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Sir-Kill

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Everything posted by Sir-Kill

  1. Fallout was shot at a lower angle than bg. tho that might not matter too much. did EE open up animation slots? IIRC there was a limit. Community Resources back at the old BWL had a bunch of animation files ready for someone to implement them. It would be nice to see a bunch of creatures and kill them.
  2. Yep could definitely could do with out the added files. Oddly enough I have 2 other installs of bg2, one was from just before I started getting these newer mods (fix, tweaks, tobex etc.) one even older when I moved my (new win 10 from xp) os from a hdd to a ssd which had bg1&2. I have setups for both those installs as well on the same dltcep and when I look, edit, or save with those setups, in there respective override folders they only save the edited/changed files... That is what I found weird, tho I cant play those installs, probably because of the registry, I can edit. All my games are on the ssd makes it so I can upgrade my comp and if the drive letter is the same I don't think I'll have the problems I have had before.
  3. Just loaded dltcep clicked areas button in the edit section of the main window (and from the edit pull down) Just even clicking a file in the 'pick area' window loads the mos of that area. While selecting that area loads the ht lt sr and wed. Not saving just loading. dltcep 7.7 win 10 home on a SSD
  4. Well all these others know a lot more than I about programming side of modding but if my way can be useful try this: Use an image from the bam in a better 2d program ph, psp, the gimp. Copy one pixel- one that you want changed, clone it to a dark place on the image so you can find it later. then note the rbg Use any of the programs image settings to change the overall image to something you are striving for. Then note the rbg change in your one pixel (before and after) and use the difference in dltcep's pallet. then click modify rbg or use the exact numbers for RBG of your new pixel, you'll have to play around with it a bit.
  5. Right, open/meant saved. I can open an area, drop an item in a container, save the area, delete the non .are files and it does work just fine. I could have sworn (just starting to use ni more) doing the same thing in N.I. just saved the .are and no other files. So are you saying, if the area is not already in the override it takes it from the .bif and all the other files come with it? also the bmp (portrait) files are bif too? EDIT: just confirmed with NI, no ar6001 in override, loaaded ar6001 in ni, changed area script to ar6002.bcs saved and just the .are file is in the override
  6. Anytime I open an area file it will save the xxxxht.bpm. (height), xxxxlt.bmp (light), xxxsr.bmp (search ), and the .wed also sometimes and game crashing .tis. these get saved just when I save the .are file All I pretty much do is add/remove an item from a container. I also was saving portraits to a desktop folder and they are there in the override as well xxx000.bmp
  7. Yes it is, was just coming back to edit my post to say deleting the contents but leaving the file because TobEx does look for it. I still do not see why those spells and spell deflection are on that list. Dimension Door apparently is no longer a spell in ee but it was on there too.
  8. An ee 2da is in my override I wonder how many other files are just for ee hidespl.2da was the culprit deleting the contents that of that file caused no adverse changes, in fact is is exactly as it should be to a test run to lvl 50. I think my twice attempted twice frozen install of scs might be to blame. Tho I can't help wonder why no one thought of that file, the file that blocks spells or rather hides spells.
  9. DLTCEP can modify the pallet of the entire bam, unfortunately is does not come with sliders or anything user friendliness. I don't have ee so I can't tell for sure. but I took spcloud1 and ran: pallet- edit pallet- from the pull-down 'half red'- click modify RBG, then 'half blue'- click modify RBG this gave me a greenish color to the bam Can't help with the pro file Sam you still working on CA?
  10. My sorcerer can not cast any sequencers or contingency spells no matter the level of stats (tho i am still unaware what role those play with sorcerer spell selection or how many they can cast) What I have tried: change the spell minor sequencer to a different spell school Start a new mp. game with different races and setCurrentXP 3 lvls at a time to max to no avail. I can however cheat them in with shadowkeeper and they work fine. So my question is what are the game mechanics of files that determine which spells come up when a sorcerer levels up? Weidulog removed
  11. I have been getting a log full of these and could not find where till now. (hopefully it is the only one) SPWI210 Resist Fear Protection: Immunity spell [318 type is set to 65954 DLTCEP seems to suggest that it is a EE experimental I am not using ee, I deleted that effect and is no longer gives CEffectSetStat::ApplyEffect(): nOpcode...
