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Jarno Mikkola

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Posts posted by Jarno Mikkola

  1. 1 hour ago, ORedRaven04 said:

    No, it does have English translation. I just didn't know where to find it until you explained about the .tra files. I hadn't looked in that folder. I can look at those with Notepad++ and see legible English descriptions. I'm unsure why they are not showing in my game. Could be an encoding issue. Could be a bad install; some other mods are missing also.

    Open the weidu.log file and copy paste it here... it will detail a few things, that would explain a lot, like mod languages etc.

  2. On 3/30/2023 at 9:39 PM, jmerry said:

    Even NPCs that were once in the party get those abilities removed when they leave.

    Do they ? So you are telling me that if I need to kick a party member out, they will lose all their kit abilities instantly... and when I then rehire them back, they will need to gain a experience level to regain those as that's the moment they are applied at.
    They might not gain abilities back... but that's because the game doesn't actually have the NPCs rest .. unless you have SCS, and then it's usually likely just the enemies.

    Also, you will want to know that if the creature has a kit assigned, and they then are given the same abilities by any other means (via weidu for example), the kits abilities are reapplied if the programmed ones didn't come from the kit, so there's a lot of old kitted NPC mods that can have this happen, aka they get a second apply of their kit on top of the existing creatures pseudo kit.

    So SCS is very unlikely to touch the NPCs that join the party, even if they have kits and can become enemies.

  3. On 3/9/2023 at 9:52 PM, lynx said:

    That's no excuse for this there, it's not really a performance improving bug.

    You sure ? As in, most of the game is played at low relative levels, the values are level capped, for example Thac0 never goes to minus figures via levels etc, the whole programming is intended to solve this unseen red herring. Modify that and ouh, here we go-e, we got a bug that showels it's ugly head as ups negative 29 is indeed larger than zero and plus 24 is smaller than zero too, when capped between -20 and 20.
    The solution is simple, set the borders to -127 and 128. There we go.

  4. 9 hours ago, cdx said:

    Sion's Chain Contingency fires Improved Mantle, I:Abjuraton and a Horrid Wilthing, and the game continues ok, it crashes sometime after that as I continue playing if Sion stays alive. I checked his spells and he has Summon Dark Planetar, which I've never seen in the battle, so it's possible that the game crashes when he wants to summon it. I summoned a dark planetar on a player character and it worked fine.

    I assumed the only EET Tweaks option that I use wouldn't break things, as it says it's compatible with "BG2" (as Graion has linked to) but maybe it does.

    What graphical settings do you have setuped in the game ? This sounds like you are using the wrong graphic setting in one of the .ini files settings. 3d setting something possibly. Don't remember much of this, but the error feels familiar.
    The summoned creature has a bad animation circle that crashes the game.

  5. 5 hours ago, polytope said:

    Yeah, conceptually I think vamps should only get the "turn to mist and escape" clause if reduced to zero hp through damage in combat, not if petrified, disintegrated or destroyed with a mace of disruption or a Sunray; in that case there should be no need for finding and staking them.

    Well, technically the vampire could escape from being pertified by going into mist form(thus exploding the petrified corpse...) and escaping, as it's not their own body. The corpse in the grave is their true self.

  6. On 12/8/2022 at 3:59 PM, subtledoctor said:

    I don't see why any corporeal creature should be immune to petrification. If it's got a body, it can be turned to stone, no? It's transmutation magic.

    Well, considering how you kill a vampire in this game, the creature is not actually coproreal, while the grave one is.. but you cannot just target the grave with petrification and have phoof as a result.

  7. 15 hours ago, subtledoctor said:

    (Neither here nor there, but I’d love to make a Lore Overhaul that makes identification purely binary, requiring a spell or store purchase, and re-use the Lore stat for something more interesting…)

    Right, and then you have a mod that makes every jewel(ruby, emerald etc...) indentifiable, and your non lore based thing is just expensive as the jewels themselves.

     

    18 hours ago, CamDawg said:

    Yes, it currently doesn't work that way, hence the proposal for a new component of Tweaks to change the behavior.

    The problem with this is that it can have bad effects to the efficiency of the game. As it involves Action_if (item) ... as that still causes lag even today.

  8. 17 hours ago, CamDawg said:

    Once you ID an item all future copies get ID'd automatically, e.g. if you ID an Arrow +1, all other Arrows +1 don't need ID.

    You sure ? Cause in BG1 and BG2 you needed to do that for sure. (non-EE) .. if you didn't have enough lore to ID them, vs the items lore value(0x42).

  9. 50 minutes ago, Chitown Willie said:

    But unfortunately it doesn't work with the EE's, as far as I know.

    The reason being that the mod has not been updates since for ever. A few tweaks to the first 400 lines here, and it's all golden:
    https://github.com/Sampsca/Auroras-Shoes-and-Boots/blob/master/aurora/setup-aurora.tp2

    A
    lso technically there's an EE version link available here.

  10. On 11/28/2022 at 7:19 PM, subtledoctor said:

    Not just for casting a spell, though - planetars have agency and help where and when they choose. If Bioware set up a scripted encounter where a planetar helps you, that would be interesting. If you could summon one planetar, with a name and personality, who was bound to you in some way and that’s why you could get repeated help - something to do, perhaps, with a budding divinity? I mean, this is really low fruit. 

    ...

    It's time for you to kick the bucket and make a mod out of this. The spell summons a planetar... what it will do after that will be the mod, aka you(the player) need to persuade it to go along with all your (the players) plans and it will say with it stats during the intermissions(aka it goes away and you resummon it back with a different skill). And if you ever mess up the innitial meatings, well, the thing is going to go and slash the players behind real well.

  11. Why Planetar. It fills in the Mage's lack of ability to cast cleric spells. Or be a Paladin.
    I personally would cripple this completely as a feature, as it defeats the power balance completely... as it makes no sense to give your level 20 mage a level 25+ monster that can single handidly take everything that is thrown at it... as the protagonist then becomes a sidekick. But that's just me. I have earlier told that I hate all the summons the game has ... for a few reasons. But mostly; too many hitpoints for the effect. But also kinda the summon limit... 😛 ... that is, player only. Which gives us the clear:
    "They knew it wasn't balanced"
    "Yep", -vibe.

  12. 2 hours ago, suy said:

    while SCS's bddefai.ssl uses Attack.

    Thing is, the .ssl doesn't translate that to be just Attack... as it's no where near to one to one transition, as it uses it's own extensions to what is read-able script phrases in .ssl code to bbe some tricky .bcs code. Just like any music is just binary data in a .mp3 file.

  13. On 10/29/2022 at 5:14 AM, subtledoctor said:

    You're going to have to fly to the moon and get your own cheese, brother.

    K, got my ball of cheddar. Here, if you are curious of what I found. So it's not just the weapon, but "good" luck you need to be able to attack the 10 times during the start round, even if you have 10 APR. Shocker...

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