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Daulmakan

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Everything posted by Daulmakan

  1. Yeah, I noticed that. Saving the item after the new header was created, closing, and then running the add_item_effect macros worked, but not in the same WeiDU instance, either because of the issue David mentions below, or because COPY_EXISTING doesn't get updated for the same resource in the same WEIDU instance (or maybe both?). Thank you, that might be it. Can't run it now since I'm at work. Will Ardanis' macro that subtledoctor linked do a proper offset calculation? Will my code work as is if I just change one header macro for the other or is there something else screwed up?
  2. Sorry for the thread necromancing. I've basically the same issue as Skye did. Just wondering how to solve it. I'm using Miloch's Macro to add an extended header to an item that doesn't have it, which works, but using ADD_ITEM_EFFECT macros immediately after it don't work (ie. no effects are added to the new header), as Skye said. Here's what I have: COPY_EXISTING ~xacliver.itm~ ~override~ LPF add_spl_itm_header INT_VAR t-atk_type = 3 t-use_loc = 3 t-hdr_targ = 5 t-range = 1 t-speed = 0 t-charges = 1 t-deplete = 1 t-opcode = 54 t-eff_targ = 1 t-param1 = 0 t-param2 = 1 t-timing = 9 t-dispel = 0 t-prob1 = 100 STR_VAR t-bam = ~II342~ END LPF ADD_ITEM_EFFECT INT_VAR opcode = 54 target = 1 parameter1 = 1 parameter2 = 0 timing = 9 END LPF ADD_ITEM_EFFECT INT_VAR opcode = 12 target = 1 parameter1 = 1 parameter2 = 0 timing = 9 END LPF ADD_ITEM_EFFECT INT_VAR opcode = 9 target = 1 parameter1 = 12288 parameter2 = 19660805 duration = 2 timing = 3 END LPF ADD_ITEM_EFFECT INT_VAR opcode = 187 target = 1 duration = 3 timing = 4 STR_VAR resource = ITEMSPLL END BUT_ONLY What am I missing/screwing up?
  3. I noticed you use the weidu_external folder (and I think Cam does in IWDification too), but I'm not following the bolded part, could you elaborate further? Do you mean compressing and shipping your mod after you just uninstalled it after testing? Bullseye. Many thanks for the guide, will give it a look.
  4. Um, what gives? Is he compatible with Tutu?
  5. Actually, this used to be a thing in the community back in the day, where modders would submit a One-Day NPC for people to download. Activity, I presume, is low for this, but the promise of steam keys might be enticing for some. Good luck.
  6. Started the first three fallouts and new vegas, never managed to pass middle-game for either of them, while I'm in replay Nº 459856563 for BG2.
  7. As I understand, they are reliant on the engine itself, so for vanilla BG2 it's probably a question for the current ToBEx maintainer...
  8. My favorite evil quests in the game are the ones for Talos' stronghold. The way they deal with the already present content is excelllent: framing, betrayal, plotting, murder, using previous quests to gain a different outcome for a present one...
  9. You're welcome to it if you like it.
  10. Registering with a new account there and explaining the problem seems to have worked before: https://forums.pocketplane.net/index.php?topic=29994.0
  11. Hey Lava. It means I've gotten older and completely forgot what icons I used when I posted that haha. I have no problem at all either way, especially if you created new items from scratch. I just thought I'd mention it in my previous post. Makes me glad someone's still playing my mod.
  12. Yes. I suggest also adding bams for also for Edwin’s Amulet, History of the Sisters of Light and Darkness, and the Vial of Mysterious Liquid (I add bams for these and Perdue's in my mod if you want to note the ones I use, I think they were IWD recycles).
  13. Yeah, maybe, I was talking vanilla BG2. In P&P Baator is not an anti-magic area per se, but you need to have the proper spell key. I guess flagging it as a dead magic zone was seen as an acceptable compromise. Side note: in the past I would've quoted you separately for each reply line, seems I can't do that anymore. So may I just say that the new forum software sucks oh so much and makes me not want to post anymore.
  14. Watcher's Keep dead magic zone is set by script, whereas Saerileth's areas simply use the Area flag "4-Antimagic Area". I think the flag never quite worked as intended, since you CAN cast spells if you place them in the quickspell slots. Maybe that's why the vanilla areas went the script way and left the flag unused.
  15. No Moonblade, sadly, but there's quite a few IWD items in mod: http://www.shsforums.net/files/file/824-item-pack-v18/
  16. Congrats! Really nice to see a mod in progress from way back finally get completed. Kudos for that. Checking the Readme, am I right to assume that this component from another mod is already covered by NPC Strongholds?: If not (either at all or only partially --e.g. no for chapter X but yes for chapter Y), would they conflict if installed together/on top of each other?
  17. This problem still persists in v3 for anom25.bcs (it still points to the non-existing anomen subfolder).
  18. Daulmakan

    FAQ

    He did say it was essentially done and that Grim Squeaker was doing the voicing, so I'd be surprised if he didn't have a copy. *Casts Summon Grim*
  19. How much % of the mod would you say is already done? Are you working on ToB content as well or just SoA?
  20. Daulmakan

    ToB news

    "Both" romances? Is Amber going to romance someone else, if not the main character, or (gasp!) female protagonist? (maybe it was said elsewhere, sorry if so, don't think I've seen any details about ToB part, though) http://forums.gibberlings3.net/index.php?showtopic=6399
  21. I know, I was just extending on your general point about the intrinsic value of PnP.
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