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Jarno Mikkola

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Posts posted by Jarno Mikkola

  1. Assuming we do not really care about AI other than from SCS/RR.
    We don't :thumbsup:
    Well, that's a little negative approach, and possibly stupid, especially as the game itself has already has AI that probably should be taken into account.

    Another approach perhaps can be that you make sure the other AIs don't get killed just because of the spell changes on targeting etc.(so you don't overwrite every spell, but make new once that you offer to the player and the possible AI), and live with the fact that there's different kinds of same spells. :thumbsup:

  2. I don't mind it having both 1 casting speed and immunity to divination. If it doesn't allow any offensive move, I see little room for exploiting the spell.
    But for sure, Blade Barrier should remove it. But then... damn, Fireshield should too. But that's a bit logical. ;]
    Actually both spells should make you immune to the Sanctuary spell, and for a good guarantee, remove it as well.
  3. But is Sanctuary really so effective then? What about area-effect magic?
    Against a standard AI a first level guaranteed invisibility -spell, for a backstabber/Harm'er, whell yeah.

    Personally I don't use it though.

  4. Widescreen Mod doesn't work with Icewind Dale - Heart of Winter. Says "unsupported game"... Can it be fixed, please?
    That game needs to be patched to the latest version(v1.42), which is by the way the free addition pack called 'Tales of the Loremaster'.

     

    Tried to use it with Planescape, and all i got was

    "Resource [AR0100.WED] not found in KEY file:

    ...

    Please, help me with this issue, i really wanted to play this game one more time.

    Well, you don't obviously have a full install, or the file would be found in the games internal files, so make a full install... The patch is v1.1, not 1.11 ...

    You do the full install by copying the content of the CDs to your game folder and then adjusting the Torment.ini files [Alias] 'es, and NOT installing to the 'Program Files' sub-folders if you have Windows Vista/7 .

  5. As far as I know he was doing stuff like this. ^^' Well, sorry for stupid argument. But I just don't like the fact that Raising Dead is so... easy. And mechanical. "oh, they died - c'mon, get up get up'. Then please tell me why bad guys cannot be ressurected? -,- I'd love to see some mechanics which are going to make it "lesser evil" - and well, making death of character greater factor and tragedy.
    Well, it's not exactly a flip of the fingers and the man rises again, as the death needs to only touch the character, not rip it's hearth out(<10 damage points).

    In BG2, the bad guys loose their divine essence(the Bhaal Spawns) when they die, just like the main character(or you play with the Ascension mod/BP). The rest usually are ill-equipped to resurrect the legions of followers they need to re-challenge the player, and Sarevok took his road... of course one could make a mod that would center on the resurrected enemies coming back to haunt the player in masses, which leads to yet another bad guy, a Priest of Iyachtu Xvim for example, for he is unhappy when you killed his tyrants. :)

  6. Well, it's comparable to Jesus's miracles so.... xD
    Is it ? I haven't seen any of clerics of the Judah-Cristian Churches heal a simple flesh wound with their faith... really heal it, so I was wondering what kind of real todays expert this Jesus guy was?
  7. Your solution isn't doing any of those. -1 Penalty to Constitution isn't any sort of penalty to be honest.
    Ouh, so removing the 10 hit point from Imoen is "nothing" in your book. Especially, when you have spells that instantly kill anyone with less than x amount of hitpoints, and the enemy mages know exactly when your characters have the exact amount...
  8. 1920x1080 is not supported or something else is wrong?
    It is, but only in the main game screen, as the Widescreen mod enlarges that, so the black surroundings are there to replace the none existing GUI elements in the other screens, unless you install a GUI mod alike this after the Widescreen mod...

     

    And yes, ;) , the bigg has wrote that somewhere here already and you didn't read that, that's why the reply...

  9. It's a 2:1 bias . Apart from using RandomNum() the only way to get a fully random script block this way is to (e.g.)...

    Clumsy and horrid.

    Does that carry over ? Say:
    Response #10
     Do Something1
    Response #10
     Do Something2
    Response #10
     Do Something2again
    Response #10
     Do Something3
    Response #10
     Do Something3again
    Response #10
     Do Something3againagain
    Response #10
     Do Something3againagainandagainevenifthisisgettingtoberiddiculouslyhardtokeepuponcethefirsttenaredone
    ...

    :cringe:

  10. How badly and frequently will BG:ToSC and PS:T crash, if I use this widescreen mod with my old save games?

    Is it absolute folly to try pre-mod saves with this mod?

    Well, the saves might not load, or if they do, the game might crash when you move to an old area that you have already visited... which is quite much what you do in both games.

    I would suggest that you wouldn't overwrite the old savegames and you would be quite secure on that department, if you need to uninstall and as long as you don't use the newer saves then.

