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plainab

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Everything posted by plainab

  1. failing a pick pocket results in the person turning hostile cause well they caught you in the act. so charming them prior to picking their pocket isn't going to be all that helpful in the pick pocket attempt. Dudley states that several of the joinable npc's don't start out with 'correct' stats but are fixed upon level up. He corrects them, but I don't really see that as something that needs to be fixed per se. why? they were given a certain set of stats closer to that of the non joinable npcs and if the player chose to fight them or something the fight would be similar to what they've been dealing with... I could see putting in (if possible) scripting/dialog logic to adjust the newly joined npc's stats until next level up but that could cause more issues than it would solve...
  2. Paralysis has a built-in IDS requisite; I'd make sure it's not set to HUMANOID (which would prevent it from affecting wyverns, even if they did fail their save).you'll have to explain where to look because i could not find any references to an IDS on the stun effect used in the wand of paralyzation. chuft said they were rolling 9, the wyvern in the cave he was in have a natural save vs wand of 6 so they'd need to roll a 10 or better to save else they'd fail and get stunned/paralyzed. So why then were they not getting paralyzed? If it is something IDS related, where do we find that info at? DLTCEP and NI aren't showing anything...
  3. not sure if it is related to the polymorph itself but rather the fact that the foot print of the squirrel it turned into being much smaller than the foot print of the wyvern. The game engine can misbehave in all sorts of unpredictable ways when two or more characters are on the same point. An issue in Icewind Dale comes to mind... I bet if you had saved the game and reloaded the problem might have gone away, as that too would most likely have cleared the dead body and the foot print. Did you try going back in after leaving the cave to see if that spot was still blocked off? now i'm not too sure how the saving throws and stuff go, but if that polymorph worked real easy and it has the same save vs wands but no bonus. I'm thinking that the -4 bonus on the save vs wands on the paralyzation wand actually is a help for the target rather than the boost to the wand as you thought. tho idk for sure. I'd almost say to test out the paralyzation wand by slowly adjusting the -4 bonus towards 0 and making a note of how it behaves in game. It's the only wand with a - bonus on the saving throw....
  4. sounds reasonable to me and to be honest i didn't really want to mess with trying to "fix" it
  5. I don't think so either. Not seen any vanilla/totsc items where that was implemented. Doesn't mean that the items can't be modified for such use in BGT or TuTu which is the case with that info quoted from IR earlier... <rant> some people need to learn to read what a particular thread is discussing before bringing in irrelevant outside information -.- </rant>
  6. Item Revisions changes the item from the original and as such can not and should not be used to describe the item in question when talking about an unmodified (barely modified) game that does not include the mod which this information comes from.
  7. ring of energy does 2d6 or between 2 to 12 points of magic damage with no saving rolls against it guess that means it always hits it's target. it has 50 charges which means it can last a good while till it runs out. has a range of 100 which is the max range possible (arrows cap at 100 too). uses the projectile animation for Agannazar's scorcher thus it looks like fire. does piercing damage so treat it like an arrow (i.e. prolly not as effective against a skeleton as a good ol' hammer). it's location on Denak in ar3000 means that it could be gotten as early as chapter 2 or chapter 3 if the player is roaming the area looking for bandits, brage, bassilus, or any other quest thing... that's what is up with it and i suppose it could be a pretty good tool to use. tho given how hard the last battle is, might wanna save those 50 charges for then
  8. the containers are trapped and are set at 100 required to detect and to remove them, in essence the traps are unavoidable and their script calls the guards. well he does have two dialog options which call the guards but DLTCEP reports them as coming from external references. NI did not... Not sure what those are for then... maybe some scenario that didn't pan out so they scrapped the other actor completely...
  9. the Oberon/Oberan text thing is known and Salk took care of that in his examinations of the dialog.tlk. I just don't remember which way it went he doesn't go hostile because 1) his dialog file doesn't turn him hostile when he calls the guards and 2) he doesn't have any shout/heard blocks in any of his scripts. There might be enough to suggest that he should go hostile when he calls the guards, but if I recall correctly there isn't anyone else on that floor to respond to him (unless you've already talked to him and he summoned the guards) if he shouts for help and since he'd only respond to the guards shouts it would be better sense to just have him turn hostile via the dialog since that is where they are spawned anyway. phandalyn attacks because he has this specific script block IF NumTimesTalkedToGT(0) See([PC.0.0.0.0.0.MASK_EVIL]) THEN RESPONSE #100 Attack([0.0.0.0.0.0.MASK_EVIL]) END note that it doesn't do any checks for any other statuses perhaps a !StateCheck(Myself,8192)could be added to prevent attacking when charmed. Yet he has no dialog options for being in a charmed state. as far as him disappearing if you've talked to the barkeep... he is only set to be active in the inn during the game hours of 4:30 am to 8:30 pm perhaps when you woke up it was outside of those hours as far as the guards disappearing they have a script that sets a timer and if they can't find something else to do in the higher level scripts then they get destroyed after 300 or 200 seconds has passed (depends on which of the two script block responses is randomly chosen) so that would be as much as 5 minutes to as little as 3 minutes. which unless you got max stats in stealth it will take you several tries to get hidden so yeah given the moving time + trying to hide time + moving back to check on them they could have ran out of time and went poof... so a state check for charmed status added to phandalyn and a change to enemy when calling the guards as most other characters do...
