Jump to content

Caedwyr

Gibberlings
  • Content Count

    1,895
  • Joined

  • Last visited

1 Follower

About Caedwyr

Profile Information

  • Gender
    Male

Recent Profile Visitors

10,228 profile views
  1. The kit has been around for a long time and works pretty well in the current version 7, though some may find the various HLAs it offers unbalancing. I'm going to come back to rebalancing the kit at a later date, but don't hold your breath for the meantime, since it has fallen down my priority list at the moment due to other things I have on the go. The first changes that are going to be made is to the basic shapeshifting system included in the kit. Changes are going to focus on giving each shapeshift more of a niche. Balancing the HLAs will come later, and I'll do a first pass before tryin
  2. I went looking around the documentation for your release of Refinements, but couldn't find anything written on how exactly to modify the .ini value (I am presuming in d5_refinements_settings.ini) so the default is that Refinements only modifies HLAs for the base game classes and kits or any mods that use a base game HLA. Is there a specific line of code that needs to be modified or deleted in order to make it work this way?
  3. So it sounds like I want to have the new icon in .bam format either way, and then need to use some weidu code to insert it into states.bam and speldesc.2da. I will check out Lava's mods for the code. I had thought this is how it would work for the EE games as well, though I was planning on using CamDawg's macro from the useful macro thread to add the new icons.
  4. Is it possible to add new portrait icons to the classic version of BG2 or is that only possible in the Enhanced Editions?
  5. I am working on a refresh of my Geomantic Sorcerer and am considering giving it a balancing pass. It is basically a Sorcerer kit with a penalty to its physical stats and casting speed. In return it gets some druid style polymorph and several druid spells including a few custom spells (wave spray, Summon Shambling Mound, and Tornado). At high level it gets a bunch of custom HLAs, both passive and as spells. I would be much obliged if you could take a look at the descriptions in the readme and give me you hot takes on which abilities are problematic from SCS balance perspectives (inc
  6. One use at level 4, an additional use every 4 levels Grizzly Bear Level 8 - MBER1INV.bam - Combat - 19 Strength & 17 Con, 13 Dex, Priest THAC0, immobilize on hit attack, get movement speed from SCS, AC 6, 30% misssile resistance, 3/2 apr (8) - 2 apr (12) - 5/2 apr (16) - 3 apr (20), 1d12 crushing Cat Level 4 - Acatinv.bam Utility - Sanctuary, Free Action, Str 9, Dex 18, Con 9, 2d2 crushing, infravision, NPC bump, Mage THAC0, AC 8, 1 apr Dog Level 4 - mdoginv.bam Utility - Find Traps/Tracking, 1d4 piercing, str 12, dex 13, Con 12, infravision, +1 movement, Thief T
  7. I recall you mentioning that you had snake shapeshift as well. Here's a modified spell icon .bam for a snake. ca#dssn.bam
  8. This is an odd bug. I will take a look.
  9. This mod reminds me a lot of the old Virtue mod, which I enjoyed a lot for its take on a similar topic for BG2, but is sadly is no longer compatible with the current set of mods or enhanced edition.
  10. Wizard eye by description gives you a controllable invisible eye you can move around. The bat stuff needs testing. I dropped the snake form because I didn't like the animation for the snake moving.
  11. Great. I will stick to set speed in that case. Thanks.
  12. I got the wild boar all working just fine, including an icon (recoloured the grease icon), made sure there's a inventory paper doll, etc, but ended up dropping that since I am going to rework what shapeshifts are included in the geomantic sorcerer kit. The recoloured grease icon is below. If you want an inventory paper doll, provide a decent image for me and I can create one for you (though every creature that uses the MboaXXXX.bam animation series will get that paperdoll. The new set of shapeshifts I am planning on using (some still need some testing) are aimed at filling pa
  13. Do people have any preferences for how polymorph spells/druid shapeshifts handle stat adjustments? The vanilla game handles it by setting the player statistics to a value that matches the target .cre (or this gets embedded in the custom .itm that the polymorphed creature wields). This means that it will set the character's statistics to match the value, either raising or lower the character's statistics. The druid becomes the bear in every way statistically. Another way to handle it is to give a stat bonus (+2 str) that the polymorph effect grants, so a druid with 18 STR would have
×
×
  • Create New...