Jump to content

Salk

Modders
  • Posts

    3,383
  • Joined

  • Last visited

Everything posted by Salk

  1. 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!
  2. 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
  3. Case closed. I tested this morning using another saved game and everything is working fine.
  4. Case closed. I tested this morning using another saved game and everything is working fine.
  5. Bartimaeus, the link is still to version 1.11b.
  6. 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.
  7. Hello! Anyone has some experience with this trigger? IESDP reports it to be not working on non EE engine but ToBEx should supposedly restore its functionality. Enable PickpocketFailed Trigger=1 My tests were negative though so I wonder if there is something I am missing? Thanks!
  8. Kudos to Bartimaeus! I am, for one, extremely grateful for all his hard work and I wouldn't even think of using the original version of IR now because there is hardly a reason to do it now that IRR is out and has been thoroughly (I believe Bartimaeus to be very thorough in his work) tried, and with a very detailed change log as well. It would be nice to see your SRR one of these days too, Bartimaeus! And thanks again for IRR.
  9. Hm... But I do have ToBEx installed. Unless it is some .ini setting that needs configuring? I do have the disable silence on charm component installed. Nice to see you Ardanis, by the way!
  10. Excellent! I am really glad you decided to share your take and provide an updated version which includes many needed fixes. I suppose that like for the original version of IR, you will need feedback from people using IRR. I am certainly going to be one of them.
  11. Nice to see a new update, Bartimaeus! I see that the rebalancing is mostly a further nerfing for several items and I am not sure I personally agree since IR has already done much nerfing already by itself. Have you noticed these two bug reports from Luke? http://gibberlings3.net/forums/index.php?showtopic=28190&page=7&do=findComment&comment=258031 http://gibberlings3.net/forums/index.php?showtopic=28190&page=7&do=findComment&comment=258123
  12. Hello! It seems I cannot start a dialogue via script with an NPC that is under charm or even has been charmed. In short, this does not seem to work: IF StateCheck("Marek",STATE_CHARMED) // Marek Global("CharmTest","GLOBAL",0) THEN RESPONSE #100 SetGlobal("CharmTest","GLOBAL",1) ActionOverride("Marek",Dialogue([PC]) END Marek.cre has INITDLG.BCS assigned to himself and even swapping ActionOverride("Marek",Dialogue([PC]) with ActionOverride("Marek",SetNumTimesTalkedTo(0)) would produce as result a loop from INITDLG.BCS without really starting the dialogue action. No result even if I try to have a party member initiate it. Adding to the action list ChangeEnemyAlly("Marek",NEUTRAL) won't help either. Is this a bug/limitation of the engine or am I missing something here? Thanks!
  13. I decided to go for two items: Bowl of Water Elemental Summoning (summons a greater water elemental - one time use) and Necklace of the Oceans (protection from fire set at 75%) I was thinking of forbidding their use to good aligned characters since the items above are sacred to Umberlee. I would also like to find some lore to create a fitting description. If anyone has some link that would provide info in that sense, I'd like to take a look.
  14. Okay, thanks for the suggestions. I will think about it.
  15. Hello! I am in the process of overhauling the Temple of Umberlee (Water Queen House) in Baldur's Gate and I was wondering if someone could give some recommendations/suggestions about what kind of items such a Temple may be selling. I have used the Temple of Helm wares and services as template but I'd like to make this one a bit different somehow. Thanks.
  16. I fear I have not explained myself properly so I better give a straightforward example. One BG1 UB journal entry says: Lahl was grateful for my defeat of Karoug. and I want it to be instead: Lahl was grateful for my defeat of some beasts outside the walls. I used this: ACTION_GET_STRREF 75168 palinchange OUTER_PATCH_SAVE palinchange ~%palinchange%~ BEGIN REPLACE_TEXTUALLY ~Lahl was grateful for my defeat of Karoug.~ ~Lahl was grateful for my defeat of some beasts outside the walls.~ END STRING_SET_EVALUATE 75168 ~%palinchange%~ because at that time the STRREF for that line was 75168. But when I reinstalled the game a second time, that STRREF was wrong. I suppose one could use ALTER_TRANS?
  17. It'd seem a good choice to me.
  18. Okay, what I am trying to do is to change the text of some strings. The problem is that those line are not always associated to the same string number, depending on what mods are installed and what order they are installed in. This means I cannot use STRING_SET but rather need to find where that line is in some other way.
  19. Thanks for the answers, CamDawg.
  20. Hello! I have a few simple questions and I am hoping there are equally simple WeiDU solutions. 1) What's the easiest and safest way to remove a reply (response) from an existing dialogue? 2) What's the best way to add a new state to a dialogue? 3) Is there a way to find something in the DIALOG.TLK file (ex. part of a string) and replace it with some other text without providing the STRREF number? Thanks!
  21. The way the IE games are now (at least the original Baldur's Gate) show temporary changes to the six main abilities with a red number, both negative and positive. I suggest to change to green color for positive. Would it be possible?
  22. I think you may be right. Since the original spell grants such bonus, it should be enough to copy the original effect using Near Infinity. Unzip the attached file and drop it in your Override then see if it does the additional damage. Nope, it seems to do the damage to the wielder instead. Right. Please try and download it again and retest. If it does not work now I'll stop trying to fix what I can't. phantom.zip
  23. Do you use a flag that separates between undead and "the undead", as the Skeleton Warriors are undead obviously, but not flagged as that, cause for reasons. I only recycled the original Phantom Blade EFF file.
  24. I think you may be right. Since the original spell grants such bonus, it should be enough to copy the original effect using Near Infinity. Unzip the attached file and drop it in your Override then see if it does the additional damage.
×
×
  • Create New...