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Ardanis

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Everything posted by Ardanis

  1. It's possible to separate them if you really want to. IIRC this works - kick both out, tell the first NPC to go to camp, and accept the second character back. The only "hardcoded" rule is that Edwin and Minsc/Dyna refuse to be together in party.
  2. This is most likely due to the missing MakeGlobalOverride() for Minsc/Dyna in Three Kegs, which may result in duplicate copies of them in the .GAM save file if you recruit them. This will be fixed in the official SoD patch.
  3. Oh FFS. Had known sooner I wouldn't have wasted any time on this. Ignorance is bliss
  4. Goddamn Cromwell shouldn't goddamn take a whole goddamn day to goddamn forge his goddamn stuff.
  5. Loading the item file in DLTCEP and saving it should be enough, it auto-corrects the offset structure.
  6. Restore original NPCLEVEL.2DA and disable the scripted XP matching to that of Player1. I've lost the code long ago, though it's possible to remake.
  7. If i win a fight which will immediate trigger a cut scene, it's possible to break the game? Dead actor usually can run the cutscene, but they're unable to Wait(). Area transitions also require to be run by Player1 (especially in multiplayer), and I think a couple times I've had issues with complex StartCutsceneMode() + CutsceneLite(TRUE) + breakable cutscene combinations if they weren't done by Player1 as well. Waiting was also required for some area transitions (e.g. dreams) to not fall apart in multiplayer mode. So, as a rule of thumb, consider the possibility of playing with dead Charname to be a bug that must be rectified ASAP via resurrection, not a stable feature you can rely upon.
  8. Dead Player1 also breaks most of cutscenes, as they typically use him as CutsceneID (and sometimes it *must* be player1, e.g. for LeaveAreaLUA).
  9. Instead of adding your door image to the tileset, make it a BAM file and place in the area as ambient animation. Positioning can be calculated based on the tile size and tile offset. You can set time of day when animation is active, so one for day version and another for night will work fine. Dusk and dawn are problematic, however, because of dynamic lighting adjustment. I've seen it almost working for dusk with day animation's light source flagged off, but not for dawn.
  10. If you need it for a mod, just ship the updated tileset. I don't even think there was at least one that added new tiles to existing area? That, and since doors themselves are among the most complex structures for random people to bother, you aren't gonna run into compatibility issues. PS You can also kind of fake the door with a bam overlay, without touching the tileset itself, but it doesn't work too well for day/night areas (namely during dawn/dusk transitions) and would need scripting activate/deactivate, so you can't really use it as a "normal" door that player can interact with.
  11. Adding new tooltips for the items in a few quick strokes. Usage example is inside the link https://github.com/Gibberlings3/ItemRevisions/blob/master/item_rev/lib/tooltip_macro.tpa
  12. ADD_SPELL_HEADER ADD_ITEM_HEADER CREATE_EFFECT Also CREATE_SPELL, but it's probably not a thing many would care about. Parameters should be self-explanatory. Can also copy an existing one. I had this for items as well, but I don't think I've got the code anywhere in close vicinity. EDIT Here it is https://github.com/Gibberlings3/ItemRevisions/blob/master/item_rev/lib/macros.tpa update_item_descriptions_to_bgee Updates vanilla item descriptions to EE format, i.e. stripping Usable By section, so that you don't have to provide two strings for vanilla and EE descriptions. https://github.com/Gibberlings3/ItemRevisions/blob/master/item_rev/lib/usability_description.tpa#L77 Example usage 1, by item: Example usage 2, batch update (caution, only really useful if you've got a simple content mod and don't do any level 80 patching:
  13. Add SetPrivateProfileString('Script','QAMODE','1') line to baldur.lua, then in-game select Player1 and press B key. Only works in SoD chapters, though.
  14. This is neothelid's psionics, I don't think it should be affected by Deflection?
  15. I think the only place where it really counts is at the beginning of castle assault, and only to ensure that enough allies will run through the gates before crusaders can bottleneck it.
  16. Can be found in any script or dialog, so it's better to compile a list of quest actors first, then refer to it.
  17. There may be death variable checks, that can interfere with SoD's scripting if the actors get duplicated. I think most should get filtered out by the checks you mentioned, though... If you want to be on a safe side, then read scripts/dialogs for a list of Dead(), NumDead**(), Global**("SPRITE_IS_DEADxxxx",) etc. names and exclude actors with DVs from the list. Also note that embedded actors may have their scripting name/DV overriden by the bit 3 flag, so it's usually a good idea to not clone those either.
  18. What are the conditions, btw? It's the most interesting part that you've omitted Because I can't really imagine an automated bullet-proof way to separate quest-related actors from others.
  19. I made the passive attack routine for SoD mages - they'll attack if target is within range or if they're out of spells, otherwise they stay rooted.
  20. Can't read mod-added kits early in install order... I have slight doubts about separate manually installed non-feature component.
  21. Well, you can't really make AI trap the area in an intelligent manner... Best it can do, is to check there're no allies within the blast radius, when casting it at a target (ToBEx/EE only, obviously, although BP also tried to accomplish it with different method). Anything beyond that doesn't strike me as sufficiently robust or reliable. I might be in the dark here... It seemed to work fine when I tested it couple weeks ago?
  22. I've said it countless times before, but this is the worst forum engine I've seen ever. ADHW If we want to change its damage type, I'd go for disease instead. It is naturally blocked by poison, however, which is both good and bad. Magic Missile I see no point, really. It's a magic missile, for Christ's sake If any spell should keep magic damage type, it would be it - the problem with others is that they also use this type despite being more negative/divine in nature. Actually, I think cold damage may be getting over-represented with SR. At some point I was worrying it was becoming more common than fire. Because of the energy ball animation. Skull Trap A fragmentation grenade of this size shredding everything to pieces? I can totally imagine it Shadow Shield NWN still gives it moderate magic damage resist. So, between Shield, GoI, Spell Deflection, Invis, and concentration+resist, I realyl don't think there'll be a reliable chance to interrupt casting this way. Not a big issue, I think? I'd much rather spend Disintegrate on beefy fighter grunt, than risk the effort of stripping mage's protection going to waste because they made a save.
  23. You can fix it locally by going to spell_rev/components/fix_spellbooks.tpa file (open with a text editor of your choice) and changing this line near the beginning: COPY_EXISTING_REGEXP GLOB ~^SPPR[1-7]\(0[1-9]\|[1-4][0-9]\|50\)\.spl$~ ~override~ to: COPY_EXISTING_REGEXP GLOB ~^SPPR[1-7]\(0[1-9]\|[1-4][0-9]\)\.spl$~ ~override~ I.e. delete the \|50 part. Then reinstall the Update Spellbooks of Joinable NPCs component and start a new game (otherwise any NPCs you've already met in the game will not be affected by the change.
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