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Wisp

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Everything posted by Wisp

  1. I'm glad you are enjoying the mod. It should be up to date. I rebuilt it from scratch for v5. But I did fix a typo involving the Heavy Crossbow of Accuracy in v5 and it seems that was after I built the spoilers document (consequently it says a Light Crossbow +1 is taken from Dabron instead). Will fix. Thanks. The next version, or version 6.1 plus hotfix, will also be accurate with regards to the Large Shields, but quantitatively accounting for all items is difficult, since the exact numbers vary. Feel free to mention anything you think may be inaccurate. But at this point the spoilers document is mainly a list of which items are randomised, where they are taken from and where you can find them, rather than one that is also a quantitatively accurate representation of how many items are randomised. I don't know if it would be so little. I'll think about it, but I suspect it'd be a lot of work, especially in maintaining it and keeping it up to date.
  2. That could happen if, for example, another mod increased the number of scrolls carried by e.g. a creature and that stack of scrolls was then randomised. It might be tricky fixing something like that. I'll give it some thought.
  3. Hi What you had there was no bug, however. Some stores in BG1 sell an awful lot of Large Shields +1 (2*5 in in tier 25). As of version 5, every item in the stack is randomised in these cases (previously they'd just be randomised as one item per stack, with the excess being lost). Because of this, there are more items in these tiers than there are locations and Item Randomiser balances this by increasing the number of locations by selecting randomly from the base pool of locations. But unless someone terribly minds I think I'll alter the stores so they don't sell excessively large stacks of items. That's an awful lot of armour for a Thespian Extraordinaire to lug around. You needn't worry about having v6 without the hotfix. None of the additional fixes are relevant to Tutu.
  4. Thank you. I'll have to correct that, somehow.
  5. Yeah, I know. The vanilla dialogue file as an empty DO ~%WNL%~ transition action and apparently that causes this problem. It's probably harmless, but I can throw in a REPLACE_TEXTUALLY to keep it from showing up on the radar.
  6. There's some in the Monstrous Manual Fiend Folio Appendix (2nd Ed):
  7. Good I've always intended for the mod to be customisable and I'm glad my efforts haven't been wasted. "Replacement" is a straight swap. The replacement item ends up in the same inventory slot as the old item, inherits flags and everything and no checking is done to make sure the item doesn't clash with any other item. Proficiencies are taken into account when a random weapon is given to the creature but are not altered unless it's done manually. Illegal weapon combinations (e.g. two-handed sword + shield) results in CTDs. I should probably add some safe guards to the replacement weapon code so it won't result in an illegal combination. If the creature has a (replacement) weapon and receives a random weapon there's a fairly lengthy chunk of code that tries to optimise his equipped items. Assuming the items can be equipped together it comes down to item rank (arbitrarily specified in "randomiser/lists/item_ranking.2da") and proficiency. The weapons are summed up according to rank + 1.5*prof and the weapon with the highest sum wins. Undroppable items always win, as do unranked magical items. Replacement items are deleted if a random item fills the same niche. Yeah, I guess I should make it a two-handed sword and give him a point in large swords. Long swords are large swords as well. Small swords are just short swords and daggers. You can specify droppability in the item file itself. How you set the item to be undroppable depends on how you make it. Or you can do it by using WeiDU to copy the file into the game.
  8. Yes, the Gesen, Wave and Equalizer stuff is all normally randomised. I can look into making a 'strict' option that makes the main component less carefree about what it randomises. I know Item Revisions' altered item descriptions have come up a few times, like that time with the ranger armour. This 'strict' option could also be used to account for changes like that and e.g. keep Mielikki's Gift from being randomised (if Item Revisions is installed) while still randomising The Night's Gift (if Item Revisions is not installed). But until then it's a simple procedure to keep items from being randomised yourself. In the case of the Gesen/Wave/Equalizer stuff it's merely a matter of editing "randomiser/lists/itemslist.2da" and "randomiser/lists/weiduitem.2da". If the items are removed from those lists they'll not be randomised.
  9. Some SoA items are very powerful till the end of ToB, so those could be moved to chapters 8-9 as well. To keep things simple, I think there could be the option to shuffle the old tier 7 and tier 10 items so that they share the same tier and are availabe from enemies of both halves of the game. There will be 14 tier 7 locations in SoA for 14 tier 7 and 28 tier 10 items, so you can expect to get like 8-10 pieces of ToB loot ( mostly un-upgraded +3/+4 weapons, most of them less powerful than tier 7 Celestial Fury or Soul Reaver anyway ) while defeating underdark enemies, the twisted rune, Bodhi or Nizi, while at the same time delaying the best staff/robe/chain/cloak for later. Fair enough if you ask me. It certainly qualifies as an optional component. Each token needs to be unique within its tier. If you're using Mode 2 there is no character limit, but for Mode 1 the token cannot be more than 3 characters long. The easiest thing would probably be to replace 'w' for the tier 10 items with another letter. 'r', 'x' and 'p' are used internally and the matching is case-insensitive. Yes, those are good candidates for optional SoA loot. I'll probably make this as two subcomponents. One with full cross-over randomisation and one where some of the less awe-inspiring ToB loot (Wands of Cursing, some ioun stones, Yamato, Dagger of the Star etc) can be found in SoA and some of the better SoA items can maybe be found in ToB. What type of item BAM do you need? I could give it a shot if you want. Oh, it's supposed to be a triangular bar of illithium. I made an inventory icon I'm reasonably happy with but decided it was time to be flighty and move on to something else before I got very far with the description icon (the brown one). I can probably manage but if you really want to have a stab at it I certainly wouldn't be unappreciative. I can provide you with the inventory icon if you want. Will do.
  10. Can do. Do you have any particular items in mind? Either stuff that should stay in ToB or non-WK stuff that could be found in SoA. I didn't think it was right killing a dragon (one of the most powerful ones in SoA, no less) in her own lair and getting a grand total of nothing. Sure, you get the blood but that's not part of her hoard (and other dragons give scales). That it's a mere tier 4 item is because it's only attainable if you kill her. For comparison, Firkraag gets two tier 6 items, plus Carsomyr. Thax gets a tier 5 and tier 6 item and Nizi gets two tier 7 items (but he's just back from looting Suldanessellar). As an additional consideration, siding with Adalon gives up to 100k quest XP while siding against her gives 0 quest XP.
  11. It will be a while before version 7 sees the light of day. Consequently there's a large window of opportunity for suggestions and similar. If you have something you'd like like to see included in Item Randomiser, don't hesitate to suggest it. I've got a pretty good track record when it comes to implementing suggestions. I'm already planning on randomising potions, wands and ammunition, and if I can manage to make a description BAM that doesn't make me wince there'll be a component for randomising the material needed to forge the IMoD.
  12. If you find a bug or something along those lines, please let me know so I can fix it. The bug report archive is here.
  13. Both the backstabbing and the mage spells should be granted by the Stalker CLAB file, so you needn't do anything since you are using a different CLAB file.
  14. Congratulations. This sounds very interesting.
  15. I think you need to quote or wavy-line this bit. I.e.: SAY "Infiltrator: Der Infiltrator ist ein Barde, der..."
  16. Yes, it would seem like fjbard should have its spell resource changed from fjbarda to fjbardb and fjblade should have its spell resource changed from fjbardb to fjbladeb.
  17. This may be relevant. Installing the game into another directory than c:\program files is supposedly another possible solution.
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