  12. Holy S@#T!! The save game i used for checking was an un-modded by lvl1 npc. tho with lvl1 installed. I did use DLTCEP a long while ago (months ago) changed Nalia, Anomen, and Branwen. I knew these mods would overwrite what I have done so I made back-ups and then copied them back w/o thinking/remembering that I did so. So as installed lvl1 and did not edit any of those 3 using the mod they were (surprise!) just the way I wanted them, go figure. (hangs head in shame) JM you were/are 100% right. With all mods removed one cant get a 2 class character w/o being multi. I just kept seeing that they are/were, I should have figured that out sooner Well thanks for the help! I learned something
  13. In an un-modded game humans could stop being one class and start in a new class: dual-class this also applied to level 1 npc - human npc's un-modded game non-humans picked a multi-class and those two classes would split the XP same as in level 1 npc's. but humans now are going to multi-class. The Nalia pic was from my first install of the aforementioned mods I checked out the results and it worked. but then, in tweaks, they had some things the I did not like so I uninstalled all those mods and reinstalled in a different order: Tweaks first... putting lvl1 last, so I can install 1 nps in one at a time (because I am prone to rushing and messing something up). But if the pic attached correctly you can see that Nalia is dual-class lvl2 fighter inactive 2000xp and mage lvl1 with 290000xp ready to level up. This is the correct action. Now Anomen since re-modding with lvl1npc and after the reinstall of those mods, Anomen can be, as you said, a fighter single class but his xp is for lvl 9 fighter (or something not lvl1 or 2) so yes I can dual him to cleric but not from lvl 1 0r 2. as with Nalia. Enough time has passed that I no longer remember 100% if Anomen was a fighter 2 dual priest of helm of not but I think he was. https://pasteboard.co/JKZ2RTO.jpg
  14. No I am not asking how tweak the mod. sorry if that was unclear. Humans are not supposed to multi-class. Now every time I run the gauntlet of the lvl1npc reinstall, the characters that I want to dual (humans) turn out to be multi-class I have an earlier save with an earlier install that worked fine. So 1) it my component choices with cdtweaks Tobex, 1pp, or lvl1 npc's, 2) the install order, or 3) something is FUBARed. well crap, I have an image of Nalia fighter 2 inactive mage 1 all ready to level up. just like it it supposed to. but i cant attach jpg. *One run through I set him at 18 for all stats just to make sure that his 17 wi was not a factor
  15. I know this is something I installed or re installed because dual class humans had been working. Now they default to multi-class. Anomen, I wanted to tweak his stats and prof's. I can make him a fighter then in game dual him but that is at lvl9. like branwen at lvl2 I can make him a cleric (helm) then tweak weapprof to give him 2 stars. I can edit the .cre files with dltcep or use shadowkeeper every time but I would rather have you guys tell me what component might be affecting this. My guess it is either TobEx or a 2da file from tweaks. Thanks for any help
  16. I wanted to make a kit for Imoen .... no help, no opinion, no, interest.
  17. Thanks for the reply. Yes, seeing it that way I can see the 1 but I could not tell you what means/controls. I have been playing around some of the hex numbers, but did not find anything useful.
  18. old topic but the links are outdated also the kitlist.2da section of the tutorial - proficiency - is known (points to weapprof.2da)
  19. um well crap, try a new spell but just change the fire to cold. keep the name the same as the original and see if that works then keep changing 'till it does not work then you know where the problem is.
  20. I mod with a sledge hammer so I am not an expert , and I do not have iwd installed. when you open your spell in dltcep on the General properties tab, Spell version section: is it set to IWD2 V2.0? also look and the extended effects tab: check your range is it the same as burning hands, and projectile animation. (get it working then do further edits) also mind the extended header 1,2,,3,4... last thing I can think of is: type field set to- cold or magic cold I doubt those last two are it. Just FYI you can open 2 (or more) instances of dltcep to compare
  21. Good to see you are still around Jastey! I saw your post Hook, but I did not see the links (I use no-script, till i login) I saw the cover readme not the web readme. that is a huge help thank you. this mod is a monster. I am getting a little nauseous just scrolling through just one section of this thing. I wonder if I can just slam it in with my current install, ugg I so do not want to try to find and remove / backup my modded files un-install the few mods I have (1pp, ease and item, dbg, ToD) then put in this and replace. Edit: and not install ease
  22. I Was looking at hardcore gamer https://pihwiki.bgforge.net/Baldur%27s_Gate:_Races_and_Stats it said you fixed the race sleep, wands, etc. What files were changed to accomplish this? I can't find this in the mod (downloaded but not installed). Nor in ni or dltcep I probably would install this but I have modded many things (2da, items, bams, spells, dialog) none were weidu, just me changing things as the came. side note, I was reading the kit tutorial and it did not mention disadvantages (or I skimmed over), are those hardcodded? Wow more than 10 years gone and I still remembered my PW for G3!
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