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Jarno Mikkola

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Everything posted by Jarno Mikkola

  1. Uhh, where is this ? It's not this is it ? Cause that's a thread, not a subforum. The problem being that you didn't link into it. Yes, I like to sound clever, but I am not, but that's what's trolls are for... so we ended up with identifying at least 1.
  2. And it is worth it in the old engine. But now we have RAM and it's not. Yes, the difference of 32 MB's and 16 GB's quite a different, in the engine design.
  3. But ideally you would only install one mod and you wouldn't need to bother with any of this shit ever again. Do you see where this is going ? And yes, the mod maker has all the priviliges of pre-knowing what they intend to do and they can write their ¤%%&/&¤% code as they want to... do you think they can do it with a little bit more ease with knowing that a single atom doesn't break and shatter the whole %&/%# ton of a game ?
  4. Asking this from @Wisp... might just give an answer. But see, the game already has a data base, called chitin.key.
  5. In the non-EE games, there was the special tripple class thief that needed to use extra space in their User Interface.. so they ended up assigning the thieving ability to F12, aka under the special abilities button. So you were able to assign the thieving ability that way all the way in BGToB games, via MAKE_KIT's CLAB ability assigning to non thieves. But the problem to my memory was that it was just pick pocketing for them.
  6. So it was a Bard exclusive thing in the vanilla games ? Cheeseus. What I intended was that bards, rangers and any other kits that gain thieving sub skill points should be able to pick their prefered place and not be restricted to a .2da table of their class design. Now, that of course comes with a hassle of added user interface problems, but those can be solved later. Which is where the off topic remark came in.
  7. There's no "Remove traps"" button, like shown earlier, it's called "Thieving", and without EEex it's just pickpocketing for any other class than a Thief. With it, now Bard belongs to a class that allows them to also disable traps, and open locks. I don't know either of not, any other class- that has access to the button(via a kit spell effect) -is able to do the same when targeting a object, probably... because this is not the case without the EEex. Erhm, it's not eEex, or eeex, sex, or tOBeX, it's "EEex", or Enhanced Edition (ex)tender. Just like the ToBEx was Throne of Bhall (Ex)tender, although, that wasn't consistent either. Looking at you TobEx. Yes, there's a difference, it's the yelling part.
  8. But they wouldn't be able to kite the melee characters so much as they would need to cover more area which they can hit yes, but won't be able to not allow the player characters to pass through. Well, the enemy has the same counter to the players kiting tries, but it won't be too cheesy. Well, unless the player would just throw in more demons... there's that. You know, when the second rank of demons die, there's always the third, and while the forth of course is being summoned. ...
  9. Spears, and halberts... they should have effective range longer than large humanoids, set it to 3 and we have a good table. Not that I ever use them, but whatever. Also, we need to see this live, before I can make my own mind up.
  10. Uuh, yeah, I found the Resource Hacker before but I didn't try it, but now that I have, it's exactly what I was looking for. I tried a few others, but they lead me to no where, so I came here to ask, before throwing in the towel... so thank you. EDIT: Now that I have released my project, here's the end result:
  11. So google is really not helpful in searching any ways to edit files data that's in a .dll files, and I am sure there are people that know a free tool just for this... right ? It could be called something else too, but I am talking about the files property that you get to see when you right click any file in Windows, go to properties, and then to the Details view, like this: There's only the option to remove it... but I need to modify. This would be easy in a .docx file... or on .mp3.
  12. Thing with this is, the SCS also sets the creatures thac0 to where it should be if it's too high(as lower is better) from reading the ingame data. So now you would then just mess that up.
  13. You do know you can choose the items you get in ToB by the item section of the ADD_KIT function ? So it wasthe kit mods own bug that was causing the bug.
  14. These terms might not mean what you understand them to mean, or they do, but you are not reading them as such... as importing and distributing items, usually also involve a border, in this case it's likely the BG1 to BG2 border that might not exist in EET technically, but it did for sure in BGTs. Which is where the whole Import comes, as you needed to Import the save to continue the BG2 from BG1. Except that you didn't in BGTs, but you still lost every item you had in your bags, this was because the items were removed ... but you could reinsert them in BGT, but not so in BG2, as they originally contaned no items. Not that the BG1 had anybags in the first place... but mods could add them, and did.
  15. Or one could choose to not install it. But if one doesn't make an EET install, and so naturally have a SoD as part of the game, what's the point ?
  16. So, should we go through, in principle the brilliance of the code ? As shown, it copies all the .are -files, it reads the file headers 4 offsets between 0x0020 and 0x0044 and sets their zero'eth bit in those to be zero if it's 1 or leaves it as zero if it was already. Well, it first build a list for that purpose, but the result is the same. And it doesn't edit the bit 1 at all, or any of the others. Yes, a computer considers the first bit to be the zeroeth... and bit 1 is the second, and so on. And if they don't have offsets, it does nothing to that portion of the files. And it uses a few WeiDU functions to obscure the #¤%¤%&¤%&% out of it.
  17. Aka, Michael, you extracted the amber-v5.1.exe(yes, it's a self extraction archive file) file into some folder and then ran it in there, and not in the games install folder, which is where all of this game's installs need to be made, and you also need to have a write permission in there.
  18. THEN WHY ARE YOU LINKING TO IWD2 .are file format ? The EE games use the BG2's .are file.
  19. In which game is this in ? As you cannot install this to a a BG2EE game, it's not meant for that. Or if this is in non-EE BG1, then you need to make a full install, but this is not likely the case here (any longer).
  20. SSD, and if this is on non-EE games, then you should install the Generalized Biffing LAST in your install order. This also speeds up the games start. This is after the SCS too. It speeds up the loading speed of the games files... but only on non-EE games. As there, it's not about RAM, but other stuff.
  21. So you don't have the Heart of Winter add on ? As then you would just install the Trials of the Loremaster patch. This is likely only because you have a Linux OS. As the start page says that this doesn't need the later versions of the engine. Cam will need to go see things likely.
  22. I am not saying any of this with the intent to say that some program is better than other, and we all have history that tells that no protection is perfect, other than: no protection is not perfect. What I was saying was that you should watch the video. Which they make good points at. And if you have not heard of the Linus Techtips... well, it's your business, but you might find things to check out with them. And like they say in the video, business instersts are different from home security... and they touch a few points there in too. So that wasn't a random video. You obviously just didn't watch it. I am not saying that it's some random book with holes in it that you should take as your life instructions, but at least listen it at least ones, and make your own oppinion on it first, before you go and dismiss the whole thing.
  23. Really, cause this says otherwise !?
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