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Andrea C.

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About Andrea C.

  • Birthday 04/08/1986

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  1. Indeed, dualling into specialist mages like in BG1 is what I'm interested in the most.
  2. If something like this is feasible in the non-EE engine, IMO it would be a worthy tweak: https://forums.beamdog.com/discussion/66521/enable-dual-classing-into-kits-now-with-proficiency-fix
  3. At the cost of being unpopular, I'm going to suggest a tweak to bring the Ring of Wizardry back to its original BG1 mechanics.
  4. Let me join the others in thanking DavidW for gifting us with yet another piece of amazing work. Thank you!!
  5. This is going to be fairly minor, but I figured I'd try my luck anyway. The Enhanced Editions brought forth, among other things, a recoloring of all joinable NPCs that makes use of the extended color palettes (which the Enhanced Editions implemented from 1PP) in order to better match the color scheme from each character's portrait. Would it be possible to have a Tweaks Anthology component that brings the same coloring to non-Enhanced versions of the game (provided that the extended palettes from 1PP were installed)?
  6. I believe Almateria's Restoration Project mod already includes a fix for the Slayer form's setting your HP to 100 instead of adding +100 HP to your total (I've also filed a bug report on redmine for the Enhanced Editions.) Could we get an EE-compliant version of Miloch's PnP Free Action as a Tweaks Anthology component? I'm sure Trevor wouldn't object to that
  7. CamDawg, Are these fixes also going to be part of v2.5 of the Enhanced Editions?
  8. So, I've installed EET to start working on my mod's compatibility. My mod installs just fine and there doesn't seem to be a need for any modification to my item-patching code. I went through ITMs in Near Infinity, however, and based on jastey's link I was expecting there to be two HELM15.ITM, one called "HELM15" and the other called "HELM15_"? I only have one "HELM15" there, and no need to amend my code. Am I missing something? I seem, on the other hand, to have a little trouble with pre-generated characters' patching. My code is apparently only targeting the four characters that appear under "CHR" in Near Infinity. There are 9 more in a folder called "characters" that are apparently from the original BG; those are entirely unaffected by my code for some reason. I also cannot seem to locate the pre-generated characters from SoD or ToB. My code reads as follows: COPY_EXISTING_REGEXP GLOB ~.*\.chr~ ~override~ READ_LONG 0x8c current PATCH_PHP_EACH cd_animation_map AS old => new BEGIN PATCH_IF (current = old) BEGIN WRITE_LONG 0x8c new END END BUT_ONLY There's an associative array called "cd_animation_map" before it.
  9. Hi! Does EET make any changes to the name of ITM and BAM files? I'm asking 'cause the mod I'm working on has a component that changes icons, illustrations, and color offsets for most items in BG:EE and BGII:EE, as well as some from SoD. If EET doesn't change any of the file names, then my component is probably already compatible off the bat; if it does, I will write an alternative tph for EET specifically (in that case, it would help if a mapping table existed, showing which names were changed to what.)
  10. Hello. The BG:EE developers are looking into this bug but cannot seem to reproduce it. The code handling probability is healthy and they have no idea what might be causing misbehaviors. If you have any spell or savegame with which to easily repro this, please send it over to andrea@beamdog.com for evaluation.
  11. You rule. However, you are not excused for not modding much recently j/k - congratulations on having had your thesis published!
  12. This information also comes from the BG:EE devs. I thought I'd post it since CamDawg hasn't done so yet. To me, it's tantamount to reading Chinese Item_Header_st DWORD nFileType; DWORD nFileVersion; STRREF genericName; STRREF identifiedName; RESREF usedUpItemID; DWORD itemFlags; WORD itemType; DWORD notUsableBy; BYTE animationType[2]; //WORD animationType; WORD minLevelRequired; WORD minSTRRequired; BYTE minSTRBonusRequired; BYTE notUsableBy2a; //Uppermost byte of a DWORD BYTE minINTRequired; BYTE notUsableBy2b; BYTE minDEXRequired; BYTE notUsableBy2c; BYTE minWISRequired; BYTE notUsableBy2d; BYTE minCONRequired; BYTE proficiencyType; WORD minCHRRequired; DWORD baseValue; WORD maxStackable; RESREF itemIcon; WORD loreValue; RESREF groundIcon; DWORD baseWeight; STRREF genericDescription; STRREF identifiedDescription; RESREF descriptionPicture; DWORD attributes; DWORD abilityOffset; WORD abilityCount; DWORD effectsOffset; WORD equipedStartingEffect; WORD equipedEffectCount; }; Item_ability_st WORD type; BYTE quickSlotType; BYTE largeDamageDice; //NEW! RESREF quickSlotIcon; BYTE actionType; BYTE actionCount; WORD range; BYTE launcherType; BYTE largeDamageDiceCount; //New! BYTE speedFactor; BYTE largeDamageDiceBonus; //New! SHORT thac0Bonus; BYTE damageDice; BYTE school; BYTE damageDiceCount; BYTE secondaryType; WORD damageDiceBonus; WORD damageType; WORD effectCount; WORD startingEffect; WORD maxUsageCount; WORD usageFlags; DWORD abilityFlags; WORD missileType; WORD attackProbability[iTEM_ABILITY_NUM_ATTACK_TYPES]; Item_effect_st WORD effectID; BYTE targetType; BYTE spellLevel; int effectAmount; DWORD dwFlags; WORD durationType; DWORD duration; BYTE probabilityUpper; BYTE probabilityLower; RESREF res; DWORD numDice; DWORD diceSize; DWORD savingThrow; LONG saveMod; DWORD special;
  13. Why must the worst case scenario necessarily apply? Or, conversely, why must there be no best case scenario in which BG:EE is actually a good thing? Sounds like a pessimistic way to see things. As for why anyone should buy BG:EE, that's not for me to tell. Everyone's entitled to their own purchase decisions. Some modders are interacting with the devs on a daily basis and even collaborating with them. Just a heads up.
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