Jump to content

Jarno Mikkola

Members
  • Posts

    8,951
  • Joined

  • Last visited

Everything posted by Jarno Mikkola

  1. 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.
  2. 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.
  3. Well, I expect that jastey will be able to sort this out in the next release of BG1RE.
  4. 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...
  5. 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.
  6. 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.
  7. 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.
  8. 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 !
  9. I don't see why both of the solutions wouldn't work... cause k's one excludes the whole item at the copy phase, while yours excludes it at the patch phase. PS, you forgot the BEGIN at the end of your patch... or it could of course be that the forum coding ate it. @kreso: just add the missing BEGIN ... so it becomes this: PATCH_IF found_dispel=1 && NOT ~%SOURCE_RES%~ STRING_EQUAL_CASE ~trollreg~ && NOT ~%SOURCE_RES%~ STRING_EQUAL_CASE ~cdtorgal~ BEGIN
  10. I never said one should not use the already existing spells better... but add more, spells to-the-taste-of/like: Otiluke's Hold Fast, Otiluke's Force Helm, Black Mantle, and others. Or more appropriately, not just go willy-nilly and delete all those already existing spells from the spell list.
  11. The arcane spells yeah, buh, you have the SPPR for divine, and SPIN for the innate spells. And no, there's never too many spells, Demi's argument about the 24 spells per level is flawed as you can have more than the sorcerer selectable spells, in scrolls. It's actually good to set the non Sorcerer special spells there. @Dakk: Yeah, I remember something like that... I hate your small mind approach, ah well.
  12. It depends on the projectile. Some of them are fire and forget while others are I'll follow you if I can, as in, it depends on the projectile speed... In BG1, the Fireball was fire and forget, so even if you hasted out of the area behind a wall, you still got squashed after the animation was done.
  13. Think of how many strings it would need to do for all the unidentified "unique" equipment. There's only one of them for each item type in the original game, so weidu.exe uses the same trick.
  14. Just tell us what exact knowledge do you need ? Erhm, it's likely the same knowledge you needed from the BG2 to BGT cross over ... Or testers, code assistance... Ouh, and have to ask, was Rabain ever knows as "Chevar", cause that's his prefix(WT*) that nearly all the mod files have and it's extremely bad for compatibility if it's not the case.
  15. You know that the eta is estimated time of arrival, there was a beta sent for those users ... but some estimates are just bad, lime mine, about a mod I sill haven't released and it was supposed to go out last summer. What happened, I stopped caring about time.
  16. Erhm, what ? (yes, the sub context is, the freedom not making sense of being Conjuration spell ). All those spells are just different sorts of teleportation of material spells = Conjuration... practically. Yes, it could be argued that there's would be other ways of doing the same effect, but not as cool. By making the spell remove 1 regular arrow ? What happens if the party doesn't have one? Does the spell explode and kill all the party members? 'rly man. But it would be so cool, man. Cool and useless scripting to accomplish a joke. Bad Imp. The invisible stalker should be an illusion spell, yes, it's technically a summoning spell, but the creature should have the same illusionary effect as the were wolves in the Aerie's release related tent quest. Now what makes it a bit harder to code is the AI. So just go with the concrete illusion and be happy. And the Enchanter needs a few enchanting effect, like the minor and normal sequencers. Think of them as that little extra enchanted item that doesn't fit that well to melee fighting, but you can carry it around until you use it. yoyo, metal ball that kinda of stuff in an actual item that you throw away after use, or at the target .. And instead of that, Invoker just needs a couple of variety forms of different damage types per the levels.
  17. That was the idea all along... well with yet the 2 more effects that affect only golems. Or 4... up to 12 and more, if you really wish to take all the golems into account.
  18. Ding ding ding... you got yeah. Wonderful to be relied up on. The only thing I might have a problem is that the two golems might not be the exact opposite things and you'll need the Creature Revision mod to fix that... unless you just simulate the effect/difference from the vanilla creatures and take and switch out the stats. So damage resistances etc go from one to the other... everything except the HPs and animation(you can recolor the creature (skin), but do not chance the animation), and this is because the golems frame doesn't change, just the material it's made of. Ouh, and of course the effect has to go through the golems magical resistances... he might get a low save throw chance, but no magical resistance chance. The reason is that the magic can assume to piece the materials magic resistance naturally, as it needs to go into the material to change it. Also one could actually make it so that if the save is successful, the effect is miniscule but still there... so the golem got just partially changed, like for example it's it looses a 10% of it's resistances, and gains 10% of the other resistances. By the way, I don't think the golems should actually have the damage animations when it's hit, it's a statue, it doesn't actually feel any pain etc.
  19. (Polymorph) Flesh and Stone. I think I saw a fitting icon... it's the "Impregnable Mind" from BG1, which uses the "SPPR564x.BAM" file from BG1, or the summon shadow, which uses the "spwi561x.bam" files again from BG1, where the x is a, b or c depending the icon type.
  20. Well, the whole point of the 1 HP is to make the character easy to break to pieces... and I don't think it is, in the way, as it's an effect that uses a specific opcode. But if you like, you could combine that with the tweak(to use different opcode) that makes the NPC romances not break with the stoned_death state by making the effect the character with the held condition until the state is dispelled, as the removal from party usually destroys the romance ... one option is to introduce a magical damage over time effect to the "petrified" character, it would symbolize the body being petrified from the skin deeper to the tissues over time.
  21. Ouh, yeah, and give it the rogue skills of it's host, and Thac0 of based on it's fighter level, even if it's no one. And Save throws based on the games chapter account and AC according to how many party members the player has in he current group... hmm ouh NO ! All those ideas are NOT good ones. Let's just let Salk make his own mind and mod and then judge after, K? Again my opinion is that the Caster level should rule all the things, but that's just my opinion... Salk can have any of these ideas, but I recommend none of them.
  22. If you make the effort to make a beta, I can assure you that there will be plenty of people trying it and helping out. I have seen how good your skills are, and we need that. It only needs to work on one platform first... I managed to make the mod able to edit the Classic Adventures total conversion NPCs by closing all the non related NPC components, and then adding the NPCs I needed to edit, and the mod worked perfectly when there was no item editing stuff to worry about. After you have done your beta, it can then be re-expanded to work with all the other stuff, by our resident well-mannered barbarian drow orc, whose absence or lurking is just so obvious due to his other stuff in his life, large backlog etc. Now of course your project is likely to be much larger than mine, so see if you can make a beta, make a new topic and invite people to test it there. It doesn't need to be perfect at first. (unlike the official releases in G3)
  23. You forgot the "NOT as a MAGE" -part of that sentence ... Got yeah. The "caster level" is the clear definitional thing that should determine the strength of the familiar. Yeah, and that only gets higher when the mage class gets higher ... unless you are a cleric, or a ranger, but there you have to be really high level(ouh, and there's no Ranger/Mages so), but whatever.
×
×
  • Create New...