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Salk

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Posts posted by Salk

  1. Hi TotoR!

    3 hours ago, TotoR said:

    I have use both in my previous intall and I haven't seen any bugs. It was with bgoeet (previous version of bggo); if nothing as changed since, it should also work with last version.

    Cheers

    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. :beer:

  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. 59 minutes ago, Bartimaeus said:

    think I would like to upgrade these shadows to wraiths (43 HP and 4 AC instead of 34 and 7 respectively) just for a little more staying power...and exempt them from the summoning limit, which just means changing their gender from 0x6 (summoned) to 0x20 (no limit summoned)

    Sounds like a good idea to me.

  4. 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!

  5. 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!

  6. 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!

     

  7. 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.

  8. Just now, subtledoctor said:

    I suppose SR could implement it on the old engine via some extra subspells - the same way SR fixes Spell Shield itself. Hmmm…

    That would be desirable for classic game players like myself.

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