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Jarno Mikkola

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Everything posted by Jarno Mikkola

  1. In a way, you just need to remove the /* */ 's from this in the .tp2 code, and put a random number on the designated spot:////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\ //////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\ // \\ // Solaufein Solaufein Solaufein Solaufein Solaufein \\ // \\ //////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\ ////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\ /* BEGIN DESIGNATED REQUIRE_COMPONENT ~level1npcs.tp2~ "0" @110600 REQUIRE_COMPONENT ~Setup-Solaufein.tp2~ "0" ~~ LAUNCH_ACTION_MACRO ~fj_install_component_variables~ COPY_EXISTING ~sola5.cre~ ~override~ ~sola7.cre~ ~override~ ~sola10.cre~ ~override~ ~sola12.cre~ ~override~ ~sola15.cre~ ~override~ ~sola17.cre~ ~override~ PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN LAUNCH_PATCH_MACRO ~fj_modify_cre~ END BUT_ONLY */ Easy? I would say so! PS, the Solaufein, Keto, Valen, Finch and Kelsey are already in the .tp2 file, but like the above, quoted out, so you cannot use them without editing the .tp2 file. But most of the other mod characters that are not actually already included in the current setup-Level1npcs.tp2 will probably be in the future, and they will then be also able to be used without editing the .tp2 file...
  2. It's not the way I do it... But the point was, that in the case of the Planetars, Demivrgvs did, as you can see from looking at the stats... like I pointed out in the post before the last... Hmm, and you made a mod that made the casters able to cast the same spells their character 'friends' were able to... interesting.No, that's not critiic, it's actually admiration. I definitely know that, just tried to be accurate. And ended up being a donkey.
  3. Well, I don't care if you put the Level to be 1 or 100, but the creatures statistics need to be in control, so when you make the charactercreature, you need to really think on what level you set the character as... so you get the result you want to get. So you don't drop a character that's worth a 4750000xp to a summoner's list that only needs to have 3375000xp to create it. As I know that you make the creature by first making a new character in the game, then you level it up with a XP cheat so you get the basic stats to somewhat right, then you export it and then perhaps adjust it later with a IE tool. I know this because it's the way I do it... did it. Now, lets' check what the stats were if we went with the rule I would have wrote, "Caster is able to summon only characterscreatures that were made with less than their equal XP points." Planetar;Class= Fighter/Cleric class, equivalent level when summoner at levels beyond 17: 14/15, actual level can be 50/50 if you so wish. Hit points: ~128 (start a new game on Easy, make a Half-Elf Fighter/Cleric with 18 in Con, and give it 3150000xp, and level up, you'll have exactly 128 Hit Points) Thac0: ~8 (=20+1-14) Attacks per round: Add effect that set's it to level you wish it to be, so the character file and creature level doesn't matter. Etc. (planetars don't have HLA's because they are summons, but they can have extra ordinary abilities, like the sword, damage resistances etc. and be close to that of the casters equivalent level ...) Of course if you wish to give the Planetar more staying power, you do it with the spell, at level 25, 35, 45... whichever, not at level 17! And you actually can call that Greater Planetar, or whatever you feel like. Warriors only(Fighters, Barbarians, Paladins, Rangers+their Kits). And yes, the Barbarian is a Fighter Kit, but so what.
