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Salk

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Everything posted by Salk

  1. About this, doesn't the optional BG2 Fixpack component "Cromwell's Forging Actually Takes a Day" do the same thing? Why the duplication here?
  2. Thanks for reporting that. It's just the kind of c**p I wish I'd never get to see. I guess we will have to restore those spells from some older version of SR.
  3. It must be quite a big bug to knock over a tree...
  4. WTP Familiars 2.0 is out! It can be downloaded here. I recommend anyone using this modification to upgrade to this version since there are major improvements over the last public release. CHANGE LOG: -Included missing Bard, Beast Master and Thief with UAI ability classes -Fixed minor issue with party members using the Find Familiar scroll in the quick slot -Fixed issue with Empowerment not switching on the fly when Reputation changes would affect it -Fixed issue with Empowerment not correctingly updating the hit points gain/loss -Fixed issue with Empowerment not removing old bonus before applying new ones -Changed Empowerment's visual cue to something less intrusive -Alleviated stuttering when Empowerment is being applied to or removed from Thief/Warrior class familiars -Raised base thieving skills for cat, ferret and rabbit -Changed Burrow ability: the familiar stays hidden until the master recalls him -Paralyzed or Intoxicated should now no longer appear on Undead -Mage class familiars now cast mirrored spells at the right level (thanks kjeron) -Fixed bug with some thieving skill and poison resistance bonuses being erased when the familair moves to the backpack (thanks magus) -Small cosmetic changes to the summoning/level up of the familiars -The spider's poisonous/paralyzing attack now scales with the enchantement of the weapon -The familiars no longer initiate any dialogue -Fixed compatibility problems with Game Over only on Party Dead (requires version 1.7 or higher) -Updated WeiDU to version 241
  5. Is this not just setting a marker in override for other mod to see that SR is installed? This is not s spell supposed to be used in game. Just guessing, though... It seems it is already reported by Wisp in 2014 (!) and has to do with detectable spells. Here: http://www.shsforums.net/topic/53579-detectable-spells/?p=568139
  6. Near Infinity reports a corrupted CDDETECT.SPL (invalid signature) after installing SR. Looking at the debug file I see this: Copying 1 file ... [./override/misc01.itm] loaded, 114 bytes Copied [misc01.itm] to [override/cddetect.spl] What's SR trying to do there?
  7. I have installed the latest Beta version (4 Beta 15). The description of Harm mentions 90 points of Damage, not 150. Halt Undead should work fine (I took a quick look with NI). Those skeletons should definitely be affected but consider that they can save against it (at -2).
  8. Does the engine stop processing triggers in a script block as soon as one false is found?
  9. From what I remember the BGT code for weapon shattering is appended to DPLAYER2.BCS and DPLAYER3.BCS. This means that with Party AI off that code won't be running. I think the reason why it happened as soon as you turned the Party AI on was because of a local variable that was set to 1 when you used a weapon. If you had the Party AI on all the time the global would have triggered the shattering sooner.
  10. The priest version of Dispel Magic uses the original spell's projectile (157). It needs to be changed to 177.
  11. I had a number of issues with Baldur's Gate Graphics Overhaul for EET installed on BGT as I have reported even on this very thread. In my case, there is green water on BGT and also problems with the map markers position on the minimaps: http://gibberlings3.net/forums/index.php?showtopic=27768&p=251228 And I have not even bothered reporting the misplaced tiles with the doors in the city of Baldur's Gate because they were reported already before. So no, I'd say that there is no "safe" version of this to play on either the old or new engine. It is a very sad thing indeed, considering that this modification was the one true graphic enhancement to the game.
  12. Salk

    Disable saving

    Hello Ardanis! Nice to see you around and thanks for the suggestion. The blocks are already all wrapped between SetInterrupt so perhaps that is enough.
  13. Salk

    Disable saving

    Well, there is already a check that does not allow for the level up process to take place if there are enemies around. I have been using NI's function to check for what areas do not allow for saving and in BGT it seems it's just 19 so I followed Roxanne's advice and did that.
  14. Salk

    Typos

    Hello! There is a typo in the IESDP Script Actions list: 332 AddAreaFlags(I:Type*AREAFLAG) 333 RemoveAreaFlags(I:Type*AREAFLAG) The plural in Flags should be eliminated.
  15. Salk

    Disable saving

    Roxanne, I get the workaround... I was hoping for a more direct solution but thanks for your input. Imp, I need it for one of my modifications. I don't want the Player to save during the level up process of summoned familiars. Depending on the player level it can take quite some time.
  16. Hello! New question: I would like to temporarily disable saving during the execution of a script and restore it at the end of it, if the area allows for saving the game in the first place of course. I think AddAreaFlags(I:Type*AREAFLAG) and RemoveAreaFlags(I:Type*AREAFLAG) can do the job but the problem is: how do I check that the area itself allows for saving the game to begin with? AreaType() uses values from areatype.ids but I need values from areaflag.ids. Any ideas?
  17. Salk

    FadeToColor()

    Just a small update. I think FadeToColor([0.0],0) is not working to keep the screen black while FadeToColor([1.0],0) seems to do the trick.
  18. Salk

    FadeToColor()

    Eh I suppose that is the only thing I can do. Thanks, argent77!
  19. Salk

    FadeToColor()

    Hello! It seems that this Action is time limited: after a number of seconds, the original colors are suddenly and automatically restored. Is there a workaround to make it permanent until a FadeFromColor() action is used? Thanks!
  20. Great job, Bartimaeus. Thanks for sharing.
  21. If I did not have my own customized version , I would surely use Bartimaeus'. No doubt about it.
  22. Great to put a face to jastey too now! Thanks for sharing!
  23. I do not personally like this solution much because of its randomness. Variety is welcome but to me this is still immersion breaking. Why would the AI be partly infallible and partly completely clueless? The only good solution (form what DavidW said it is too complex and requires too much coding to work decently) would be to have the AI learn about party protections by making them first fail in their standard attacks and then learn from their mistake (if intelligent enough to do it). From what I understand instead (someone correct me if I am wrong), the party has a short "grace period" under which the AI is not aware of all the protections. Afterwards the AI becomes omniscient. Personally, I rather keep the AI "dumb" because I find it is still preferable to the default alternative.
  24. SCS gives the user the opportunity to customize a file entry (note: the author offers no support for this) that would make, among the other things, the AI ignorant about your equipped items and protections. Open stratagems.ini with notepad and change the following entry from 0 to 1: AI_Does_Not_Detect_Items 0 Of course this means the AI will never learn from first failing in their attacks against protected party members.
  25. I don't mind further developments will only apply to EE (which I doubt I am going to play, at this point). I only hope that SR and IR will be as stable as they can be in the current incarnation also for the original games.
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