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Jarno Mikkola

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Posts posted by Jarno Mikkola

  1. 2 minutes ago, argent77 said:

    Considering the engine limitations and the powergaming potential of the game, it's still quite faithful.

    And you cannot throw a lit torch in P&P... ouh yeah, you can. Then why does the player never do that... cause the DM doesn't like the players, and so can disallow that.

  2. 25 minutes ago, argent77 said:

    The current implementation is still quite faithful to the AD&D description.

    Q1: So does the regeneration actually only kick in, in round 3 ?
    Q2: Also with 3 hit points per round doesn't sound correct ?


    A1: No. Cause most battles are over by that point.
    A2: Cause usually in BG, they get up and they are unharmed at the point of their getting up, cause it's technically a different creature. Yeah, cause it's bullshit. This is a computeraized Role Playing Emulation, not P&P game.

  3. The likely problem is that the area map has the black square texture be animated by squares at the bottom of the "tile set". And Android hates standardized transparency. Mac's do it too...
    Also, I don't know where the game keeps the settings data on Androids, but on PC they are in: Baldur.lua -file, that's in: C:\Users\<Windows user name>\Documents\Baldur's Gate - Enhanced Edition .. for the first game.

  4. Why not just make the trolls actually regenerate at a fast speed, and remove the min1hp item ? My earlier suggestion was 10 hit points per round... that can be adjusted by the trolls difficulty. As a one with 1000 hit points probably should have a little more than say one with 60.
    Also, the fire and acid weapons/spells could just "remove" the regeneration effect, by flagging the hitted enemy to be immune to the regen effects(.eff using opcode 98) for a while(say 2 fight rounds/12 real time seconds), via opcode 101 or 321. Also, the player characters should be effected by this regeneration immunity, but you can still heal them, using other effects. As I cannot see a reason for there to be regenerating from fire or acid damage during it's effects. You can regen from fire by being more than 100% immune to it via the protection effect heal.  

    Yes, this will make the trolls able to be defeated by 6 fighters even without fire, easier... as they will be ripped to shreads. But that happens when you put them into a meat grinder...
    And yes, this is possibly an EE game only, cause the 321 effect usage, but the 101 could be used in non-EE games.... as far as I know.

  5. 2 hours ago, Angel said:

    It's P&P accurare.  2e Monster Compendium, Annual Volume One:

    Just to state this... ", a dread wolf regenerates like a troll," -doesn't mean it has a min1hp item, it just means that it can regenerate, if it gets hurt, and is not dead.
    I'll also state that the trolls are badly made in the main game ... and so on. And there's better ways to make them... for example give them 10 HP regeneration, but remove the item, and make all fire/acid spells remove the regeneration effect.

  6. 52 minutes ago, Angel said:

    That is sound advice, thank you.  I'll do that if I can't think of a better way.

    Well here's a trick.. add a few more hit points and just a regeneration ... no min1hp items. You have your regeneration, and no unkillable creature.
    And if you then want to go and make better things, you add a regen immunity to all the fire and acid based attacks, well spells and arrows usually. Or you could ask SCS to do that. 😄 ... cause you know, a man on fire should probably not regen... unless he is made of fire, and then the (fire) damage immunity will do that by itself.

  7. I posted a similar thing else where, and so I'll post this here.
    Here's a weapon proficiency indexing in the ADD_KIT command: 

    //https://gibberlings3.github.io/iesdp/files/2da/2da_tob/weapprof.htm
                   //BG1 ------      BG2                                             Useless
    // ID            0 1 2 3 4 5 6 7 89 
            ~KITNAME 0 0 0 0 0 0 0 0 x x x x x x x x x x x x x x x x x x x x x x x x 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~ //weapprof.2da 
    //               L S B S B S A M B L S A T K S D W C S H F M Q C L S D S 2 S S 2 E - - - - - - - - - - - - - - - - - -
    //               a m o p l p x i a o h x w a c a a l p a l a u r o h a l H S i W x - - - - - - - - - - - - - - - - - -
    //               r a w e u i e s s n o e o t i g r u e l a c a o n o r i a h n e t - - - - - - - - - - - - - - - - - -
    //               g l   a n k   s t g r   H a m g H b a b i e r s g t t n n e g a r - - - - - - - - - - - - - - - - - -
    //               e l   r t e   i a S t   a n i e a   r e l   t s B B   g e l e p a - - - - - - - - - - - - - - - - - -
    //the zeroes are the needed values or the game can remain at the character level up screen 

     

  8. 53 minutes ago, subtledoctor said:

    Dude it’s just something some guy said. It only means something to him. 

