Jump to content

Jarno Mikkola

Members
  • Posts

    8,937
  • Joined

  • Last visited

Posts posted by Jarno Mikkola

  1. So, I need to create a modified version of SPPR410
    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) .

  2. Reflected Image
    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.
  3. 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.
    I'm sure you already knew my reply when typing something like "-20 base AC". :D

    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... :hm:

    Am I twisted or what? :)

  4. Spirit Armor
    Enchant Weapon brings forth a +3 weapon for a full day, so why can't the same level spell create for 10 turns a +3 armor, which also pretty often stings for ~20 damage?
    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? :hm:

    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.

  5. 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.
    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. :)
  6. I coded such a check already even before I requested the GAME_IS WeiDU addition for CA, so that should work the same. But I did notice that some of the variables you provided can't possible be right. TCAESDALE and TCALEIGHA for example, are 9 characters whereas the maximum is 8 in the game engine. I suspect cutting off the last character would produce the valid names, but I'll double check in CA unless you want to save me the trouble.
    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.
    ...
    REQUIRE_PREDICATE (FILE_CONTAINS ~override/pdialog.2da~ ~SUFINCH~)
    ...

    You can use the pdialog.2da variable as a predicate for the component...

  7. I cannot test BH or CA, or DSotSC, etc., so somebody else is going to have to test that.
    I can easily do the CA testings...

     

    I added the code for most "approved" mod NPCs locally, including Gavin etc. but I don't think I got through all the CA NPCs. Think I changed the pdialog.2da check to something better also, but all that was with a previous version
    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. :laugh::):(

     

    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.

  8. 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

    apparently I am the Bhaalspawn and her son

    . :suspect:

    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.

  9. You just can't understand the people who treat making quality mods as a real job, instead of making mods for fun.
    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.

  10. Not copying [FW0004.ARE] to [override/FW0004.ARE] because it did not change
    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. :suspect:

  11. 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:

    Not copying [FW0004.ARE] to [override/FW0004.ARE] because it did not change

    [./override/FW0005.ARE] loaded, 1808 bytes

    [./override/FW0164.wed] loaded, 2542 bytes

    Not copying [FW0005.ARE] to [override/FW0005.ARE] because it did not change

    [./override/FW0006.ARE] loaded, 2532 bytes

    [./override/FW0155.wed] loaded, 3584 bytes

    Not copying [FW0006.ARE] to [override/FW0006.ARE] because it did not change

    [./override/FW0007.ARE] loaded, 2456 bytes

    [./override/FW0156.wed] loaded, 3712 bytes

    Not copying [FW0007.ARE] to [override/FW0007.ARE] because it did not change

    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. ermm.gif

    Later then.

    Debug.zip

  12. 2. ... Is it possible, after installation of Spell revisions, to remove the level cap of spells by simply adding effects in NI? Or would I have to make a more complicated approach?
    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. :hm::thumbsup:
    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.

  13. Somehow when I want choose the battlerager kit for dwarf the wording change into "sendai's potion" in the selection screen and the description page says shockwave.

     

    Is this bug because of others mod that I install?

    These are all the mod I install in order:

    1. G3 fixpack

    2. Ascension weidu

    3. NPCkitpack

    4. Romantic Encounter

    5. G3 tweakpack

    Well, there are few things that might have broken your dialog.tlk, from which the descriptions are all read.

    1. Did you have new install? Clean full install that's patched to the v(2.5.)26498 without any other none WeiDU mods...

    2. Did you uninstall/reinstall to update some mod? One shouldn't do that, if anything just overwrite the game files and live without the new descriptions, unless the mod is officially updated so it's a patch, not the full mod, which none of the above have been.

    3. You did start a new game after you installed the mods, right?

    4. The Ascension-WeiDU mod still overwrites few game files, so today it's recommended to install the Ascension component from BPv179 that just came out... but that shouldn't be the problem as you installed the NPC Kitpack after the Ascension mod.

    And if you still have no clue how this could happen, the WeiDU.log(open with Notepad) is the file the WeiDU-mods use to keep record what's installed.

  14. Are you still working on this project? Any new version?
    The latest version is in here, I am quite sure.

    Progress, I am sure it's every now and then...

