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Posts posted by Jarno Mikkola
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1 hour ago, Yovaneth said:
finding ways to force the Infiinity Engine to do things it wasn't designed to do
That's what DavidW said when he was developping the IWD-in-BG2. Did you put the squarels to mind control the stuff ...
By the by, what this Infiinity engine ?
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2 hours ago, raindare said:
Also, speciality priests fail to install because %CLERIC_STORM_SHELL% cannot be found. Copying the spell into override and naming it as such worked though.
However, then this happens:
ERROR: Failure("splconv cannot autogenerate new names for spells outside the SPPR/SPWI namespace")
Erhm, did you check the spell.ids file for the convertion ... or did you just assume that you could name the file as CLERIC_STORM_SHELL.spl... the later won't work, cause readable name is a quick identifier, not an actual file name... cause you can only use 8 character file names.
https://gibberlings3.github.io/iesdp/files/ids/bgee/spell.htm for reference on the spell.ids file.
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I will also state that the original BG1 game, the stack size was 20 arrows, and the Tweaks can be installed on it so... 40 in that case is helpful(at leat arguable).
And no. Nobody reads the readme's.
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5 minutes ago, ktchong said:
me the option to install that component (as if I had already installed it.)
This is likely a mismatch of the component numbers. Were both of the mods the newest versions available ?
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1 hour ago, paladin84 said:
(assuming its width and height are divisible by 64)
I don't think it needs to be. As the tiles can always get more empty black, and the BG2EE game does it in either way if you go to look at the map border. Or your map is smaller than the whole screen. It might have been the case in the old BG1 games... but the widescreen mod went around the issue by added empty tiles, when needed.
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55 minutes ago, DavidW said:
I've renamed this to be a bit more informative!
Nice.
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You can make subcomponents, that have different settings(aka at install time you get to choose which one the mod isntalls, and you can never install BOTH)... not at all sure how you would use those, but I think that you can avoid using ACTION_READLN here... and you don't want to set values in an ALWAYS component... for cheese sake. You can set functions up in it, but you run the functions in a (sub)component.
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5 hours ago, Moonboy187 said:
the author had managed to import the Frost Giant model, Cornugon, Cylcops, animations and sounds into the game and it works perfect, so it is possible to do.
This can be done to an extend... problem is that when you do it, to a more, you replace other creatures animations with new ones(or rather you use the old files names as the new files, by replacing them). There's no room for more, than the predefined list. The Infinity Animation mod, which only works in BG2, and is included in the EE games without the animations, can extend that list by editing the games start .exe (in EE games, it's done a little differently). But no one has done anything like this to the old game,... cause it's OLD and the BG2 exists.
"That's all she wrote":
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5 minutes ago, Morgoth said:
...
Then I solved it. And I deleted the post.
Wanna know what was the issue? I was a paladin and I had only one spell available for level 1, so I got "detect evil" as my only spell, but the white was so faint on the spell, that I didn't realize the spellbook was already with the spell being "memorized" set there. So you will have to realize there was 0 reasoning to leave the topic there and the post too.You do realize that that could help other people with the same problem ? Not to mention you could also high light which kit that was ... and so on. But no, you want to be not cooperative, delete all things ... bad actor. Now, I do realize that that might not have been your intention and so on. But more info is usually better than "Delete this post, I order you !" one.
Note that I disagree on many things with Bartimaeus, but not on this one. -
When it comes to the summoning wand, the BG1 and BG2 handled the two very differently because the game wanted to run fast, and if you have 20+ minnions, it won't, at that times computers. But todays, it should be possible(in the EE games). And so the game(non-EE BG2) limited the summons to be 5+1, via the gender flag in the creature itself. But you can remove that in EE's by flexing the summon cap file(don't have the geme, so can't check the exact details).
The reasons all the wands are lower than x power level is that the spells themselves needed only that level x level, as it's the spell level ... not the cast level it's casted on. The fireball for example should be cast as if the caster is level 10 mage, meaning it will do 10d6 damage, not 3d6.
What spells are availble on wands is then a question of complexity, as you need the item, and the .spl file that is not the native spell, that doesn't pop out from no where(including the item visualization). And no, we are not all artist that can do pixel perfect reflexions of viaualizetions of our dreams.
So if you Bardez want to create all the level 1-9 mage and level 1-7 cleric spells, go ahead. -
19 minutes ago, subtledoctor said:
When SCS is installed, I believe Breach gets a new secondary type, "BREACH." In which case it would indeed be blocked by SI:Abjuration. I do not know, however, whether @DavidW intends Breach to be blocked by SI:Abjuration, or if this is an unanticipated side-effect of a change he made for other reasons. My guess is that it is intended - it mirrors how Breach bypasses Spell Deflections and Spell Turning in the unmodded game, but cannot bypass them when SCS is installed. I supposed you are meant to remove the Spell Immunity with a Spell Thrust etc. before being able to Breach your target.
It is very much intended behaviour, and the Spell Thrust is the counter to SI:Ab and other such protection spells (read Spell Deflections and Spell Turning)... and then you need to see the mage(remove invisibility or other stuff,) after which you can breach. Or just use MORE force...
Which then is canceled by the wizard having layers of other protections like Contingency... that fires when the mage is hurt. Which just needs another round of the same thing... and total of 6 mages to counter 1. -
33 minutes ago, Moonboy187 said:
Has anyone attempted to do this before?
To BG1... you are dreaming man.To BG2, yes, it has been done and it's technically VERY HARD... to impossible, so the IWDEE was done to sell it as a product instead .. and it took purchased code parts of the mod to make the game.