  10. so it sounds like under certain conditions that the party only gets 10% of the given creature's assigned experience points.... certain conditions being when the attacked character is killed while the circle is not red? This may be hard coded behavior for some reason. I wouldn't even know where to begin to look to see how to correct such behavior or even if it should be corrected... Oberan/Oberon however you want to call him has 900 experience points assigned to him and you get that if you play the game in typical manner. i.e. being the adventurer who talks to everyone cause you don't know who will give you a quest or who will try to kill you
  11. I used DLTCEP & NearInfinity to take a look at the files. Both of them examine the files and displays the data in a user friendly format. Tho NearInfinity takes it a step further and allows you to see the data in a readable physical order. Both are good and both have their flaws. Changes can be made using either one of those programs, BUT only for your game. Any modifications you wish to make available to other players needs to be done using WeiDU as that program is designed to pin point the specific spot and make only that change without overwriting any changes made by any other mod. Talk to grogerson over in the bg1 tweaks thread about having a color changing tweak component for the shields and/or other items you wish. It would be a simple matter of having the appropriate equipping effects removed from the item(s). Or for having the appropriate equipping effect colorings added to the plain shields. in the long run, it is not a game breaking bug to be fixed, but rather an optional tweak adjustment....
  12. all large shields have the same equipped appearance: D4 - Large shield (as reported by NI) all large shields have distinct and different looking inventory/store icons to tell them apart all large shields can have up to four distinct areas with pre-assigned colors, any location not pre-assigned will take on the specific character's color(s). I'll make it clearer with screenshots and file info on one mundane shield and one magic shield. All the others follow this same principle/pattern. mundane shield: shld18.itm why does this happen? Shield body/trim set to Color index 98 Shield hub set to Color index 100 Shield interior auto picks up character color because it is not overridden by any item effect opcodes Shield panel auto picks up character color because it is not overridden by any item effect opcodes magic shield: shld06.itm why does this happen? Shield body/trim set to Color index 30 Shield hub set to Color index 7 Shield interior set to Color index 27 Shield panel set to Color index 8 NOTE: DLTCEP is not up to date with regards to value 33 in the location field. NearInfinity defines it as shield interior. There is no bug. The magic shield is completely colored with bioware predefined colors. Do note that when you can get the +2 large shield there are only 3 of the 4 colors predefined, so you will get a bit of player color on that item. As I said before, there is no fix here. Doesn't mean that there can't be a tweak of some kind created, perhaps reassigning more vibrant and bright colors instead of having a naturalistic wood/metallic look... You can look at it in this way... the character using the mundane shield made it or painted it to their liking. The magic shields being infused with magic don't allow any paint or coloring to be applied. They are stuck with the color they had when infused with magic...
  13. I don't think that is a fixable thing, each shield sets colors to specific parts of the shield so that those colors are forced visible on the sprite character. There can be up to four colors assigned on the shields. The +1 large shields assign all four locations. The paper doll animation is the same for ALL large shields. That said, it is my theory that color locations which are not assigned will take on either the major or minor color assigned to the character. One could test removing the colors from a given item and see if it retains the player's assigned major/minor colors on the game map as well as in the paperdoll. BUT that is in the realm of tweaks and not fixes. I feel that the shields and weapons were assigned specific colors to show variety and diversity within the game world.
  14. Good news! I've decided to come back and work on the fixpack once again. After I get myself re-familiarized with the current state of the fixpack and make an initial check against various sources of bugs & other issues (baldurdash, dudley, BGT's developer documentation, any info I can drudge up on EasyTuTu's fixes/changes, etc...), I'll be releasing a new version for player feedback. No set date at this time, tho I'd like to see it out before October is over.
