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Avenger

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Posts posted by Avenger

  1. You can use the breakable flag with 280 DestroyAllFragileEquipment(I:Type*Itemflag)   If you really want. But in BG2(EE) the flag is reserved for something else. BG(2)EE gives you the option to define your own flags and destroy the items using this script action. (Like adamantite is done when returning from the underdark). The unused flags in itemflag.ids are free for scripters. 

     

     

  2. Some effects couldn't have a permanent timing (1), because there is no field in the base creature to store it. Timing mode 1 effects are usually affecting the base stats then go away. 
    They couldn't be dispelled. Considering that the code for this effect is a single line, and still be "dispellable", along with the rest of the immunities, by destroying the item it is carrying it, i think that was the optimal solution. I wouldn't call it a bug. 

    So actually, any effect with timing mode 1 is not a permanent, but fire and forget. The real "permanent" effect is timing mode 9, which keeps the effect on the list until dispelled or removed by special effects. Those effects that are "'permanent" with timing mode 1 have a special code section to modify the base stats of the creature, then the effect is gone. Its change is permanent, because it modified the base stats, but it cannot be revoked, and the original setting of that stat is lost.

    Before the story mode was implemented, only a few monsters had this effect, so it was not needed to be a permanent creature flag. I think only IWD2 had this flag in the creature base stats.

     

  3. You can rewrite the whole treasure table like in iwd, where the treasure resref is the first column of the table. Or stay BG compatible, then the row index is only one character.

    After the IWD resolution the BG style resolution is executed too. So in your IWD table you can have rndtre0X entries.

    No recursion, loop detection would be more difficult than the benefits. The IWD filename (root treasure table is: RNDTRES)

     

  4. Lynx, are you sure it is a mod error? It works in the original, and the only difference is the engine.

     

    This might be the problem: The characters in the vanilla-engine save have *name in their "creature" field. The characters in the gemrb save have empty "creature" field and their proper name is being shown. I also opened the game files in NearInfinity and i get "*name" for the vanilla engine save but in the gemrb case i get "null (none)".

     

     

    This one, is a mod error. though: Edit: I think i found the cause. When i tried to open the f_*.cre files in dltcep, i got a message "creature will be reordered. harmless inconsistency". I then proceeded to save each .cre file. I then made a new save from within gemrb and voila SK can open it fine.

     

    If they resaved only a mod-supplied file by dltcep. The solution is just that, resave in dltcep before release. (Or fix the weidu script).

  5. One thing that may have gone wrong is, decompressing an area may cause the game to fail. In this case you need to delete the tis from the override to get things go back to normal. I think this happens only in the original game.

  6. Yes, the spells are hardcoded to not go over 50.

     

    I might be pulling this out of my butt, but I think the SPWIx50-x99 numbered spells are never presented to the player, irregardless of HIDESPL. Still hard-coded I think.

     

    Maybe.

     

    Don't quote me.

    I can confirm that, so you can be quoted

  7. Sadly, I can't tell you the magic weidu command of the day that would add a quest to bgee.lua. Because i've never gone too deep into weidu.

     

    ADD_JOURNAL TITLE sounds like what you need. From its doc:

     

    If the game is of an EE-type, this action patches BGEE.SQL or BGEE.LUA (depending on game version) with the provided quests and journal entries, so they will work with the EE-type journal system.

     

    You probably need to check your weidu version (240 should be ok).

     

    Then look at the changes it does to bgee.lua (it should go into the override). If it changed bgee.sql then you definitely have to upgrade (bgee.sql is an outdated file).

  8. Pretty sure HasDLC("SOD") is supposed to do what it says on the tin.

     

    Sadly no. HasDLC("nosuchthis") returns true.

    You need to have a DLC variable set to 0 to actually get any negative result.

     

    And that's what you can do with SetPrivateProfileString('DLC','dlcname','0')

  9. I don't know if this helps.

     

    On windows, SetPrivateProfileString('DLC','dlcname','0')

    disables a dlc (HasDLC('dlcname') will return false). Sadly this won't work on tablets or linux.

     

    You can even use this cmd in the console. (without the leading C: prefix)

  10. This is because the spell 'Mislead' creates a copy of a player character that isn't a global creature. This creature has a name that isn't in the tlk table.

    PC's don't have more than 32 character length names, so this should be safe (it is used only when the strref name is null).

    You can probably use this to have differently named creatures using the same .cre (the .cre should have its short/long names set to -1). I've not tested this.

  11. 3 Crushing Reduce by Percentage is a vanilla feature, apparently. Except in iwd2, where it is save for half.

    Old DLTCEP effect desc might be using the IWD2 syntax only because at the time we didn't know how that bit works, except in IWD2.

     

    Save for half can be achieved in EE in a different way (special field, bit 0x100).

     

    Doesn't set to 0 percentage (2), or damage 101% (3) work just as you wanted?

  12. script_area is a script slot, like script_race, script_override, etc.

    The area script level should be different than the race script level.

    See scrlev.ids

     

    This slot is not present in the .cre structure, it is only stored in the area's creature entries (this is why it is called 'area' script level).

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