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Salk

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Everything posted by Salk

  1. 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.
  2. 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...
  3. 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.
  4. 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.
  5. 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!
  6. 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.
  7. That's nasty. If MadMate is still around perhaps he can do something about it and share.
  8. Sounds a good idea. How do the other wands/items that cast spells do though? We wouldn't want internal inconsistency...
  9. 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.
  10. Like making jokes, geg_Ma3gau?
  11. Don't let the competition steer you away from your true destiny (releasing IR v4 and SR v4), Demivrgvs!
  12. Did you get all the icons you needed, Demi?
  13. 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.
  14. 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)
  15. 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...
  16. 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.
  17. I am quite sure it is possible to change that if you're willing to hack the executable. Did a quick search - it seems that this is caused by the following check in the update loop: if ( !InfScreenWorld__isActivePCAvailable(thisa) ) // "active" here means not dead, not charmed, not imprisoned/mazed { v62 = g_pApp->pInfGm; v61 = v62->protagDeathTimer; // >0 if "protagonist dead" sequence is already running if ( v61 <= 0 && !bDeathTimerExpired && !thisa->bLostGame ) { v60 = g_pApp->pInfGm; v59 = v60->unkStru58.modeFlags; if ( v59 != 4096 ) { v58 = g_pApp->pInfGm; CInfGm__onProtagDeath(v58); // this kicks off "protagonist dead" sequence } } } The simple 2-byte hack would be to skip the block regardless of the check result (BG2: 0x7D3723: 0F 85 -> 90 E9). Note: I didn't actually test that, since I don't have BG installed, so it is possible that I've missed something. If it doesn't work, but there is still someone really interested in this fix, I can investigate more. Now, the question is whether this is in-scope of SR; I vaguely remember *R not taking in exe patches. OTOH I didn't follow these forums for more than a year now, so maybe something has changed That would be a great addition for ToBEx actually. Too bad the developer (Ascension64) has not been actively modding for almost 2 years now.
  18. +1 to AoF being made Cleric only.
  19. I never touched the Big Metal Unit because I consider it a sort of "joke" and not something to take seriously...should I reconsider it? Keep on not touching it...
  20. I am actually sympathetic to geg_Ma3gau's request. The bosses having unrealistic/implausible stats/protections is another example of poor game design: an artificial, easy way to raise the level of challenge by bending the rules of the game to penalize and punish the player.
  21. Icezera, carrying around normal weapons just to overcome the cheesy situation where magic weapons are ineffective *is* annoying. The whole point of getting magical weapons should be that you don't need to downgrade them in order to be effective. It's a design flaw and it should be gone.
  22. Actually it's pretty bad if the reload kicks in only upon hitting. It doesn't make any sense like this, I am sorry to say.
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