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Andrea C.

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Everything posted by Andrea C.

  1. Hey, How can I use custom portraits with this mod? They don't show up if I simply put them in C:\Users\User\OneDrive\Documenti\Baldur's Gate II - Enhanced Edition\portraitsDocuments/ They are all 24bit BMP files so they should work... EDIT: I could assign the portraits to my characters afterward via the customization screen, but they still do not appear at character creation. Additionally, M_STYLES.LUA does not appear to exist, so the component that changes the font in item description does nothing. I really hate the standard item description font in the Enhanced Edition so appreciate if someone could help with this.
  2. I tried commenting out the code in the tp2 that contained %idpro237% but it still throws the same error message.
  3. I'm getting the same. I'm surprised there hasn't been feedback on this error as surely other people must be affected as well?
  4. More issues: Mirror Image does not play the Illusion expiration sound. Protection from Evil does not appear to check the attacker's alignment, which makes it more like a Protection from Everyone.
  5. I’m my BGT game the potion actually doesn’t seem to do anything at all. Anybody else having a similar problem?
  6. I have to disagree. All green "Protection From" scrolls can be used on any target; this is not a prerogative of the Protection From Magic Scroll (had it been, it would have been a clear nudge toward using it on enemy casters.) However, Protection From Magic is the only scroll that also prevents the target from using what it protects from—a very clearly deliberate design decision. Without this balancing act, the scroll would have been too powerful: a 2-hour long immunity to all spells at no drawbacks. Compare to the Potion of Magic Blocking, which only grants immunity up to 5th-level spells for a measly 5 rounds, or a Potion of Magic Protection, which for the same duration of 2 hours only grants 50% magic resistance. The lore-friendly, non-arbitrary way this balancing act is achieved is by making the Protection From Magic scroll create an anti-magic field around the target. This is from the item's description; not making anything up. It is also consistent with the fact that not only does it make the target immune to magic, it also dispels all present magic effects (including from potions) and bestows 100% spell casting failure chance. So yes, I agree "Scroll of Magic Suppression" would have been a more accurate name—but also one that is inconsistent with the nomenclature for the green scrolls, all of which are Protection From something. Had it been called "Scroll of Magic Suppression", the instinctive thing to do would have been to use it on enemy casters; who wants magic suppressed on their own characters? That would qualify as doing what the scroll does, as you say. However because it is a "Protection From" scroll, the instinctive thing to do is to use it on your own characters. To use it on enemy casters to exploit the spell casting failure chance speaks to the player's thinking outside the box rather than to BioWare's sloppy design (and, as mentioned, this scroll was coded the way it very deliberately rather than out of sloppy design.)
  7. You say cheaptastic, I say clever. I see your 100% spell casting failure and raise you a "suck it, enemy mage." It goes both ways, since you can't use spells against the target either.
  8. This probably walks the fine line between a Fixpack item and a Tweaks Anthology item, but here goes: the Potion of Magic Blocking does not add a portrait icon, nor does it play any sounds when its effects expire. This way it's impossible for the player to tell when the imbiber is no longer under the potion's protection. It would great if it could get either or both.
  9. Thank you for clarifying, subtledoctor. SCS does, by its author's explicit admission, "play fair." Enemy spellcasters being able to bypass the spell failure applied by the Scroll of Protection From Magic is not fair. If and when DW decides to release an update to SCS, I hope he'll take this under advisement (which doesn't necessarily mean change it; he might as well decide not to because reasons.)
  10. Pretty flippant for someone who didn't bother checking the scroll's effects in Near Infinity. If you had checked, you would have seen 100% spell casting failure for both arcane and divine spells applied to the target:
  11. Same issue here. It does not appear to block enemy spell casting at all.
  12. The following Fixpack item: // allow arbitrary return-to-human form from clock of the wuff // see also clck04.itm, shapeshifting spell batch COPY_EXISTING ~wolfm.itm~ ~override/cdwolfm.itm~ LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 60 target = 1 timing = 2 parameter1 = 100 END LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 60 target = 1 timing = 2 parameter1 = 100 parameter2 = 1 END LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 53 target = 1 timing = 2 parameter1 = 31488 END LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 44 target = 1 timing = 2 parameter1 = 18 parameter2 = 1 END LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 15 target = 1 timing = 2 parameter1 = 17 parameter2 = 1 END LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 215 target = 1 parameter2 = 1 duration = 117 timing = 3 STR_VAR resource = sppolymp END LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 215 target = 1 parameter2 = 1 duration = 117 timing = 3 STR_VAR resource = polyback END is problematic on the classics because "Timing mode: Delay/Limited - 3" expects two parameters: one for the delay before applying the effect (set to 117 in the example above), and one to determine the effect's duration after applying. The classic engine does not allow for setting the latter, resulting in a bug whereby the visual effect for polymorphing into and from the wolf form keeps playing at regular (and frequent) intervals until you unequip the cloak (and keeps going for some time even after you do.) The Enhanced Editions apparently do not suffer from the same bug, but it might be worth skipping this fix on the classics. However there is a second bug with this cloak that affects classics and Enhanced Editions alike: if you save and reload while in wolf form, the engine re-scans item effects and reapplies them, thus duplicating the effects from CDWOLFM.ITM over and over. While the Enhanced Editions could fix this if someone were so inclined as to report this on their forums (I'm not), on the classics I would simply add a note to the readme that describes the bug and warns against saving and loading while in wolf form. Huge thanks to Insomniator for looking into this bug and documenting the root causes.
  13. I've done some more digging on the dragon breath thing. Dragon CRE Class Breath School Breath Secondary Black F/M/C Generalist None Blue F/M/C Invoker None Brown Red Dragon Generalist None Green F/M/C Generalist None Purple Shadow Dragon ? ? Red Red Dragon Generalist Magic Attack Silver Silver Dragon Generalist None Shadow Shadow Dragon Generalist None Yellow Red Dragon Generalist Magic Attack There's quite a bit of inconsistency. Should the red and yellow dragons' breath be a magic attack (which I assume means it can be blocked by magic resistance Spell Shield and the like)? I don't think it makes a great deal of sense. All breaths have the generalist school except the blue dragon's, and even then I contend that all should have no school. As it stands, generalist mages and sorcerers enjoy a +2 bonus on saving throws against all dragon breaths, except the blue one (where only invokers get the +2 bonus.) Last but not least, is there any reason why the black, blue, and green dragons should be Fighter / Mage / Clerics? EDIT: Silver Dragon's paralyzation also has school: generalist, which should be changed to none.
  14. I’d like to port the new sound sets from the Enhanced Editions to BGT, but I’m not sure how to even start. What should I be doing to make them show up and have synced subtitles?
  15. Indeed, dualling into specialist mages like in BG1 is what I'm interested in the most.
  16. 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
  17. 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.
  18. Let me join the others in thanking DavidW for gifting us with yet another piece of amazing work. Thank you!!
  19. 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)?
  20. 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
  21. CamDawg, Are these fixes also going to be part of v2.5 of the Enhanced Editions?
  22. 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.
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