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Jarno Mikkola

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Everything posted by Jarno Mikkola

  1. Have you been in the Berecost's Feldpost Inn? As to spawn the dudes, you need to talk to Tranzig on the second floor.
  2. You are they are talking about the IR v4 Beta that Demivrgvs has provided to them, and not the one in the forums download section(which is actually a v2) ? AKA, you need to request the beta to get access to it and then download it...
  3. Re-read the above post again... yes, I edited it. And I don't do no reloads...
  4. Ahh, so the lack of brain function in you body is ... part of the fun ? K. You didn't actually get why the items were identifiable in the first place did you ? The fact that the item has two description strings should tell you that the identified description should tell you 100% of all the functionality of the item. Yes, you can make the unidentified description in your mod to be what you placed on the identified description and you'll be having as much without the FUCK UP for others. And if you are unhappy with this arrangement, you can allow the option to remove the identification spell from the games spell book and set the items lore value to a decent amount... there's no F'ing reason to remove an important information from the player if one wishes to possess it ... without a need to use game editing tools(read, not fun !!! ). I have at least 3 times run into the mod of your while answering a question players have had ... and I haven't played your mod at all.
  5. I just got to say that I find it a little ironic that you would come up with this definition while your own mod clearly breaks it... as the updated descriptions won't actually tell a thing about the bad side effects of the items "including curses". And you shouldn't ever use the brackets in descriptions. I would use this: Yes, the last line is intended stab at your mod... Hmm, a question, how can you be fired if you were not ever hired. See, you can't.
  6. Well, it's not like you really have to anyways, I haven't played half of the mods either. Sounds like you are making good progress. So keep it up.
  7. It was neither of those, as they are in the Megamoded game, but you are probably thinking of the Sylmar Battlefield mod which is just another quest mod, so not a total conversion either(so they are not Total Conversion mods, the only thing that is a true TC is the Battle of the Deep mod). But I have no info on that, as I have never actually played that.
  8. And what happens when the party enters to an area that can't handle the 10 members... have you tested that this works in the BG1's ar1807.are, ar1808.are, ar2008.are and ar5001.are ?
  9. So what do you thing the player should use then that would work on Liches instead ?
  10. Between the versions the mods need to be re-translated, which makes the old translation out of date, making the Spanish not installable.
  11. I have two computers... and two different monitors... and play a single game using both of them using the same saves... that's why.
  12. @subtledoctor, exactly... which is why DavidW didn't want to include the kit check when he could have.
  13. What level is the .cre file at ? Normally in the unmodified game ...
  14. I am not sure that that's not just a misnomer, as it might have better be named as "The AI Treats HLA as innates" and thus gains more 9th level spells to cast... instead of just 10th.
  15. Yeah... but that's only true in the original BGII:ToB... the Enhanced Edition (at least up to v1.3)games still lack the kit scroll bar.
  16. Just install the fix for it, it's somewhere else too.
  17. It's still available here. Just look at the old files(Previous Versions), one of them is SCSI v21, yes, there's also old SCSII's and the new v23-30 ... just go to the Sword Coast Stratagems (Windows) v21 and push the red download button, it will link you to the file.
  18. Sounds good indeed... and I am almost sure I haven't encountered a spellbender kit.
  19. How about "Weave Caster" or something to that effect... I just request that you won't use the word "Weave Conduit" named kit -cause I would like to reserve that for me. Yep, it's also a Cleric / Mage kit which I haven't released yet... I think. Well, I might have slipped it into one thing... anyways.
  20. The script that handles the invisibility is also the one that handles the dying and not, and I would like to try avoiding messing with all that...
  21. There's already a kit called "Spellweaver" here, I would suggest that you try and come up with a new name. Sorry... And there's a Pit Fighter -kit too.
  22. Well this should do it... it's completely reused code from the PolyTweaks v2.0, and I have no rights to use it from polytope, but as I am just filling in a request for you Simon280586, I see no reason why you shouldn't use it. As you could just quote the stuff out yourself ... which would require a bit of coding knowledge, but this makes it unnecessary. To use that, just first uninstall the PolyTweaks troll component, to do that just run the setup-Polytweaks.exe and skip the other components and selecting the uninstall option when the Troll component comes, and then install the above by first extracting the archive to the game folder and running the setup-PolyTrip.exe .
  23. Which features do you exactly refer to ? As the "fix"...
  24. Still if you allow stalker to use a spear, you'll also allow them to backstab with it, and the thief can't, as it's not allowed to use it.. let's take the IR's impaler+3 for example, it's backstab damage on a high level ranger is: (1d8 +3 +1d10)*4 +strength bonus. Which is 20-84+ strength bonus. Which is close to average of 45 points, for a one hit. That's quite much compared to the sword of backstab. It's a beast armor... so what if it functions like a plate mail ? Do we need to make it have a more unique template ? How about a +4 AC penalty from carrion crawlers ?
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