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Jarno Mikkola

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Everything posted by Jarno Mikkola

  1. Not just that, but like Lollorian said... everything is awesome. I got a question though, how well do these hold under the microscope, aka the EE's zoom function ?
  2. It totally depends on the spell. Sorcerer with a 9th level Resurrection Spell spell, hell yes. Don't believe, well I made an divine wizard kit that has spells from all over, but can't learn new ones: This example has the Earth quake spell as a level 9 mage spell, there's also a lot of level 1 cleric spells as level 2 mage, and really the only exception is the energy blades spells that this mage can cast at lower level. And yes, there's even Protection from evil 10 radious at level 5 mage spell, instead of level 2 cleric spell.
  3. I agree, there is definitely a consistency/balance issue here. Why take Chaos which is wizard lvl 7 if you can take Symbol of Stunning which is lvl8 or indeed Gate which is lvl9? I suspect a bigger refactoring is required to fix this situation.. maybe a weakened Gate spell or an improved Chaos spell.. something to bring them all to about the same power level. Nope. See the games original games 9th level mage spell was the "same" level 7 cleric spell, this was due to balancing. There was nothing wrong with that... after all the mage and clerics progressed at a different rates in XP. Now as it's now, this is more of a balance issue in the Kit Revisions than in Spell Revisions. Due to the face that it's planned to have a same XP table across the class division. But those things can be balanced there, for example the clerics could get more Hit Point while the mages get more levels of spells. More spells per smaller spells etc etcet eetectdctetecetcetc.
  4. Well a little bit yeah, but it's just a though. If it doesn't have a save, be it level 1 or 99 spell, it's far more preferable to have lesser -effect than .. yeah you are pretty much dead now/useless -effect in area spells. 1) Don't really care. ->2 2) Depends on the effect, my version was without any saves, or even need to motion of magic, but if you make the effect like it's now, then it definitely needs a save, dice etc how ever you consider the other effects the best applied. It could be an unsummon etc at the same time too. You haven't failed really badly, except in the power levels of the summons... :p :p ... yeah, I said that just to show you the tongue again.
  5. Sounds good ... not perhaps the voice, but surely their ire and shady side of their button region. Erhm, how about a small negative and positive luck modifier ? 5 rounds, hmm, how about 2 rounds +1/10 round per every level. Yes, that's ~3-7 rounds, eventually. After all you need to be higher than 13th level to cast the thing.
  6. This is why you really should work out how to make the graphic table that tells us the general state of the union.
  7. 23802, the 238 being the primary version, where the 02 is the second beta... and by the way, that's an actual real beta, and not a beta that's nowadays defined by the game rust-industry.
  8. Well yes, I am that reliable, it's called Imput, not input for reasons ... but that's why I am there for. Well unless you make the hole-in-one-3hundred-and-so-forth-lightyear-putt.
  9. People wish more options. It's not: either, or. It's either all icons, or no icons, and with and without the x condition. And nope, the Tweakpack can't do this cause it's easier to not install. That's the point. You asked for it.
  10. Or just Protection from Evil... ouh yeah, that doesn't work anymore. Seems to me that: Now you are intentionally copying what the Spell Pack v6 already does ... Is it a bad thing, nope. You should look it up if you haven't already. Or ask Galactygon.
  11. Insect S... I think the spell failure is not as bad as the fact that it's a double whammer, the damage and the failure, as you now, interrupting a spell is easy, you just do 1 point of damage. Unless you have the ToBEx installed and that still only makes it partially resistible, but not a sure thing. And what kind of game is the BG2 ? How many metamagic feat... ouh yeah, those are not part of the game. Well, they are, if you call HLA's such, but it's not the same thing. And there's no +100% spell non failure rate ability on mages. I am quite sure that ebola doesn't have a 100% death ratio either, but come on man.
  12. Only a mortal would, a one such as I, would never. To f®iends. And if the mage doesn't have one already up, what then ? They should just; choose to die ? I am not even sure there should be miscast magic as part of the holy word... it might be made to be more powerful version of the Holy Smite spell.
  13. That would be a nice argument, until you realize there could be thousands of those. And what about a caster that can't just Cure Disease ? It's not like all the mage in the game are liches. Aka, undead presumably immune to the effects of... the Holy/Unholy Word is not a disease, it's an negative enchantment, aka a curse. Arguments ? Shut the fuck up. So you gonna die now ?