  4. Sorry, I was wrong, it's not a Paladin/Cleric... but a 18/18 Fighter/Cleric, which is still as bad, cause their Thac0 is 2, with Strength 19 etc. It becomes better than many of the NPCs in the game, if they don't have special equipment for them, Anomen. In my opinion the Vanilla Planetars were too though for a summon spell... you just took their one unique thing, level 25 cleric and made it 18/18 fighter Cleric... which improves their Thac0, Hit Points, and melee damage resistances... and doesn't really affect their spells much. For godsdamn sake, they are 18HD creatures NOT 18/18 multiclass fighter/cleric. Does it have grandmastery like any 18th lvl fighter? No. Does it need to be a fighter to "legitimaly" have 3 attacks per round? No, it had 3 apr even in vanilla. Damage resistance has NOTHING to do with being a fighter. Was vanilla's cleric-only restriction denying the planetar from wielding a vorpal two-handed sword? No. Should I go on? Yeah, you should be going on to the fact that your "consider it a 18th lvl cleric if you want" has a Thac0 of 2... if it's not a Fighter multiclass! With the Strength of 19, making his actual Thac0, what ? Was it "-1", yeah... with damage increment of +7... try that on Anomen, and you'll be pimping him with your best equipment to Fighter->Cleric. Yes, the damage resistance is an extra feature, but as you add to it and the Hit Points, both... in concerns the Fighter as well. PS: You'll be using more experience to make a character with those stats(Thac0 etc.) than for a Mage needs to gain access to them: Mage XP at level 19=3375000, Fighter/Cleric-multi XP at levels 18/18 = 2500000+2250000=4750000...
  5. Sorry, I was wrong, it's not a Paladin/Cleric... but a 18/18 Fighter/Cleric, which is still as bad, cause their Thac0 is 2, with Strength 19 etc. It becomes better than many of the NPCs in the game, if they don't have special equipment for them, Anomen. In my opinion the Vanilla Planetars were too though for a summon spell... you just took their one unique thing, level 25 cleric and made it 18/18 fighter Cleric... which improves their Thac0, Hit Points, and melee damage resistances... and doesn't really affect their spells much. Assuming straight melee damage and 40% melee damage resistance, the party needs to inflict 188/0.6 (=313) damage to reduce to zero, I guess. Perhaps I'm wrong but (188/100)x140=263. If we lower their hit points we also lower the effectiveness of their resistances (I'm not saying it's a bad thing, it may be what most you prefer). Are hps your only issue? What about damage outputs for examples? Just like StrixO says, we need to inflict the damage, not increase the percentage of damage inflicted to gain the amount that's needed to kill the creature. Example, if the creature has 100 hit points, but has 99% damage resistance, you need to inflict either 9900 damage points with one or more hits, or ~100 hits that each take one hit point away, you can't just increase your damage output with +99% to cumulate enough to kill the darn thing((100/100)x199)=199 as that just inflicts 2 points of damage, which reduces the amount of needed landed hits to ~50 times. The damage out put feels quite right, the only thing I feel that's might be a little over the top besides the above in the elearsu3.cre is the Strength amount of 23... as the other Greater Earth Elementals have Strength of 19(elearg01.cre and udelde.cre -files, with are both hostile). My sentiment also, I just try to let Demivrgvs to know what he is actually doing as a player... most of the time.
  6. Well, he is not the only one of the opinion that some(most) the summons are a bit too much... Examples? - The Earth elementals, which all have their 40% (melee)damage resistances and Greater's 188 hit point(->313 hit points)... a 20th fighter doesn't have that many hit points, and mostly not that much melee resistance either, let alone an summon which is free to be sacrificed to save others (from the damage). 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). While according to your current one's hit points, it actually has a Hit Dice of 40 with the games own measures. Why those? The 8 is the basic monster class dice= d8, the 6 comes from the Constitution of 21.. if we accept the fact that monsters don't gain the Constitution bonuses. The 9's come from the HP's being capped at level 9, like warriors are, and the 2 comes from the normal monster class hit point bonus on the levels above the level 9, from which the 7 comes from. *You might then ask yourself; Why is the Greater EE better than the normal EE if it only has 8 hit points more(Hit Dice 12 vs. Hit Dice of 16) ? The answer is that it has greater stats, and abilities... like higher Damage Resistance which is not standardized to be 40%, but with the Lesser be just 10%, the Normal having a 20%, and Greater to have the 40%. Now there's a little more Hit Point difference than just 8 Hit Points... in most cases. And this should go to every one of the summons spells, not just the Earth Elementals. *You also might think that: Why do your source books give ridiculous amounts of hit points compared to the games once when comparing the Hit Dices? Like the Hit Dice of 16 being actually a 40. But perhaps you already know that as the game was made with the 2ed's rules that then were capped to level 9-10, 20-21, 40 and 99 depending on what feature you look at. - The Skeletons need to be vulnerable to Blunt melee damage. So -50% to the Blunt damage resistance to all the summoned once would fit quite well. - The Planetar is a ~18/18 level Paladin/Cleric ally with really hyped out stats... and a bad spell selection in some cases but fine in others, that's a little too much from a summon, don't you think.
