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Jarno Mikkola

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Everything posted by Jarno Mikkola

  1. 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")
  2. 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.
  3. a) Yes.b) Well, Demivrgvs would only need to borrow NiGHTMARE's code to do it. But first, the code needs to be tested, first without the SR and then with SR, and then publish. So on you go, test puppet, go talk to NIGHTMARE...
  4. Well, probably because you can't. Dispel/Remove Magic is not considered a 3rd level spell, its level is set to 10, which allows it to bypass liches/rakshasas immunities as well as any Globe of Invulnerability. I never changed this "feature" if you're asking, it has always been there. (that's how the binary math works)Hmm, don't you think it should be fixed? Question cause you were once thinking of this... After all, the enemy mages are going to always be levels higher than the Players... As in, the description says what it actually does. Hmm after a rethink- are you sure it wasn't this? So it wasn't you... but. Re-re-thinking. So originally, the GoI is not dispel-able, so it should prevent the dispel/remove spell spells dispel tries entirely! This is what you get at 5am. Re-Edit, ...but it doesn't, so the whole idea of the spell is totally fracked... Nice!
  5. Remove magic is 3rd level spell so Minor Globe of Invulnerability(4th level spell) works wonders against it. Unless you have a modified Remove magic casted on you.
  6. It's not a priority imo, but it would be cool to assign a more appropriate description to each area. But the problem become with BGT etc, large mods that do not have the flags and if you use the count of creatures, there are several mods that alter the areas creature counts, and to me, the desciption should be somewhat unique to area... So why not make the effect none cumulative with itself, just with itself.
  7. unless the animal is hit by the player.Yes I know, but if you don't hit them, they are neutral to rangers/druids. To other classes they are directly hostile (at the moment I know only that this depends on bears...: - Bears get not hostile if a Ranger is nearby) There is also some dogs, wolves and other animals that belong to the True Neutral category that do respond with the Rangers none hostile action in BG1 part of the whole Megamod, but they are pretty rare, as the animal needs to be none hostile to start with, which most of the bears are, the others need to be "re-build". Tracking, yes... and I think that the exact ability is given to the PC(no matter what the class is) a lot earlier than as a HLA by at least one mod. The harder matter is that not all maps have the map flag that says what the ranger or anyone else is able to see in the tracks about the areas inhabitants.
  8. If you upgrade(uninstall if it's installed, remove the old mod files and apply the new) the mod to v2.1 from here... it doesn't have that anymore.
  9. Conceptually I agree with you, but it can't be implemented because aura-like effects (with cast spell on condition) have been proved to cause a few issues. Aura-like effect, what? If we make the casting of the spell right, we make the animal cast it on themselves, thus there is no aura-like effect, but script launching one... something like: IF Allegiance(Myself,ENEMY) GlobalTimerExpired("Animal1","LOCAL") See(*) THEN RESPONSE #100 SetGlobalTimer("Animal1","LOCAL",20) CastSpell(**) END ... Where the * is appropriate ranger or druid, and ** is a self targeted spell that makes the animal become neutral if it fails save. Drizit Des'Urdan, who? The game was set to a period in time when Drizzt wasn't dead, yet... so you perhaps might want to look for more appropriate reference, someone who was more generally known(perhaps even Montolio Debrouchee). By the way, Drizzt is Fighter 10 ->Barbarian 1 -> Ranger of Mielikki 5... so in BG1 when the player sets out, he really wasn't that well known ranger... ... unless the animal is hit by the player.
  10. Ups, so it's not there... I could see the Ranger having few 6th level spells on levels 39-50. No. One reason is that the hostile flag removes the invisibility, a feature that is needed for Charm spells... I am talking about the general animal behavior, and thus their Scripts. Of course it might not be in the scope of this mod alone, but... if a high level ranger would be able to charm some summoned War Dogs with his mere presence to fight against their summoned, an evil Conjurer, it would be stylish. With his mere presence... cause the War Dogs can have whatever resistances they wish, but they are still subject to the Rangers presence(with a saving throw against the effect, on every 2 rounds/turns... the smaller time episode ), and the Ranger should never have limited amount of them during his 100 day march throughout the realms without sleeping. Well, the Rangers and Paladins have the XP 'penalty' and other features that should take them down a few pegs.
