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Jarno Mikkola

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Posts posted by Jarno Mikkola

  1. 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.
  2. 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.

  3. 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")

  4. 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:

  5. 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:

  6. 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.
  7. 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.
  8. 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")

  9. 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.

  10. Could this by any chance

    a) be implemented at all?

    b) If so in a future SR release, as I hope SR v3 is closing in :(

    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...

  11. Dispel, Minor Globe of Invulnerability & Spell Immunity
    Oh boy, I never thought about using minor globe of invulnerability against remove magic :(
    Well, probably because you can't. :D 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.
    whistling.gif (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...

    Unless you have a modified Remove magic
    As in, the description says what it actually does.

     

    Hmm after a rethink- are you sure it wasn't this?

    aTweaks v2.5

    ~SETUP-ATWEAKS.TP2~ Install Component 103 [Allow Dispel/Remove Magic to take down Globes of Invulnerability]?

    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! :DThis is what you get at 5am. Re-Edit, ...but it doesn't, so the whole idea of the spell is totally fracked... Nice! ;)

  12. This isn't really feedback its a question, but I am having some issues as a multiclass F/M. In the first round of any fight all my 10-12 pre-buffs always get remove magic'd...I just can't compare with their caster level 18 or 20. Is there spell of 6th level or lower that can protect against this?
    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.
  13. Tracking
    That's not a difficult matter. Frankly speaking, to a certain degree it can be algorithmized to attend every area present in game.
    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...

     

    Archer

    2) yeah, it seems appropriate, but -1/2 apr is devastating against non fighter classes imo, and even against fighters with 3-4 attacks per round you'd be taking away 2 full attacks per round, pratically nullifying target's apr. Ability score draining effect must be handled with caution...

    So why not make the effect none cumulative with itself, just with itself.
  14. - Neutral animals get not hostile if the Ranger is nearby......
    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".

     

    I don't like the "Track Reading (I hope that's in English)" as a HLA. You get it very late in the game and compared to the other HLAs it is not a real HLA for me. This should be a normal ability for a ranger. Why he can't read tracks earlier? Is it so hard for a ranger? Normally, I think not.
    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.
  15. So is it basically impossible to play IE games in 1280x800 using this mod since the mod restriction says that the X value has to be different than 1280? I'm using a laptop with a 15.4" screen and I believe my largest supported screen res. is 1280x800. It'd be nice to play some of these games without them looking all stretched and stuff. :crazyeyes:
    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.
  16. Animal Empathy
    I am talking about the general animal behavior, and thus their Scripts.
    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.

     

    New Description...

    " The most famous of all Toril's rangers is by far the legendary drow Drizzt Do'Urden."

    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...

     

    - Neutral animals get not hostile if the Ranger is nearby...
    ... unless the animal is hit by the player.
  17. Casting Ability...Are you sure you're talking about Tweak Pack? As I do remember such a tweak but I don't think it's within Tweak Pack. Anyway I don't think the two tables would be the same, especially because most mods that aim at level 50 are slightly overpowered for my tastes and because we're talking about changing the progression to grant rangers a few spells at lower levels.
    :crazyeyes: Ups, so it's not there... I could see the Ranger having few 6th level spells on levels 39-50. :D

     

    Animal Empathy

    I'm not sure I'm following you sorry...isn't a simple charm spell not flagged as hostile what we're looking for?

    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. ;)

     

    I've got mixed feelings about earlier spell use. On the one hand, having to wait until 8th level to cast a spell is a big penalty. Cleric THACO tables aren't that much worse than fighters', to justify the wait. But then, regular fighters don't ever get to cast spells.
    Well, the Rangers and Paladins have the XP 'penalty' and other features that should take them down a few pegs.
  18. Notes:

    - Animal Empaty: I'll simply revise the Charm Animal ability to be more effective, increasing its effectiveness as the ranger gains levels. Anyway this ability surely can't become really useful within BG.

    - 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.

     

    - Casting Ability: without SR this probably wasn't too great, but I'm quite sure SR makes it much more interesting. Should we allow Rangers to reach 4th level spells as their cousins paladins? Is the current progression fine or should we allow spellcasting a little earlier?
    - 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.
  19. First, I really miss Improved Alacrity, as it was the centerpiece of my strategy when playing as a vanilla Sorcerer...Might it be possible to feature IA as some sort of "final" HLA that's only available to the GeoSorc once you've progressed through all four branches?
    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.

     

    Delayed Blast Explosion doesn't act as a trap at all, rather it detonates immediately, regardless of whether anyone is standing close by. I'm also getting a weird animation glitch in that it uses the Entangle animation rather than the Fireball animation. It still deals the right amount of fire damage, but it acts more like a normal Fireball.
    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.
  20. Pardon my technical ignorance, but if I have BG1 and SOA/TOB installed, I don't need to worry about getting tutu, correct?
    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.
  21. 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. :p

  22. For my part, thanks for the effort you have put into working on BG, I may not have played in a few years now, but I fully intend to play a game of epic proportions across BG-BG2 once I finish university (only a few horrible months to go).
    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?

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