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Graion Dilach

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Posts posted by Graion Dilach

  1. No, I mean the actual spacebar on the keyboard. Unlike the classics, you can get through any dialogues with the keyboard in the EEs - both classics and EEs accept the numeric buttons for player responses, but only the EEs accept spacebar for Continue.

    These days I don't even bother with the mouse at all in a dialog tree unless there are 9+ responses.

  2. I can't find any warnings related to HLLAYEN.CRE in my own megamod install which includes Cowled Menace.

    Throwing up a random mod list without knowing what the hell is going on is useless. WeiDU has logging options, use them (either use --autolog, or the --log "LOGFILE" command line option). See the bottom of https://weidu.org/~thebigg/README-WeiDU.html#sec6

    For the record, Project Infinity does rely on --log to generate separate logs to an external folder.

  3. Poor content, poorly written and I haven't even dared to attempt to install it right. Roxanne's method is to install it after SCS AI components which leads to incompatibility and inconsistency problems all over the place and I've seen a fair amount of hardwired assumptions in it that I didn't wanted to dissect it to figure it out if it can actually be installed after say all the NPC mods but before any tweakmod.

    I mean, I do have standards.

  4. On 12/20/2022 at 4:22 PM, subtledoctor said:

    Wow excellent call! And a shame, because I’ve been really enjoying that otherwise. Now I know what to look for, maybe I can devise a hotfix. Or maybe it just won’t be relevant in BG2? Seems like most of that change affects low-level play.

    Well, this was my quickfix. I install this immediately after the IWDification component and it seems to work.

    BEGIN ~Attempt to fix IWDification random ranged weapons~
    LABEL ZG-IWDIFICATION-RANDOM-RANGEDFIX
    DESIGNATED 11
    // clone the standard weapons into the dummy ITMs
    
    	COPY_EXISTING ~xbow04.itm~ ~override/cdrdcbth.itm~
    
    	COPY_EXISTING ~bow01.itm~ ~override/cdrdclbw.itm~
    	
    	COPY_EXISTING ~bow05.itm~ ~override/cdrdsbth.itm~
    
    	COPY_EXISTING ~xbow01.itm~ ~override/cdrdcbhv.itm~
    	
    	COPY_EXISTING ~bow03.itm~ ~override/cdrdlbw.itm~
    	
    	COPY_EXISTING ~xbow04.itm~ ~override/cdrdcblt.itm~
    	
    	COPY_EXISTING ~bow05.itm~ ~override/cdrdsbow.itm~
    	
    	COPY_EXISTING ~bow03.itm~ ~override/cdrdcb5.itm~
  5. If we're discussing manuals, GoG's digitized original non-EE manuals are conflicting - the oBG1 manual mentions the bonus with the correct duration, the oBG2 one doesn't and has the overly long duration. The oBG1 spell description lacks the bonus and has the overly long duration, the oBG2 spell description doesn't mention the bonus, but has the duration fixed.

    And the spell itself has the bonus in oBG1 already.

    Basically the only time the spell was accurately described was in the oBG1 manual and everything else got something wrong. Make of that what you will.

  6. Noone told you to keep the IWDEE compatibility in your softforks either, which you just acknowledged you don't care about, why don't you cut that out then? Beamdog put it in, because it's cheaper to maintain one shared engine branch between the BGs and IWDEE and sure, they could've kept the option within baldur.lua only, but a Hidden Gameplay Options mod would've still exposed it.

  7. 19 minutes ago, Bartimaeus said:

    No offense to Black Isle, but I think it would be folly to try to balance for an extreme and unbalanced difficulty mode whose questionable design will be inherently subject to issues like this.

    FTFY. Beamdog has nothing to do with the design of how that works, they just reimplemented it accurately from oIWD.

  8. 4 hours ago, subtledoctor said:

    I also noticed a problem in this game, that some archer enemies are not shooting me, but instead closing to melee. This includes Hobgoblin Elites, Black Talon Elites, and Goblin Archers. I have no idea why, and the scripts are too long for me to analyze easily. And again, I've used this version of SCS before without seeing such behavior. So it's a bit of a mystery to me.

    I suspect this one comes from the IWDification randomized equipment component with the dummy placeholder ITMs aren't being detected as valid ranged weapons throwing the scripts off.

  9. Yes, the IESDP entry is why I brought this up, because II don't know if that either should be interpreted as "one of them can be omitted but then the other needs to exist" or "both are optional". Personally I always use either as a XOR but English allows both interpretations.

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