Jump to content

Jarno Mikkola

Members
  • Posts

    8,943
  • Joined

  • Last visited

Everything posted by Jarno Mikkola

  1. There's a v0.09 here. And thanks for the other mods in SHSforum. Erhm, could you use the SHSdownload manager next time, cause it will allow the download to be done more easily automatically ? You do that by going here, and then selecting the "Upload File" at the right upper corner -> it will take you to the category selection when you have logged in the forum, and take you to make the official forum post and the overview(example) the download site has while you upload the file, and it auto inserts the download structure. OR, you could ask Kaeloree or the others to set up the files so that they are converted to the format/whatever.
  2. Not quite, but instead, anytime there's a patch, you need to decide if you wish to update. If you don't, you just play offline. If you wish to update, you need to just reinstall the game with the update(as in uninstall the game, delete the game folder and reinstall the game which applies the patch or wait until the patch is applied), then mod the game and restart the campaign(the last thing usually is the reason why you don't wish to update).
  3. Nope, knowing that logging in auto updates the game and knowing that also the update requires reinstall of all mods helps, to not to update during a game you wish to finish. Dah.
  4. See, it's always the responsibility of the later mod to confirm it's mechanism to the prior installed mod, if it's said to be FULLY compatible.
  5. Well, that's usually the whole point of mods like the DR, an overhall for the whole system. Unlike other mods that usually just patch a few spells by adding a few effects to them.
  6. 5 times 6 seconds(as that's a round) = 30 seconds. (this is in 30 FPS)
  7. Try and disable the GPU scaling, when the 3d acceleration is on... how, ask the manufacturer, aka Intel. Or read the last post here. The link was easy to find, just put "intel hd graphics 5000 scaling problem" to google without the quotes... so doing that type resource finding should result to a solution.
  8. I don't think there has ever been a problem in resurrecting mods so long as you take a full responsibility of the faults in the previously coded content... and so direct the questions towards your way. So the AUTHOR flag is correctly set. The copyright statement is there probably because of the time, that it was that times IE equivalent to the Creative Commons Attribution-ShareAlike 3.0 like it's in Wikipedia today... besides the moding has barely anything to do with the actual copyrights, cause so long as you won't cross the black line(selling the end result), you are unlikely to get sued, but any of us still could.. of course it would then be up to the prosecution to prove the malicious intent. .. or whatever else there's to gain from releasing a product of obviously unfinished conjecture.
  9. And what makes you thing an Enchanter can cast Invocation spell ? Yeah, the spell description can be various things, but if the spell was altered after it's description was, it's not likely to actually hold the true data. --change-log the file.
  10. NO. Just no. Get ambushed by two basilisks instead of one, and you are dead. Dead.
  11. Well, yeah, k was probably. You could make several of the same potions and redistribute them according to the creature level that possesses them, but then again you are likely to run into the circle of enemy songs "ha, you can't ever dispel my potions but I can always yours..." with should be avoided like the plague. Well, there could be a point in making a specifically items/spells to handle the difficult to dispel enhancements, but that could get to be OP-meh fast. I never use the Dispel arrows cause they have the chance to miss. It would be funny to replace them with arrows that cause the spell caster to begin casting spells with wild surges. -Where did the mage go? -Don't worry about it. It's the bunny over there. But the price point is still of concern, as they get to be really pricy at low levels and pretty useless on high... when you could just summon things to get slathered while you pick them of from distance with regular arrows. Or better stuff.
  12. Right, and the 40th level berserker is going to rip your second level mage's spine out... uh, yeah it can't cause the mage is still immune to the *insert an area of effect save or die spell* when the fighter is not any more case the potion that they both got to use only provided it a rounds length of immunity to the area of effect spell, while the mage got 2 cause it was: rounds per caster level.
  13. Are you sure your character is not an Enchanter, or a Barbarian ? This is in vanilla, the scroll can have gathered more unusability flags during mod installs. Also intelligence or wisdom can be required.
