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Daulmakan

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Everything posted by Daulmakan

  1. Are you trying to install it in IWDEE or regular BG1?
  2. I'm not on EE, so the warning is relevant. Thanks.
  3. Hi Jastey, can you expand on this? I usually use both.
  4. Your link gives out an error because of the dot at the end. Might want to remove it just in case someone doesn't figure it out.
  5. Can't really test it myself, I 'd welcome your input if you're willing to try it out. As Graion said, I expect nothing game breaking if it doesn't work.
  6. Hi! I got your PM but will reply here so it's more visible, as it's the thing I'm asked the most. Item Pack was already technically compatible with the EEs but the item descriptions were botched. I just uploaded a new version that should take care of this problem and make it fully compatible. Update topic here at G3 should follow shortly when approved by a moderator.
  7. Item Pack updates to v2.0. New changes are as follow: - Added Cam's code for item descriptions. Item Pack *SHOULD* now be fully compatible with both BGEE and BG2EE. - Added extra conditions to prevent some components from being installed in the wrong game. You can download the mod here (or here).
  8. Yep. This is the specific component from Item Pack: If @RaaDeeK wants to try it out, link for the mod is in my sig.
  9. @Acifer is this map going to be part of your Silverrealms mod?
  10. For Icewind Dale II, components "Use Character Colors Instead of Item Colors", "Separate Resist Fire/Cold Icon into Separate Icons", and "Change Magically Created Weapons to Zero Weight" seem to clash with Weimer's IWD2 Ease of Use, they all fail to install (but do just fine if Ease of Use is not present).
  11. Do you have Level 1 NPCs installed, by any chance?
  12. Um, hello? Is this thing on? On August 13th 2023, Item Pack became 14 years old! To commemorate the joyous occasion I have decided to include a new component dedicated to Planescape:Torment, my favorite game of all time. This update also serves to provide alternate download mirrors for the mod due to SHS's shortage. New changes are as follow: - Added a new Planescape:Torment component. - Added a new BAM for the Sling of Everard to the More Distinguishable Items component. - Added extra tokens for the slot machine in Spellhold to the Extra Items component. - Added an option to upgrade the Silver Sword to the Tweaked Items component. - Added the Shakti Figurine to the Tweaked Items component. - Changed some of the items' usabilities, which should be more dual-kitted friendly now. - Changed the location of the Bracers of Icelandic Pearl. - Changed Ulcaster's Academy Ring, now it no longers replaces the Vampiric Sword to avoid conflict with other mods. - Fixed an issue with Malla's Soul Stone protecting from Cure Disease instead of the Diseased state. - Fixed an issue with Club of Detonation's and Harbinger's party-friendly Fireball, which summoned the Cowled Wizards if the magic license wasn't paid. - Fixed an issue with Holy Chaos! Decks's charges being incorrectly set. - Updated WeiDU version to v249. - Changed ReadMe format. You can download the mod here and here, or from the attachment in this post. Item_Pack_v1.9.rar
  13. I think the main reason to choose Tutu over Trilogy is if you prefer separate installs/different sets of mods, thus reducing the need to reinstall/modify after each playthorugh, especially if you play noticeable more one content than the other (ie. BG1 vs. BG2).
  14. Somewhere is a quote by Cam saying he had like 20 installs to test multiple variants...
  15. Even more impressive! @CamDawgMaybe add this thread to the Modding How-Tos and Tutorials list?
  16. Colour me very impressed. From which game you used the resources to create that map?
  17. Not unless the converting process has become a lot more trivial than the last time I checked, no. Anyway, I was under the impression that it could be installed regardless if you used an updated weidu version? (Item descriptions issues notwithstanding)
  18. Is there a more detailed post on this somewhere? I'm curious.
  19. I'm generally of the mind that political correctness needs to die in a fire. That being said, using "holocaust" for a spell that has nothing to do with neither a fire nor an offering and instead refers to a cloud of poison gas... well, seems you're going out of your way to be crass just because.
  20. You can just use a macro to add your item to a container: COPY_EXISTING ~ARXXXX.are~ ~override~ PATCH_IF SOURCE_SIZE > 0x28f BEGIN LAUNCH_PATCH_FUNCTION ADD_AREA_ITEM INT_VAR container_to_add_to = 1 // LOOK FOR THIS NUMBER IN INFINITY EXPLORER or NEAR INFINITY STR_VAR item_to_add = ITEM // Your item name without the .itm extension, so it needs to exist already in the game or in override before doing this END END BUT_ONLY
  21. Try this one, then: COPY_EXISTING ~ITEM.itm~ ~override~ WRITE_SHORT 0x18 45 BUT_ONLY Is it a vanilla item or not?
  22. Assuming you want the item in question to be movable, displayable in shop, magical and NON 2-handed, I think this could work: COPY_EXISTING ~ITEM.itm~ ~override~ WRITE_SHORT 0x18 109 BUT_ONLY I'm assuming it's an existing item because you want to modify it via WEIDU and not merely by dropping it into override after editing it in DLTCEP (which would be much simpler). If not, you'll have to use COPY instead and point to the directory's location. You could use an already existing container and add the item to it (you can find an example in my mod). For creating new containers, try looking one of Lava's mods, I believe he usually does this.
  23. I think it's a mix of things, really. Even today's VERY VERY few good games won't give you the satisfaction that the classics you played when you were younger did, because that was a carefreer (sp?) time. Then, as Morgoth said, games became too succesful (as in, reached a truly massive audience), and thus are subject to the same generic palette that every genre of entertainment these days is subject to (you could've perfectly made a thread on why nowadays movies/music sucks and it would be the exact same thing). Finally, there's a generational divide between content makers of the past and current ones. Way back, most good games had issues and stuff they wanted to say, now you can be done with that in a second in the social network of your choice, why go through the trouble to make a compelling game around it? Also, the same way most entertainment content gets amalgamated, so are its creators, AKA the people in charge of making games. Not only they won't make innovative, provoking games as the classics were, but they couldn't even if they wanted to, because they have no notable life experiences to draw from, practically all of them having grown on the same rehashed, standarized content. And older HoFers devs aren't the solution either, they're at a point in their lives that they're either jaded or much too busy with other things to deal with making a videogame (assuming they still have something meaningful to say, which isn't likely). To not end on such a sour note, good news is that the amount of good games is still staggering, so you can always replay those regardless if today's products are mostly crap. And every once in a while, stars will align and something new and pretty decent will come along.
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