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Gibberling Poobah
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About Mike1072

  • Birthday 04/07/1988

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  • Mods Worked On
    Item Revisions, Shadow Hand, Spell Revisions, Kit Revisions

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  1. Oh man, I was reviewing that PR back in May, doing some rebasing, and then I forgot all about it.
  2. That's what I was going to say! Well done, @morpheus562.
  3. The Gibberlings Three is proud to welcome a new mod by @morpheus562! Enhanced Powergaming Scripts is a collection of player AI scripts designed for use in Baldur's Gate II: Enhanced Edition and the Enhanced Edition Trilogy. With these scripts, you can focus on the fighting aspect of combat while these take care of the nuances in the background. Of note, these scripts allow easy pre-buffing of all characters with a keystroke, intelligent debuffing of enemy protections, and smart use of defensive spells and abilities. You can find further details via the links below. Project Page
  4. Thanks, that is a very good suggestion. Keeping the docs up to date is always a challenge, which is why these are generated using the actual files and descriptions. Displaying both descriptions side-by-side seems doable, but trying to find a way to automatically identify and call out individual differences doesn't seem like a good time investment. I don't know when I'll have time to dedicate to this, but we'll see. We have a topic dedicated to discussion of the docs if you have any additional suggestions: https://www.gibberlings3.net/forums/topic/30765-spell-descriptions-and-other-
  5. Looking at the actual resources in Near Infinity, there aren't any #111 effects on the ITM files, so you may want to be applying that ALTER_SPELL_EFFECT function on the SPL files that create the items in the first place. But that is a separate discussion.
  6. Feel free to ignore Jarno in this case. Firstly, if you want to do an "else if" (like in C-style languages), that's totally valid and common: ACTION_IF (x) BEGIN // do something END ELSE ACTION_IF (y) BEGIN // do something else END For what you're doing, it's easiest to extract the stuff that will be different into the game-specific checks and then proceed with the shared code. For example, you could set a variable to a specific value and then reference the variable in the shared code. I wasn't sure I understood what you were attempting, but it looked like you were first
  7. G3 is proud to welcome a new mod to the site: Transitions, by Lauriel. Transitions requires EET, BGEE, SoD, or BG2EE. It smooths out the transitions between Baldur's Gate campaigns and allows continued play after boss enemies have been defeated. In addition, it adds personal housing, another Bhaalspawn power, quests, and other content. You can find further details via the links below. Project Page Forum at G3 Readme Download at G3 Download directly at GitHub
  8. Welcome! You may be able to locate the game folder by right-clicking the game in Steam, selecting "Properties...", then clicking the "Local Files" tab and hitting the "Browse..." button. That should open up the folder where the game is installed. I don't use macOS, so that's the extent of my knowledge. I know @subtledoctor uses a Mac and would encourage you to use his launcher for installing mods on Macs (MWL). You can install mods without it, but it may provide an easier experience.
  9. The primary purpose is determining access to items. If an item is flagged to be unusable by assassins, then any kits whose unusability value includes that particular bit will be unable to use the item.
  10. Thanks, I've updated them all. Fixed. There are probably some other references that are a bit out of date, particularly those that relate to limitations that have been removed in the Enhanced Editions. Each of the 32 bits in the unusability value uniquely correspond to a specific vanilla kit. The hex unusability value of "0004 0000" which an assassin uses can be expressed as "0000 0000 0000 0100 0000 0000 0000 0000" in binary. Looking at it this way makes it easier to see which of the 32 bits "belongs" to the assassin. If a kit has this bit set to 1, the game will treat
  11. Fetching is just one of the first steps in the link you posted. You then have to merge the changes into your current branch. If you're dealing with the master branch, the command would be: git merge upstream/master
  12. We use the .ini file as a place to enable options that we don't feel warrant a separate component.
  13. It's a common practice to link mods in your signature. Take a look at the signatures used by @jastey or @Lava. Everyone is free to post about their mods in this forum or general mod discussion. (We discussed adding a special forum dedicated to that purpose, but weren't sure what to name it.) The only thing I'll say about official hosting is that it something that we evaluate on a case-by-case basis in private correspondence with the mod author. It involves work on our end, so we don't enter into it lightly.
  14. Your .tp2 looks fine. If you're installing on EEs, make sure that you set the WeiDU preference for which dialog.tlk to install to (weidu.conf) to match the language you selected in-game.
  15. I'd recommend he link them in his signature for easier access.
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