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Mike1072

Gibberling Poobah
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Everything posted by Mike1072

  1. Yeah, I remember that thread on SHS. One thing I'd point out is that we do have to worry about mods that come before SCS, because ideally/eventually, this info will be provided by SR, not SCS. Overall, the list looks good. What's CLERIC_STALKER? I thought this spell was Summon Shambling Mound. For the animal and monster summoning spells, I would prefer a neutral/consistent set of identifiers, like: The original MONSTER_SUMMONING_1 through MONSTER_SUMMONING_4 could remain as aliases for III through VI.
  2. Here, let's see if I can fix it... Henceforth, the mod occasionally known as "BGT-weidu" will forever be referred to as simply "BGT". Amen.
  3. From this post, it seems Demi intended to change both the arcane and divine versions of Dispel Magic so that they function as Remove Magic (option 5). If you're overwriting sppr303.spl at install-time, make sure to overwrite the description as well, since there are slight differences in the description formats between arcane and divine. Yes, I would recommend leaving it alone. SR has not touched the Inquisitor's version up to this point, so no need to start now. In KR, they get a different version of the ability, anyway.
  4. It should be Windows Latin 1 (aka CP-1252). You can confirm by opening divine.tra or one of the files from v4b14.
  5. Either way works - we'll hold off on making the new release until the EE opcode stuff is fixed.
  6. Yes, they were capped to 20 in vanilla and SR kept the same cap intentionally. I think the main reason was to preserve game difficulty/balance.
  7. If you have bugfixes, feel free to submit them to the main repo and we can release a new version.
  8. I don't understand what the main problem is that you're trying to solve. Mods unavailable when the hosting site goes down? The only way to improve this is if you act as a mirror, but if you mirror mods that aren't on GitHub, you would have to update your mirror manually every time they change. This leads to extra work and out-of-date versions, which modders don't like and probably won't give you permission to do. For mods that are on GitHub, there's little advantage to having a mirror since GitHub is fairly reliable. One single place that links to every mod? BWS does this and it offers much more functionality. Not knowing when mods receive updates? We already have something like that, though it is not universally used (see our modding news forum and RSS feed here).
  9. Just a couple of notes to help clarify permissions questions that you may have as an author or contributor: all mods in the Gibberlings3 organization on GitHub welcome maintenance contributions (e.g. bugfixes, translations, etc.) other types of contributions (e.g. new and changed content) may or may not be welcome, depending on the mod other uses of a mod (e.g. re-use in separate or derived projects) may or may not be welcome, depending on the modcheck the mod readme or contact the author to find out
  10. AddWorldmapAreaFlag? I think it's the EXPLORABLE flag you want.
  11. According to some testing done by earlier me, restrictions to specific characters via the EE opcode are cumulative with restrictions in the item header. For example, if the item was restricted to Jaheira, but something made it unusable by fighter/druids, she wouldn't be able to use it.
  12. We can merge accounts. This goes for everyone. If you can log in to both accounts, send a PM from each account and let us know which username you want to keep. If you can't log in to one of the accounts, send an email from the address associated with it to gibberlings3@gmail.com.
  13. I've merged your separate topic into this existing thread. Prior to the Kickstarter, this project had been heavily advertised on the BWL site. (Links to forum posts would be redirected to an ad for the game.) I'm not sure what the connection is between the creators of the game and BWL.
  14. I use the term vanilla to refer to the unmodded game or unmodded assets. When talking about the older games in comparison to the enhanced editions, I refer to them as "original", "non-enhanced", or "non-EE".
  15. Yeah, it would. When we migrate to IPB 4, we should be able to set that up.
  16. Nothing has been done to improve compatibility between the two mods as far as I recall. The main issues stem from the sphere system's interaction with spells that SR has added, removed, or changed the level of. Edit: Actually, my first claim is not true at all. Divine Remix changed its component structure and implementation quite a bit in recent versions. The sphere system used to be a core component for the rest of the mod and the spell changes were less aware of other mods. If you avoid the sphere system, I think you should be fine.
  17. Implemented Classes: Fighters and their High-Level Abilities Monks Paladins Rangers and their Animal Companions Other Implemented Components: Racial Attributes Proficiency and Grandmastery Saving Throw Tables THAC0 Tables XP Tables Community Discussions: Bards Clerics Druids Mages and more Mages Thieves Weapon Styles
  18. I recall there was an effort to make breath saves into reflex saves (like from later D&D editions) and maybe some similar changes.
