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pete_smith1229

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  1. @lynx@Acifer Thank you both, this is very useful to know. Sounds like some good old-fashioned editing required!
  2. @jastey Thanks, I mean changing the light source. For example, in the centre of the image, the ground is illuminated in the middle of the room. How easy is it to change the graphics of the area to remove that light effect? And is it easy to edit the "light map"? Having trouble trying to find resources for this (if one exists).
  3. Some parts of Temple of the Forgotten God (IWD:EE) have bright lighting and I would like to change this if possible. I noticed there's various files associated with graphics for areas (MOS, TIS, BMP). Is there an existing process to change the lighting in specific parts of an area (e.g. make it darker)?
  4. Ahh that's good advice and makes perfect sense after being made aware about learnable spells for each level for various classes. Thank you!
  5. You're a genius! Using the alternative works perfectly and saves a lot of hassle. Many thanks!
  6. What is the limit to spell.ids and is there a way to bypass this limit? I've created a whole load of spells in IWD:EE and want to expose them to .BCS scripts so that NPCs can use them like so: ReallyForceSpell(NearestEnemyOf(Myself),NEW_SPELL) Before I tried to edit spell.ids with weidu, there were ~726 lines already used. I get to adding 26 new lines before it complains that no slots are available. This is how I add spells: LAF ~ADD_SPELL_EX~ INT_VAR type = 2 level = 1 STR_VAR file = EVAL ~my_mod/data/RB_SPL01.SPL~ name = ~NEW_SPELL~ RET DEST_FILE END
  7. This is great, many thanks for documenting this! Some of those steps I did manually when using add_music to areas, so your script will indeed be useful!
  8. In IWD:EE, the added items Orrick sells is given by the area script "AR2100.BCS" based on the current chapter. The "KUORK1.STO", "KUORK2.STO" and "KUORK3.STO" files are not used. Perhaps these were used in the original Icewind...? As @jmerry suggested for oBG1, you may have to create stores, edit the merchant dialogue response trigger and add something like "GlobalGT("Chapter","GLOBAL",3), and link this to the action with the new store.
  9. @DavidW - Thanks, that's good to know. I'll check out your mod!
  10. I noticed David's SCS v35 has a new "revised resting component" giving str/dex/con buff depending on the room rested in. Will have to test if this is compatible with IWD:EE or otherwise attempt to tweak it so it provides additional healing.
  11. @Jarno Mikkola - That's great, thanks! I'll see how far I get with making some edits
  12. Is there a guide somewhere which describes how one would edit the background of the main menu and/or the menu buttons? For example, if I want to simply change the image itself and leave the buttons, how annoying would this be?
  13. @paladin84 Thanks for confirming and elaborating on the ADD_MUSIC function. In addition to your description of manually copying files, I've included the steps I did to add music to the game: 1. Use VLC (or similar) to convert mp3/wav file to .ogg file and save to my_mod/audio/music/ 2. Run the following script to create .acm file COPY_EXISTING ~songlist.2da~ ~override~ LAF HANDLE_AUDIO INT_VAR music = 1 STR_VAR audio_path = ~my_mod/audio/music/~ END 3. Create new folder (e.g. "rb_mus") in main_game_EE/music/ 4. Move .acm file to main_game_EE/music/rb_mus/ 5. Rename .acm file by appending "a" (i.e. rb_musa.acm) 6. Create .mus file (text file) with the following where: Rb_mus = folder name; 1 = no. of acm files; A is character used to point to the .acm file; @TAG end = interrupt state (more info) Rb_mus 1 A @TAG end 7. Append songlist.2da with following where: 85 = new unique ID; rb_mus = folder name containing acm files; rb_mus01.mus = name of .mus file 85 rb_mus rb_mus01.mus 8. Music can be called using the following: PlaySong(0) // Play blank PlaySong(85) // Play new music SetMusic(DAY,rb_mus01) // Play new music during the day (check MUSIC.IDS for other parameters) StartMusic(COMBAT_NORMAL,PLAY) // Configure "songs" parameter in .ARE file where COMBAT_NORMAL = rb_mus01.mus (rb_mus) - 85
  14. Managed to get it done manually with NI but boy was it an ordeal... would rather go down the scirpting route! I don't think there's a thread in this forum which describes how to add music manually (if so then please correct me) in which case, I'll include the steps I did once I've remembered exactly what I did...
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