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testlum

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  1. That's interesting to know. I've skimmed the AD&D 2e Handbook for Barbarians and it includes a number of kits including the Wizard Slayer. A kit of a kit!
  2. The barbarian was originally a standalone class in Baldur's Gate, prior to the Enhanced Editions. The Barbarian's existing description still matches the formatting for a class and not a kit too. I thought it was changed to Fighter due to a technical limitation for the number of classes and wanting to add the Shaman. Apparently that's not the case since the Blackguard could be made standalone in Talents of Faerun along with the addition of Favored Soul. Since I also noticed a number of Barbarian-only abilities in the Fighter HLA list, I suggest reverting the Barbarian back to being its standalone class and not a kit.
  3. Since IWD's Mist of Eldath has been renamed, for consistency reasons I'd suggest doing so for Ilmater's Favor too. Martyr's Favor could be a more generalized name.
  4. Follow up, the merchant in Heart of Winter erroneously calls himself Flynn despite being tagged as Harrold.
  5. I ran into a minor bug when using this component. When trading with Flynn, I chose to swap the Potion of Strength Transference. This brought me back to the menu where I could select Potion of Strength Transference to swap a second time. Closing the dialogue after that gave me 2x Rings of Strength.
  6. Maybe I am misunderstanding what "toss this into a D file" means. Shouldn't this command be included inside the tp2?
  7. Good to know. Thanks to both of ya.
  8. My thought is that the ~@1005~ in your example would reference 1005 in the original DIALOG.TLK instead.
  9. I want to make a simple mod for IWDEE where the kidnapped priestess Egenia in Dragon's Eye gives a reward when rescued. This boils down to (A) changing her first line of text to reference the reward and (B) adding the item to player inventory. For reference this is the relevant section of DEGENIA.D. This is what I have so far. Since the weidu docs recommend against using STRING_SET, is there a better way for me to swap out the existing line? @1005 is contained inside my setup.tra.
  10. Funnily enough, after playing for a while, I was rather glad that the change didn't take place. Having 80 was just more convenient. I just thought I'd report it in case the behaviour was unintended.
  11. Unfortunately the kensai kit also restricts use of missile weapons, so that's a no-go. That said, I managed to get opcode 181 working after all! As subtledoctor said, it was probably my mistake with the parameters.
  12. Hi, I'd like some help adding some restrictions to a bard kit I'm making. I've checked out several older threads on item restrictions and am aware it's quite a finnicky thing to mod. I'm not looking to expand a kit's restrictions but to further prevent some items from being used, so fingers crossed that it'll be easier. What I want to do is make a bard kit that cannot equip any armor or shields. I've tried adding the restriction to my kit's clabXX.2da file as a passive, using opcode 181 and item type 2 but it has no effect. Not sure if it's relevant, but the game being modded is IWDEE.
  13. If I'd like to use this fix before it gets included in the next Tweaks Anthology release, would I change the code to the below? APPEND ~%KHALID_BANTER%~ IF WEIGHT #-2 ~ Global("P#KhalidMage","GLOBAL",2)~ THEN BEGIN KHMAGE1 SAY @0 ++ @1 + KHMAPC1.1 +~!Class(Player1,FIGHTER_MAGE)~+ @2 + KHMAPC1.2 +~Class(Player1,FIGHTER_MAGE)~+ @3 + KHMAPC1.2M +~Class(Player1,FIGHTER_ALL) Race(Player1, HUMAN) CheckStatGT(Player1,16,INT)~+ @4 + KHMAPC1.2F ++ @5 + KHMAPC1.3 +~InParty("jaheira")~+ @6 + KHMAPC1.4 SetGlobal("P#KhalidMage","GLOBAL",3 // added line END
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