Yeah, the animations, those are possible, but you got to do like 10 years of reverse engineering ... of a BG2 mod, and do that in BG1. Also, there 3 versions of the original IWD(1). The unpatched, the patched and the "DLC-ed" versions.And then there's the IWDEE... which is easy to import to BG2EE, as there's a mod for that already. So you are going back to reinvent the wheel, when we have aircrafts, and formula 1 cars. -
4 hours ago, Morgoth said:
Yup.
Some notes:
I dual classed in BG1 from level 9 (300.000 xp) but I almost finished the game. I need to do only Balduran's isle and kill Sarevok, so I doubt I will be able to get 300k xp back.
I didn't do most quests; I used the xp values from bg2 for both traps and spells.
Still the game was not played optimally (party of five), nor I've done many quests, nor I went into any house to lockpick because I played good.
Let's see how boring playing a castrated cleric is.Or you could just:
C:SetCurrentXP("300000") C:SetCurrentXP("0")
... and have far more fun.
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The vanilla BG1->BG2 characters stay the exact same.
Other mod added NPCs no so much, depends on the mod of course, but it's fairly unlikely that they would usually support EET as a whole. Cause most of the mods were made for other game forms. -
4 hours ago, Guest Kyros said:
H...
Weidu.log, and on what other can you tell me about the install ? Say are you on some other than on PC.
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12 minutes ago, jacklhoward said:
or should i install the mod and change the ini within the game directory?
This... but you need to alter the setting BEFORE you install the mod.
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weidu.log ? Open the file with notepad and copy paste the information to a post.. or attach the file. The file is a text file as you should know.
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23 hours ago, jacklhoward said:
Hi. sorry for troubling you again with questions.
Here's an advice, that if you intend to do the opposite as you were told to do...
Test the install. That is, when you have a component you could like to install, you can install just that component during when you install others, but then quit out of the weidu process from going further with the Q + ENTER, when it asks input. Then test it in-game, and then see what you get. Start a new campaign with ranger/cleric multiclas character. After you have done the test, you can continue your mod installs as you like, and the installer will ask if you would like to alter the old(+ install new) or add in just new components... and you are safe to uninstall the old component.
So you can install all the mods step by step... and to do that, you just need to run the setup-modname.exe in the game directory again, that you already used.
The only real exception is the SCS. But that's because it's really not a single component thing, but a library of interdependent things, unlike many other mods. And it can take hours ... in a large install base. -
11 minutes ago, mickabouille said:
I'm a bit puzzled by the posts that appear to have been made while the forums where down, like the top 3 topics in http://www.shsforums.net/forum/268-infinity-engine-modding-news/
Don't be, they are made by a RSS/SSR feed or what have you, that just repeats it there.
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2 hours ago, Karrgoot said:
Do you have eny idee how to fix thise invalid number error
Likely fix is, remove the game from the Steam Deck, then either:
1. verify the file intergrity via Steam, or... on your PC copy of the game.
2. uninstall the game on your primary computer, then remove the game folder ... then reinstall the game, then install the Siege of the Dragonspear add-on, or just install the game with it on already. .. on your PC copy of the game.Then start the game, and set the language you want to play it with. Then exit the game.
Then the crucial step you didn't do before, install the DLC Merger mod( specifically download and extract the win-64bit-A7-DlcMerger-v1.5.zip -file, and run the setup-DlcMerger.exe file and install it), this is to allow you to modify the game as a whole, and so you will no longer get the invalidf strings notices.
Then install all the other mods you had before. Then move the game to the Steam Deck ...
Also, you need to extract the mod files into the primary game folder, not the override folder... and then run the setup-modname.exe files.. in case it wasn't clear. -
48 minutes ago, InKal said:
effective AC 40
I think it's time to summon some goblins, cause that high AC vs Thac0, everything can hit it and never miss, except with critical (misses)-s.
Anyways, this ought to be good. -
Get Near Infinity and open up the MOS folder. https://gibberlings3.github.io/iesdp/file_formats/ie_formats/mos_v1.htm
The files you wish to remake all start with "startxyz" -names, at least in BG1EE. Basically they are just pictures, in the above format.
To see the rest of the structure, you want to see the start.chu file. -
4 hours ago, jacklhoward said:
does the ranger's racial enemy carry over from bg1 when you transit to bg 2 contents if you play classic bgt?
Yes... well, as the game just adds maps, the transit is just in game cinematic and a teleportation to a new/old BG2 start, there's no interface you can reset it at.
And you don't need the Tweaks to play the original way, which is what the cleric / ranger multi class is. But there is a tweak that can adjust this in the Tweaks mod. BUT YOU DO NOT NEED TO INSTALL ANY NOR every single one of them, as everyone of them is a choise you get to make, during install. Talking about the -
QuoteAlter Ranger Spell Progression Table (previously known as Rangers Use Icewind Dale-Heart of Winter Spell Tables [grogerson])
-tweak. Just Skip it with S.
Also the G3 BG2Fixpack doesn't alter the game rules, like spell selections for classes, it just fixes a few of the originally broken scripts, and sets a few more of the creatures alignments to be a bit more lore accurate, that's the largest thing it "tweaks stuff" in.
And SCS generally doesn't touch the players own spells, except the anti magic ones. So no R/C spell table edits either here. -
I would need the debug log, aka, the setup-widescreen.debug to know a little bit more about the install of yours.
[SCS 35.9][IWDEE] Mummy "Unable to Heal" on hit effect doesn't have a status effect icon
in Sword Coast Stratagems
Posted
Well, technically you woud only need to remove the opcode protection effect... but I would suggest first to to use remove nad cure spells, from a town clerics.. but if it doesn't work, then use the EEKeeper to remove all the effects if you like.. to continue the game.