     

    Is this the fixpack (beside official patch) all I need to install or is there something else I can use?
    I would install them in this order: BG, BGTotSC, patch v(1.3.)5512, BG_FixPack... and then depending on your PC, you might need to configure the game right, like advised in here if you have an NVidia card. And install a few more BG1 mods, and finally then use the Widescreen mod, if you wish to.
  15. False Dawn & Sunray
    Although I can live without them, is there a way for me to manually add them back without breaking too much?
    If you're familiar with Shadowkeeper or Near Infinity it's quite easy to add those spells to your character's known spells list and you'll not break anything.
    Except the preset modder rules... :thumbsup:

    By the way, could you give the spell codes(Resource) the Shadowkeeper shows as your False Dawn & Sunray... as there might be more than just 1 mod that has different code of them. No, didn't check.

  16. I am having issues with using the GM in a BigWorld install. Everything appears to work (e.g. I am a sorcerer, I get the modified HLA's, and get the additional spells from the HLA's), but I don't have the option to shapeshift (currently am level 10) and as of right now I have no druid spells (don't know when you get them, but CLUA'd myself to level 20 and still didn't have any).
    Did your class actually change when you read the book?

    You get the book by inserting this to the console:

    CLUAConsole:CreateItem("CA#AGEO")

  17. any options to Dual Class the human races?
    Well, you can certainly try, but you'll have to try quite hard and use a save to do so. As the character will join you, they'll get the experience added step at a time, you can try to pause when you have enough XP for the first level to advance to the point you wish to dual the char, dual him with the pause on, and then just wait for the rest of the XP to flood in. Of course you can't dual into a Kit etc.

     

    PS, as this is FAQ, when is the next release coming? :thumbsup:

  18. With more in house testing...
    :blush: So? Now you are inviting me into your house to do the testing, not knowing what kind of little angel of hell I am... you like your toes licked, or just kissed? :D

     

    Nah, just kidding... :mwaha: ...and then there is the little fact that I don't know where your house is, well perhaps it's better this way. :devil:

  19. Zrayen (misspelled, sorry)
    Zyraen perhaps. Link to near him these days.
    IF
    <<trigger>>
    THEN
    ...
    END

    I can't remember if that is enough "ends", but the idea is there - the user only sees one of these groups. Mike1072 can probably do something way cool like igi does with arrays, so this can be even wider ranging...

    Yes, it is.

     

    and the only thing left to reserach is the block weighting. I think there were some old posts about whether or not the weighting mattered (#50, #20, etc.) and if the engine actually created the correct ratios, so that 5 equal weights = 20% chance for each, or higher percentage for the first few, or something like that.
    The first is more probable in x=y=z case, according to Miloch SimDing0.
  20. Are there any other NPCs folks know of? The tp2 filename, component number and CRE names should suffice...
    There are few TC mods that this could use the L1NPCs NPC alteration possibilities, for example in the Classic Adventures, although the NPC list isn't finished, as few more is still to come... and the NPCs items are quite restrictive... I have gathered the needed info. Now, as you can see from this:
    //Finch 
    /*
    BEGIN
    DESIGNATED
    REQUIRE_COMPONENT ~level1npcs.tp2~ "0"  @110600
    REQUIRE_PREDICATE (FILE_CONTAINS ~override/pdialog.2da~ ~SUFINCH~)
    
    LAUNCH_ACTION_MACRO ~fj_install_component_variables~
    COPY_EXISTING ~sufinchi.cre~  ~override~
    		  ~sufinch1.cre~  ~override~
    		  ~sufinch2.cre~  ~override~
    		  ~sufinch4.cre~  ~override~
     PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN
    LAUNCH_PATCH_MACRO ~fj_modify_cre~
     END
    BUT_ONLY
    */

    You can use the pdialog.2da variable as a predicate for the component...

