Jump to content

Jarno Mikkola

Members
  • Posts

    8,950
  • Joined

  • Last visited

Everything posted by Jarno Mikkola

  1. Yey, let's let the invisibility spell stop the player from using this on the enemy. Which doesn't by the way protect the player in the same way...
  2. I have my doubts that this has anything to do with the Tweak/fixpacks as the error associated comes from a corrupted .cre file that just needs a proper cleansing... as in, install the .cre fixer.
  3. You do know you have the option to op that out for a moment and release a new version of the mod and then ones you do know what to do, release a sub version.
  4. Hell yeah, and let's force all classes to the starwars item restrictions... there's more than one kit mod that the new system needs to take into account. The system involving kit specific restriction is easier to handle without involving every other mod that has say paladins or rangers. Well the simple explanation is that there's no Ranger/Druid class in the BG2 rule system... as having that class crashes the game... a Ranger/Druid(a cleric kit) is duable though, you just needs to make that druid kit from the creric, which is easy peachy.
  5. Well if you look at the files involved, you see that the function that allows/denies the cleric table from the character interface is in the BGMain.exe ... If you intended to quote the line where Demi said that the ranger will have the same progression as paladin... well that's just power balance thing... as in intended by Demi's tables, you can make your own of course...
  6. You are welcome. And that's a given or there would have already been a revolt at your lair about this... Erhm speaking about the HLA's, I hope you will make a compromize and allow both systems on the HLA spells on mages(and other casters)... where you allow the installation phase the player to deside to make the spell either; normal/vanilla 9th spell level spells or 10th level and thus only special ability spells.
  7. @Demivrgvs: You forgot the HLA table update from the last component ! The table is the: lunumab.2da, most of the numbers need to be 18, the duals/multies need to be 27 and the triples need to be 35, if my memory serves. As now you have druids that gain HLA's after the 1 800 000xp mark, and thieves that gain them at 4 200 000xp... that's a quite a difference.
  8. Well considering the name of this thread and the fact that the v12 is already published...How to detect, well with the blurry clairvoyance I have, I can only give you this much... the x being the component number: ACTION_IF (MOD_IS_INSTALLED ~bg2_tweaks/setup-bg2_tweaks.TP2~ ~x~) BEGIN // stuff that happens when component x of is installed END ELSE BEGIN // stuff that happens when component x of is NOT installed END
  9. Erhm ever actually looked at the 1pp stikies and read this It should give to what you want without a start of the game...
  10. By the looks of that, it would be relatively easy to extend that with ToBEx... so there would be no need to edit the BGMain.exe, actually in a way. Now to just ask how did you ever come with the above ? And nope, I don't need the answer, Ascension64 does, or then I am totally mistaken. But then again I don't know a cheese about these things.
  11. When you get the spell at level 13, you can only bind a level 4 spell to it(as here is where the caster level is divided by three 13/3 < 5), then when you level up a bit, you get to bind level 5 spells too to it and eventually you get the level 6. Edit, or which ever spell level you get it at... doesn't matter. Well the point is that you can't see the whole picture, see when you look it the way you do, as when you make a spell go up level, you also need to make it's natural counter spell up a level or at least remove it... and as the system is in the original very delicate, it's has no good ways to go haphazardly and pick a spell and go. Or leaves a lot of bodies behind
  12. Erhm, the spells have their levels assigned to reflect their power drawn level... and if we were to place the spell sequencer to the 6th level... the spell trigger would leave a widely open... as it can't cast the 6th level spells right away. Yes, the spells get better at levels too.The turning and deflection spells is another matter, in which their piercing magics(dispel magic, secret word... spellstrike) are level tied to the spell themselves... so there's really nothing to adjust.
  13. The game does it automatically upon JoinParty() action. Erhm it does ? As far as I know, it does not ! Cause I remember one character with save throws and HPs that were remapped at the very first level up he got, and there was a few minuses in the level up screen, because the character was supposed to be a goblin thief, had the 10 HPs and their saves... and the kit bonuses(from the .2da file) are in particularly very vulnerable. So he ended with 16 HPs, and higher Save vs Death than he had.
  14. That's exactly the surprise I was talking about, though I had in mind just thac0 and saves because xp tables are not ready. Well, as long as they are optional I guess xp tables too won't harm anyone, and at least we can see what they mess around in terms of joinable NPCs and their level. Erhm don't forget that when you revise the base class, you also revise all the NPCs... making your need to use the remove all effects/spells and apply the new ones. ... practically making you a need to make the Level 1 NPCs again. Ouh, speaking of which you sure need to make extra sure the L1NPCs is compatible with the mod.
  15. Erhm, the fighting styles also could do different types of damage as it's easiest to include the style with the melee attack itself as it shouldn't be usable when armed ...
  16. Well, it's not that... but the fact that as the third party involved in this has not made an appearance for a period of time, there's a way to get involved and making things better for all ... and not just sounding as if this was Sasha's fault.As the files that were produced are still in the net, and freely expand-able.
  17. Well, the fact is few people have the time and wish to use their free time to make small adjustments that can give a small outcome in the 15 year old game.Is there something you definitely know is off and be so kind as to give the finished code to implement it to the fixpack. And by the by, you can make your own depository to the github page and start the activity there.
  18. Well, the last version(0.0015, or beta 1) is here at plainab's website.
  19. Yeah... that's because of this:
  20. Ahh..This would say that the problem comes from not initializing the dialog cause of it's allegiance(in NearInfinity)... did it attack and become hostile when it saw you, or was it hostile already .... as in BGT, it should come to talk to the player as neutral(blue circle) then after the dialog go hostile... and then the bear comes.
  21. Well, if only the unique(plain) "Long Sword +2" in BG1 and the "Varscona" Long Sword +2 in BG2 had not been the same exact replica in the game, I would be inclined to agree.But the point is, that if we want to install the main Item Revision component before the BGT, the BGT will overwrite the items in that areas located in BG1, and then there's no recourse.
  22. Erhm, why so negative. I thing you mean that it's quite impossible do that at the moment as the mods installed(weidu.exe) needs to be updated to make moding the BG:EE files even possible with the normal routines of the program. Properly, without loops, hoops and unofficial updates to who knows how many normal macro'es. 'K, so Wisp might... cause he is working on the fact on the official role.
  23. You might want to designate a preemptive component number too, hint hint.
  24. To help/-to_really_not- I'll ask: Any plans to make the BG1(BGT/Tutu) content separate component from the main BG2 content ? PS, soon the BGEE can be weidu -installed and it could create more need for this component.
  25. Abandoned or not, the last update was 8 months ago as far as I can tell, Plain_AB's netsite by the by, not January 2007.
×
×
  • Create New...