  11. I have compatibility problem with BGT.I install polish versions of Baldurs Gate 1,2 and BGT.Next i install widescreen mod.After starting BG1 my character has.....7 lvl and other player characters are 6,7 lvl too.I googled the problem and this is definetly widescreen mod fault.How do i fix this?
    Did you have a clean install folder when you started, and what BGT version do you have... WeiDU.log please. Unless you have the ancient BGT that comes with it's own XP patch hack... It's generally suggested that you use the latest mods, in this case the BGT(-WeiDU)v1.10, and the Widescreen mod v2.60 (direct download link).

     

    Google is always right! :beer:

  12. Absolute Immunity

    As the name implies, it's better off as immunity to everything, not just weapons. Although I believe it was suggested already before.

    You mean immunity to ANYTHING? I "only" suggested to make it grant immunity to any form of damage (PfNW + PfMW + Pro from Energy).

     

    Making it grant immunity to everything (thus including Free Action, Chaotic Command and Death Ward) scares me...wouldn't it be even more powerful than Time Stop? It would work almost as a Time Stop (though you can be de-buffed), but with slightly higher duration, and uber fast casting time (1 instead of 9!), :laugh:

    Well, perhaps not trully everything, like Time Stop, defensive spells, Spell Strike, Pierce Shield, and if it's the uber casting time you are afraid of, you could adjust it (a little !!!!!!!!!!!)... although "(PfNW + PfMW + Pro from Energy)" + immunity to all hold/etc. effects sounds also nice, but they are kinda the same thing.

     

    whistling.gif

    Skeleton Warriors ... Interesting notion, and great job as always David...but that actually has little to do with the main cases where this 3rd lvl summon is really OP, like fighting beholders and mind flayers. :blush:

     

    And just that you're following this, may I ask your opinion on this matter?

    DavidW, did you have an opinion of Skeleton Warriors (summoning and their Magic Resistance)?
    Interesting question...
  13. ...

    Why don't you have each spell summon a different creature? One would have a script to change the summoner to a sorcerer, and the other would have a script to change the summoner to a thief.
    Or use 1 creature, with the original two spells setting the GLOBAL to a value and then summon the creature that runs the script. The creature then checks and script which the effect then sets the global to zero after and depending what the Global was, either switches the character to Sorcerer or Thief and then sets the proper kit on that adds the other spell and removes the current one, kill self and leave the game alone when the creature doesn't exist.

    ...Iroumen kinda just ninjaed me a lot. But as said we suggested this to him ...

     

    ...what's left to decide?
    Who makes the mod(Sorcerer->Thief->Sorcerer) and try to include it on their insurance health plan.
  14. LOCALS instead of GLOBAL and Myself() instead of Player1 would probably work too.
    The scripts actions and consequences might be better replaced with the use of invisible creature using it and so the Myself() would of course be LastSummonerOf(Myself) ... because it's a unhealthy either for you or your computer to run even a single script with the Player Character that you cannot switch off, because you end up either with a smashed computer, or arms, legs and a peace of mind, because you hate the devour-ation of your mind it will end up to create... this will of course effect the structure of the script, like the removal of the OnCreation() trigger. But then again the action it leads to is totally unnecessary in the above case... and the spell structures, as you have to summon the .cre and set the GLOBAL .
  15. By that logic, mods that add BG1 NPCs to BG2 should be lumped together with their BG1 counterparts. After all, according to that school of thought, all players want continuity. So choose once for Kivan and BG1 Kivan and BG2 Kivan get set at once. Ditto Ajantis and Xan.
    So ? They aren't coded that way, because they are mod NPCs, but the vanilla BG1-BG2 NPCs already are coded so that the character uses the same selection in every instant it's encountered. Check the Edwin, Minsc, Imoen, Jaheira, or Viconia...

     

    The mod NPC's should be added, yes.

  16. I am cool with however the person performing the updates decides to do it. Personally, I would have preferred to give players the option of choosing whether to give continuing NPCs different classes/profs even for BioWare NPCs, but I acknowledge that my preference is based on the fact that I do see BG1 and BG2 as two separate games, I play them as two separate games using Tutu and BG2, and I appreciate efforts to preserve the feel of BG1.
    But if you wish to play them as a separate games, shouldn't you be playing them as such, with the EasyTutu as it makes two completely different games in two different directories etc.

    The BGT is another thing, and people usually play that to keep their characters as they are ! As that's a feature, that the whole thing is basically based on.

     

    I can't stealth-edit my posts. There isn't even a "grace period" in the forum software that allows me to go back and fix typos without the "edited by" showing up.
    So what, I have edited more posts than I have written, all mine (because I do it multiple times..).

    For effect. :undecided:

  17. DESIGNATED 2010...

    DESIGNATED 2020 ...

