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Salk

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Everything posted by Salk

  1. Hi TotoR! Thanks for the information. But perhaps the current BGGO has been adding material that makes that part not fully compatible. Weigo said he will take a look at it.
  2. Hello, @Weigo! I was in the process of installing BGGO before my local version of Jarl's Adventure Pack and I discovered that those .WED changes made to the Gnoll Fortress and Nashkel (AR3700.WED & AR4100.WED) might actually come from Jarl's Tweak Pack. The ReadMe says: - new Searchmap and Wallgroups for Nashkel (now you can enter the graveyard). - new Searchmap and Wallgroups for Gnoll Fortress (now you can enter the lower wall ring). So my guess is that those changed .WED files allow the player to enter an area of the map that previously was not accessible. So, my question is: what happens if I install BGGO and then use Jarl's modified .WED files? What could happen? A follow-up question: if it's recommended to not use those modified .WED files with BGGO, does it mean that the Searchmap part of the code for those areas is not needed? What I am trying to ask is: is there any point for the searchmap changes in those two areas if the .WED files are not changed too? Thanks!
  3. Thank, argent77. I'm afraid the source doesn't help me much. I know I have found the following: ++ @0 = IF ~~ THEN REPLY @0 + ~Trigger~ + @0 = IF ~Trigger~ THEN REPLY @0 but there must be plenty more. Cheers!
  4. Hello! I tried to look for a place that would list all of WeiDU's shorthand syntax for .d files but I couldn't find it. Any suggestions about where to look? Thanks!
  5. Thanks, jmerry. In this particular case, I don't think there should be any kind of problems, but I wanted to make sure that ChangeAnimation() was going to do what I suspected.
  6. Personally, I'd go for the first solution if the intention is to keep the Dark Swarm name.
  7. Hello! Quick question: does this action actually destroy the current creature calling it replacing it with another one? I'm asking because I am checking some code and I see the following: ChangeAnimationNoEffect("JA#KEELX") This is in the override script of JA#KEELO.CRE. This creature is spawned regularly at install time while JA#KEELX.CRE is not. Thanks!
  8. The "dark swarm" ability sounds cool enough but perhaps the quality of the summons should be reconsidered.
  9. Thanks for the advice, jmerry. If it's not too much of a problem, could you please tell me if this couple of lines are all I need to change the sale markup to 140 (originally 150)? COPY_EXISTING ~STO0703.STO~ ~override/STO0703D.STO~ WRITE_LONG 0x14 140 Thanks!
  10. Hello! I was wondering if there was some way to trigger a permanent or even one-time price change in a store via dialogue. I thought it'd be nice to open up to such possibility as storekeepers might want to give a discount or raise their prices as consequence of some actions taken or words spoken by the Player. Thanks!
  11. As part of Improved Dialogues we have Jondalar's Fix. I took a look at the code and at the original .dlg file but I'm not sure I understand what's been done there. What was the problem?
  12. But was there not a valid reason for the original concept of making it impossible to cast spells at invisible enemies?
  13. The problem with the non-SCS enhanced AI could be solved if SR dealt with updating the spellcasters AI in that specific case.
  14. Well, then I'd say the situation is unfortunately critical and worse than l ever imagined initially when I opened this topic.
  15. But the dispel spell would have a chance to fail while haste and slow would cancel each other every time. Or that's how I thought it'd work. Additionally they would be a little less powerful against each other.
  16. I have always been a disappointed optimist. Things like this one don't help my condition.
  17. That would be desirable for classic game players like myself.
  18. Oh, okay. I am sorry I cannot help you further with the SoD issue. As I said, the EE maintainer has been inactive for a year and I have no idea when (s)he will return to it.
  19. Weird. I find it very reasonable instead.
  20. @DraikenWeAreOkay, I took a look at the Familiars changes made by Tome & Blood and I'd recommend not to install WTP Familiars and the Tome & Blood Familiars components together as a general rule. They are truly not compatible. About the specific issue you have been having with SOD, I don't know how to help you because I'm not a EE player and I only developed my modification for the classic engine and specifically for Baldur's Gate Trilogy. But I still have one question, just to make sure that the Faerie you were summoning as familiar in your game was the one from my modification. Does it have a portrait? Because if it doesn't, then you are not using the familiar from my mod at all.
  21. Well, my modification does not use the original familiar .cre files. Instead of famfair.cre the spawning familiar should be wtpfairy.cre. The same applies to every other familiar .cre files. But if that was the issue, why would it only happen when entering SoD? @DraikenWeAreCould you take out the Faerie from the backpack without problems before then?
  22. The author of Tome and Blood is @subtledoctor. Let's see if he might chime in with some advice.
  23. The Slow spell does not dispel the effects of Haste, right? If that is correct, couldn't we get to nerf a bit the Haste spell indirectly by having Slow automatically dispel its effects? And to not make the Slow spell too powerful we could make so that Slow would dispel Haste but not Improved Haste. Just an idea...
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