  11. - The Animal Empathy should be actually made with a proper race scripts to all the animals + summons... for example if the animals is neutral, they won't go to hostile (like in BGT-BP, Classic Adventures and other mods) when the ranger or druid is near them. Now, if we wish to then expand this, we could give the script more power to tame the beasts and at higher levels make the hostile animals join the ranger/druids against their original (fallen*)masters. *Fallen, cause for example, I do not see how the Beastmaster in the Copper Coronet actually could have been thinking for the best of the animals, by putting them to the arena for the entertainment. - On the casting, are you thinking at all about the Tweakpack, as it already gives the possibility to give the higher spell levels, and brings all the tables to level 50.
  12. I don't think that you might wish to do that cause most of the enemies, at least the high level mages etc. in IA are immune to Time Stop, so they'll slather all the rest of your party while you get nothing but few stunned NPCs. What other mods do you have installed, cause some might cause those kinds of incompatibilities... So copy us your WeiDU.log's content once it has been opened with Noteopad.
  13. I too look this time to time... now, if the areas could also have a listing of their original BG names, it would be just a tiny bit better.
  14. Erm, well, if you have them, then in a way not... But know that, the mod only works in a EasyTutu based game, so you have to make the EasyTutu game from the unmoded BG1&BG2:SoA&ToB games, and then put the BG:SH TC into the EasyTutu -made folder, to make it work.
  15. NO MORE PLOT REVELATIONS, please! Now, as this is a TC, we shouldn't need any other mods but the EasyTutu, but are there some that won't be compatible with it in this list, if installed after the Shadow Hand TC, except the NPCs. Spell revision.
  16. If you truly wish to make it epic, make it Mega Mod with a M. Download all these especially the .pdf file and read it, load the mods from here(it's in both German and English), and run the .bat installer that comes in the BWP Installpack. And this is the 'live update' version of the changes etc. you can't find in the .pdf's. Forum modifiers, time to split the topic, perhaps?
  17. C's and thank you's. And thanks for the belt of lore, just gona have to put it on(Girdle of Cognizance).
  18. Once you have opened and made the setup right, you can open the save game... You go to the Affect table by scrolling the top right arrows until it comes up, you click it when you see the Affects and it activates, you just have to remove the negative affect you gain from the kit by selecting it and pushing the Remove button(the affects name starts with 0x00BD), then just you need exit as is gives you the save selection, you save and you are done... you load up the save and play from there. You should also remove the "Experience" Affect as it makes you to have the percent number on from the total, it should be 85(%) on Param 1, so remove it.
  19. That can be solved with little knowledge, and the Shadowkeeper, or other save game editors, by removing the Affects. Do so preferably before you re-kit him/her.
  20. Well, you are lucky with the Geo Sorc as you can re-kit him/her as you did in the Tutu game(presuming you did use the v2 or later version), as you can't actually have kit's in BG1. Now, I don't know why the kit's won't stay as same when you export the char, but it might have something to do with the need to use the exact same character/kit altering mod order in both games.
  21. To be more specific on Fyorl's request for clarification: What kind of WeiDU-code are you looking for; Do you have the items? -thus they can be overwritten into the game! Or do you want them to be patched in which case it's a bit harder, I imagine... Do you have the item descriptions ready? -and want them to be overwrite the ones in game or patch them? Proofread etc. Or is it dialog you want to make the items have? Item checker, upgrades etc. Sounds? Item icons(.bam's) etc. ? Something I left out? Perhaps the solution to all your problems might be found here, by using the request form needed. Or updating and dumping the already submitted request.
  22. Would anybody like to show the pictures, instead of just pointing url's for them, so it would be easier to compere? For example ImageShack gives this service for free, you know.
  23. I'll comment when I'll get a change to play this, and if I get to play this. So...
  24. Here's the one, the Blue Wizard from Icewind Dale, more can be found from here. Thanks to Child of Bhaal. Or from here.
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