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Purudaya

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Everything posted by Purudaya

  1. Ah, sorry, I must have misunderstood. I have it now - thanks again for your help.
  2. Thanks for your reply! I did know that the different games use different strings; my full code looks like this: ACTION_IF GAME_IS ~bgee~ BEGIN STRING_SET ~25021~ @10020 // Shield-Fighting name STRING_SET ~25044~ @10011 // Two-Handed description STRING_SET ~25045~ @10021 // Shield-Fighting description STRING_SET ~25046~ @10031 // Single-Weapon description STRING_SET ~24999~ @10041 // Two-Weapon description END ELSE ACTION_IF GAME_IS ~bg2ee~ BEGIN STRING_SET ~31136~ @10020 STRING_SET ~34171~ @10011 STRING_SET ~34173~ @10021 STRING_SET ~34174~ @10031 STRING_SET ~34176~ @10041 END ELSE ACTION_IF GAME_IS ~iwdee~ BEGIN STRING_SET ~31136~ @10020 STRING_SET ~37729~ @10020 STRING_SET ~37728~ @10011 STRING_SET ~37730~ @10021 STRING_SET ~37732~ @10031 STRING_SET ~37734~ @10041 END I've double checked them manually and it's just really strange that it only fails for BGEE. That said, your link looks like a much more elegant solution - do I understand correctly that this method will work regardless of the game so I don't have to worry about ACTION_IF? They all use the same weapprof.2da line for line, right? Edit: so I've inserted the lines you recommended as follows and the strings still aren't being overwritten for some reason: COPY_EXISTING ~weapprof.2da~ ~override~ READ_2DA_ENTRY 31 2 1 2h_string READ_2DA_ENTRY 31 3 1 2h_desc READ_2DA_ENTRY 32 2 1 sns_string READ_2DA_ENTRY 32 3 1 sns_desc READ_2DA_ENTRY 33 2 1 sws_string READ_2DA_ENTRY 33 3 1 sws_desc READ_2DA_ENTRY 34 2 1 dw_string READ_2DA_ENTRY 34 3 1 dw_desc STRING_SET %2h_string% @10010 STRING_SET %sns_string% @10020 STRING_SET %sws_string% @10030 STRING_SET %dw_string% @10040 STRING_SET %2h_desc% @10011 STRING_SET %sns_desc% @10021 STRING_SET %sws_desc% @10031 STRING_SET %dw_desc% @10041 Could I be missing something more obvious?
  3. So I've been using the following code to change weapon style names and descriptions to match the changes in my mod: ACTION_IF GAME_IS ~bgee~ BEGIN STRING_SET ~25021~ @10020 STRING_SET ~25044~ @10011 STRING_SET ~25045~ @10021 STRING_SET ~25046~ @10031 STRING_SET ~24999~ @10041 END ELSE ACTION_IF GAME_IS ~bg2ee~ BEGIN .... This works absolutely fine for BG2 and IWD but does absolutely nothing in BG1 even on a fresh install. I know that the WeiDU documentation recommends against using STRING_SET, but this format was taken straight from the Skills and Abilities mod. Could someone help me figure out what I'm doing wrong? Alternatively, I'd love to be able to change the values in weapprof.2DA the same way that you change kit and class descriptions with ACTION_IF (FILE_EXISTS_IN_GAME ~clastext.2da~) BEGIN COPY_EXISTING ~clastext.2da~ ~override~ COUNT_2DA_COLS cols READ_2DA_ENTRIES_NOW rows cols FOR (row = 1; row < rows; ++row) BEGIN READ_2DA_ENTRY_FORMER rows row 0 ~kit_name~ PATCH_IF ~%kit_name%~ STRING_EQUAL_CASE ~THIEF~ BEGIN SET patch_row = %row% END END SET_2DA_ENTRY %patch_row% 4 cols RESOLVE_STR_REF (@110) BUT_ONLY END ...but I'm still somewhat new at this and am unsure how to point this to, say, SWORDANDSHIELD in weapprof.2da. Again, any help would be appreciated!
  4. Thank you, I had a feeling this might be the case. On a slightly related note, would you happen to know if it's possible to deal bonus damage based on the type of weapon the player is wielding? I know there's opcode 73, but I'm looking for something that specifically fires on a critical hit without being tied to a fixed damage type. Thanks again for your response and for any other insight you might have.
  5. Hi everyone - like the title says, I'm trying to figure out a problem with character sprites disappearing when an ability score is reduced to zero or below. I created an ability that reduces an enemy's constitution similarly to the way Illithids consume intelligence. It works as planned, but whenever I use it to reduce a party member to 0 or less constitution (causing death), their sprite just disappears rather than displaying a death animation and staying on the ground. They still drop their equipment like normal and leave behind a greyed-out portrait, but otherwise there's no trace of them (I checked that they're not being chunked due to excess damage). Does anyone know why this might be or how to fix it? Thanks in advance for any feedback, I'm really puzzled here.
  6. I'm trying to create a "bleeding" effect using opcodes 12 and 25, but the feedback in the combat log seems to be restricted to "poison" or one of the other damage types. Is there any way to change the damage feedback to a custom string for either opcode? Thanks in advance for any help!
  7. I'm trying to get a better handle on how opcode 341 works based on the IESDP wording ("change" rather than "add" critical hit effect). I know that it doesn't replace the 2x damage multiplier, but are the effects using #341 otherwise additive or do they replace one another? For some context, I'm trying to create a passive HLA that grants a stacking critical hit effect each time the player lands a critical hit within a specified time period, with the stack resetting on a miss via opcodes 232 and 321. The kit has access to various abilities that improve critical hit chance, but not Critical Strike. My modding experience is probably somewhere between beginner and intermediate, so forgive me if I'm missing something obvious here. Can I use opcode 341 to add, say, a stacking +1D6 damage bonus to crits each time the player lands one, or will the effect simply replace itself? Thanks in advance for any insight, the fact that Cast on Condition doesn't offer "critical hit" as a trigger option has been driving me crazy.
  8. I'm trying to get a better handle on how opcode 341 works based on the IESDP wording ("change" rather than "add" critical hit effect). I know that it doesn't replace the 2x damage multiplier, but are the effects using #341 otherwise additive or do they replace one another? For some context, I'm trying to create a passive HLA that grants a stacking critical hit effect each time a player lands a critical hit within a specified time period, with the stack resetting on a miss via opcodes 232 and 321. The kit has access to various abilities that improve critical hit chance, but not Critical Strike. My modding experience is probably somewhere between beginner and intermediate, so forgive me if I'm missing something obvious here. Can I use opcode 341 to add, say, a stacking +1d6 damage bonus to cross each time the player lands one, or will the effect simply replace itself? Thanks in advance for any insight, the fact that Cast on Condition doesn't offer "critical hit" as a trigger option has been driving me crazy. Edit: sorry, this was meant to be posted in Modding Q&A. If someone could please delete this thread I'll go ahead and repost it there.
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