Jump to content

RoyalProtector

Members
  • Posts

    350
  • Joined

Everything posted by RoyalProtector

  1. By the way, how would you go about doing this script for every dagger? I assume we can do some looping and some type checking to find if it's a dagger or not, and patch them all that way.
  2. I'm playing with some ideas to add some items into my mod, and I had an idea of giving mixed blessings to a dagger. Essentially, I'd like to implement something along the lines of: "when wielding this weapon only, your backstabs do 10% more damage". I'm trying to limit indiscriminate bonuses such as backstab hit effects (affects any weapon you're using as long as you're holding the one with that property) with the limitations of the available functions. Any ideas? Cheers
  3. The images in the first post (well at least the first one...) are making my browsers complain about security issues. I think it's about outdated certificates. If I proceed anyway I see only 404 errors. Just letting you know
  4. I managed to get it working. It was caused by a few goofy mistakes on my part, like forgetting to set the probabilities (I think NI should probably be configured to set those to 100 by default, but maybe others think differently). Thanks again, argent77
  5. Hmm, well. Now at least it doesn't crash my game when I cast the spell. This spell (I'm essentially making a new Shadowstep ability) makes you invisible immediately. Much lower in the effect list I have a cast spell effect that points to the "Auto-backstab once" spell. Doesn't seem to work yet (although after casting it says something like "unaffected by effects from [empty]". I'm probably missing something, I'll have to tinker a bit more. Thanks EDIT1: On further inspection, I chose the 142 entry in the opcode 324 by mistake, I changed it to 143 and now the message about being unaffected does not appear. However it's still not working.
  6. I'm looking at the kitpack but I can't figure out how he did it looking at the effects. Might take a while. When I do I'll drop a comment explaining how it works.
  7. I'm trying to figure out how can I make use of the "backstab every hit" effect to "fake" a backstab from any angle sort of thing (like how NPCs do). My idea is this: I have a spell that for a few seconds allows me, among other things, to backstab ONCE from any angle WHILE INIVISIBLE. If I have the backstab every hit effect, then that is indeed possible. However, how can I make sure that the effect is immediately dispelled after a backstab (after invisibility is broken), to make sure that it affects only one attack and no more? That is, this effect should only exist if I'm invisible, and when I'm not it should be inactive. Thank you
  8. Goodness, that is quite a lot of code for something like this. Thank you very much for your thorough answer, I'll try to digest it and implement it
  9. So basically I'm redesigning an existing kit, and that means I have to do plenty of string insertion. Spell descriptions, class descriptions, etcetera. Can you give me a hint as to how to do that with Weidu (since I don't think there's any other way)? For example, right now I'm trying to figure out how to modify the kit's description in the character creation part. So essentially I have this part in my weidu to copy all the relevant files, but my guess is that I need to add code in this section to insert the appropriate strings. If someone can give me a rough walkthrough or point me to a good reference/resource, I'd appreciate it greatly. Thanks BEGIN "Shadowdancer Revision" DESIGNATED 100 ///////////////////////////////////////////////////////////////////////////////////////////////////// COPY "%MOD_FOLDER%/shadowdancer_spells" override "%MOD_FOLDER%/shadow_spells" override "%MOD_FOLDER%/shadow_cre" override "%MOD_FOLDER%/shadow_eff" override "%MOD_FOLDER%/shadow_itm" override "%MOD_FOLDER%/2da/CLABTH05" override // code to insert strings should probably be here? \\ //////////////////////////////////////////////////////////////////////////////////////////////////////
  10. Thanks, that's really helpful. Looks like you already knew what I wanted to change
  11. I'm trying to find, unsuccessfully, a way of fixing a mistake in a 2DA file with WeiDu. It's a bug that was introduced in recent versions of BGEE/BG2EE in CLSWPBON.2DA. I need to find a row for a particular class and change the penalty for a proficiency into another. It would be easy to just replace the file entirely or do it with a programming language that I know by treating it as a text file, but I'd rather go for a non destructive solution. Thanks