    Sure... it's not like the SHSForums had what ... 4000 topics about megamoding and quides, on installing multiple mods to a game.
     

    Here's my 2012 definition:

    Quote

    It had been forever since anyone had put this kind of topic in these forums... I took up the charge.
    So what is Megamoding? It's generally accepted idea that Megamoding is taking about combining two or more of big or small game modifications in one install. The original term only included large mods, but nowadays what's large and what's not is not a size question, but of content.
    And this evolved a lot, and now we are able to install more than 300 mods into one game, if one want to... but none of those are required to be counted as Megamoding, just a general wish to push the envelope to or more than 10 mods, or two of the big mods.
    But as this guide is not strictly aimed to Megamoding, I have also included a lot of other useful stuff, that helps with other Infinity Engine games. This is because the ultimate aim of the true Megamoding is to make a single engine able to run every modification of the Infinity Engine has to offer. :devil:

    ...from a topic that had had about: 180 000 views, before 2023.

  9. 4 hours ago, Guest soulpillar said:

    I think there's a strange interaction with the tweak pack's weapon proficiency option. When I selected the BG1+weapon style option, the the '2H damage bonus' didn't apply and the .5 apr bonus from 2h weapon style didn't apply either.

    Went away immediately once I stopped using the tweak pack's weapon proficiency option and used Skill's and Abilities own proficiency overhaul.

    Not really a serious concern, but it perplexed me for a long time until I fiddled with things enough.

    Well duh, the bg1 style weapons don't use the weapon styles at all. And I don't think the mods option allow you to put points into the weapon style any longer. So maybe the Skills and Abilities needs to check if the tweaks mod is installed yeah..

  10. 1 hour ago, DavidW said:

    The problem (leaving aside whether this is a good idea, just considering it technically) is that caster animations and caster sounds very clearly indicate a spell's school, and there aren't 'neutral' alternatives. 

    Hmm, let me draw you a parable from a real world and I'll try to preface it first by saying that while the first one is super simple, the one is a little more complicated, it takes a bit... or a lot or expertice. The spell difficulty could be similar ... to math.

    Now the parable:
    Just like everyone of us knows, "one plus one" is two.
    We also know that; 2 * (sin x^2+cos x^2 ) is, the same two.

    It doesn't take much knowledge to know the first one( wow ). But the second, if you don't have any math lessions, is a little harder, especially to people that didn't know how to read.

  11. 1 hour ago, DavidW said:

    (Getting rid of the specialist tag more generally is a bad idea, since spell school is tied into lots of other features of the game.)

    Agreed to a certain extend.
    The extend being that perhaps the level 1 and 2 spells wouldn't be specialist spells... just normal mage spells, that everyone can learn and thus also not subject to the special rules the game comes with.

  12. 23 hours ago, DavidW said:

    As a modest suggestion for how SR should fix this flaw: in pen-and-paper second edition AD&D Conjurers only lack access to the school of greater divination, defined as containing divination spells of 5th level and up (just Oracle and True Sight in unmodded BG2, I think). Applying that in BG would be a minimal change, backed by lore, would solve the problem without wider repercussions elsewhere, and would be pretty easy to code (I'd suggest doing it as a quick WEIDU patch after SR installs). A minor variant would be to restrict 'lesser divination' to levels 1-2, given that there are so few divinations above 4th level anyway. 

    Wouldn't this tweak need to be applied whole spell book wide ? Aka, make every one of the spells on be either lesser or greater... and if it's lesser, just get ridd of the specialist tag and make them Universal. And not just divination spells.

  13. Aka, start a weidu.exe in the game folder and push enter until it shows the command console, and then give these two commands to it:

    mkdir change-log
    WeiDU.exe --log nul --change-log xplist.2da >change-log/change-log.txt --out change-log

    And then open the folder the first command makes and you have the backup files there, and opening the .txt will give you which mods edited it and in what order, and comparing the text files (renamed as .2da's) you can see which backup has the non zero values and which ones don't and inso doing also find which mod was responsible .. and yes, the setup-modname.exe -files are just renamed weidu.exe's to take commands from the ralated setup-modname.tp2 -files.

  14. 4 hours ago, Guest Kyros said:

    I was just hoping for someone to come along and tell me to shut up and the mod is still alive and all that :), but I thought Gwendolyne is working on this mod or are there several people involved? 

    In case you didn't notice, skellytz github repository was forked from Gwendolyne's... and it now is "one archive to rule them all", so it's fixed and final... as far as "we" know it. He can of course update it if it needs to be.

  15. 41 minutes ago, Loremaster said:

    Thanks

    Did something similar a while back. Worked fine until I uninstalled one of the installations. I then got some error message and couldn't start any installation at all. I see you have an extra step I. I didn't do your step 2, perhaps it was that. Anyhow, thanks.