    DESIGNATED 3000 ...

    That's nice and all, but maybe you should not use whole indexes for only one NPC, but something like 2001, 2002 etc. so we have space for other mod NPCs, while the 2xxx starting once are for the true BG2/Tutu/BGT NPCs, the 3yxx's can be used for the different Total conversion mod sets, where the y is the set's indicator... etc. so we don't run out of numbers... as there's no two times infinite amount of them, just once.
  18. I don't think they're combinable, or does using a sequencer negate this check?
    Yes. As you can use Protection from Magic Weapons and the Protection from normal Weapons & Mantle with them... you can combine any and all other spells with them too, same goes for the AI casted spells, but that's it's own subject...
  19. ... And that's a lot for the party...
    So what is it that you're suggesting anyway? That the low level spells should be useless compared to the high level ones or what? If 50% is too good for you, what percentage do you prefer? 20, 10%? Gimme a break, no one would use your "nerfed" low level spells ever.
    No, complete the opposite, that even with 50%, it's good enough, but not really too much in most cases for a short period spell that the spell is suggested to be(up to ~24 real seconds) for a 1st level spell, when it's used right.
  20. Edit: and no, this is not a spell for emergencies imo, because 50% of times it won't save you. If you're bout to die and need a quick escape or protection you go for Mislead, Stoneskin, PfMW or similar spells which can really save your ass (100% chance) for a limited time.
    Those are 7th and 6th level spells... the 1st level spell can do the the same 50% of the times. And that's a lot for the party, as it saves a 5&6 or a 7th level cleric spell, 50% of the times, in close combat when the mage needs just a few seconds more so the melee'ers can finish the monster...
  21. Let's look like a donkey, again...

    Reflected Image
    Maybe it's a difference in playstyle. I don't buff my party to the hilt, or use redundant buffs.
    Are 10 rounds enough to consider it a pre-buffing spell? ...

    that you'll never use it, because you can't afford to lose 1 round every 4 on this spell.

    Erhm, did you actually read the response you quoted ?

    If the buff is an emergency response, it doesn't need to be casted every 4 rounds... but when you have 5 hit points and the next hit will definitely kill you...

  22. By the way, who's supporting Level1NPC now? Maybe someone could just add the code to the .tp2? You've got permissions, and you've got the code and filenames in this very thread, after all.
    The primary moder I believe is still Azazello, but eric is really the one to ask the changes in the .tp2 file, as he supports the level1npcs.tp2 v1.3eib2 files... just make darn sure that the code for the new version doesn't have any bugs and includes everything needed, so he doesn't have to sort it out.
  23. @Jarno:

    1) Please, stop discussing coding techniques here already.

    2) You do know what HitDice stands for? It's the amount of levels in Monster class. Planetars use Fighter/Cleric class for technical reasons, because the engine can't handle DnD mechanics.

    1) Why, so I cannot prove that it can be done :undecided: When I know it can.

    2) I think I do...

    Examples?

    It might be OK if the monster Hit Dice would be capped like the Fighters were... in this case the Greater Earth Elemental(16 Hit Dice) would have been 8*9+6*9+2*7=140 Hit points(at most).

    Technically the game doesn't have a Monster class, but yes, we can discuss it too.

    Generally the "Monster Class" should use similar features as the normal classes, the XP table doesn't work, but that's OK because it doesn't really matter...

    But the class should have same restrictions that the other classes have, now the general HD for example measured in in Hit Points, should be the d8 up to the cap of 9 or 10, meaning that the level 9 Monster has a maximum of 72 Hit Points. +Con bonus(this is probably not in the monsters, so you just have to wing it) +/- Racial specialties at set level(these aren't set in anyway, so you can also wing this, but take serious thinking before you go and change this on the + side, unless the monster is "Legendary"[which also means, no summons]) +2 Hit Points, per every level the monster exceeds the Hit Point cap.

    And as the game is in my eyes generally well balanced when taking this all into account...

  24. Not to mention that creatures without an actual "PC class" cannot be build Jarno's way at all, and at least half of vanilla's creatures hadn't a class assigned.
    .tp2 code based partly on this...
    COPY ~mymod/beholders/xycghtit.cre~ ~override~
    WRITE_BYTE ~0x0272~ ~%BEHOLDER%~
    WRITE_BYTE ~0x0273~ ~%BEHOLDER%~ // the internal name of your class, surrounded by %

    What did you say, that they cannot be made ? As I just did.

     

    A "nerfed" Planetar may have base thac0 7 (3/4 of 18HD) and 128 hit points (if we want summons' hit points to be more similar to AD&D progression instead of 3rd ed one).
    Well, that would be, somewhat right... if you do it to the other summons too.
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