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Salk

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Everything posted by Salk

  1. Unfortunately the first and then the second maintainer of the EE version went MIA. I have no idea why the Familiar didn't appear after taking it out of the backpack but what you can do is to reset the Faerie Dragon's global to zero and cast the spell again, but this is likely going to cause issues. The globals to reset, if I remember correctly, are WTPFAMA1 and WTPFAMCG (set them to 0).
  2. My two cents here about Haste being AoE or not is that unless there is compelling reason to make it single target, I think we should stick to the canon AD&D 2nd Ed. version of the spell and keep it AoE. Even if it may be in some circumstances less convenient for the AI than it is for the player.
  3. EE has its own fixpack now. No component of the next version of this fixpack should install at all on EE.
  4. I took a look at the highpowered_sequencers.ssl file and if I am not mistaken, what jmerry is suggesting could be easily done just by adding these three lines: OR(2) RequireBlock(IsLich) RequireBlock(IsRakshasa) About the allegiance check, it seems like the sequencers found there do not have any (unless I'm wrong) so that check would have to be extended to several blocks.
  5. Thanks for the report, jmerry. Hopefully something can still be done about it.
  6. Bartimaeus, I happen to agree with what CamDawg just said here about Death Gaze protecting from Aec'Letec's Death Gaze. Do you know if SRR's version of the spell already does that? Cheers!
  7. @Jazira, @9800 uses no SSWORDxx.wav file because it seems there is not the right one ("We got a gusher!") available. The one you mention ([SSWORD33]) is a duplicate of [SSWORD71]: "Ooo, throw a coin in that fountain! Hahahahaha!"
  8. @Jazira, @4764 & 4765 seem to be unused lines. @4839, 4842, 4843 & 4844 were already fixed @4898, 4986 & 5482 are now fixed @9564, 9569, 9595, 12433 & 12434 were already fixed @12532, 12533, 12534 & 12535 are now fixed (the first two strings seem to be unused) @12570 & 12571 are now fixed but they seem to be unused @13241, 38463 & 58266 are now fixed @61534, 61537 & 61538 I have used a sound editor to try to make Edwin's voice sound more female and I think it might be a good idea to do so and restore those .wav files but I think my work is not really that good, especially due to lots of popping after conversion. @skellytzCould you check it out? I have attached the edited .wav files here. You are welcome to make them better or give it a try from scratch. I forgot that there is already VO for Edwina so I cannot really do much about this, unfortunately. (e) Actually I will check if I can find an actress that can impersonate Tress MacNeille. @64892 - @73287 are now fixed @27405 has its wav file edited so that the .wav file only includes "Stop!" (e) I gave it a new try and this one is certainly an improvement. I'd go as far as to say that Edwin91 is good enough to be put back the way it is. But the other two files do not satisfy me as much.
  9. Well, originally the Boots of Speed (if I am not mistaken) double the movement rate. Couldn't they be made so that they triple the movement rate but use opcode 206 so that Haste / Improved Haste would not work when wearing them? It's just an ignorant guess.
  10. Oh yes, of course I gave for granted that haste shouldn't stack with the Boots of Speed. If it depended on me, I'd make the Boots only modify the movement rate and nothing else.
  11. I'm with Bartimaeus (and subtledoctor) on this. About the Boots of Speed: I don't think kreso's idea was so insane if we were talking of a unique item, but if I am not mistaken, it is possible to acquire several copies in SoA/ToB. If I remember correctly there is a way to get two of them in BG1 as well.
  12. Hello! I won't be able to help you with your issues but I can only recommend to be way, way more selective about your modifications because when you install so many, it is practically guaranteed that you will encounter issues. If you are lucky none of them will be critical (game breaking / CTDs), but minor problems are very likely to be there, and the more modifications you have, the more problems you are likely to meet. I have also noticed that many of your modifications are outdated, starting with Baldur's Gate Trilogy which has recently hit version 1.23. Unless you're too attached to your ongoing game, I recommend ditching all and make a new plan. I'd also suggest my own EE-style BG2 GTU, which is fully compatible with BGT. Good luck!
  13. I think Weigo's branch should become the master branch, really. There is no point in installing any other version than Weigo's at this time.
  14. Question about SR's haste opcode replacement: can't a workaround be used at script level?
  15. Just to say welcome back, DavidW. You've been missed.
  16. Oh good to know! I didn't know they'd need two rounds two choose between melee and range attack. My 2 cents is for not making any change to the Delay(12) because there are other creatures that would have to follow suit, including some introduced in BG2 and I think it would be outside of BGT's scope to do so. As part of my own tweaks though I have decided to cut the delay in half for the Greater Basilisks (but not the lesser ones).
  17. I think the delay(12) in the case of basilisk has been introduced to mitigate the damages that their gaze could do to a player that meets 2-3 of them. But out of curiosity, what part of their script makes them berserk?
  18. No special reaction to items in Jarl's. Just a couple of generic lines.
  19. It does more or less the same, adding a couple of lines for Denkod to speak when returning from the Undercity. Locally l disabled that in favour of Endless BG1.
  20. jastey, would you say that Endless BG1's "Denkod in Thieves' Guild Comments on Sarevok's Death" is not compatible with Jarl Adventures Pack? The Husam Story component does in fact deal with Denkod's presence and reaction as well.
  21. I was thinking about adding this block (JA#ARKHS.ITM uses opcode 100) to the Basilisk's script. I just don't know if the attacking command will be carried out. IF HasItemEquiped("JA#ARKHS", LastAttackerOf()) Range(LastAttackerOf(),5) See(LastAttackerOf()) THEN RESPONSE #50 SelectWeaponAbility(SLOT_WEAPON0,0) AttackReevaluate(LastAttackerOf(), 15) RESPONSE #50 RunAwayFrom(LastAttackerOf(), 45) END
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