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Miloch

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Posts posted by Miloch

  1. That is pretty much what I had in mind, at least for a BG1 spin-off of what would otherwise be a BG2 NPC mod (for a BG1 character). There are some other things to consider for a potential BG(EE) mod though:

    • Tamoko had a suboptimal prototype which was broken, destroyed, appropriated by Sarevok etc. She used to "shoot" the PC at the very beginning (may have appeared to be a Magic Stone or Flame Arrow, but was actually a crude firearm something like a smaller huo qiang).
    • She has heard tell of an alchemist who can craft or recraft a better one that won't break. Perhaps she even has the actual huo qiang launcher, but it's the proper gunpowder formula that's the issue (hence a quest for proper ammo).
    • Depending on how the PC acts, she might actually use this against the PC in the final battle (the PC may be motivated to supply her with it against Sarevok but she won't betray him of course).
    • Despite this, there may be sufficient reward for the PC to hand it over to her. The ammo may be unusable on its own, and only if the PC gives over the proper formula will she give him a huo qiang of his own or tell him how to craft one or where to find one (possibly from the same alchemist, who won't make one otherwise).

    Implementing the new items should not be difficult, nor placing them in existing caves etc. (even randomly). In fact, we could even put a new cave for the challenging component, make it difficult to find, heavily guarded etc. If TotSC is detected (almost always is nowadays) some of the components could also be on Balduran's or Ice Island, buried in Durlag's Labyrinth, etc. heheh.

     

    So the dialogue for this would be pretty minimal as well, mainly just banter between the party and the alchemist, and also some extra bits for interaction with Tamoko. Maybe a few existing and new characters could drop hints or thwart the party, nothing too complicated. Pretty simple, as opposed to NPC mods which always seem to take ages and only a few actually get finished :(.

  2. Here is the thread. Fyorl was supposedly working on it but has been inactive for two years. I'm now sure how much, if anything, ever got done, but there are some good ideas in the thread.
  3. KY is an unfortunate abbreviation for a mod :O.

     

    I think you should take over the Tamoko mod next :). There's some thread buried here where someone supposedly did quite a bit with it and then disappeared. So it probably would be a brand-new mod. At least I could contribute the items though. I think it involved a quest from a Shou Lungian philosopher/gunpowder expert to craft a firestick for her with raw materials (sulpher, charcoal, saltpeter, which would probably be in various caves etc.).

  4. Icendoan has indeed vanished, though good to see you're still around Lemernis. You have obviously come around to The Fold. BG modding is more Zen than NWN virtual worlds :). But I think if you come up with any content to add, you can probably phrase it in such a way that you can get modding help to add it. Particularly what with the upsurge of interest with BGEE and whatnot. (I'm still miffed that that Tamoko mod never took off... I had items and kits and spells to go and everything!)

     

    I suppose it's also worth mentioning that insofar as this is a BG2 mod, I don't know what any "conversion" to an "enhanced" BG2 would require, if anything. Quite different from BG1 mods that do require conversion to the BG2 engine.

  5. Well, I don't like spoilers...

     

    But anyway, the "rough outline" is you have to find the *real* lair of the xvarts, which is much closer to Hulrik than the xvart village which is days away and just a small-time outpost compared with the lair, which is fairly huge. The xvarts are in league with an evil cult of Iyachtu Xvim wererats, who in turn, are trying to team up with an extraplanar force far more evil that makes their own formidable group look like a bunch of kindergarteners by comparison (but still roughly in line with what you find later in BG1-TotSC). There are a number of side miniquests, including a Nashkel barmaid and her father, the local miller (yes you can go *in* the windmill now!).

     

     

    There is more information and the latest beta download on SHS (because I got *crickets chirping* when I asked if G3 wanted to host it). I'll get you access but you'll need to register on SHS (if you haven't) and let me know your username there, as it is not quite a public forum yet until the mod is out of beta.

  6. There is a save vs. spells allowed to avoid the effects of an unmodded sppr102.spl, so gunman is correct, the description should reflect that (look at the spell's effects i.e. for Unconsciousness in the Saving throw field to see this).

  7. I mean BG1-style proficiencies are just byte offsets in the CRE files (from 0x6e to 0x75). BG2-style proficiencies require attached EFF structures. You do, however, want to run your BG1 CREs through the FJ_CRE_EFF_V2 function when you copy them on Tutu/BGT just in case you or someone else does add EFFs to them for something (so they use BG2 v2 EFFs instead of the BG1 v1 EFF structure). Nowadays, whatever code that does that will usually invoke FJ_CRE_EFF_V2 anyway, but might as well be safe.

