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NiGHTMARE

Retired Gibberlings
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Everything posted by NiGHTMARE

  1. NiGHTMARE

    NiGHTMARE's NPC Beautification Pack

    NiGHTMARE's NPC Beautification Pack features portraits done by NiGHTMARE and packaged by Icelus. They provide a series of alternative portraits for many of the BioWare NPCs.
  2. Version v2

    2,482 downloads

    These portraits were done by NiGHTMARE. They provide a series of alternative portraits for many of the BioWare NPCs. View the Readme Visit the Forum Visit the Gallery
  3. Version v2

    7,629 downloads

    This is a mod for Baldur's Gate or Icewind Dale created by NiGHTMARE and Andyr that Idobek repackaged with a WeiDU installer. A large number of the Baldur's Gate inventory graphics (BAMs) were improved for the sequel, so this small pack puts them back into the original. It will also work with Icewind Dale, as that re-uses many BG items. Learn more about the mod View the Readme Visit the Forum
  4. This is the code I wrote for stricter school exclusions. IIRC it's actually modified code from Divine Remix: COPY_EXISTING ~spwi218.spl~ ~override~ // Ghoul Touch ~spwi313.spl~ ~override~ // Skull Trap ~spwi414.spl~ ~override~ // Spirit Armor WRITE_SHORT 0x1e 28608 // Necromancers only BUT_ONLY_IF_IT_CHANGES COPY_EXISTING ~spwi118.spl~ ~override~ // Chromatic Orb ~spwi325.spl~ ~override~ // Melf's Minute Meteors ~spwi403.spl~ ~override~ // Fire Shield (Blue) ~spwi418.spl~ ~override~ // Fire Shield (Red) WRITE_SHORT 0x1e 4800 // Alteration, Evocation; exclude Abjurers, Conjurers, Enchanters, and Necromancers BUT_ONLY_IF_IT_CHANGES COPY_EXISTING ~spwi514.spl~ ~override~ // Lower Resistance ~spwi903.spl~ ~override~ // Spellstrike WRITE_SHORT 0x1e 5120 // Exclude Illusionists and Necromancers BUT_ONLY_IF_IT_CHANGES COPY_EXISTING ~spwi722.spl~ ~override~ // Limited Wish ~spwi919.spl~ ~override~ // Wish WRITE_SHORT 0x1e 2944 // Exclude Conjurers, Diviners, Enchanters, and Invokers BUT_ONLY_IF_IT_CHANGES COPY_EXISTING_REGEXP ~^SPWI[1-9].+\.spl$~ ~override~ READ_SHORT 0x1e "exclusion_school" PATCH_IF ("%exclusion_school%" = 64) THEN BEGIN // Alteration; exclude Abjurers WRITE_SHORT 0x1e 4160 // Exclude Abjurers and Necromancers END PATCH_IF ("%exclusion_school%" = 256) THEN BEGIN // Conjuration/Summoning; exclude Diviners WRITE_SHORT 0x1e 2304 // Exclude Diviners and Invokers END PATCH_IF ("%exclusion_school%" = 512) THEN BEGIN // Invocation/Evocation; exclude Enchanters WRITE_SHORT 0x1e 640 // Exclude Conjurers and Enchanters END PATCH_IF ("%exclusion_school%" = 1024) THEN BEGIN // Necromancy; exclude Illusionists WRITE_SHORT 0x1e 1536 // Exclude Enchanters and Illusionists END PATCH_IF ("%exclusion_school%" = 2048) THEN BEGIN // Enchantment/Charm; exclude Invokers WRITE_SHORT 0x1e 6144 // Exclude Invokers and Necromancers END PATCH_IF ("%exclusion_school%" = 4096) THEN BEGIN // Illusion/Phantasm; exclude Necromancers WRITE_SHORT 0x1e 6208 // Exclude Abjurerers, Invokers and Necromancers END PATCH_IF ("%exclusion_school%" = 8192) THEN BEGIN // Abjuration; exclude Transmuters WRITE_SHORT 0x1e 9216 // Exclude Illusionists and Transmuters END BUT_ONLY_IF_IT_CHANGES Some of that ties in with changes to spell schools made by the main AR component. There's also some related code for scroll changes, and a whole mass of related code for creature changes.
  5. The damage bonuses are on top of the damage unarmed attacks do for any class, which is 1d4. Therefore: Level 1: 1d6 (1-6) Level 4: 1d8 (1-8) Level 8: 1d10 (1-10) Level 12: 2d6 (2-12) Level 16: 2d8 (2-16) Level 20: 2d10 (2-20) Level 24: 3d8 (3-24) Level 36: 4d6 (4-24) (For some reason I forgot to mention the bonus gained at level 36.) "Considered +1" etc has nothing to do with the amount of damage done; rather, it's the enchantment level of the weapon. What this does is determine whether you can hit enemies who are immune to weapons below a certain enchantment level (for example, they're under the effects of the spell 'Protection from Magical Weapons'.) (Note: it seems I forgot to give the 22nd level fist the +3 enchantment it's supposed to have, but all the others seem to be fine.) The monk fists are still blunt weapons.