  14. @Shaitan, open the .spl file with Near Infinity and see how many Spell Abilities the .spl has ? Up to the caster level ... as it's likely that the abilities are summed and the save throw is just shown against each one separately. The thrown dize result stays the same, so you only have to exceed the hardest.
  15. If nothing else, you can play in windowed mode, and take the picture via the Snipping Tool(it's called this in the English Windows Vista, 7, 8... you likely might have to search local variant of those words), save the file and upload it to a site, and then link it to here. By the by, the in game Prt Scr saves the image file to the ScrnShot folder, in EE's that's in the C:\Users\<username>\Searches\Documents\<game name> sub-folder(at least in Win7), while in non-EE game it's the game folder. And if there's a requisite of file privileges, you could get no file, or a falsified file, but that's unlikely.
  16. Anyone!? When DavidW says that something is easy, it's easy get confused yeah. It might be easy for him as he knows how to make an engine conversions and so forth... so when he says easy, it's not to say that you don't have to know what you are doing. It's likely just that it will be (much )easier than say for him to make the IWD-in-BG2 mod. It's actually quite likely that the BG2 get's an official release of a patch that will do most if not all of the essentials + a few other requests you won't see everyday ... yes, that's a few assumptions in, but you just got to wait. And no, there is like not going to be tweaks like those in BG2 Tweaks pack, optional with an .ini interface ...
  17. Well, it would be if it didn't involve restricting the ball from blasting the mage away at the time of the summoning(it's not a summoning spell essentially), and the actual plane from doing so too. Also it makes no sense in this light that Invoker could not cast Conjuration spells.... but that's another matter entirely.
  18. Again PnP, DnD ... 2e, 3e, 3.5e, 4e, 5e, 984e, none of them apply, we are stuck with the Infinity Engine, not a source book with alleged things, but this: (the damage types resistances are after the saves...) Sometimes it's hard to take you guys seriously when it's like you talk about rule books which actually have no concerns but to be thrown about. Now then, conjuration is summoning forth an object, and in the case of Acid arrow, it's got nothing to do with the element of acid, but the creation of an object that has the capacity to damage the target with acid. Fireball is good invocation spell cause it's about bringing forth an object from the plane of fire that can damage the surroundings. And holding it steady until it's ready to serve a purpose. See delayed fireball. More magic, more control, more invocation.
  19. I don't remember the details... but there was supposed to be at least one mod that added the death animations to the magic ice/fire ... I would say it was the Spell Pack, but I am quite sure I am mistaken or something, but I never saw it in action, so I ... forgot.
  20. And what type of damage would the magic missile then use ? There's only so many damage types and so the game needs to respect those boundaries, yes, we could make the necromantic spells use the magical cold -damage, if we add the death animation for it, but ... that's going to be sticky subject as most other mods do not have that determination set in them that the generally accepted fact is that this type of damage is represented by that division of magic.
  21. I second this! Is there any possibility for unified Infinity engine THE ENGINETM? So we have some new stable grounds to build from... How would they know this ? As a fact. And by the by, your support here is as likely to be heard in as a fart from Venus.. I feel it's time to poke someone ! And the last reason to not port things is kinda bad, download size limit..
  22. Sorry to take this totally off topic, but I'll accept a week ban if I must, for it, as to me it's worth it. This... is symptomatic to a free dictionary, one that anyone can post on, the fact that the Baldur's Gate: Enhanced Edition (2012) uses the "Infinity EngineTM" has not been established ! I believe that the Beamdog had to recreate the engine from their own stuff and thus have the source code fully available for them, which then allows them to use a various of the old resources but also to create new. Making the last part of the wiki article a total lie.
  23. The original post doesn't mention it, but am I correct if I will still assume that the IWDEE uses the BG2 opcode base ? So if I use a opcode 261 in IWDEE, it's the same as in BG2, and not the one in IWD1 ?
  24. Nope. By average it is, but we are not talking about average but a dice that has 14 sides that all have equal chance of being landed to, so 1 is as possible as the 14 unlike in the 1d10+2, and so you know, the game rules have an exception that allows you to gain full 10 out of every 1d10 if you like by setting the Difficulty to Easy, and 2/3's of max if it's less than hardcore. Cause the system is rigged.
×
×
  • Create New...