  14. Well, if TS would make the illusionary creatures "unselectable" with opcode #287, then well yeah. But this better make the creatures also well totally not able to attack.
  15. Well the petrification - dialog problem is a known issue ... so talk about that 7000 xp, was it worth breaking the char ? There's a tweak or 7 for the spell that "fixes" the issue by not kicking the char out, but it's still kinda rudimentary tweak, so there's no fixing of that.
  16. ALWAYS ... INCLUDE ~NPCKit/lib/always.tpa~ // if no fixpack, and if this hasn't been installed already ACTION_IF ((NOT FILE_EXISTS_IN_GAME ~cddetevl.pro~) AND (NOT FILE_EXISTS_IN_GAME ~iknk0000.g3~)) THEN BEGIN // dummy file to allow for detection COPY_EXISTING ~sw1h01.itm~ ~override/iknk0000.g3~ // fixing kit.ids; creature corrections are down in the creature section COPY_EXISTING ~kit.ids~ ~override~ REPLACE_TEXTUALLY ~.*\bTRUECLASS\b~ ~0x4000 TRUECLASS~ REPLACE_TEXTUALLY ~.*\bBERSERKER\b~ ~0x4001 BERSERKER~ REPLACE_TEXTUALLY ~.*\bWIZARDSLAYER\b~ ~0x4002 WIZARDSLAYER~ REPLACE_TEXTUALLY ~.*\bKENSAI\b~ ~0x4003 KENSAI~ REPLACE_TEXTUALLY ~.*\bCAVALIER\b~ ~0x4004 CAVALIER~ REPLACE_TEXTUALLY ~.*\bINQUISITOR\b~ ~0x4005 INQUISITOR~ REPLACE_TEXTUALLY ~.*\bUNDEADHUNTER\b~ ~0x4006 UNDEADHUNTER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_ABJURER\b~ ~0x0040 MAGESCHOOL_ABJURER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_CONJURER\b~ ~0x0080 MAGESCHOOL_CONJURER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_DIVINER\b~ ~0x0100 MAGESCHOOL_DIVINER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_ENCHANTER\b~ ~0x0200 MAGESCHOOL_ENCHANTER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_ILLUSIONIST\b~ ~0x0400 MAGESCHOOL_ILLUSIONIST~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_INVOKER\b~ ~0x0800 MAGESCHOOL_INVOKER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_NECROMANCER\b~ ~0x1000 MAGESCHOOL_NECROMANCER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_TRANSMUTER\b~ ~0x2000 MAGESCHOOL_TRANSMUTER~ REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_GENERALIST\b~ ~0x4000 MAGESCHOOL_GENERALIST~ REPLACE_TEXTUALLY ~.*\bFERALAN\b~ ~0x4007 FERALAN~ REPLACE_TEXTUALLY ~.*\bSTALKER\b~ ~0x4008 STALKER~ REPLACE_TEXTUALLY ~.*\bBEASTMASTER\b~ ~0x4009 BEASTMASTER~ REPLACE_TEXTUALLY ~.*\bASSASIN\b~ ~0x400A ASSASIN~ REPLACE_TEXTUALLY ~.*\bBOUNTYHUNTER\b~ ~0x400B BOUNTYHUNTER~ REPLACE_TEXTUALLY ~.*\bSWASHBUCKLER\b~ ~0x400C SWASHBUCKLER~ REPLACE_TEXTUALLY ~.*\bBLADE\b~ ~0x400D BLADE~ REPLACE_TEXTUALLY ~.*\bJESTER\b~ ~0x400E JESTER~ REPLACE_TEXTUALLY ~.*\bSKALD\b~ ~0x400F SKALD~ REPLACE_TEXTUALLY ~.*\bGODTALOS\b~ ~0x4013 GODTALOS~ REPLACE_TEXTUALLY ~.*\bGODHELM\b~ ~0x4014 GODHELM~ REPLACE_TEXTUALLY ~.*\bGODLATHANDER\b~ ~0x4015 GODLATHANDER~ REPLACE_TEXTUALLY ~.*\bTOTEMIC\b~ ~0x4010 TOTEMIC~ REPLACE_TEXTUALLY ~.*\bSHAPESHIFTER\b~ ~0x4011 SHAPESHIFTER~ REPLACE_TEXTUALLY ~.*\bBEASTFRIEND\b~ ~0x4012 BEASTFRIEND~ REPLACE_TEXTUALLY ~.*\bBARBARIAN\b~ ~0x0000 BARBARIAN~ REPLACE_TEXTUALLY ~.*\bWILDMAGE\b~ ~0x0000 WILDMAGE~ BUT_ONLY_IF_IT_CHANGES APPEND ~kit.ids~ ~0x4000 TRUECLASS~ UNLESS ~\bTRUECLASS\b~ APPEND ~kit.ids~ ~0x0000 BARBARIAN~ UNLESS ~\bBARBARIAN\b~ APPEND ~kit.ids~ ~0x0000 WILDMAGE~ UNLESS ~\bWILDMAGE\b~ That's a humongous mistake: Here's a fairly much better solution for this fuckup, that doesn't rely on the fact that the BG2Fixpack needs to be installed or you could throw the whole thing to the river: COPY_EXISTING ~kit.ids~ ~override~ /* snip */ REPLACE_TEXTUALLY ~0x0000 BARBARIAN~ ~0x40000000 BARBARIAN~ REPLACE_TEXTUALLY ~0x0000 WILDMAGE~ ~0x80000000 WILDMAGE~ BUT_ONLY CLEAR_INLINED APPEND ~kit.ids~ ~0x4000 TRUECLASS~ UNLESS ~\bTRUECLASS\b~ APPEND ~kit.ids~ ~0x40000000 BARBARIAN~ UNLESS ~\bBARBARIAN\b~ APPEND ~kit.ids~ ~0x80000000 WILDMAGE~ UNLESS ~\bWILDMAGE\b~ Why, cause if you install this in EE games, nothing is done, if you install it in BG2, the Barbarian and Wildmages now actually have a unique .ids number. Even if the game can't detect the long variable without the ToBEx, installing that will allow it to, and if it's not, the kit.ids is 0x0000 by default. You have no idea what for example the next line does to a kit named "blademaster" REPLACE_TEXTUALLY ~.*\bBLADE\b~ ~0x400D BLADE~ So instead of that, you really have to read the whole line you intent to replace, and use the same values as those in BG2EE if it goes to that. Time to get to this century, and not copy coding from old mods that have been updated years ago.
  17. Erhm, have you tried the CrevsDaak's edition a few pages back ? Ouh, yeah, he didn't link to it. It was the other project... Hmm, why do I always write ChevDaak at first. Anyways, your approach is not the best way to allow people to utilize this mod. It's to wait CrevsDaak to publish the EE including mod. And this. As fast as possible. And if he needs help, offer it in plenty.
  18. Erhm meaning ? The Level 1 NPCs was created so that you only have one game, the game you are playing. If you wish to alter a character in another game, then you install the Level 1 NPCs mod to that game, not make a freak alteration in a hex editor based on the results you get from installing the L1NPC in another game.
  19. They are, the reason being that the EE engine is based on BG2:ToB Engine. Of course the EE files have a few additional features, so porting them back might be harder. For example, we should have 2 kits for the non-EE-BG2 install, while the EE can utilize the one. It's quite easy to code too.
  20. After you un-petrify him.... aka you force it back to the group when the normal dialog option doesn't work. PS, it's Q, not X.
  21. Erhm, yeah, but if the mod is not natively made to be run by a linux, you can still extract the mods content and the repackage it to the format you like with the content that you might need to add. The .zip is mainly used to be the extraction format that everyone can use in the Windows 95, for the 20 years now. So forums, the net and so forth have agreed to accept it without too many restrictions.
  22. Yes, it is. Not that you should be able to export the chr file of NPCs, as they are after all flagged as NPCs, so non exportable characters.
  23. I would reinspect the BWS'es IR beta's .tp2 file, and see what's it's missing, as the two function look like that they are not defined in the ALWAYS block or the current component to be installed. They might be elsewhere, but the weidu doesn't care about such things.
  24. This is unlikely, more likely is that the kit could require the use of opcodes only available in ToB version of the game. I don't know where the exact line is, but the starting from #280 come wild magic, which is likely only available in ToB. The other of course that it needs actions only available in ToB. Yes, the EE games are build up from the ToB games engine, so it not like that matters to those games, but I would think it's would be better if we won't tear down the whole previous generation of working code just cause it's a little inconvenient. But make it better.
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