  7. Erhm, no, it's there to make you visible ... as the "Hostile Spell" flag is used to make the user, who is currently under the effect of invisibility, visible. Aka, spells like Invisibility and Sanctuary.
  8. Well, those things are connected, you can make a kit that turns a solo-mage into a Sorcerer, but you cannot make a kit that is Sorcerer/Thief, unless you make and extra special slice from the Switch-Rogue kit so it's Thief->Sorcerer->Thief. As there is no such concept in the game that is required to have Sorcerer and Thief under the same banner(class), as the Sorcerer is it's own independent class, not a mage kit... just like the ShadowKeeper "tells you".
  9. 5 turns (real time) = 1 hour (in game) Perhaps I should always use rounds/turns. Actually, the best way is too keep it clear, like you did try in that post, so when you write about a turn, you aren't talking about the time it takes for you in turning your chair upside down , but about the game turn, which is 10 rounds... with I think is still the 60 second in real time(+ pauses), and when you are talking about exact time you keep it in real time, not in the game time terms. At least in the statistical part of the spell description...
  10. You probably should use this. Earthquake: etc. My opinion is, and should have always been that the game shouldn't have any kind of instant death spell/ability, that is not actually counted via the damage amount, cause I could as well Ctrl + Y every monster there is and be actually more satisfied with the end result... because they take damage, they are not instantly killed.
  11. Hmm, you mean this: ADD_KIT ~x~ ~xxxxxxx 1 1 1 1 1 1 1 1~ ~xxxxxxx 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 2 2 2 3 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5~ ~xxxxxxx 9 3 3 3 3 3~ ~xxxxxxx 0 0 0 0 0 0~ ~xxxxxxx 0 0 0 0 0 0~ ~xxxxxxx 0 0 0 0 0 0~ ~xxxxxxx 1 0 0 0 0 0 0 0 0~ ~xxxxxxx 0 0 0 0 0 0~ ~modfolder/CLABxxxx.2da~ // <-----this row ~K_P_H~ ~0x00004000 6~ //Baseclass-Paladin ~******~ //so the actual HLA table in use is lu******.2da ... Well, all I can say is that this works for PC. Now, you can of course put this just before the ADD_KIT: COPY ~modfolder/CLABxxxx.2da~ ~override~ ADD_KIT ~x~ ... And then of course use instead: ~override/clabxxxx.2da~ // <-----this row
  12. It depends on how the items have been modified, as the old system is still ran in the background... as the Long Sword(sw1h04.itm) can use either Large Sword or Long Sword Proficiency, but not both... and there are mods that make the BG2 items use the old system and then updates the proficiency system to use them too. Well, one can check the game play feedback... but one can also check it by force join the creature with a cheat( CTRL+Q ) and then check the creatures stats.
  13. These: The 3 mage spells are gained from the 12th levels GA_xxxx's, so GA_SPRA301, GA_SPRA302, GA_SPRA303.The backstab is gained at levels 1, 9 and 17, by the AP_SPCL332 And the +20 to stealth is from AP_SPCL331 at level 1... So basically everything but the charm animal that's the GA_SPCL311... just like the basic ranger.
