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Salk

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Everything posted by Salk

  1. I think everyone here at G3 knows how heavily such decision weighs on you, considering that Roxanne has also been a very active user and modder both here and at SHS, helping out people too with suggestions and recommendations. Thank you for dealing with the matter, even if it was something you wish you didn't have to do.
  2. Removing the iconic death by acid/fire from summoned trolls would be undesirable, in my opinion. My vote goes with Greater Werewolves.
  3. Well, in my opinion, it should either do both or none.
  4. I don't mind at all. And thanks for offering to port this modification to EE.
  5. Daxtreme, my bad. I misread and thought you were advocating such a change for SR, not as an option. Of course I have nothing against it. Said that, I find a little odd how you think it is "really cheap" to have a 15% vorpal effect for a creature like Planetars but it is not cheesy to follow the strategy you suggested just after: I guess tastes are tastes. Personally, I can hardly think of something cheaper than that.
  6. I don't agree with the change. Many high level enemies are immune to that effect. Planetars are supposed to be extremely powerful and, if I am not mistaken, the chance of the insta-kill has already been nerfed by both IR and SR (Bartimaeus can probably answer this).
  7. The mod uses AreaCheck() with references to BGT areas. Just updating the .tp2 is not enough. Thanks for spotting the typo at @2, by the way.
  8. Hello, flamewing! Of course it would be nice to have this mod ported to EE. I didn't have the time nor motivation to do it myself but I would welcome any help.
  9. @Jarno: no, it works that way. From the .tp2: // out of order, component-number-wise, because WeiDU will suppress other options if the first isn't the most inclusive // e.g. putting instant first means bgt games don't get to pick 8 hours, even though it's technically available The only drawback is that the user gets also the choice of installing the "Instant" forging together with the other two options but that's no aggravation since that should be the default behavior for BGT.
  10. I can confirm the issue on BGT. @Terminus Est: if you want to install that component, you can open the file setup-cdtweaks.tp2 with Notepad and add bgt to line 3927 (between bg2ee and eet)
  11. Too bad it's never installed as the mod is/was NOT compatible with BGT, at all, at least last time this was discussed in BWS. As it was made only for BG2's content. In theory, it is compatible. It only affects the BG2 portion of the game though. I did try to rectify that producing a version that should work much better with BGT though. But it's barely been tested.
  12. WTP Familiars 2.1 is out! It can be downloaded here. CHANGE LOG: -The Burrow ability is now exclusive to the rabbit -The Burrow ability is now restricted to Outdoor and Dungeon areas rather than just Outdoor -The ferret gains more instances of its War Dance ability to compensate the loss of the Burrow ability -A couple of text changes to provide basic information about the Dust Mephit's Glass Dust ability -Fixed a typo in the WTFAMPx.d files -Minor code changes
  13. Hello! Has anyone here (had) any direct experience playing SCS with Simding0's "Virtue" modification? Virtue seems to make big changes to SHOUTs scripts and I was curious about how SCS deal with it, considering that Virtue should be installed after SCS. Thanks.
  14. Yes, the description of the spell should be amended accordingly. It makes sense to me that PfMW protects against non magical ones as well but then the name of the spell itself is rather misleading as well.
  15. Okay but it's still a bug with NI then...?
  16. Funnily enough, the in game action works as intended and SPDIMNDR is played correctly...
  17. Hello! It seems that this action is converted automatically into MoveBetweenAreas()? Has anyone ever tried it? When I tried this: MoveBetweenAreasEffect("AR8200","SPDIMNDR",[47.1098],10) I get MoveBetweenAreas("AR8200",[47.1098],10) Even if I use NI and compile it there, I get no errors or warning but after loading the file, I see the same behavior. Thanks!
  18. Thanks for the suggestion, Miloch! I will surely do it!
  19. One more thing, somewhat related... It seems the EE engine uses the SLTSTEAL.2DA file to set the difficulty for pickpocketing but what does the old engine uses? Thanks!
  20. Hello! Is there a kind soul that can help me with some translation from English to Spanish? The most urgent being: @400 = ~Attacked by Mind Flayer~ Plus a few more lines about version history for the modification (see attachment). Thanks a lot! ToSpanish.txt
  21. Case closed. I tested this morning using another saved game and everything is working fine.
  22. Case closed. I tested this morning using another saved game and everything is working fine.
  23. Bartimaeus, the link is still to version 1.11b.
  24. Yes, I read about it being an instant trigger but I did test it in dplayer2.bcs: IF InParty(Myself) PickPocketFailed([PC]) THEN RESPONSE #100 Kill(Myself) END and nothing happened.
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