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Everything posted by Jarno Mikkola
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Bugs, issues, or suggestions?
Jarno Mikkola replied to Daeros_Trollkiller's topic in SoD to BG2EE Item Upgrade
No. It happens when an undefined string used originally in the game you base your mod in is featured in a new game. Take for example, you take the original BG1, you copy a file from it, paste it to your mod file, and then install using weidu the mod that copies that over. It will have plenty of strings that might go all over the place. To fix that, you need to restring all the strings to the new dialog.tlk file using weidu functions. So are you sure there are no strings you don't rebind ? -
That's not a thing you need to do with his supposed spells, as they are ranger spells, aka auto learned spells at levelups. But I would expect a ex-mage NPCs to be able to give their learned spells back to the player as scrolls so other mage NPCs could use those scrolls if they can learn them. That's all that need to be done. And bards... The other thing is, the to be Sorcerer NPCs need to be able to learn their spells from level ups... but if you level them up more than a 1 level at a time, they might lose a lot of spells during level ups, cause you cannot gain more than 1 spell per level per level up. Cause that's how the game figures out how many spells they can learn.
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You want us the dig out a 23 year old game, combine it to a 21 year old game and what ? Get them married ? But hey, they have kids already. 4 in fact.
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Improved drow in House Jae'llat
Jarno Mikkola replied to MachoGrande's topic in Sword Coast Stratagems
Probably, but it needs to be tested in multiple ways, and multiple cases, like 2^128 mods... and there's already a tweak that does this "well", it's the removal of the Adalon's spells shapshifting. -
Don't use batch mode (the first component)
Jarno Mikkola replied to a topic in Sword Coast Stratagems
So in the first picture you have a successful install, in the second, you start uninstalling wtf ... and last the uninstall ends and you are given a restart screen ? So? PS, you can picture link so long as you have a .jpg file as the address... the png is a horrible format... cause it's not the most common one. Just like the non .zip's are not the most common ones, so you cannot attach them. -
How to conditionally edit all CRE files using WeiDU
Jarno Mikkola replied to Rhastor's topic in Modding Q&A
So all that means is this is more close to what you want: BACKUP ~ucbasicaimod/backup~ AUTHOR ~Rhastor~ BEGIN ~mod component name~ COPY_EXISTING_REGEXP GLOB ~.*cre$~ ~override~ READ_ASCII 0x0248 ~override_script~ READ_BYTE 0x0272 ~race~ PATCH_IF (~%override_script%~ STRING_EQUAL_CASE ~~)&&!(%race% = 144) BEGIN WRITE_ASCII 0x248 ~hearyell~ #8 END BUT_ONLY COPY ~ucbasicaimod/hearyell.bcs~ ~override~ ..and you might get a bit closer. -
How to conditionally edit all CRE files using WeiDU
Jarno Mikkola replied to Rhastor's topic in Modding Q&A
.. never mind.. -
How to conditionally edit all CRE files using WeiDU
Jarno Mikkola replied to Rhastor's topic in Modding Q&A
Yeah. Or you can and probably should make the source aka the text a new "hearyell.baf" file(a new text file with just renamed), and compile it with weidu. -
How to conditionally edit all CRE files using WeiDU
Jarno Mikkola replied to Rhastor's topic in Modding Q&A
Are you talking about what they have in Near Infinity ? Like this creature has "None" in the quick spells. Thing is, they are all grayed out. Which has no reference in the game files. -
How to conditionally edit all CRE files using WeiDU
Jarno Mikkola replied to Rhastor's topic in Modding Q&A
There isn't one... the same thing as 0013 is thirteen or 13... the zeroes are just never shown in the normal number typing, but they are there if you need to show the first 4 digits, of any number. There's no such thing as: STRING_EQUAL_CASE ~None~ The creatures don't have a None.bcs, it's empty, so it needs to be: STRING_EQUAL_CASE ~~ The Nera Infinity shows them as None, but it's cause it needs to show something, and it cannot show a link to a .bcs file, so the letters are grayed out in the -whatever- view. -
Erghm, so according to you, we cannot: COPY ~%MOD_FOLDER%/spell/rayofsickness/oldspell.spl~ ~%MOD_FOLDER%/spell/rayofsickness/ny#ros1.spl~ WRITE_SHORT 0x001c 2 ADD_SPELL ~%MOD_FOLDER%/spell/rayofsickness/ny#ros1.spl~ 1 1 ~RAY_OF_SICKNESS~ ....
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Yes, you need to copy the spell, and make that spell useable by the new class. Part of this process is to assign the spells spell type aka the .spl's primary headers offset 0x001c to be 2. And possibly remove the possible exclusion flags in offset 0x001e. Also it might be easier to edit those in Near Infinity... as you have a custom spell file there already.
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Don't use batch mode (the first component)
Jarno Mikkola replied to a topic in Sword Coast Stratagems
And you could not copy it from there ? I cannot see it ... cause you know, discord hates me, probably to do with regions and all that bullshit. So priobably others too. -
No. Panic-ed enemies can use exit doors too, if they are not prevented from doing so. So the above description is not the only thing it does. How do you think the idea for this component came about. What do you not undestand from the "once up on time" reference. And if it's not obvious, those were rhetorical questions.
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And hostile panic-ed enemies from using doors that the player cannot use, like the case was with SCS once up on time, leading to unable to finish the game. Well, from continuing into BGT's BG2 portion from BG1. Ups. As you need to kill Sarevoks whole party. ... and as a final nail, it also prevented them from saving.
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I would expect the fixes to fix the files, the unique icons give them colored icons instead of the default blue sack for example ones, and the names might reflect the bag color with the name of the item. Didn't need to read the readme, I would rather get lost than ask stanges for help. Cause I am a man.
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You will probably want to add an EVAL on that.
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BEGIN ~Ahungry's Restore Backstab~ REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee eet~) ~Game not supported.~ COPY_EXISTING_REGEXP GLOB ~^.+\.cre$~ ~override~ LPF DELETE_CRE_EFFECT INT_VAR opcode_to_delete=292 END BUT_ONLY_IF_IT_CHANGES COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ ~override~ LPF DELETE_ITEM_EFFECT INT_VAR opcode_to_delete=292 END BUT_ONLY ... but this will
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What of it ? I did not not help in the making of it.