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Everything posted by ericp07

  1. Looks intriguing! Adding to my long list of NPC mods to install
  2. Two errors found in a chat between Haer'Dalis and Kivan, in the English version: 1 - Haer’Dalis - Because ’tis a Nexus, Kivan, the intersection of all trade roots in the Multiverse, the City of Doors and the Cage. S/B “…trade routes…” 2 - Haer’Dalis - “Worst than that, my kestrel.” S/B “Worse than that…” I didn't notice any other errors during the SoA portion of the game, and I dismissed Kivan from my party before finishing and moving on to ToB. Hope this is helpful
  3. I've had to nuke and rebuild my BG2 installation, and I'm almost back to the point where I install NPC mods, so I'll try installing Saradas Magic again, and report the results here.
  4. If I can just get the mod to install, I'll give it a go under Windows 7 Ultimate (on my Mac Pro), but so far, it fails to install on my system.
  5. I had to shift gears, and life's turmoil got in the way to boot, but I may be able to test the mod under Windows 7 Ultimate in the near future. Trying to sort out a game-killing issue right now, which might require me to nuke and reinstall the game. Nothing is ever easy in my world.
  6. His ability scores look fine to me. I wouldn't change a thing.
  7. High CON isn't needed, but Fighters get extra HP per HD with a higher score, and more HP = more survivable. That's why I mentioned it
  8. I will help with proofreading and with testing the mod under Mac OS X Tiger (10.4.11) on my ancient Mac (PowerPC, from the Dark Ages before Intel chips were used in Macs ), if you like. A suggestion: fighters need good CON, but a score of 9 is a big liability for a fighter. Something to consider. Who cares what the ability scores total out to?
  9. Downloaded a third time, and this time the archive extracts as it should. I noticed that there are two postings on this site for the d/l, one slightly more recent than the other, so I went for the more recent of the two, and all is well.
  10. Every time I download it, I get the same result. StuffIt Expander 9.0.1 can't open the archive, and UnRarX 2.2 sees no items to extract. Neither extractor program has problems with any other file.
  11. The archive for the Mac OS X version extracts only one file, vampire.tph, and isn't recognized by the usual archive expansion/extraction software that handled all versions prior to v.21. How may I download the entire mod?
  12. The mod installed successfully on my system, so I'll let you know if anything unusual happens in-game.
  13. BG2 can handle the small portraits as 24-bit .bmp files, too. I've seen no unwanted behavior associated with saving them that way.
  14. I encourage any efforts to bring game mechanics closer to PnP whenever possible, so great idea here! When you say the familiar gains the caster's level when summoned, don't you mean HD equivalent to the caster's level? That's PnP...but I haven't checked iesdp yet to see if this can be done. I would scrap the system shock portion, but that's just me Also, do you have a list of specific kinds of familiars? Are you using the vanilla selection, or would you want to add or change any of them?
  15. His ring is under the trapped picture in a room just near the room with cells. There are a dagger and small healing poitions. May be you need just to reinstall the mod? And post your weidu.log, please. It's help to understand the problem Are you saying that the Ajantis mod places a ring in that location? Because that's where Gavin's engagement ring is found. I just found this interesting, and hope there will be no conflicts. - Eric
  16. Of course, that's completely unnecessary. I've seen it coded that way in at least one other mod. I suppose the same result is achieved, but I'll leave mine as it is. Happy modding, Eric
  17. Hmm, you mean this: ADD_KIT ~x~ ~xxxxxxx 1 1 1 1 1 1 1 1~ ~xxxxxxx 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 2 2 2 3 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5~ ~xxxxxxx 9 3 3 3 3 3~ ~xxxxxxx 0 0 0 0 0 0~ ~xxxxxxx 0 0 0 0 0 0~ ~xxxxxxx 0 0 0 0 0 0~ ~xxxxxxx 1 0 0 0 0 0 0 0 0~ ~xxxxxxx 0 0 0 0 0 0~ ~modfolder/CLABxxxx.2da~ // <-----this row ~K_P_H~ ~0x00004000 6~ //Baseclass-Paladin ~******~ //so the actual HLA table in use is l
  18. The tutorial doesn't say to COPY the CLAB-style .2DA file for a custom kit to the override folder. Is this not necessary? I'm wondering if that's why my mod fails to install (it's got a value set to 0, where there's supposed to be a different value). Thanks, Eric
  19. These: The 3 mage spells are gained from the 12th levels GA_xxxx's, so GA_SPRA301, GA_SPRA302, GA_SPRA303.The backstab is gained at levels 1, 9 and 17, by the AP_SPCL332 And the +20 to stealth is from AP_SPCL331 at level 1... So basically everything but the charm animal that's the GA_SPCL311... just like the basic ranger. I guess I'm good to go, then, with the .2DA file the way I have it. On to the next step... Thanks, Eric
  20. Almost forgot about this: the kit I'm making is based on the Stalker, but I don't want backstab ability. How do I make sure that's not part of my kit? I already removed everything except for the Call Woodland Beings innnate from the .2DA file. I want to make sure this kit doesn't allow access to arcane spells. So, what needs changing from the Stalker kit to remove backstab and mage spells? Thanks, Eric
  21. Yes, that's what I meant about assigning the "spell": not setting the spell level, but rather the advancement level at which it comes available. You mentioned about setting spells as first level spells, and that's taken care of in the code example Jarno posted, so all is well there. That should take care of the kit. I've dropped the Treant idea entirely. Also, because the scimitar is Mielikki's favored weapon, I thought it would be nice to allow for three stars in S/W/N weapon proficiency. Thanks, Eric
  22. Well you could use this: // change regular spell to innate DEFINE_PATCH_MACRO ~spell_to_innate~ BEGIN READ_LONG 0x64 "abil_off" ELSE 0 READ_SHORT 0x68 "abil_num" ELSE 0 READ_ASCII ("%abil_off%" + 0x04) "bam" (8) // reads the bam filename from ability WRITE_SHORT 0x1C 4 // sets spell type to innate (4) WRITE_LONG 0x34 1 // sets spell level to 1 to avoid scripting issues WRITE_EVALUATED_ASCII 0x3A "%bam%" #8 // writes the bam filename from abilities to spell icon FOR ( index = 0; index < abil_num; index = index + 1 ) BEGIN WRITE_SHORT ("%abil_off%" + 0x02 + (0x28 * "%in
  23. Since Rangers don't normally gain the ability to cast 4th-level spells, what you probably want to do is make your own custom version of Call Woodland Beings that is changed into an innate (or a lower level priest spell). You can do this quite easily with code at install-time. First off, using // to comment out these lines makes it hard to uncomment them, because they are interspersed with actual comments. Using /* */ to surround the entire ADD_KIT block might be preferable (or even just prefixing the already-commented lines with // as well, so the whole thing can be mass-uncommented qu
  24. Hello, Please move this to the most appropriate forum, if this isn't it I'm writing a little (?) kit for rangers who worship Mielikki, as the result of ongoing discussion here. I've used the Stalker kit as a template, and am modifying it to agree with suggestions to use a couple spells to populate the CLAB-style 2da file. I'm currently unsure where in that file the fourth-level priest spell Call Woodland Beings (SPPR410) would most appropriately fit, and I need to create a spell "Summon Treant" to add to this file. I have yet to explore the latter. If someone would kindly look over wh
  25. Domi, The editing is underway I'm marking changes with colors, and using strikethrough text to show what should be removed. I'm not highlighting punctuation, but I'm not making many punctuation changes. You'll see. Is there a deadline for this project? I've got loads of other things to juggle these days, but I want to finish everything fairly quickly. Your Humble Servant, Eric
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