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About agris

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  1. For those of us who want to play vanilla BG1:TOTSC, is the weidu bg1 fixpack + hot fix here the most recent? Or is the GIT repo the most up to date? Based on some of the post dates here (2013), it seems like there was more work done on this, but I don't think its been posted. I'm looking for the equivalent of the bg2 fixpack for bg1, not tutu or BGT.
  2. Regardless of how the item tweaks are wrapped into A or B component, I believe that the description text for all ranged weapons and ammunition that are/are not magical (for the purpose of penetrating PfNM/PfMW) should be made clear when the item tweaks are installed. I understand from the previous thread and v38 RC release notes that the description for PfNM has been updated, but that doesn't help the party that lacks PfNM yet has an inventory full of ambiguously magical ammo. I am happy to provide the text for you, using similar description wording already present in game, if that would be helpful.
  3. Looks like my earlier post got lost in the forum upgrade. I can confirm this behavior in SCS 32 v7, with no_initial_change_pro_normal_missiles set to 0 as well. It would be nice if the description for ammunition clearly reflected what is magic, and what isn't. Some darts, for example, are flagged as magic of 0 enchantment, but their description reads as if the darts were dipped in toxin, i.e. darts of stunning. Same with arrows, such as acid arrows vs flame arrows.
  4. I think this is the most reasonable option; healing spells are unrestricted by alignment while cause wounds spells are restricted by alignment IWD-style (only neutral/evil can cast). When IWD-style divine spells are installed. I don't recall vanilla BG1/2 behavior, which is why I included the previous sentence, but I believe cause wounds was also alignment restricted. The poster you were replying to was saying that restrictions on any spells based on alignment would be a downside for them, because they would be "forced" to modify their game to remove said restrictions.
  5. For what its worth, I too would appreciate an IWD-style alignment restrictions on divine spells component - or conversely, that being default behavior when IWD divine spells are installed, and an option to unlock them from alignment restrictions.
  6. you can create three "VALRAN03" creature (an enemy archer creature) and look the behaviour when you hit them with a mele weapons : enemies stop to use ranged weapons forever as soon you reach them them with a melee weapon and they ofen continue to hit and run (with their melee weapon. Maybe they should hit and run, but also trying to use ranged attack again, IDK. Surely it is not easy to find the most effective behaviour of enemies wielding a ranged and a melee weapons. The skeletons that (re)spawn immediately around High Hedge also do this. Once you approach them, they switch to sword and shield but continue using hit and run tactics.
  7. You're welcome! I'm enjoying the mod btw, I especially like the Brage component.
  8. Are there post-install files I can edit to fix this? Or modifications to RC2?
  9. The item description bams A!CBRTR.BAM and A!CBRSB.BAM are four frames and don't display correctly when inspecting the items. Only the first frame, which is a quarter of the image, displays. No other mod altered these images, and they're like this in the \song_and_silence\items folder as well. FWIW, it looks like the steam sod-dlc package contains some bams with this error as well.
  10. Is it intended that Brage's Two-Handed Sword +1 doesn't list the THAC0/dmg bonus in the description? Item C#Q13SWD.ITM, which was only modified by Tweaks proficiency altering component.
  11. David, a 6th level Otiluke's Freezing Sphere scroll just dropped from a Ghast in one of the low level wilderness areas in BG1 (not EET) for my level 3 party. Another poster mentioned something about high level scrolls dropping, so this could be related. I also have "Wider selection of random scrolls in Baldur's Gate I" component installed, but I don't believe this is intended behavior. WeiDU_log.7z
  12. agris

    how to edit MOS v2?

    Thanks, I could try exporting it as an uncompressed v1 MOS I guess, and edit from there.
  13. I have a .MOS that points to a .PVRZ. That .MOS specifies to read 1024 x 4 px out of the .PVRZ, which is exactly the image size. I want to replace the PVRZ image with a 1024 x 6 px image, and edit the .MOS to read all 6 of the height pixels. Assume that dropping in a PNG to replace the MOS isn't possible. In DLTC 7.8.02, I can't change the "Total Image Size" fields. They're greyed out in Write Mode (read only is not checked in setup). Is there any way to edit these v2 MOS files other than hex?
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