  15. Well, if anyone has gone to my website to get the last attempt of a fixpack for Baldur's Gate they will see that I have put off work on the fixpack for an unknown amount of time. Why you may ask? To put it bluntly I got hooked onto a free mmorpg called Dream Of Mirror Online. If you'd like to see what I've got hooked on you may check it out at http://www.aeriagames.com Some day, I may return to finish up what I started. Till then, if anyone would like to take what I have posted on my website at http://sasha-altherin.webs.com/index.htm and expand, correct, or modify for personal use, please feel free to do so. If you want to publish any work that utilizes the fixpack in part or in whole, please try to contact me. I do get e-mails when there are posts to subscribed threads (like this one) or when I get a private message. Sometimes not right away, so please be patient in getting a response from me. @admins -- sorry for bringing up an old thread but this info is better suited here than in starting a new one. After 6 months away I figured I owed the modding community a reason for my absence.
  16. That could be arranged... You'd have to remind me though when the time comes... Oh, and since you'd be doing a different language if there are any game text bugs that you want fixed, you'll need to provide a separate tra file for those. I'd be able to do the tp2 code for the Italian GTU (if there is going to be one)...
  17. Yeah, off and on... Whenever I get a notion to get into it pretty much... Really hoping that people will provide some feedback about whether things work or not... BTW anyone who is interested: I've got a small forum that is free to join on my website where any issues regarding the bg fixpack can be discussed... See signature below for link to my website...
  18. I wasn't going to say anything and just wait to see how it all plays out... But I changed my mind... I kinda like how the IESDP is laid out. It's not necessarily newbie friendly, but neither is weidu and those two go hand in hand. A wiki with supporting information where certain aspects can be described in further detail would be sufficient IMHO. The wiki pages can link to IESDP pages as needed and the IESDP pages can link to wiki pages that describe things in greater detail. But there really is no need to redo or even open up to the public the ability to edit the IESDP. An example of what I'm trying to explain (if you don't get it): This idea would allow for the current standard format in simple descriptions and layout to remain as well as providing a central locale for additional information whether it be links to weidu code that will make editing certain file types easier or further descriptions to help readers better understand the varied usages of certain IDS values.
  19. An update has been posted to my website... It includes the long awaited Game Text Update. It is preliminary and requires your feed back. Also includes a fix for the rare issue as detailed here: http://forums.gibberlings3.net/index.php?showtopic=17402 To access the fixpack please visit my website: (direct link to fixpack page) http://sasha-altherin.webs.com/baldursgatefixpack.htm
  20. For both the Archer and Stalker can you not allow the use of shields or would you have to take away shield use from the basic ranger as well? I'm thinking that both the Archer and Stalker wouldn't want to be encumbered by a shield or at the least nothing larger than a buckler...
  21. Ranger kits... so this is for BG2 engine... Okay... You've mentioned Drizzt in the sample description. I'm not sure what the current status for BG2 Rangers are, but if you're going to compare them to Drizzt then they've got to be able to get Grand Mastery in Dual Wield. The player should only ever assign two points in any available melee weapon, but something like the learn through use mod should be applied as well. So that as the ranger continues to use the same melee weapons they will become better and more proficient as they make successful strikes. Maybe use the successful hit counting system from learn through use in conjunction with an increase in speed, thac0 or something like that. It could be an incredibly high count coupled with certain xp levels. Perhaps after 1000 successful strikes and after level 5 combat speed could be modified. After another 1000 strikes and after level 10 thac0 is modified. I think you get the idea... The numbers and stuff are just thoughts, they can certainly change... Maybe the ranger could have their normal spell progression, but if you have a druid in the party the ranger will be able to learn spells earlier but at the normal rate... Think of it as the druid is helping the ranger find their green thumb... Doable? I have no clue...
  22. Most of Baldurdash is included. The one thing that I know from Baldurdash that is not in the fixpack is the whole issue with Aldeth and Biff the Understudy. There is really no good way to do it without making it seem like it has been really tweaked. Besides with Biff in BG2 it might be cool to have him make some extra comments about his hired role in Baldur's Gate before he went to Athkatla... But that's just an idea... As far as Dudley goes, I've included stuff as I went through his documentation to determine what issues did need to be fixed and what he actually tweaked. I've got more to look at though. There are some larger issues at hand that need to be dealt with before I can continue.
  23. Salk, Can't say that I've got a LOT of time... You know I should really be spending it on the BG fixpack. Or that I know a whole lot about BG2... I've never been through the game once. Got hooked on modding and it is hard to go back to playing. But I'd be willing to take a crack at Nythrun's code. She helped me to get past a hurdle before, so perhaps I might be able to understand what has been done. You can pm me with the details if you so choose.
  24. I sent a pm to an admin asking to allow you access. You will get a carbon copy as well.
  25. Saw you took care of this one.... I looked at this one. I would say that it is intentional as the one that does not move tends to have dialog lending itself to that of a butler who would remain standing near the door. But that is just my own thoughts....
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