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Salk

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Everything posted by Salk

  1. I find myself sympathizing with Bartimaeus' position. A spell scaling properly is a great thing but the main focus must be on how effective they are at their entry level. So I'd rather see the berries be more effective at level one than they are when maxed. In this case I'd rather go for the first proposal: 3 berries, each initially healing 5 HP. About how they scale: I think the 30 HP cap at level 15 sounds good enough. I know that one of the goals of this modification is to make spells attractive at each possible level but I am actually fine with spells with some sort of limitation on their effectiveness.
  2. Hello, Bartimaeus! I seem to remember an old recommendation from Demivrgvs about not installing the "Mixed use of Daggers Fix" from the BG2 Fixpack. Is it still valid? Cheers!
  3. Thanks for this new version, Bartimaeus! Much appreciated.
  4. Thanks for clarifying the "black market" reference. Looking forward to the new component you have been thinking of.
  5. Hello, temnix. I have made a small text revision for my own use but I thought I'd submit it to you in case you like it better than the original. I changed @4 = ~Do I look like the black market? Get that out of my sight!~ to @4 = ~I want nothing to do with stolen goods! Put that away before you get us both in trouble.~ By the way, it seems that this string replacement only applies to Baldur's Gate 1 and EET. Is it so? And if it is so, why not extend it to TotSC, SoA, BGT, (Easy)TuTu as well? Cheers!
  6. My guess is that the original developer's idea with the whole bunch of "green scrolls" (except the cursed ones... ) was to give a protective item for the player's party, and not something to use outside of it. In the case of the Protection from Magic scroll, Bioware may have wanted to introduce some drawback for arcane and divine casters in order to not make the scroll too powerful.
  7. I would also suggest to add this to the list of the effect: LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 144 target = 1 timing = 2 parameter1 = 100 END and point out in the item's description the duration of the transformation.
  8. Thanks for the nice update, Bartimaeus! Will catch up with this and IRR once I'm home again.
  9. Oh I see, thank you Bartimaeus. Lately you have come to my rescue several times. You're not a Paladin, are you? But if you are, I can send your way some damsel in distress...
  10. Nice idea! The download link for the Windows version is giving me a 404 message though.
  11. I guess the problem there is that NPCs can be pickpocketed so I am guessing this modification flags their items as stolen if they end in possession of the Player. If that is the case, a revision accounting for specific cases in which the party is rewarded with items (and there are plenty such resolutions to quests) is going to be necessary although I wouldn't know how that might work with quests added by other modifications. The only solution I can think of is to create a second component for this mod to be installed after every modification introducing quests rewarding the party with items. It would go through the game's scripts that contain the GiveItem() action and remove the stolen flag of each such item via script or spell, if possible. Or, perhaps easier, replace the GiveItem() action with GiveItemCreate(), making sure the original item in the NPC inventory is destroyed.
  12. Interesting mod. What happens if the Player tries to sell stolen items to non fences? Are they greyed out?
  13. @Endarire, I'm playing BGT but apparently what I reported is not really new or a mystery. I guess the scripts could have been altered to account for the does_not_detect_items flag in the .ini but probably DavidW thought it was not worth the effort since the warnings are harmless (or at least I think they are) and probably very few users play with that flag on.
  14. Hello! I was wondering if there is a way for me to work out the new address for some topics I had saved the link for but that are no longer available after G3 has changed host. The old link in this case was: http://gibberlings3.net/forums/index.php?showtopic=24727&p=226944 Thanks!
  15. I'm getting lots and lots of parsing error messages (over 13000 282600!) when installing "Smarter General AI", "Smarter Mages" and "Smarter Priests". They all sound like this one: "[tb#_compile_eval_buffer/weidu_external/workspace\ssl_out\dw#hlpit.baf] PARSE ERROR at line 1325 column 1-50 Near Text: ) [CheckStatGT] argument [ENCHANTMENT_IMMUNITY] not found in [Stats.IDS]" Is it something anyone else is experiencing? I am using version 33.7 with the couple of fixes suggested by @Bartimaeusand @GrimJim. EDIT: Apparently is not something new. Others have reported it here but there was no solution. DavidW asked if there was any custom changes made to stratagems.ini. Nobody replied there but in my case there are. The Version 24 change log mentions the suppression of warning messages about ENCHANTMENT_IMMUNITY if the does_not_detect_items ini flag is checked (which is my case). I get no warnings but the ERROR messages are still produced.
  16. Well, since you have done the testing and everything looks fine I see no reason to change anything at all. I guess the issue may only present itself when the new version of IA (v6) is going to be released, just like things had to be adjusted when the latest version of 1PP was released. Thanks for checking it out. UPDATE: Just to wrap this up, when I tried to install 1PP after my version of AI I get an error message installing the main component. Funny thing is that the installer detects the presence of IA but it breaks things although it seems to be nothing but a typo at line 48 of 101_ia.tph (is iwd -> GAME_IS iwd). After correcting that typo everything installs fine except Thieves Galore that chokes when trying to patch bgmain.exe.
  17. Hi again! I found this very recent statement made by Gwendolyne: "If you want to benefit from all 1PP paperdoll content, you must install IA BG1 Characters components before 1pp" The BigWorldProject's latest version does not seem to help us much when it comes to IRR because there the installation order recommendations apply to IR v4b10 from 2017 which still includes old 1PP material. I guess some confusion and a certain degree of incompatibility is somewhat unavoidable until the new version of IA is out. At that point, it will be possible to coordinate a new effort to make IA, 1PP and IRR work nice with each other. Cheers!
  18. Yeah, I was attracted by the "cool" factor of it. But I can see it may not have much practical impact in the game and it may lead to some serious problems.
  19. @Bartimaeus, would you mind telling me why Infinity Animations need to be installed at two different times? Is there a particular reason for it? (with this I hope that all my installation order questions are finally finished ) Cheers!
  20. Thanks for the recommendation, subtledoctor. I will take a look at it.
  21. Hello! Quick question: I assume the component Recover lost items from Hell has been removed? It doesn't seem to be available with version 33.7. I also noticed some settings.ini entries also gone, namely: fiends_cast_slowly dragons_cast_slowly celestials_cast_slowly genies_cast_slowly Does anyone know why? Cheers!
  22. Well, reason enough for me to skip it. Thanks.
  23. I feel like I am flooding the board with message but I hope you can bear with my questions. Now I am wondering about whether or not you guys would recommend the Anthology Tweak "Cast Spells from Scrolls (and Other Items) at Character Level". In many ways it makes sense to me but I am wondering if there may be any bad interaction with SR or if I am possibly missing some other non desirable consequence or internal consistency with the spell system. Any advice?
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