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PureSpirit

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Everything posted by PureSpirit

  1. Hey folks, I am making an item for BG2 SoA/Tob (old school) that is supposed to summon a group of random creatures. But I do need assistance. I am using the program called DLTCEP. 1.) I am making the new creatures, but don't know how to determine what equippement they will have, the spells they will use, how they will look like, and what they will sound like. I also need to know how I can make it that, even if a friendly player would by misstake attack these summoned creatures, they would not attack back. 2.) I would like to be able to summon as many as possible. No summon limit. In one way or the other. Is that possible? 3.) I will also need to set the behaviour of these summoned creatures. Clerics to be healing, Sorcerers to be casting magic, Paladins to be guarding, and Fighters to be attacking. Any way to do this? Thank you everyone for your help in advance. Cheers!
  2. Heya! I was wondering if the following are possible in the standard BG2SOA/TOB? 1.) Able to have a spell which reacts upon when a player is hit AND when an enemy is in sight? 2.) Teleport all characters to a certain area of the map just by selecting it (like Farsight, but with teleport)?
  3. No, you don't. But if you do, be sure to take one afternoon free, make yourself a nice coffee and read each sentence carefully. But you should be perfectly fine with P5tweaks alone. All those mods should work with Unfinished business mods without problems. Hahah, it's a deal! While at it,I'll make you some too. Thank you mate. Much appriciated. Excellent, excellent. I'll be getting to it soon enough then. All the best to you!
  4. That is true but I interpreted that OP chose and meant P5tweaks without Tobex. Huh? What you guys saying? Do I have to get ToBEx first, to install this P5tweaks mod? (On a side-note, will Bg2Fixpack and these work well together with unfinished business mod? ) Thank you all in advance.
  5. oooOOOOOoooo... awesomeness indeed! Allright. I will install the BG2 Fixpacks first, and then add this. It should work, right? Thanks a bunch mate! Much appriciated! Ice-weapons, here we come. 8-)
  6. Awww... allright. Well I can live with that, as long as Ice stuff and Petrification is managle bro. Ice is my top fav of all, like I said. Thank you for clarification also on how the game engine worked. I didn't know.
  7. Howdy! I have a question regarding BG2Fixpack? I assume it is on the old original versions of SoA and ToB. One of the things I have absolutely been frustrated about BG2 in general is that no items and armor are dropped when the enemy shatters of strong ice damage/petrification. Second thing that is excruciatingly annoying is the resistance cap. You can resist an element at max 127%. Can these be altered please? Is it even possible? Water/Ice based attacks are by far my most favourite in any RPG.. and BG2 kinda killed it for me, since the cool (pun intended) death animations don't give you loot. Thanks in advance!
  8. Excellent. I will taking a look into this then. Maybe it will be of use in making unique projectiles for my Familiar Evolution mod. Thank you for your detailed explanations as always. They are very much needed. I understand. You see, I've been working on my weapon mod (custom weapons) for over 10 years now. If I choose to install Item Revision and Spell Revision mod, will they collide with my weapon mod strings somehow? Or them overall?
  9. I have a question regarding this. I am a non-EE user. And I have a weapons/spell mod which I have been working for over 10 years. It's personal stuff, so I haven't changed any of the original game content. Am I able to install this, and BG2Fixpack still, without danger of erasing my weapons, spells and their string values?
  10. Thanks man. I appriciate your help. I'll check that out soon enough. I do not have the Item Revision though. Some kind of mod for BG2? Also, can I ask you one more thing? About making custom projectiles... I made an edit of Storm of Vengeance, with a different color cloud and lightning. How am I able to use this new projectile in the spell I wish to make? I assume there must be a table list of available projectiles somewhere, from which they are read into the game? Also, do you know if there are any good DLTCEP tutorials for projectile making in this game? I tried googling but to no help. Best wishes to you!
  11. As far as I can tell, yes, if you have a familiar in SoA, when you're in ToB the game will detect that and move the familiar to your main character. You can verify that by checking BALDUR25.BCS. Hmm... BCS stuff, I am not familiar with those things. (No pun intended. xD Intentionally that is) I will check it out. If it is true that the familiar keeps the innate abilities and properties gained during SoA events with this mod, then it's excellent.
  12. Allright friend. I will do so tomorrow. Thank you.
  13. Yes friend. I did intend some debuffs. And that list is similar to what I had in mind. I've been thinking to add "Hold" or "Pause Target" on the ice section though. But I could add slow as area effect, and frozen solid on single target spell. And do something similar to the others spells too. Ahhh yes. Do you know per chance what number in the list the "acid blob" and "blue fireball" projectiles have in the list? I sincierly thank you for the input. I'll take this to Heart. Though, I have never edited projectiles myself. Is it possible to create new ones by editing existing ones? And if so, how could I do that? This would sincierly help me making some more unique spells. I really really REALLY like the Cone of Cold idea you mentioned. I want to do that for sure. It would be awesome looking indeed. Prismatic Explosion? Never heard of that one I'm afraid. What spell is that? I appriciate your input.