  14. Well you could use this: // change regular spell to innate DEFINE_PATCH_MACRO ~spell_to_innate~ BEGIN READ_LONG 0x64 "abil_off" ELSE 0 READ_SHORT 0x68 "abil_num" ELSE 0 READ_ASCII ("%abil_off%" + 0x04) "bam" (8) // reads the bam filename from ability WRITE_SHORT 0x1C 4 // sets spell type to innate (4) WRITE_LONG 0x34 1 // sets spell level to 1 to avoid scripting issues WRITE_EVALUATED_ASCII 0x3A "%bam%" #8 // writes the bam filename from abilities to spell icon FOR ( index = 0; index < abil_num; index = index + 1 ) BEGIN WRITE_SHORT ("%abil_off%" + 0x02 + (0x28 * "%index%")) 4 // changes ability icon location to innate (4) READ_SHORT ("%abil_off%" + 0x12 + (0x28 * "%index%")) "speed" // reads casting speed PATCH_IF ("%speed%" > 3) BEGIN WRITE_SHORT ("%abil_off%" + 0x12 + (0x28 * "%index%")) ("%speed%" - 2) // reduces casting speed END ELSE BEGIN WRITE_SHORT ("%abil_off%" + 0x12 + (0x28 * "%index%")) 0 // makes instant END END END COPY_EXISTING ~sppr410.spl~ ~override/*******.spl~ LAUNCH_PATCH_MACRO ~spell_to_innate~ It makes an innate by default from the COPY_EXISTING ~X~ to be the spell ~*******.spl~ The spell name can only have 7 letters so that's why there is only 7 *'s. And then you put this into the EP#Needl.2DA: "GA_*******", without the quotes to the right spot in the table (so there is no .spl) .
  15. And also one has to remember that other spell visuals might alter the appearance of the actions the character makes... say you have a Haste spell on the attacker, the character might seem to attack the target 10 times per round while it only does so a few... the game feedback might help in this: Options -> Game Play -> Feedback -> The sliders to maximum & To Hit Rolls *active.
  16. I'm sure you already knew my reply when typing something like "-20 base AC". I'm open to discuss something like Ardanis suggested (adding 3-4 AC points) but I'm not going to add such a ridiculous amount of AC (21 points more than vanilla? really?). And I know you love lvl50 mod just as well as you know I'll NEVER remove the lvl 20 cap used in PnP for tons of reasons (why not a Magic Missile that goes up to twenty missiles at 50th lvl?). Hmm, can I interpret that you'll do it then... don't dismiss the idea even though my spelling would make it sound bad at first glance. That, as you'll cap the spell to the 20th level, you'll still follow my suggestion and lower the AC of 2 with 3 or 4 points at appropriate levels when the caster level approaches the 20th? As that's all I wanted... Am I twisted or what?
  17. Yeah, but you're actually suggesting to make it create an Elven Chain Mail +7 (no spellcasting failure, no encumberance, ...), not a "normal" +3 plate mail. Anyway, on one hand I wouldn't mind to make this spell (and Ghost Armor too) more appealing, on the other I fear an even better AC may be really too much for a class which is actually supposed to have bad AC. What's the point of fighters if mages can use Spirit Armor + TT to be just as effective as them on top of all the other great spells? Spi, spi, no spirit armor here. And there is a typo in there, as one of the Level 4's needs to be Level 5. Now about the spell, and Ardanis suggestion... the though is that if we enhance this spells AC bonus, we also increase the damage... so when the SA'ed caster runs out of spell duration, he could be dead... as the 6d6+fight damage taken from a few fireballs could kill the mage easily... And then just about the spell... as the spell is a 4th level spell and the -2 is way too much for BG1 random spell and the AC of 2 to be a bit too weak on level 40, I propose to making the spells AC increase as the caster levels up to the 50th level with the AC then being near -20. So that in plain language is, The spell set the casters AC to 2+ (-1 per 2 levels after the 7th level) that and the 6d6 damage to the caster after the spell expires.
