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pete_smith1229

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Everything posted by pete_smith1229

  1. Has anyone who used the Mac Weidu Launcher complained about any of the mods in that list being broken or corrupted due to ordering? Otherwise if it ain't broke, don't fix it.
  2. @argent77 Interesting, thanks for confirming. Hmm I do use a high resolution so perhaps that explains why I can't see the snow. Will test this out!
  3. @lynx Thanks, I'll test out the Weather action and hope it will work.
  4. I've been playing with weather conditions and setting the probability of each type (snow, rain etc) to 100 in outside areas but nothing happens even after waiting for several minutes or resting. Using NI, the Location parameter is set to "Outdoors" + "Day/Night" + "Weather". I don't recall vanilla Icewind having weather but I thought this could be changed through IW:EE. Is having weather possible?
  5. @lynx That's a shame but thanks for confirming!
  6. Is it possible to change the amount of healing you get when you rest at an inn? It was passively asked in this comment but I want to ask it directly if such a thing is possible.
  7. According to this github page, it mentions there is a predefined list of colors available. I can use the hex format but I was wondering what the predefined colors are and how they are denoted (e.g. green = ^G, red = ^R). Is there a list of these colors somewhere?
  8. I think it should give a racial bonus based on the enemies in the area. Could be explained by the ranger being better prepared to face enemies identifed through tracking. But I dont know if there are mods which changed the tracking ability.
  9. I'm testing opcodes "Attack damage bonus (73)" and "Melee weapon damage bonus (285)" for a weapon and want to add an effect which increases the attack damage of a melee weapon by 30%. I thought the "Modifier type" parameter would work for this as it works perfectly for movement rates, current HP etc. But whatever percentage value I use for the mentioned opcodes, there is no increase. It works fine using values for increments or setting a fixed value but setting a ridiculous value like 1000 has no effect. Is this broken? The weapon's effect contains the following properties. Target Self Power 0 Value 130 Modifier type Set % of Timing mode Instant/While equipped Dispel/Resistance Natural/Nonmagical Duration 0 Probability 1 100 Probability 2 0
  10. I've made some armour sets and when all pieces are equipped, the character receives additional bonuses via a .BCS script. I added some visual effects and floating text to play when the bonuses are enabled. In Single Player, the player can see the effects and text after leaving the Inventory screen as the game is automatically paused. In Multiplayer, the Inventory screen doesn't pause the game so if a player equips all set armour pieces, the effects and text can be missed. I couldn't find a function that closes the Inventory screen. A workaround is using StartCutSceneMode() before the effects and text plays, and adding EndCutSceneMode() at the end. Is there a more ideal function to use to close the Inventory screen?
  11. Ahh, it's been a while since I last played BG2 so I don't fully remember the game text. But I agree with you completely in using the singular male pronoun as opposed to the plural.
  12. Doubt my voice will add anything but I second reverting the text to the original as it is far more concise. Adding pronouns (he/she) is just extra noise.
  13. Yeah I realised that just seconds before you posted. Thanks for the quick response though. I can confirm the same file is in IWDEE
  14. Ahhh nevermind, I realised there is a sister file (WEAPPROF.2DA) where you allocate the maximum proficiency points for each weapon.
  15. I'm wanting to maximise weapon proficiencies for Ranger and Paladin classes in Icewind EE but any changes to the PROFSMAX.2DA file don't seem to take effect. The file looks like this: 2DA V1.0 0 FIRST_LEVEL OTHER_LEVELS 3 6 9 MAGE 1 1 3 4 5 FIGHTER 2 5 3 4 5 CLERIC 1 1 3 4 5 THIEF 1 1 3 4 5 BARD 1 1 3 4 5 PALADIN 2 5 3 4 5 FIGHTER_MAGE 2 2 3 4 5 FIGHTER_CLERIC 2 2 3 4 5 FIGHTER_THIEF 2 2 3 4 5 FIGHTER_MAGE_THIEF 2 2 3 4 5 DRUID 1 1 3 4 5 RANGER 2 5 3 4 5 MAGE_THIEF 1 1 3 4 5 CLERIC_MAGE 1 1 3 4 5 CLERIC_THIEF 1 1 3 4 5 FIGHTER_DRUID 2 2 3 4 5 FIGHTER_MAGE_CLERIC 2 2 3 4 5 CLERIC_RANGER 2 2 3 4 5 SORCERER 1 1 3 4 5 MONK 2 2 3 4 5 SHAMAN 1 1 3 4 5 I even copied/pasted the one listed here on github but when a non-fighter reaches or exceeds levels 3/6/9, the proficiency points are still capped to their original maximum. Strangely, I successfully edited the PROFS.2DA with the effects taking place so not sure why PROFSMAX.2DA is causing an issue. Any ideas please?
  16. Yeah, there was a logic conflict within the .BCS script I wrote. TransformItem() works perfectly now. Thanks all for your help!
  17. It's the former but there seems to be a conflict somewhere. Half the time it works, the other half it doesn't until I restart the game. Will need to check this. When it does work, the "Cursed" portrait icon doesn't show up so will have to remedy that too. Thanks!
  18. I tested it using 356 TransformItem(S:OldItem*,S:NewItem*), but it doesn't activate the cursed flag for the new item as per the description. Perhaps it's my setup. I'll continue testing before I resort to including additional equip functions...
  19. @CamDawg@jmerry That makes sense about it being an item flag. Currently using IW:EE so will try out the TransformItem() function. I'll ignore opcode 283 for now then but good to know how it's meant to be used. Thank you both!
  20. Very interesting! My immediate thought would be the logistics. How would it travel with the party considering it's essentially like an overgrown snail. Other than that, I think they can make effective tanks.
  21. I have an idea for a sword/shield combo. Both are non-cursed originally and it's possible to equip either one without repercussion. However, if the character has both equipped at the same time, both items become cursed. Is such a thing possible to do directly with a .BCS script or other means? I noticed opcode "Use EFF file as curse (283)" but no idea what this means. A possible workaround is to tie both items to a script where when both are equipped, it simply replaces the equipped items with a cursed version (meaning I will have to create a cursed and non-cursed version of each item). I'm hoping for a simpler solution...
  22. It would certainly start off as weak. Considering the kills would be party-based and not individual character-based, I probably will not have it cursed, at least not early on. Thanks, I was initially thinking having it grow either experience based or by number of kills. Perhaps I'll make another weapon using the former idea! Very interesting, I might test this out. Sounds a fair bit is involved but would be great if it works!
  23. Interesting, shame it's not available to individual characters but at least I can use it for the party. Thanks very much!
  24. I was thinking of creating a cursed weapon which gets stronger depending on the number of kills by the wielder. So if the sword was available early game and the wielder kills 100 enemies, the sword item will be replaced by a stronger variant. I can sort out minute details later like if someone has 99 kills using other means and then they equip the sword.... Anyway, I can write a script to replace the weapon. I noticed in the BALDUR.GAM save file, there is the "# kills (game)" parameter. Can this parameter be read by a script?
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