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Jarno Mikkola

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Everything posted by Jarno Mikkola

  1. Dire Charm should allow the player use the creature as he sees fit, regular charm should either just stop the charmed creature from attacking(and/or moving), or attack friendly target at sight range(but no other movement, except attack, and definitely no ordering by player).
  2. Well, that component should be fine if installed after everything else... or you could just cheat in the XP with the Console: CLUAConsole:SetCurrentXP("yxy") Where the yxy is the amount for that char when it's under the game pointer. Ha, didn't get ninjaed, even if I was tried to be.
  3. Yes. How ? There's a possibility to pause the install process(in BWS) at any time you want to (so do so after the BWS has extracted the mods), and then remove the old files and extract the beta files, the file names need to be named as they would be in the current version(though I don't think you need to do this with Demivrgvs's mods), so do the renaming, and once everything is set up as if it were in the old, unpause and let the install process continue. Yeah, erhm, you can't actually install BWP, as that's the BiG World Project... the BWInstall.bat install and BWS(.vbs tool) installs are a bit different, people usually mean BWS when referring to the BWP and I am hoping that's the case here with you. Also if there's any added or removed components, you might need to change the BWS install settings or quote out the component name header from the beta mod so it's installed as a part of another component. There's all sorts of possible of trouble coming from using beta mods and so know that using them is done with your own discretion. Or ask the resident Imp. Ouh, never mind.
  4. Well, because the game disallows the use of both to the player, the AI that does not cheat (SCS) cannot use it either ! And by that, I'll just Ctrl + Y your char...
  5. Well, if you want to use the mod betas, then yeah, but if you want to actually play a large install without beta mods, then no, the choice is really up to you.
  6. Nothing in that order is so flawed that if you only install those and the Generalized Biffing that you would need BWS to do it... it's best to make this install manually.
  7. Hmm, I am not that sure about that, it could set to a higher value with the set DR, and a barbarian could set his resistance to even a higher value for the short duration. But the main point is, that if the warrior hasn't picked every one of the resistance increasing items, he could specialize with the HLA, just like the ones that pick the whirlwind attack, or they could rely on their armor and other things WHICH won't stack with the HLA.
  8. Hmm, aren't you implying here that even with the Detectable Spells and other scripting, the best way found yet if the spell is there is to detect the resistance ? What about using secondary effect that temporarily colors the characters shirt ? See I am a green shirt, I (already) got this... yeah, it's a little unreal like thing to consider, but what the hell. Cre index: 0x002c 1 (byte) Metal Colour Index 0x002d 1 (byte) Minor Colour Index 0x002e 1 (byte) Major Colour Index 0x002f 1 (byte) Skin Colour Index 0x0030 1 (byte) Leather Colour Index 0x0031 1 (byte) Armor Colour Index 0x0032 1 (byte) Hair Colour Index
  9. Ahh, so you say the SCS is optimized, then it should work here as well, see if we do not overwrite the spell, but remove it completely from the spell list, the optimization should work great here, say as none of the wizards would have the PfMW, they would need to use the Mantle spells instead. The other option in my opinion to the removal is to make the PfMW user unmovable... well without teleporting.
  10. Make a change-log from the "potn11.spl" file. Note that if you use the archive from the link, do not extract the weidu.exe from it as it's an old file, and it will make the log print cheese. The cause of the error is one of the mods installed before the SR making the file corrupted, so the SR can't patch it.
  11. It's going to be on the Kit Revision mod, probably. At least I think I saw such a thread somewhere...
  12. Well, open the setup-*modname*.debug with Notepad and copy paste the text from that portion of the debug file and Demi will sort it out.
  13. Well, you haven't noticed the fact that the Petrify in BG1 at-least sets your Stoned characters Hit Point to 1 if it happens, and that should be out of the question especially if it's the kind I would like it to be, "killing slowly" one. Which is why Branwen has 1 HP when you Stone to Flesh/free her. Of course another way to do the "intended thing" is to set the characters Crushing damage resistance from -50% to -100%... but but but. I bet there's a few complications with that.
  14. It's Stone to Flesh scroll, and should be used on Branwen. Unless you install a pflahra of mods that can add things I don't know/remember.
  15. But you have to get to the Baldur's Gate, and you usually go through the Basilisk area to get there. Seems good... but I would allow a save vs. petrified to be made after an time(5 rounds could be reasonable) so the effect won't last forever... but as that makes the whole thing far too mild effect, the spell should also inflict magic damage, say 10-20 points of damage, with saves vs half and so forth. All this if the first save if failed of course... so in a sense, it would be a slow poison.
  16. You can always unlearn any of the Arcane spells. And first, well it's a counter... won't it be natural to edit the creature files the summoning spell summon, when you remove the summon cap... As there's only so many things you can do. And there's a point to what n-ghost says about the Greater Basilisks, but I would not make the petrification any better(or edit the counter spell not to grant full immunity), but would add an effect to the attack that also can just stun the target, and that can be countered with a bunch of other higher level stuff(Death Ward, Chaotic Commands, Mirrored Eyes etc.) and restored with Remove Paralysis & Dispel magic etc.
  17. That would be a different spell, call it Mirrored Eyes(like the potion), and add effects which ever you like/you find suitable. The reason why the 2nd level spell existed in BG1 is the same as the Basilisks did, you got to use it to kill them, if you don't, well you are pretty screwed.
  18. Actually, I bet that he himself never said that... "It is important to note that Kant was himself not a transcendental realist, but rather a transcendental idealist." -wikipedia. So your point is unreal.
  19. You just apply some general relativity and there you go. As in, you don't have to become the thing itself to know & sympathize with it(to a point). This from a devil that doesn't believe into chaos. Of course one could find a better ways to express the same though, say; "When this spell is cast, the caster gains the ability to see all things without the normal burdens of illusions...
  20. It could go well there too.
  21. Is there a specific reason why you quoted me on that ?
  22. Yes it is, you have to edit the mod selection file(BiG World Setup\Config\BWP\Mod.ini) manually though, knowing exactly what you are doing. And like said, you might wish to make a smaller install so you won't sacrifice a whole 4-24h install because of an spell related bug(though one that can't be fixed or tweaked after install is not very likely).
  23. You would do well without any such undescriptive and idiotic classifications and write things as they are. Scale armors as Scale... Plates armors as Plate... etc. Or radically change the game experience and reclassify every armor by it's actual weight... Which will get you into so much trouble it's really not worth it. As the matter of fact is, the game is very bad in categorizing things with weight: Where does the line get drawn ? Does that mean that the char get to wear Elf Chain Mails ? See, there was no mention of the weight of the item, just likely reference that the item is likely lighter than the normal Chain Mail.
  24. This is tied in the mfist item, or ? It has good and bad sides, with either or. If yes, then anyone else using that exact item will gain the bonus. If not, the monk will have 2 attacks with every thief weapon by default. Yeah, this all comes down to "we need to give this monk our own kit special fist"s.
  25. Ouh, so you can't create a character that checks: IF CheckStatLT(NearestEnemyOf(Myself),30,RESISTMAGIC) THEN RESPONSE #100 DisplayString(Myself,~Target is vulnerable to magic attacks.~)) END Hows the LSTest doing this all the time. And if we add the detectable stats... while the enemy does it all the time.
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