  19. I have a post here that's not specifically directed towards this, but it explains some of the concepts surrounding it. It includes an example that changes the description dynamically, which I've copied below. READ_STRREF UNIDENTIFIED_DESC description INNER_PATCH_SAVE new_description ~%description%~ BEGIN REPLACE_TEXTUALLY CASE_SENSITIVE ~armor~ ~armour~ REPLACE_TEXTUALLY CASE_SENSITIVE ~Armor~ ~Armour~ END SAY_EVALUATED UNIDENTIFIED_DESC ~%new_description%~ That code looks nice but it only updates the unidentified description. To modify both, you could repeat all of that but use DESC instead of UNIDENTIFIED_DESC. Or you could use a loop which lets you perform the same changes on both descriptions. This is the macro we use in IR to do that. // stolen from BG2 Tweak Pack at G3 // modified to take parameter ~%text_update%~, the macro name of the REPLACE_TEXTUALLY to execute DEFINE_PATCH_MACRO ~update_item_descriptions~ BEGIN FOR (index = 0x54 ; index >= 0x50 ; index -= 4) BEGIN // loop through descriptions READ_LONG index valid PATCH_IF (valid < 2147483646) AND (valid >= 0) BEGIN // verify description is valid READ_STRREF index description INNER_PATCH_SAVE new_desc ~%description%~ BEGIN LAUNCH_PATCH_MACRO ~%text_update%~ END SAY_EVALUATED index ~%new_desc%~ END END END It doesn't contain any of the REPLACE_TEXTUALLYs that determine what changes are made to the text. Those are defined in a separate macro. What you do is call this macro and provide it the name of another macro that has those, like this. DEFINE_PATCH_MACRO ~update_dagger_text~ BEGIN REPLACE_TEXTUALLY ~1d4~ ~1d7~ END TEXT_SPRINT text_update ~update_dagger_text~ LAUNCH_PATCH_MACRO update_item_descriptions Both descriptions will then have all instances of 1d4 replaced with 1d7. Keep in mind that this might remove instances of 1d4 that you didn't really want to change. The way we used to resolve this in IR was to instead look for a match of something like "Damage: 1d4" (but with regexp character classes to catch extra spaces and tabs and other stupid things that might otherwise prevent a match). I don't have a good example of that in the current code because we now do all that in a giant macro that handles arbitrary changes to speed factor, THAC0, and damage. I've never looked too carefully at it because it's complicated, but it's in here listed as wc_update if you want to try to take advantage of it.
  20. I'm not sure this policy is actually intended to cover mods, so I'd still play it safe and perhaps avoid advertising your mods on the WotC Facebook page or whatever. But it's a good indicator that charging for your stuff is definitely more likely to catch their attention in a bad way.
  21. Not unless you install another mod that does that. The spells in the game don't have any effects defined above caster level 20. Even if your character has a caster level greater than 20 (which you can get just from regular levelling), they're still going to be casting the 20th level version of spells, because the spells don't have 21st or 22nd (etc.) versions. There is at least one mod (Spell50) that extends spells above level 20. With that installed, I would assume any effects that grant bonus caster levels would indeed allow you earlier access to the higher level versions. I wouldn't necessarily recommend such a mod, because the game wasn't designed around spells continuing to grow in power.
  22. If the string you are looking for is added by a mod, the strref will differ across installations, so you can't do a numerical comparison. You'd have to fetch the string with READ_STRREF instead and do a string comparison to see if the text matches. If the string is part of the vanilla game, its strref number will always be the same, so you can just check if the number in the file matches the known value. This has a benefit in that it works regardless of the game's language. To do a numeric comparison, you can use name == 123. The opposite would be name != 123. To do a string comparison, you can use ~%name%~ STRING_EQUAL ~abc~. The opposite would be NOT ~%name%~ STRING_EQUAL ~abc~. Throw it in a PATCH_IF or ACTION_IF depending on the context. COPY_EXISTING ~cowenf2.cre~ ~override~ READ_LONG 0x08 name READ_LONG 0x0c tooltip BUT_ONLY ACTION_IF (name == 123) BEGIN COPY_EXISTING ~mage18a.cre~ ~override~ WRITE_LONG 0x08 name WRITE_LONG 0x0c tooltip BUT_ONLY END
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