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ericp07

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Posts posted by ericp07

  1. 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 :)

  2. 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.

  3. 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? ;)

  4. I've just checked it: it downlads and opens fine with WINRAR, which is the program I've always used to handle it. Try downloading it again; if that fails, maybe something's wrong with your extractor program.

     

    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.

  5. 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?

  6. I ran through Irenicus' dungeon, but never did Imoen say anything about Ajantis, and neither did I find the engagement ring (I assume it's this?). I checked the WeiDU log, and it has the mod listed, so I take it to mean it is installed (installation itself seemed to go smoothly).

    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 :thumbsup:

     

    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

  7. Now, you can of course put this just before the ADD_KIT:
    COPY ~modfolder/CLABxxxx.2da~ ~override~
    ADD_KIT ~x~ 
    ...

    And then of course use instead:

    ~override/clabxxxx.2da~  // <-----this row

    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

  8. 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
    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 lu******.2da
    ...

    Well, all I can say is that this works for PC.

    Now, you can of course put this just before the ADD_KIT:

    COPY ~modfolder/CLABxxxx.2da~ ~override~
    ADD_KIT ~x~ 
    ...

    And then of course use instead:

    ~override/clabxxxx.2da~  // <-----this row

     

    I see. Well, apparently, the line you marked works as it should. The kit appears with my NPC, and functions properly.

     

    Thanks,

    Eric

  9. So, what needs changing from the Stalker kit to remove backstab and mage spells?
    These:
    Strengths

    - +20% Stealth

    - Backstab ability (at level 1-8: x1, at level 9-16: x2, at level 17+: x3)

    - At level 12, acquires Mage spells: Haste, Protection From Normal Missiles, Minor Spell Deflection

    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

  10. 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

  11. Eric, all innate spells have to be 1st level spells. You can allow access to them at whichever level you choose in the level-advancement table, but the spells will all be first-level spells.

     

    Suppose I'm making a kit that will allow a thief to cast a fireball at 2nd level, raise dead at 4th level, and wish at 6th level. Stop laughing, this is an example. Fireball is a 3rd level mage spell, raise dead is a 5th level cleric spell, and wish is a 9th level mage spell. I would use Mike1072's method of customizing the spells to make them innates for my kit and then I would set my versions of fireball, raise dead, and wish all as first level spells. The kit would control which spells are accessed when by the appropriate 2DA.

     

    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

  12. So, I need to create a modified version of SPPR410
    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 * "%index%")) 4 // changes ability icon location to innate (4)
    READ_SHORT  ("%abil_off%" + 0x12 + (0x28 * "%index%")) "speed" // reads casting speed
    PATCH_IF ("%speed%" > 3) BEGIN
      WRITE_SHORT  ("%abil_off%" + 0x12 + (0x28 * "%index%")) ("%speed%" - 2) // reduces casting speed
    END ELSE BEGIN
      WRITE_SHORT  ("%abil_off%" + 0x12 + (0x28 * "%index%")) 0 // makes instant
    END
     END
    END
    
    COPY_EXISTING ~sppr410.spl~ ~override/*******.spl~
     LAUNCH_PATCH_MACRO ~spell_to_innate~

    It makes an innate by default from the COPY_EXISTING ~X~ to be the spell ~*******.spl~

    The spell name can only have 7 letters so that's why there is only 7 *'s.

    And then you put this into the EP#Needl.2DA: "GA_*******", without the quotes to the right spot in the table (so there is no .spl) .

     

    Thank you, kind sir! ??? I named the new .spl as EP#NCWB.spl. I hope this is OK. Added GA_EP#NCWB in the 4th level Ability 1 slot in EP#Needl.2DA. I think that takes care of that. Not sure about the level assignment, but we'll see how it goes.

     

    The Treant thing will probably be more tricky...

     

    - E

  13. 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.

    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.

     

    If someone would kindly look over what I've worked up so far, and provide any helpful feedback, I'd greatly appreciate it! I've commented out all the kit data in my .tp2, so I can continue to refine it:

    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 quickly). Other than that, the only thing to talk about is the format of the kit names, and it's a very minor problem:

    // Lower, mixed, and help kit names and descriptions, added to KITLIST.2da

    //SAY ~Needle of Mielikki~

    //SAY ~Needle of Mielikki~

    Lower and mixed here refer to letter case, so the first should ideally be ~needle of mielikki~. The lower case name is used in character generation, and if yours is in mixed-case, it will stand out against the other kits.

     

    So, I need to create a modified version of SPPR410, then, and add it to EP#Needl.2DA? I'm looking for information on how to do an innate, but so far, I've found nothing...which probably means I need to keep looking *LOL*. I'll also need to learn how to create the "Create Treant" spell (or innate?), since no such spell currently exists. When I've got that done as a file, I suppose I'd add that to the same .2DA file.

     

    Formatting changes mentioned above are done. I added another // in front of each actual comment line. For some reason, I dislike using /*...*/, so I'll stick with slashes, but I'll remember to add extras whenever commenting out a block.

     

    Please advise, so I can research, code, and implement these details.

    Thanks!

    Eric

  14. 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 what I've worked up so far, and provide any helpful feedback, I'd greatly appreciate it! I've commented out all the kit data in my .tp2, so I can continue to refine it:

     

    // Needle of Mielikki Kit
    //ADD_KIT ~EP#Needl~ // internal name of the kit
    // appended to CLASWEAP.2da
    //~EP#Needl				1		   1		   1		   1		   1		   1		   1		   1~
    // appended column-wise to WEAPPROF.2da
    //~EP#Needl 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5~	
    // appended to ABCLASRQ.2da
    //~EP#Needl				13	   13	   14	   0	   14	   0~
    // appended to ABCLSMOD.2da
    //~EP#Needl				0	   0	   0	   0	   0	   0~
    // appended to ABDCDSRQ.2da
    //~EP#Needl				17	   17	   0	   0	   17	  0~
    // appended to ABDCSCRQ.2da
    //~EP#Needl				15	   15	   0	   0	   15	  0~
    // appended to ALIGNMNT.2da
    //~EP#Needl				1	   0	   0	   1	   0	   0	   1	   0	   0~
    // appended to DUALCLAS.2da
    //~EP#Needl				0	   1	   0	   0	   0	   0~
    // path to your CLAB-style 2da file 
    //~Hinaeari/kit/EP#Needl.2da~
    // PC races and classes allowed to use this kit, from KITTABLE.2da
    //~K_R_H K_R_E K_R_HE~
    // usability flags, added to the end of the KITLIST.2da entry
    //~0x00004000	 12~
    // HLA table to use; see LUABBR.2da
    //~Ra0~
    // list of starting equipment for PCs starting in ToB. Appended column-wise to 25STWEAP.2da
    //~LEAT14 * HELM07 BAG25 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 BOW18 SW1H39 STAF08~
    // Lower, mixed, and help kit names and descriptions, added to KITLIST.2da 
    //SAY ~Needle of Mielikki~
    //SAY ~Needle of Mielikki~
    //SAY ~NEEDLE OF MIELIKKI: Needles are rangers who serve Mielikki. They are considered the most beloved of the Lady of the Forest. They sometimes serve as clergy, but most often act as the warrior arm of the faith and serve a defensive role, protecting the forests from marauders, humanoids, and the followers of the god Malar.~

     

    Clearly, this is my first attempt at creating a kit. I've followed the information in the Kit Creation Series, but I currently know nothing about creating spells.

     

    TIA for any and all guidance :hm:

    Best wishes,

    Eric

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