     

    Re: NPC proficiencies, I hammered that out with Asc64 a while back - might as well just use that for Tutu too.

  8. Do you know how Tutu and BGT update the weapon proficiencies? For FotD I have been thinking about a REGEXP that looks at all the old ones, notes the number of proficiencies and assigns the equivalent new ones, so 3 slots in Large Swords will become 3 slots in every weapon that Large Sword includes, plus any new ones.
    The BG2 engine recognises BG1 proficiencies as coded on the CRE files without EFFs. So you don't really need to worry about this unless you have joinable NPCs. For those, Tutu and BGT assigned seemingly-random proficiencies, which in some case didn't make any sense at all. BGT later fixed this; Tutu did not. It should've looked at whatever weapons the original characters had and assigned the relevant BG2 proficiencies. Unless the character did not have the strength requirement to wield the weapon (this was unenforced in BG1, but e.g. Quayle hasn't the strength to wield his flail in the BG2 engine) in which case an alternate determined. Some allowances would be made for weapon styles (i.e. two weapon fighting, sword and shield). This is possibly the only thing you should consider, and only then if you have CREs where it would make sense to give them weapon style proficiencies.
  9. Maybe I am missing something but would that not only be useful if you already have a mod that is compatible with Tutu?
    Yeah, but it could be reverse-engineered fairly easily. The main reason I did from Tutu to BG1 is that you have to strip out a lot of stuff (opcodes over a certain number etc.) for the BG1 engine, which is a lot easier than adding stuff in when going from BG1 to Tutu. Also, all weapon proficiencies need to be set at zero in BG1 (or will crash the game); Tutu/BGT use BG2 proficiencies which isn't always self-evident (you may have one "large sword" that's a scimitar, another that's a bastard sword, etc.).
  10. The areas are the only ones that really significantly differ between BGT, Tutu and BG1. The list in my signature or in the IESDP (or jastey's libraries) has these. I started using a slightly new method in my latest tri-platform mod. Since the last two digits of area names are *usually* the same between platforms, I just have a fairly small list of variables for the area prefix (either AR or FW) and the first two digits. Other than that, Tutu usually adds an underscore to references. If the reference was already 8-characters, it deletes the first character to add the underscore. And as jastey says, BGT adds BG to some resources to avoid conflict with BG2 resources. There's a fairly small list of these and it's in the Developer Documentation (under resource renaming) in BGT. Variables can account for all these things fairly easily. I also have some functions that convert resources from Tutu to BGT/BG1 on the fly when installing the mod. If you want, I can add you to the workroom or send you a link to the beta to look at the code.

  11. I can't get "LeaveAreaLUA" to work for a non-party member in BG1:TotSC. Anyone having any experience with this?
    I hope it works, because that sucks if not. It seems to be used in BG1V but only in cutscenes - e.g. bragecut.bcs has LeaveAreaLUA("AR4802","TRBRACAP",[325.469],12). But again, these all seem to change the focus to players rather than NPCs. Not sure if there's another way to get a creature to change areas in BG1 other than EscapeArea() or DestroySelf() and recreating it in another area (assuming even that works). At least it works for the party - I would give up on all this hackery to get something working for BG1 if that didn't work.

     

    In the progress of looking at this, I figured out what that second parameter "parchment" is. It points to a game-transition-like parchment in the form of a .mos file. In this case, trbracap.mos is a parchment of presumably Brage surrendering to someone, so that's what it can display during cutscene area changes.