  6. Any changes or additions to the monk's HLA should be just fine, since this mod doesn't touch the HLAs itself.
  7. Whoops, typo: "becoming invisible and immune to immune to all damage". It's in the .tra as well as above.
  8. There will be at least two series of new quests specifically intended for evil characters, as well as evil options for many of the others. There will even be new evil-orientated possibilities for a couple of existing quests.
  9. Actually, I have an Ilmater stronghold planned out, I just need to write the dialogue and code it . I also have a few ideas for an Oghma stronghold. Of course, if someone else were willing to do the neccessary writing and/or coding for a new cleric stronghold, we would more than welcome it - though needless to say, it would have to be for one of the existing DR kits. Oh, and regarding LoI, most of new NPC Jaina's quests will have something to do with the church of Milil (of course, that deity is only mentioned once during all of unmodded BG2 )
  10. Nope, but the plan is to eventually (read: not for a long time) add a few new cleric strongholds in Divine Remix.
  11. She reminds me of Alyssa Milano. EDIT: ah, apparently the portrait is based on Alyssa Milano .
  12. Yes, there will be an alternate route to Spellhold. It won't be through any of the organizations present in the unmodded game, howevever (though it will involve an existing character).
  13. The only way to do what you want is to alter MXSPLRAN.2da. This will obviously alter spell progression for the base class and other ranger kits, but you can then add spell slot removing .spls in all the relevant CLABxx.2da's. A word of warning: only use spell slot removing .spls in the CLAB if you're going to remove *all* the spell slots of those levels (e.g. all level 4+ spell slots in your case). Only removing some slots in a level can lead to spells getting unmemorized after loading saved games.
  14. "When It's Done" However, watch this space for release-related news!
  15. We haven't finalized the list yet, but it's likely to include hook horrors, driders, bugbears and verbeeg. We've no plans for a different balor avatar. I know a guy called WoRm was planning to convert NWN's balor (though WoRm since seems to have vanished), but I don't recall hearing anything about a Diablo demon conversion.
  16. If the kit is a cleric, druid, paladin or ranger, then yes. If it's a wizard or bard, no .
  17. Add a spell in the CLAB which has a Attacks Per Round Modifier (stat #1); set the type to 1 (flat value modifier) and the key to 1 (1 attack per round).
  18. This thread is the place to view and reserve prefixes (yes everyone, BWL seems to be up again!).
  19. Unfortunately, even scripting doesn't seem to be able to help solve the problem of paladins and rangers falling if they're of a non-good alignment. However, you could create a warrior-priest hybrid style cleric kit, with all the abilities of the fighter (grandmastery, better THAC0, worse saving throws, more hitpoints, etc) other than the ablity to use any weapon. Having a cleric kit be able to use any weapon *is* possible, but it involves playing around with usability flags and assigning a dummy kit to trueclasse clerics, and thus it has plenty of potential for incompatability with other mods. That said, we haven't really discussed it in regards to DR yet.
  20. The K_C_D, K_C_E, K_C_G, etc determines which kit selection screens the kit appears in. For example, K_C_D = cleric, dwarf; K_C_E = cleric, elf. If it's a fighter kit, you'll want to replace the C with F.
  21. You're missing a couple of lines before the SAYS, namely the HLA table and list of ToB starting equipment. I'm pretty sure you need these even if installing to a SoA-only game. As for a .tra, it's short for translation file. Basically, instead of SAY ~Broken Druid~, you could have SAY #1, then in a file called NewDruid.tra, the first line would read "@1 = ~Broken Druid~" (without the quotes). Some people find it helpful for organizational/efficiency purposes, plus it also helps anyone wanting to translate your mod.
  22. If you're not using a .tra, is there a ~ before and after the text? If you are using a .tra, did you include a # before the number?
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