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Posts posted by Jarno Mikkola
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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.I'm getting an assertion on entering the MNOoTRH (gah!) on v12. -
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.have no appropriate bams from them. I'm not sure what to do. -
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.I meant that one can make an exe hack which externalizes spellcasting restrictions to (new) 2da, similarly to what tobex already does for many other things; it doesn't have to be limited to paladin kits.
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.The additional problem with rangers is that they can dual/multi to cleric (why they can do that, and not dual/multi to druid is beyond my comprehension), -
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 ...DemivrgvsWhy do you say that exe hack can handle only paladin's kits? This stuff can even be stored in 2da if needed, with any combinations of classes/kits getting mage/priest spellcasting. Dual and multi classes can also be handled in whatever way is desired.
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...
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You are welcome. And that's a given or there would have already been a revolt at your lair about this...Thanks for reminding me that, though both HLA stuffs and the unified xp table are in alpha stage (I'm not even sure if all testers are using the revised xp progression).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.
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@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.
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Well considering the name of this thread and the fact that the v12 is already published...This will be integrated where and when, and how would I detect it?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
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Erhm ever actually looked at the 1pp stikies and read this It should give to what you want without a start of the game...@Arda and Mike, this morning I started including BG1 large shields animations (the only V3 shields with paperdoll and avatar not matching), and even if I had to re-assign all colors once again (a really painful and time consuming thing to do: change color, launch game to check, quit game, tweak color again, rinse and repeat countless times) this has been a relatively easy update. -
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.If you don't mind modifying the executable -
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.and level 6 or lower for Trigger. So I think I'm not understanding that, too.
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 behindI also don't understand the bit about the piercing magics. The lowest level piercing magic is Spell Thrust, (takes away one level 5 spell protection or lower in an area of effect of 15 radius, IIRC), which would still definitely work on a level 4 one. So I'm probably misunderstanding that, too. -
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.Shouldn't Sequencer be a 6th level spell?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.
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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.
The game does it automatically upon JoinParty() action.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. -
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.
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.Can I make a request? In the next build, could you include the revised Thac0, save tables, and experience tables (say, as optional components)? This should help give a better feel, not just for the classes revised so far, but for how all of them play. -
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 ...Unique fighting styles would be cool, rather like in Jade Empire. "Thousand Cuts," "Leaping Tiger," etc. Honestly, if you were going to do this on the monk, I would prefer it to function differently than the fighter stances. More like as follows:-Styles give passive bonuses. Thousand Cuts-like stance could give +1/2APR, +2 THAC0. White Demon-like stance gives +2dmg, 5% chance to inflict knockdown (save).
-Special ability buttons to switch styles.
-Fighting styles remain active permanently unless the style is switched out for another one.
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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.PS: Sorry if I have really sounded offensive, I am not totally at my ease with English language.As the files that were produced are still in the net, and freely expand-able.
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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.What makes me wonder about the state of the project is the whole year of inactivity the github repository seems to imply: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.
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Well, the last version(0.0015, or beta 1) is here at plainab's website.
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Yeah... that's because of this:I am not sure if BGEE is on your radar at the moment, but the BG:EE install fails due to trying to write a string out of range:"SET_STRING 45869 out of range 0 -- 32154
Stopping installation because of error.
ERROR Installing [Kit Revisions by Demivrgvs], rolling back to previous state"
Ok, the problem is that the class description is too long. Sadness. I'll try to make it shorter asap. -
Ahh..I got the dialogue and the bear summoned by *charming* nexlit and talking to him, of all things.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.
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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.I, for one, would never want to have revised items that do not apply to the whole BGT game. It goes right against the sense of continuity that is at the base of a BGT experience.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.
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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.No! There's no possibility! -
You might want to designate a preemptive component number too, hint hint.*If anyone did want this behaviour, we could make it easy to mod the installer to achieve it without forcing everyone else to say yes/no to 2 components. -
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.
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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 2007.2. Is this project completely abandoned?
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