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Salk

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Everything posted by Salk

  1. I find this approach to be more rational and, generally speaking, acceptable. I'd be interested to hear polytope's counterargument to Bartimaeus' criticism though. I guess this will be part of your next version of your tweaks, @polytope? (It may be even a good candidate for IR/IRR adoption) Cheers!
  2. I seem to remember Kahrk being quite tough even on a non SCS'ed game. I'm also pretty sure I managed to defeat him with SCS's mage AI installed but I did play with no AI pre-buff anda tweaked stratagems.ini file tolower the mages' level (something DavidW kindly introduced after me requesting it some time ago).
  3. Gwendolyne is very welcome to them, of course. I will send him a message and ask him if he's interested.
  4. @jastey, thanks for making my suggestion officially part of your new version!
  5. @Bartimaeus, it's been a long time ago since I even attempted a BGT installation but from what I remember I used to install my own 1PP changes after 1PP (which included your fixes/tweaks). I don't remember the exact details either but I guess that since I would be installing my own stuff (hoping to not break anything) after any 1PP version it wouldn't really matter to me what order you guys are going to recommend when it comes to what to install first between IRR and 1PP.
  6. Bartimaeus, do you think it might be good to contact Gwendolyne who is updating 1PP for a new official version? It may be possible to integrate your 1PP compatibility fixes into it.
  7. @Endarire, flamewing's version is up to date and includes all the latest fixes/improvements.
  8. If @kjeronis around he might come with some good suggestion about the aura glitching (he is a wizard ) but for now I guess this is the best solution. There must be many other items that use aura effects and I guess those won't work properly either.
  9. Thanks for your updated port, flamewing. Much appreciated!
  10. Salk

    tutugui

    Yes, my own version had practically no customization room at all. I did it only for my own use and later one found out that there might have been some interest. Kilivitz is very welcome to use my graphics asset and let the player decide which image they prefer. The reason why I opted for a more "neutral" and original start screen was that I didn't want BG1/ BG2-inspired images before the player selects one game or another. I'm fond of the one I created but I do understand others may have different tastes. Cheers!
  11. Salk

    tutugui

    If you are playing classic Baldur's Gate and are up to testing, I have my own version (created for just the resolution you play at) here. Let me know if it has the same issue.
  12. Excellent work on all this! Thanks for yet a new revision of your revisions.
  13. @jasteyYou are very welcome and thanks for hearing me out. I believe a simple rephrasing could go a long way to make it consistent. What about something like: "We can check this area for traps, if you desire."? I like it better than "any remaining traps" because the latter implies that there have been some whereas the first will cover every possibility. Cheers!
  14. Found it. Unfortunately I am a BGT classic player so I won't be able to use it. Too bad and thanks anyway.
  15. Interesting mod this one too, temnix. You certainly show you have many good ideas but I have a simple question: where can we download Monsters Beat Enchantment which you recommend installing together with this modification?
  16. I like the idea of adding some variation to the most common type of NPCs. Good job. The antivirus is blocking the download for me (using Kaspersky). It would be nice to have an alternate download site.
  17. Thanks for your interest in my queries, jastey. Excellent! I'm not completely sure how DavidW did it but here's his code for it: DEFINE_ACTION_FUNCTION sarevok_traps BEGIN LAF edit_area STR_VAR area= ~%Undercity_TempleofBhaal%~ editstring="delete_trigger=>~trigger_type=0~" END END UPDATE: jastey, I can confirm you that the traps are completely removed from the area after installing that component.
  18. Hello again! The check should be for whether they exist at all or not actually. I am very rusty with scripting and I forgot practically everything but could a simple Exists("Trap1") work? If not, I guess your workaround is our best option. Oh what I mean was simply that the Sword of Chaos used by Sarevok isn't an ornamental/lore only item but rather a sword you are going to use later on. It doesn't seem internally very consistent that the first time you cannot use it and then you find it again and then it's perfectly usable. Cheers!
  19. Hello jastey! I'm interested in this modification of yours and I plan to use it whenever I'm going to play my BGT game again (2020...2021...2022... Who knows? ) and I have a couple of suggestions: 1) SCS's improved End-of-BG1 Final Battle SCS's component (which I personally use) removes the traps from the Undercity Temple so I was wondering if you could account for that in your "Flaming Fist Healer come into Undercity Temple" so that there won't be a scout offering to remove traps. This is the relevant .tp2 code from SCS: 2) About "Sarevok's Sword": there is a similar component for BGT in BGT Tweaks called "Put Sword of Chaos +2 in Sarevok's inventory" (component 27) which I used to install. Would it be possible to account for that component so that the sword you find using "Sarevok's Sword" will be that one? I like the idea that it will later on be stolen but I like a bit less not being able to use a perfectly functional sword wield in the last BG1 battle by Sarevok (especially considering "Sarevok's Unique Items" go completely the other way by allowing you to use both his armor and helmet) Thanks!
  20. Well, it seems that I could answer my own question just by looking at the code. DEFINE_ACTION_FUNCTION sarevok_traps BEGIN LAF edit_area STR_VAR area= ~%Undercity_TempleofBhaal%~ editstring="delete_trigger=>~trigger_type=0~" END END
  21. Hello! I seem to recall DavidW decided to remove the senseless traps from the original end-of-BG1 encounter if the component "Improved final battle" is installed. I tried to look for corroboration in the read me and by making a few searches without success. Can someone confirm it? Thanks!
  22. Some neat ideas there, subtledoctor. I like Improve Mantle, Improve Otiluke's Sphere and Nerf vampires Level Drain proposed changes. I'm uncertain about Mirror Image. Would the AI (and AI modifications like SCS) still use it as Level 2 spell? If not, I would approve of this change too. Even if some interesting components may be installed over SRR, I would still recommend Bartimaeus be given permission to integrate approved non-EE spell tweaks into his own SR fork for the benefit of non EE players like himself or me.
  23. The OT speaks of version 32.8 but the download link still brings to version 32.7. Where do we download the newer version that fixes an incompatibility with the newer SR(R)? Thanks!
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