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Jarno Mikkola

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Everything posted by Jarno Mikkola

  1. Yeah, but you have to also understand the other side... Sarevoks cleric friend Tamoko decides to use Magic Rock spell instead of the Flame Strike, Hold Person or Animated Dead she just happens to have. At level 1, any of those is likely to kill you... there the game ended before chapter 2, happy ? See it's not always about being able to do everything you should be able. And charm spells can destroy the creature file... and make it unkillable because the dialog option that kills them won't show up. Which is an engine limitation, not to be joked about.
  2. Yes they can, the thing of course is at which position the effect is applied at, the spell thing is easy as the spells stat bonuses are really the last to be applied. On items though, it gets a little more tricky.
  3. Yeah, I know, I have meant to do that for two, three years... but there's so much things to go over and change... throw away. And I need to do the whole thing from scratch. I link to it too, and most of the time add an approx of the message above... you are actually very helpful... as I try.
  4. PS, the linked post is very old, and when it says to overwrite the files with the ones provided in the archive, do not overwrite the weidu.exe with the archives one, as it's very old version, and it gives bad prints. You have newer one in your EE game folder, and every one of the setup-modname.exe's are one.
  5. Well, or we could make a non magical + weapons and the cheese would be totally gone. Bye bye. The Wizard Slayer would actually be a good class. Now they would just need to get an anti-Lich ability, one that drops the ring of cheese. I would actually isolate the normal weapon immunity to a unique ring that can be destroyed, while the other would still be in the non dropping ring. Ouh, and make a wizard spell, say level 7 that does the same. The Lich counter would be one free level innate spell that gives back the ring, but takes time to cast(well actually not so much time as a round of casting) or commit a suicide.
  6. They can be done. I don't see Demi to be likely to do it, but you can do this on your own. You pick up the Editors, you open up the creature file with Near Infinity, and you'll see their jewelry items usually(rings&amulet), and you open that up with DLTCEP as it's better at actually editing stuff, they have their immunities stored in them, usuallly via the opcode 101, you go and remove them with the editor and then you go to a game that you have not seen that enemy boss yet or even been in the area where they are(Irenicus is actually an exception as the character at the start of the adventure is not the actual one you'll battle against), and then you just bet all their friends with them and then kill the boss. Or make Irenicus summon 10 demons and leave him alone with them.
  7. Actually if you go and look the download section or read one of the other threads, you can see that Mike already did the update to v2. Speaking of bugs, the only thing that bug's me is that the .tp2 file is not in the mod folder, but it's set to be in the game folder.
  8. OK, now I understand, you have no idea what a good rule system actually consists on. And no concept of what your rules will do to the game(for other players besides yourself).
  9. Actually no. See there isn't one class that is unable to kill&affect a non-troll opponent that has that protection. Remember, the game has 8 types of damage that can kill an opponent(plus poison), the physical covers 3 of them. If it were: Ice, Fire, Acid, Lightning and Magic damage immunity at close to these levels, then we could talk about this, but it's not. That's the RARE green scrolls only. Or partial +10%-50% bonuses that need multiple sources to get the protection from. Well you are making my point stronger here, yes, the Absolute Immunity spell is bad, it's not actually worse than the PfMW, if they were both at the same level, but PfMW being a level 6 spell makes it just way much better.
  10. Have you any idea how OP that would be ? OK, if you set either the casting timer to 9 and make it not include-able to the the Contingencies and Sequencers .. or set the duration to only 6 seconds( = 1 round). Otherwise it's original Absolute Immunity, except that it's a level 6 spell, not 9th. Which actually makes it even better in many respects. As it's harder to remove. Yes, this is very bad in the original game with Dragons & Liches, they get AI with a level 6 spell... Yes at the end of the SoA, the player gets the constant PfNW ability, but by then doesn't really get anything out of it, so it's not OP for him. If you have this bad ideas about it, you should leave the spell unchanged.
  11. Agreed. My picks would be: I'll just point out that the list is totally opposite of than what Ardanis chose ... but I have a doubt that I will ever get understood.
  12. I believe that in the case you cast spells that cast other spells via effect(opcode #146 and #148), and that spell then is set to be Wizard's(headers offset 0x001c flagged as 1), the Cowled get summoned. This has been in many mods earlier... and fixed in most.
  13. Well at least the components other than the sphere system installs. And it's a v30, not v3.0 .
  14. Actually it's after all item adding or editing via overwriting mods, but anywhere around mods that modify them without overwriting them. IR being a good example, the primary mod component overwrites items, while the tweak components edit without overwriting them.