    The mistake you made was starting with the game baldur.exe ... as if you try to start the game with that, it will start the games via a Graphical User Interface that reads the computers registery and if it finds nothing -like with uninstall-, it will not give you other options than "install".
    While starting the game via the BGMain.exe starts the game at that specific location.No matter if or not the game is actually registered as installed to any location.
    Aka, there's a very specific intent between those two files.

  16. Technically yes.

    When you clone the classic game, you only need to; 
    1) firsty of all make sure you have the entire game installed to the game drive. It takes about 2.5 GBs without any mods inside. Do not install mods YET ! But start the game via the BGMain.exe to make sure that it actually works. Start the campaign, and exit the game after Imoen frees you. (this makes it sure that it actually works). If you have the CD version of the game, you need to make a full install of the SoA and then install the ToB, and then install the ToB patch, that is available here for example.
    2) Copy that entire game folder to a place you want to transfer it in, like a USB drive or other things. And now you have a clean backup.
    3) Then copy that to a place you want to use it in, and start the game ... there. Via the bgmain.exe that you copied it with. If the game starts ok, then all should be good and you can then install mods into it.
    If the game doesn't start, then you need to open the baldur.ini -file that came with the folder, you open it with Notepad for example, and edit the [ALIAS] -lines, so that they point into the new file locations. Yes, all of them...
    4) There's no need to use the Multi-Install Tool. Haahaa.

  17. 1 hour ago, Guest Nippes said:

    What i did was first was installing stratagems, then before installing the modules i

    Despite what you think, this actually doesn't say anything what you did .. aka I am just asking ?????????
    What you should have done is EXTRACT the mod to a separate folder, then replace the files in the Lang folder, making sure that there's no duplicates aka the extraction replaces the files and not make a new folders inside.... then move the whole composition to the games folder and run the setup-SCS.exe and install the mod as a whole, not separate parts ... and one final thing, you need to start a new game/campaign, as the old saved files will use wrong and incompatible dialog.tlk file saved into the savegame file(s).

  18. On 7/10/2023 at 12:21 AM, jmerry said:

    Not true in the EE.

    First off, the Equalizer hits as +3 versus everything.

    Really ? Cause the only thing that actually dictates which item can hit what creature (while the creature is not immune to the damage and effects associated with the weapon ) is the items flags, aka the .itm -files offset 0x0018 's 4 (dword) hexadecimal number, especially the items magical, silver and cold iron flags , etc. This is how the PfMW works, it reads that items flag and protects if it reads a 1 somewhere there... cause it set to protect from all enhancement levels, aka the power level is zero.
    If one "drops" the power level to say 4, a +5 item can hit the lich. You say the AI cannot handle this... yeah, that's the point... or rather, why is there Mantlle spells(level 7 spell, and Improved level 8 )  if they are not indended to be used as greater protection than a level 6 spell. I'll just answer, I don't know.

     

    That is the .itm files offset 0x0060... the iesdp calls it "Enhantment" (level) cause it a number.

  19. jmerry's answer is good one, in addition to that, one needs to know that some enemies require you to either either have +x amount of enhancement to be able to damage the target, or have other properties that grant it. This is build into the items themselves and the creatures and their self set effect. Like for example, you cannot harm some enemies without using enhanced weapons, like say glay golems. And if you have a Lich that casts itself a Protection From Magical weapons, you are boned until you cast Breah on it cause none of your weapons can bypass that protection... unless you do some manual editing of the spell, and set the default zero to a-say 4.

    Special weapons usually use the highest level enhantment level the weapon uses for their damage. So the Equalizer that does 1d8 ...

    +2 extra vs. LN & CN
    +4 extra vs. NG & NE
    +6 extra vs. LG, LE, CG, CE
    Uses a +5 to see what it can hit.

  20. It's not compatible... you need to install this on the BG1EE+SoD BEFORE you install EET on top of the BG2EE and thus make a EET 'ed game from the two games... and yes, that game then will hold the modified data the BG1EE had in the new EET game.
    Aka, it's not like the BGT was where you needed to have unmodified BG1 game to install it.

  21. The reason this is is because the Icewind Dales' Graphical User Interface is BIGGER than the 640x480, aka it's EXACTLY 800x600, so you CANNOT go under that.
    Aka, try 1066x600. By the way, the readme should state something to the effect that you cannot do this in Icewind Dale, and about it's GUI.

    10 hours ago, Guest Lux said:

    it clearly states than X should be >= 640 (not 641) and Y should be >= 482.

    This is only in effect for the Baldur's Gate games... not IWD.

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