge.

  14. 1 hour ago, RoyalProtector said:

    Not to derail the discussion, but has someone made some addon for any text editors to code in WeiDu? Talking mostly about syntax highlighting, I'm not expecting intellisense.

    I posted a basic linter for sublimetext to work with weidu and bcs scripts. That should be here somewhere on the forums.

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