  18. Huh, they're death/scripting variables? For some reason I thought they were dialogue files, though as I've said before, I'm not a dialogue whiz. In that case then they could be 32 characters instead of 8, yes. But then I also recoded it not to use the pdialog values due to errors with it being biffed, so I'll have to double-check the .dlg or .cre names anyway (which can only be 8 characters max). I don't exactly even know what they are, but the death variable sounds right... see, if you open the pdialog.2da in the normal game(with Near Infinity), you can see a lot what's what in the npc dialogs, and you can see that there is "HAERDALIS" in the first row or column, or whatever you call it, which is more than 8 letters, so there... and the CA doesn't have any of the normal identifiers there, cause the NPCs have been replaced.... plah plah... this would take hours to complete, si O dno't.
  19. Well, those variables can have 9 letters as the pdialog.2da is a text file from where the variables are taken, as the variable is not a file itself within the game.
  20. I can easily do the CA testings... Hmm, I would like to see the solution... cause if it's some exact requirement stuff, it might change between the CA's versions... although, as the WeiDU already has the .are identifier which makes the game_is(x) -function flag CA, it could work well... ... so it might be best to use in this, never the less, I have to see the solution, as I coded up a version that had 1 CA NPC working... but then again I broke the whole other parts of the mod to do it. So if anyone have a semi-working improvement(to include the CA's npc's), I will certainly like to try it, and I'll then be able to provide you some help even in the rest of the coding... the NPC variables for CA's NPCs etc minor stuff.
  21. You did know that there is a random chance that one gets a random encounter? ... somewhere between the Baldur's Gate Bridge and the Friendly Arms Inn, there was 6 archers, and my thief died. Reloaded and didn't meat them again. I found the Gorions letter addressed to me in the Candlekeeps area(k#2612), so . Also found the Bastard Sword in Taemon's Smith(sp?) in Beregost, the Ring of Wizardry in Friendly Arm Inns map, outside the outer wall. And the Ankheg Plate Mail in Naskel.
  22. Nor can I... after all, I will try to help people as a tributes to the modders that I have seen to make good mods, and that's all I am going to 'pay' them. Of course the help might come a bit off as if I would be grateful, but that might be just the lack of real English language skills. But some of those 'professionals' really should consider their attitude if it's anything like(let's not start another war, shall we)... after all they aren't actually going to get payed for the stuff.
  23. That's BUT_ONLY_IF_IT_CHANGES working as expected. Do you mean the BUT_ONLY ? As it doesn't matter which you use.Ah, but the question is, do you need to copy the files in the first place? As in, do you wish to waste the time just to waste the time? As the install instructions should say that you need completely clean EasyTutu, and you might want to check that the install is clean, but not copy just to copy.
  24. This is not so much of a bug report than just an install report. Now, as I have not done much else than installed a part of the mod, I'll attach the archived debug. As you probably can see from it, it was installed with warning, probably because I hadn't any other mod installed before the Shadow Hand. It also contains a lot of these: So I am asking; Is this purposefully done as you'll be editing those areas later, or something... as you said, the EasyTutu needs to be clean, and so I had a clean install, meaning that you wouldn't need to do the above thing, as the Tutu should have done so already. Oh cheese, and now I just noticed I installed just the ground works and not the actual TC, ouh cheese, well guess I'll have to actually install the TC too. Later then. Debug.zip
  25. Strontium Dog can probably help you better than me, because I personally never worked on compatibility between SR and spell50 mod for obvious reasons: it's like asking me to vote for Berlusconi. Well, I looked up an answer for Strontium Dog for that question(from the mods .tp2 file), and the answer is surprise surprise that you need to custom make the spells just like the 50th level spells have been done, as it just copies over pre-made spells and it doesn't even patch the description, cause it doesn't have to... cause the cap was never actually announced, in most spells or the player would presumably know, wow. So if Polyphrast wants to make the spells reach the 50th level, he needs to reproduce the spells so they can reach the 50th level copying the effects etc how ever it's done. And I would presume that he is free to use your work Demivrgvs, cause you weren't payed to do what you did and it's distributed freely as long as he gives you some kind of credit if he then redistributed the resulting works and they have to be free.
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