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Salk

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Everything posted by Salk

  1. The Dwarven Shield +2 is classified as Large Shield but everything points to the Medium Shield category (appearance, min STR requirement, weight). Is that intended? I have also a question about installation order. I have always installed IR before SR but then in IR's main_component.tpa I noticed this: // SR changes the names of some spells, so if it is installed, we want our item abilities to use those names instead ACTION_IF comp_sr BEGIN LOAD_TRA ~item_rev/languages/english/spell_revisions.tra~ LOAD_TRA ~item_rev/languages/%LANGUAGE%/spell_revisions.tra~ END Does that mean I must install SR first then? Thanks!
  2. Another cosmetic error: the Scimitar +1 (SW1H22.ITM) is using the wrong icon (ISW1H20.BAM) instead of ISW1H22.BAM in its item ability.
  3. Okay, it's out. Starting with version 1.3, WTP Familiar has now left Beta stage and is ready to grace Baldur's Gate Trilogy and Baldur's Gate 2 players. Here's the link: http://forums.blackwyrmlair.net/index.php?showtopic=5278&pid=52441&st=0&&do=findComment&comment=52441 Hopefully others will like it as much as I do.
  4. Hello! A bit of an update about this modification. I am going to do some testing but I have finalized version 1.3, which is a huge improvement over 1.2 Beta. Once my testing is done, I will make a public release.
  5. There has been little/no activity for some time now, Istfemer. Demi works usually in boosts: there are long periods of gestation and short ones of hectic work and it's been like this for several years. I don't think there will be a Open Beta phase but rather an official release once IR and SR are considered stable enough to supersede version 3.
  6. I re-read it but it was wasted time. You think it's not funny. Some others do. Live and let live.
  7. Ahh, so the lack of brain function in you body is ... part of the fun ? K.You didn't actually get why the items were identifiable in the first place did you ? The fact that the item has two description strings should tell you that the identified description should tell you 100% of all the functionality of the item. Yes, you can make the unidentified description in your mod to be what you placed on the identified description and you'll be having as much without the FUCK UP for others. Don't get too upset. From your reaction, I'd think that you tried my modification and the little trick made you die when you where on a "No reload" challenge... I say enough with the OT.
  8. Jarno, my own mod Cursed Items Revision does indeed not reveal some magical properties but it's part of the fun. My suggested description for the Identify spell doesn't promise to be any more effective than the original one is (The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed.) and it's aimed to remove the fourth wall breaking of the original description. In short, my own mod wouldn't really be "compatible" with either description. I am not even sure why you think brackets are a "no no" in descriptions. I have nothing against them and I make plenty of use of parenthesis in WTP Familiars 1.3 (soon to be released also thanks to you). Last thing, if you really want to suggest an alternative, make sure you avoid grammatical errors like "it's" and "its"... Yes, that was a stab at your description... And also errors like "cast to an item": the spell is not cast on an unidentified item but rather on the caster himself that identifies the item by touching it. PS I like my suggestion better, if that was not clear...
  9. Well, not a single comment about my proposed change for the Identify spell description. I can report a typo in the latest SR Beta... Detect Alignment's description still reports to be a Level 2 spell.
  10. I was thinking it'd be nice to have a description for the Identify spell that doesn't break the fourth wall. I came with this (PnP inspired) variant: Identify Level: 1 School: Divination Range: Personal Duration: Instant Casting Time: Special Area of Effect: 1 item Saving Throw: None When this spell is cast, name and enchantments (including curses) of one item subsequently touched by the wizard are revealed without fail. Many unidentified items can still be used, but at great risk.
  11. My plan was: - new KR build either late tonight or tomorrow after dinner (probably the latter) - new SR build on Sunday (it's not a major update, only a few fixes/tweaks and maybe a bunch of new spells such as MSVIII and IX) - new IR build...I have no idea. Either I do some quick stuff (e.g. wands) if we deem an update as necessary (is there any real issue?) or I take some time to finally hande BG1 Store Revisions (for this I think I'll need some help too) Sounds like a very good plan. About IR... If you have help available (CrevsDaak? Mike1072? Ardanis?) then I'd say go for BG1 Store Revision! It'd make IR practically ready for the long awaited official release. Otherwise, go for the quick stuff and let the beta testers see if it does as well as in theory it should. Looking forward to the next IR and SR builds to start finally playing!
  12. I see your point, Demi. But what could be done is this: make those wands that duplicate an arcane spell use the actual spell. Make all those wands that have any arcane magic as source (Wand of Paralysis, Frost, Curse, etc.) still trigger the Cowled Wizards' intervention. Let them also intervene not when somebody is wearing X / day abilities items but only if such ability is used and is fueled by arcane magic. This would remove inconsistencies and would make the behavior of the Cowled Wizards consistent all through the game. If all this is too much work perhaps kreso can be of help since he already customized the game to work more or less this way.
  13. That's nasty. If MadMate is still around perhaps he can do something about it and share.
  14. Sounds a good idea. How do the other wands/items that cast spells do though? We wouldn't want internal inconsistency...
  15. I think exactly as Demi about Haste. If it was not for the Haste opcode not working the way, it should we'd readily agree readily with your suggestion kreso.
  16. Like making jokes, geg_Ma3gau?
  17. Don't let the competition steer you away from your true destiny (releasing IR v4 and SR v4), Demivrgvs!
  18. Did you get all the icons you needed, Demi?
  19. I think the "problem" is that Demi is very cautious with releasing official versions of his mods since the ones that are out, despite being horribly outdated, are stable and do not have major issues. IR and SR are constantly being in the work because of the incessant flow of feedback and suggestions coming from the users and this opens the secondary issue with a new official release: the tweaks made to the newer versions are often amended back to previous iterations and some of the new changes need thorough testing. On top of that, Ardanis, whose importance is capital in the project, has been busy for an extended period. So has Mike1072. Everything was up to Demi whom acknowledged more than once to have even forgotten what some files of his own modifications do or how to tackle specific sections of the modifications not coded by him directly.. I am also looking forward to a new, official release but I the Beta versions made available to us and being updated fairly regularly are more than satisfactory and are certainly a step in the right direction towards V4 Final.
  20. Okay, I uploaded a new version that should no longer cause that CTD on BG2/ToB. UPDATE: 1.1 Beta 2 is up (fixes a problem with the dialogue with familiars)
  21. Confirmed. In another version of the mod the crash did not happen. Well, the offending line is in the familiars script: ReallyForceSpellRES("WTPFCon",Myself) I'll have to try and see why it causes a crash on ToB (possibly BG2?)... It's effect 196 (Familiar block), triggered by WRPFCon.spl, that somehow works in BGT BG1 but crashes the game in BGT ToB. If anyone can help me understand why, it'd be greatly appreciated...
  22. Oh thanks for reporting it... I had tried the spell at the beginning of ToB (BGT) and it didn't crash... I'll try and see if I can find the problem.
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