  12. - Does the fixpack correct the initial NPC stats (like the Dudleyville changes listed here, or something alike)?
    I don't think it does that yet, but I could be wrong. There is a component in Level 1 NPCs that does it, but it is not compatible with BG1. I was thinking of making it compatible though - wouldn't be tough.
    - Does it go along with other vanilla mods (BG1 Tweaks, Mini Quests and Encounters, Unfinished Business, or parts of those)?
    It shouldn't be incompatible with any mods. You want to install it before other mods though.
  13. I would like to request another bunch of mod NPCs to be added to the admittedly already extensive list that Lvl1NPCs allows to change. Please also include: Yasraena, Faren, Nathaniel, Kova, Kiyone, Kitanya, Kim, Ninafer, Callisto, Ariena, Stivan, Darian, and Miriam. Or, if you want to make the list really exhaustive, take a look here: http://kerzenburg.ba...iste_aller_NPCs
    You will have to ask the authors for permission and link that here, as some folks are touchy about that for some reason (though I doubt they got permission to mod the game in the first place). I added all NPCs where either the authors gave permission, are essentially in the public domain (unmaintained for some time) or were existing NPCs in the game. From those you mentioned, I can tell you that Zyraen didn't give approval for Kova and Kiyone because he didn't think it'd work with the mod's concept. From those others, I have no clue on the authors' views and haven't even heard of some of them, so you'd have to check. Stivan is probably ok as far as the bigg is concerned, but it might have a co-author.
    Also, for those original BG1 NPCs who also have a mod-added version in the BG2 part of a BGT game: will it suffice to select their class and profs just once or would there need to be two separate listings for that NPC? Some examples would be Alora, Yeslick or Kivan. If I make Alora a Burglar with Lvl1NPCs, I would obviously want this to be the case both in the original BG1 version and in the mod-added BG2 version of her.
    Yes, there is only one component per NPC and that affects all instances of the NPC (BG1, SoA, ToB). If it weren't coded this way, it would make an already complex mod hopelessly more complex.
  14. Well you can COMPILE ~mymod/d~ as in a whole folder, but I don't think that will solve the problem. Is it just a WARNING message or an ERROR? You might be able to supress the messages by tweaking MODDER settings. Ultimately, it should compile properly if it depends on something else that gets compiled later.

  15. I don't know if it's set up for compatibility with IWD since a lot of the code (and there is a lot of code) is specific to the BG2 engine. In theory, it could be compatible with IWDinBG2 NPCs if that's what you mean.

  16. Back in the day (1st ed. I guess) I think 18/92 would be top score for an elf male fighter. He'd be like Conan the Elf or something. Kinda a cool concept though - the pointy-eared bastard might actually last more than a couple rounds against a crazed half-orc barbarian. A 9 ability score is "average" by the way, not bad. And it is as berelinde says, you can look like a schmuck and have a high charisma (see Napoleon, Hitler etc.) or conversely look like Apollo and have a schmucky charisma.

  17. Kagain get the bonus in all the appropriate categories, although it doesn't occur until he levels up for the first time for some reason.
    Yep, that's how it works. Also, I was wrong about dwarves - they should get a bonus to spells, wands *and* poison saves based on their CON (as do halflings - gnomes only get the first two). First reported that about four years ago. It's a bug because they fixed it in BG2. If someone's going to debate that then whatever - make it an optional component. The current BG1 Fixpack has an optional component for *every fix* which is a bit too segmental in my opinion.
    That's interesting. What level is Hurgan? It sounds like he is not getting the bonus Kagain is (Kagain's saving throw for wands at 8th level is 7, since he has a 20 CON and gets the Dwarven +5).
    He's level 9 and all his saves are off. (This is a known issue and a bit different from the demihuman CON bonus not being applied, since the developers were sloppy about giving "correct" saves to creatures like "innocents" they didn't really expect you to fight.) Note you can look all this stuff up with an editor as noted. Also DLTCEP has buttons on the Resistances tab that will automatically show you what the "correct" saving throws should be.
    That's interesting. BG1 doesn't show you the charges, although wands with fewer charges have a lower selling price.
    It will buy for cheaper and sell for much higher (even more so than normal), since it is essentially recharging it for you.
    I could see putting in (if possible) scripting/dialog logic to adjust the newly joined npc's stats until next level up but that could cause more issues than it would solve...
    Why would you script it rather than just patch the CREs? (Which would be easy... I think I did it in "Gnomes" which is now part of BG1 NPC, but only for them... not sure if it made it into Ergopad's Dudleyfix component in Level 1 NPCs.)
    So the non-joinable NPCs definitely don't get their racial bonuses?
    No, and neither do joinable ones (in BG1... like I said, they fixed it in BG2).
    So the LOWER the save # the better because you just need to roll that number or higher to save
    Heh... yeah, that's how it works in 2e rules (same for AC - the lower the better... Hasbro changed this in 3e and later toy-store company rules).
    I thought I read somewhere you could use the Wand of Paralyzation on the Demonknight in the entrance room of Durlag's Tower, and get the Helm of Opposite Alignment from him somehow.
    Can you stun any creatures wearing a helm? I know it protects against critical hits - I can't recall if it also protects against stunning.
    I thought thrown weapons were generally supposed to have strength bonuses applied.
    No, they don't. Darts don't either, so I don't know what that guy was talking about. Not sure if a mod applies it to thrown weapons, but it sounds like more of a tweak than a fix to me.
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