  15. I would have to see the table, näh, I don't actually, but my opinion is (as always, free of charge, and sanity), that you should set it all in one column, so it becomes xdy+z c1(was), where the x is the dice amount, y is the dice size, z is the bonus and the c1 is the non-standard possible damage type, or special effect or what have you. And the "was" is what the damage was in the original game, in the same format.
  16. There could be room for more bard only special armors. There's like one in the vanilla BG2, the melodic chain. They would be more expensive and for bards only... and still have kinda bad AC, but the upside for bards is that they don't need utility items as their actual armor.
  17. That's not likely to help, cause if the file doesn't exist, it can't be --change-logged. Dah. It's likely to be one of these: SETUP-BGEEAR.TP2 0 0 Installed SETUP-BGEEW.TP2 0 0 Installed MNKOVERHAUL/MNKOVERHAUL.TP2 0 0 Installed MNKOVERHAUL/MNKOVERHAUL.TP2 0 2 Installed MSFM.TP2 0 0 Installed MSFM.TP2 0 1 Installed MSFM.TP2 0 2 Installed MSFM.TP2 0 3 Installed MSFM.TP2 0 4 Installed MSFM.TP2 0 6 Installed SARADAS_REVISIONED_SHAPESHIFTER/SARADAS_REVISIONED_SHAPESHIFTER.TP2 0 0 Installed MONASTICORDERS/SETUP-MONASTICORDERS.TP2 0 0 Installed MONASTICORDERS/SETUP-MONASTICORDERS.TP2 0 1 Installed MONASTICORDERS/SETUP-MONASTICORDERS.TP2 0 7 Installed It's very likely that the file reference comes from a kit's clab****.2da file, but since I am not a EE expert, I have no idea what those mods actually are even, so ... ninja -ed, da%&¤#¤% ! You might wish to go to the mods forum and report the fact and request for a fix, so others won't run to this.
  18. It's likely that one of the mods that modify the game content refers into that spell while it doesn't add it in, and as such, the SCS fails to install. Fixing that in the other mod will fix the SCS's install. The reason for this is that the SCS's install functions can only go so far, and such behavior goes above their call of duty.
  19. Well, I expect that jastey will be able to sort this out in the next release of BG1RE.
  20. Can you Greenhorn Nevermind, there's no C#LC03.tis file anywhere in the archive... or code to handle it's creation... the vanilla assigned C#LC03.web has the tileset set as ar2605.tis, which is likely to exist. The .tp2 code then uses this: /* adaption of tis-name (in the wed-file) for Tutu/BGT */ ACTION_IF GAME_IS ~bgt~ THEN BEGIN COPY_EXISTING ~c#lc03.wed~ ~override~ SPRINT tis_name "%Candlekeep_Infirmary%" READ_LONG 16 overlay_off WRITE_ASCIIE overlay_off + 0 + 4 ~%tis_name%~ (8) END ELSE BEGIN ACTION_IF GAME_IS ~tutu tutu_totsc~ THEN BEGIN //Tutu COPY_EXISTING ~c#lc03.wed~ ~override~ SPRINT tis_name "%tutu_var%ar2605" READ_LONG 16 overlay_off WRITE_ASCIIE overlay_off + 0 + 4 ~%tis_name%~ (8) END Hmm, I have no idea what that becomes...
  21. The crash is likely caused by the widescreen mod being installed before all the other components. It should be installed after all the area adding mods, as it patches the existing areas by extending their size with black if need be.
  22. Are you asking for the BG1EE, or the BG2EE ? Or IWDEE... and please, never again use the word EE, my Enhanced Enchanter. Epic Endeavours.. and so forth.
  23. But shouldn't you technically flag the spells as the same ones in the ADD_SPELL -function (the actual how to tutorial)? You are using that function to add your own spells... and not disable everything else than the ones you are into, and even then overwriting most of them too. This was so in v3.1 ADD_PROJECTILE ~spell_rev\projectles\dvffire.pro~ COPY ~spell_rev\sppr1##\sppr114.spl~ ~override~ // Faerie Fire (new druid spell) SAY NAME1 @25 SAY UNIDENTIFIED_DESC @26 WRITE_SHORT 0x98 %dvffire% COPY ~spell_rev\sppr1##\sppr114f.spl~ ~override~ COPY ~spell_rev\sppr1##\sppr114b.bam~ ~override~ COPY ~spell_rev\sppr1##\sppr114c.bam~ ~override~ AND that's bad.
  24. The easy reasoning in this is that you just used the spell to make yourself temporarily harder to remove protections from, which they don't have the tools to do ... and so the SCS's AI will give you that... all the while not wasting it's spells, AND not giving you any more !
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