  12. Not quite what I was thinking of, but rather using blood as such as an ingredient or the essence of magic. As in someone who could be quite literally within the universe a "Blood Mage/Wizard/Sorcerer/Hexer/etc". Yes, good point. I forgot about the vamp lair. Would really like to know more about that in terms of how it's used. I feel like a vampire charname is completely out of the question, it's too bizarre and unlikely. But even if it's difficult to balance I feel like it could be interesting. A kind of high-risk high-reward deal because you have to sacrifice yourself in some way to gain temporary power and whatnot. But again, I'd be hesitant to play anything like that unless there is some hint about it in the lore this sort of thing happens.
  13. I'm just curious. I haven't found anything definite in the wikis. Anything related to casting spells, curses and whatnot by any possible means through the power of blood (your own blood, someone else's, indeterminate, whatever). I was wondering after seeing DA blood magic, and Elden Ring's blood type spells and others. I thought that it would be cool if someone could make a new class in BG or IWD from those concepts, though I was wondering if anyone knows of some basis in the lore. Not particularly interested in classes that have no basis in lore, but that's just me and my immersion fetish. Cheers
  14. Out of curiosity, is there any way to force this checking to be faster than once per round? Maybe I missed something that I don't think I've found a way of making those things trigger instantaneously conditionally. For example, when testing equipment that respond to the time of day, it doesn't actually trigger when night happens, it happens after the check is done, which could be 6 seconds after night triggers. So, the question is, can you force the engine to check faster so it's more responsive? For some things this is not all that important, but it's kind of annoying for things that are supposed to apply swiftly for the sake of utility and consistency. Also would love to know if there's some way to make repeating spell effects (like a night bonus increasing AC bonus, or whatever) persist while the condition is true instead of reapplying every round. There's a time mismatch and there's usually a fraction of time (up to maybe one second) where the effect is actually not present, if the repeating spell reapplies once per round. I've seen this in numerous spells and items. This is "fixed" by increasing the spell duration to 7 seconds, but it also causes the effects to stack on themselves for a second, which is also not good. The only way I found this is feasible is for spells that set something or other, instead of adding, because then the stacks don't matter. So, is this fixable in some non-broken or hacky way?
  15. In case anyone cares, it's because it modifies your base skill level. Doesn't take the actual skill level achieved through stats and other effects.
  16. This looks really amazing. I'm installing this for sure.
  17. Yes, numerous high-level spells are broken in BGEE. You're not supposed to ever get them. You could say then that their existence does not make much sense I guess. But from a modding perspective, it's nice that they are there. BBOD for example is broken too.
  18. The Fixpack has not yet been finished nor is there a release.
  19. What about it? I think some of those items are pretty nifty. It bums me out that I have to be an evildoer to get them all. Cheers.
  20. Ah, fair enough. Well, even if it seems to defy common sense, at least going by the spell's name, I'm satisfied if it's clear it was the intention. At least as far as this mod is concerned. I imagine anyway that changing that would be pretty close to impossible, since the game's code probably doesn't make any distinction between invisibility from spells or skills. Breachable.
  21. Yeah, I would concede that that magic resistance and detect invisibility cases are a bit more tricky, and probably ambiguous (and thus 'compromise' is the only thing you can get). However! I think they should not be affected by Dispel Magic for example (i don't know if they are). Changing Assassination makes sense to me too. But other cases such as Evasion seem pretty clear to me too, so I'm not sure why there's consensus only with that one. Ah well. It can always be put in a tweak mod, so it's up to preference.
  22. Apologies if this has been addressed already. But I think things like "resist magic", "hardiness", "assassination", "avoid death" and others should probably not be affected at all about those things. After all, those things are supposed to be just an exercise of willpower or skill. Nothing magical. I'm not sure if this can be considered a bug or not. Thoughts?
  23. Thanks, using opcode 292 with a value of 0 worked and disabled the immunity temporarily. Much appreciated.
  24. This is amazing, thank you so much for the guide. I'm currently making a kit revision mod and this will be undoubtedly useful. Thanks again
×
×
  • Create New...