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Everything posted by Awachi
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Differences in Setting of Variables in Dialogues classic/EE (title edited)
Awachi replied to jastey's topic in Modding Q&A
I hope this gets resolved to Jastey's satisfaction, because I am using her mods to learn npc dialog interactions. -
Skirmishers would start out faster due to armor choices. Not all CREs would give the same "engagement" penalty, and some will ignore it completely. I'm glad you brought this up, because a trait/ability like "slipstreaming" (?) could be available to appropriate classes. @doc: thank you, this is manifested only on the "try to implement" worksheet while I learn to code in the less controversial/radical/stupid stuff.
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I like getting to the original problem, which I alluded to in another question, namely the complete lack of (what is usually known as) melee engagement, tiny battle maps, inability to physically block most CREs, and the absurdity of missile weapons in bg (zero obstacles, shooting into melee without restrictions, etc). I'm just looking for a way to redress it without onion layers of protection. I've been thinking of giving every (combatable) CRE a small aura that reduces movement speed.
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I just realized (from a friend) that if you can't tolerate -- much less enjoy -- BG's convoluted interpretation of magic combat, you're most likely not going to want to play at all. Barring masochistic solo runs and/or extreme cheese, you pretty much have to have an arcane caster by the end of BG1 and certainly for BG2. You can't even offload this from Charname's responsibility, as party NPC scripts are even worse at spell use than even the most elaborate of enemy AI.
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Might be cool to implement this for enemies to start since it'd certainly be easier.
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[UI] Lefreut's enhanced UI (BGEE, SoD, BG2EE and EET)
Awachi replied to lefreut's topic in Miscellaneous Released Mods
I'm not necessarily requesting you do it, but I figure you're one to most likely know if it's possible: For the hair/skin/etc color selections, can the selection be a large static box, and Left and Right arrows used to scroll the entire palette under it? What's the etiquette on tagging? @lefreut just in case the following discussion about BD's forums buries this. -
Bears are fast as hell irl. Human 9, bear 12, wolf 15 seems about right to me for a game at this environmental scale.
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okay, I got one for real this time: perpetual script needs closing
Awachi replied to Awachi's topic in EE Fixpack
The replies are for the previous initial post. Didn't want to clog up the queue with another thread in case I am wrong again. I'm not used to no "delete" thread/reply option. My instincts are often haphazard. -
I recall someone ( @subtledoctor?) saying that % changes to movement speeds get increasingly janky. Would it be better to set it based on animation speeds in the ini files?
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okay, I got one for real this time: perpetual script needs closing
Awachi replied to Awachi's topic in EE Fixpack
I'd have to redo the whole thing! -
okay, I got one for real this time: perpetual script needs closing
Awachi replied to Awachi's topic in EE Fixpack
Well, bless my knickers. Never realized that. Funny thing is that ammo really would benefit more from a damage boost more than thac0. -
I'll be damned if being wrong once (or more) will stop me trying to contribute. BG2 and BG2EE. AR0406. There's a guard (Actor 13 using GUARD1.CRE) that is assigned the Specifics script GUARD1A.BCS. This moves him out of the way when Lehtinan gives Charname permission to the back rooms. However, there is no check once he's moved, so he stays active(?). This is what the code could/should be (with new lines commented): IF Global("Backroom","GLOBAL",1) Allegiance(Myself,NEUTRAL) Global("f4imoved","LOCALS",0) // new THEN RESPONSE #100 MoveToPoint([1320.1507]) SetGlobal("f4imoved","LOCALS",1) // new END
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Thank you. That's a relief.
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I got ahead of myself after seeing the first few of any particular resource tending to match. This is not what I wanted to hear. So if I make a mod for bgee, it won't work on bgee+sod?
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As in, if I mod stuff (not areas or scripts etc, obvs) for one, can I use the same code for the other? Looking mostly at items and spells.
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Item revision mod running into problems. Please help!!
Awachi replied to a topic in General Mod Discussion
Patches bork your installation. You have to start clean. -
@subtledoctor
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There are quite a few of these almost-but-not-quite-FP issues. Didn't the og Tweakpack have a specific category exactly for that? Basically coming down to "yes, it'd be smart, consistent, and implement-able, but we can't interview the original devs to see if they meant it this way". I'd love to see arguments for why not, too. Is there even an opposition party in this election?
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As long as the mesh point between coders and users still uses basic English, the machine under the hood just needs to work.
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The narrower the focus, the more profound the change. Treating TotSC and ToB as optional is really liberating. Definitely leaning towards piecemeal release. I'm positive I'll burn out if I make a trilogy-spanning mod my goal.
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Thank you, but I was too opaque. I mean other features. I'm all over this particular one. I'm basically going through iesdp and trying out all the "unknown" spots. Lots of crashes and nothingburgers so far.