    So here's the long list. :party:

    Name: Aesdale Essen

    Dialog var: TCAESDALE

    .Cre files: TCAESDA6.cre & TCAESDAL.cre

     

    Name: Aleigha Ericsdotter

    Dialog var: TCALEIGHA

    .Cre's: TCALEIG.cre

     

    Name: Althon Merchantius

    Dialog var: TCALTHON

    .Cre's: TCALTHON.cre & TCALTHO7.cre

     

    Name: Bergon Erunestian

    Dialog var: TCBERGON

    .Cre's: TCBERGON.cre

     

    Name: Madisil Blodgett

    Dialog var: TCBLOD

    .Cre's: TCBLOD.cre

     

    Name: Blush (Carnistir Vanyalissë)

    Dialog var: TCBLUSH

    .Cre's: TCBLUSH.cre

     

    Name: Buranta Kal

    Dialog var: TCBUR

    .Cre's: TCBUR.cre

     

    Name: Candella Verenworth

    Dialog var: TCCANDE

    .Cre's: TCCANDE.cre

     

    Name: Catharandamus

    Dialog var: TCCATH

    .Cre's: TCCATH.cre

     

    Name: Ceri

    Dialog var: TCCERI

    .Cre's: TCCERI1.cre & TCCERI2.cre

     

    Name: Chaarna

    Dialog var: TCCHAAR1

    .Cre's: TCCHAAR7.cre & TCCHAAR9.cre & TCCHAAR.cre

     

    Name: Dirbert

    Dialog var: TCDIRBERT

    .Cre's: TCDIRBERT.cre

     

    Name: Elora Bonesetter

    Dialog var: TCELORA

    .Cre's: TCELORA8.cre & TCELORAX.cre

     

    Name: Erky Timbers

    Dialog var: TCERKY

    .Cre's: TCERKY.cre

     

    Name: Fala'stra Ketta

    Dialog var: TCFALA

    .Cre's: TCFALA1.cre & TCFALA2.cre & TCFALAX.cre

     

    Name: Icar

    Dialog var: TCICAR

    .Cre's: TCICAR11.cre & TCICAR4.cre & TCICAR9.cre

     

    Name: Ilhara Thul

    Dialog var: TCILHARA

    .Cre's: TCILHAR7.cre & TCILHAR9.cre

     

    Name: Meepo

    Dialog var: TCMEEPO

    .Cre's: TCMEEPO.cre

     

    Name: Narcissa Greycastle

    Dialog var: TCNARCIS

    .Cre's: TCNARC5.cre

     

    Name: Paraway

    Dialog var: TCPARA

    .Cre's: TCPARA.cre

     

    Name: Rihn Haruto

    Dialog var: TCRIHN

    .Cre's: TCRIHN6.cre & TCRIHN8.cre

     

    Name: Rilithar Mistmoor

    Dialog var: TCRIL

    .Cre's: TCRIL5.cre & TCRIL7.cre

     

    Name: Rivian Silverwinds

    Dialog var: TCRIVIAN

    .Cre's: TCRIV7.cre & TCRIV9.cre

     

    Name: Rurik Lutgehr

    Dialog var: TCRURIK

    .Cre's: TCRURIK.cre

     

    Name: Shadow

    Dialog var: TCSHADOW

    .Cre's: TCSHADOW.cre

     

    Name: Terra Lockwood

    Dialog var: TCTERRA

    .Cre's: TCTERRA.cre

     

    Name: Vildamyr Sal'endral

    Dialog var: TCVILD

    .Cre's: TCVILD6.cre & TCVILD8.cre

    And yes, I have asked, and Sir BillyBob said we can make L1NPCs able to modify the CA's characters within CA.
  21. When I installed the game, the class wasn't available from my kits list under druid, sorcs dont have kits, so where is it?
    Read the readme... and you'll find out that you need to create a Sorcerer with:

    - 13 Wisdom, 9 Charisma.

    - Must be of any Neutral alignment.

     

    And then CLUAConsole yourself CA#AGEO item, and then use it. With this:

    CLUAConsole:CreateItem("CA#AGEO")

  22. Good to hear about you... and this mod going along.

     

    Now, if you could say which areas you most likelly haven't and will not touch, like say the FW3500 is totally open, free and mod-abliable with some sort of difficulty level request... we might come up with few ideas, and a list of potential mod makers, not saying I would be one, but.

     

    As I understand the mod is EasyTutu modification, so the areas and other files will be mostlikelly exactly the same... you'll most likelly need to provide the tool you have that clears the areas out of the creatures etc. but that can be done with PM's... just saying that the people have the choise.

×
×
  • Create New...