  14. 1.) I'm not sure how to implement xp into this. I am no coder. I do like the idea of feeding them too. You learn the "feeding" through a book. And you could feed them 3 times per day. I actually prefer the feeding to level up in combat, because in the end, it's all about you caring about your familiar, and making a bond, seeing them grow into an awesome elemental, etc. #2 and #3 - No. The familiar is the standard familiar cast with the "Familiar" level 1 spell. I am however wondering whether the skills obtained by the familiar through SoA will be transfered to ToB once the player is done with SoA and goes for the expansion. It is unknown to me at this point.
  15. Hello again I have been working on a mod for quite some time now. It is called "Familiar Evolution" and will be released for original BG2. I will require a little help and andvice from you guys to complete it. I am almost done. I just need to set up the elemental spells, and it should be A-OK. Here's a little info: What it does What I need help with What I already have Like I said, the basic spells for the familiar are all done. All I need is some tweaks. The list is as follow: GOOD =============== NEUTRAL =============== EVIL ===============
  16. Thanks for the reply 1.) I have successfully created a meditation spell, which, when activated, lets you choose which spells to recover during meditation time. Either priest spells or wizard spells. I figured they didn't work too well. I do know you can use similar tactics to let your character create different set of items upon spell casting? Much like that Enchanted Weapon spell, or whatever it was called. The one which lets you create a sword, axe or mace or somesuch, which has +3 enchantment. Is there anything I have to be aware of when creating these? Say, what if my spell name has same name as the actual item file? Will there be any conflict? 2.) Thanks for the link. I am hoping to be able to make a fighter/mage/thief for the human class - though a more powerful variant. 3.) Hmm... allright. I will think of that. Because the Daystar truly confuses me as a weapon. There are eff files in it which use a 3rd parameter, when opening it up in DLTCEP, and I am not sure what they mean. And I do wonder how Daystar can make such absurd amount damage on Shade Liches, when casting the spell it has.
  17. Hey again peeps Got some question, which I hope you can answer. 1.) How to make a spell like "Protection from School"? Like, casting the spell and then a menu pops up allowing the player to choose from different set of spells. I've known how to do it, but I forgot. It was long time ago. I do know it has something to do with 2DA things? 2.) How to make my character gain an innate ability every x levels? Can I do it via an item, like a book? Kind of intressted in making a kit, but dunno if it requires a lot of coding lol 3.) How to make a weapon deal 2x, 3x and 4x damage to undead creatures? Thanks in advance.
  18. By the way, @ABlake, I have noticed that some creature I make, which I set to CONTROLLED.... they turn on me if they get injured by my spells. Is there any way that the summoned creatures do not attack the PC, no matter what?
  19. Howdy again peeps, I have a question regarding one of my spells. Basically, I have made a ring which, when worn, gives the melee and ranged attacks of its wearer a 5% chance to fully heal party members in the near vicinity of the hit impact. So basically, if you shoot an arrow at a target far away from you ... all your allies near that area should be healed fully. I have currently set the chance to 100% for debugging purpose. And frankly, the ring is actually healing my enemies, not my party members. I used a custom spell, which targets 1 creature. Its projectile animation is #158-Instant Area (Party Only). The effects of the spell have a "Pre-target" setting. Then I have created a custom EFF file, which casts spell (at Point) [Opcode 148], with resource set as my spell name, and target set to "Self". Finally, my ring, has Set Melee Effect [248] and Set Ranged Effect 249] in the Equipped section, with my custom EFF file as resource. The target is self. I can't understand how come my enemies are healed instead of my party members? Thanks in advance
  20. Dude, thanks a bunch. I followed your steps, and now it works like a charm! I can control the dragon, and I have tons of spells in the inventory to play with! Way awesome. Sure was confusing with all these options, but now I got it! Thanks man! *hands over a free beer* :D
  21. Hmh! It works! I tried using Planetars, but it didn't work. One more thing though... How do I move him? He is static when I summon he. Although I click for him to move here and there, he doesn't. And I also don't know how to add spells for him. Thanks a bunch!
  22. Ohhh... sorry about this double post. My internet was lagging, and I clicked twice on creating the topic. I forgot... LOL it is in my other topic, with same name. I think I tried using a planetars?
  23. Oh that's very comprehensive information - thank you for this! Unfortunately, I don't know coding. And no, I don't have any mods installed. :/ I've been working on my own for over 10 years now. Just my own gear. And I didn't install any other mod in fear of it overwriting some of my files, or changing strings in the dialogue.tlk file, thus messing up the description of my items. But yes, the Dragon is supposed to be some kind of tank AND healer. He is supposed to have a behaviour similar to a planetar. He would have the best priest and wizard spells, paired with some dragon breathing action (which only damages hostile creatures). The spells would not necessary be needed to be cast automatically, save for some protective spells for the party - but the PC would be able to choose the vast variety of spells to cast.
  24. Emm... not sure. LOL I just used standard. I think. I really have no clue what I'm doing. Couldn't find good tutorials on .CRE making. And I don't know scripting. I thought the AI would handle the attack reactions automatically. Here are screenshots of my current settings of the .CRE file.
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