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About Rana

  1. Thanks Looking at it now, I'm not sure how but a lot of the variables for store purchases are set to Miscellaneous (0) and Unknown.
  2. So I was in the process of creating items, and I don't know how, but somehow I broke BAG04.ITM - it won't accept any items. However, it seems to be the only Bag of Holding that seems effected by this. Comparing BAG04.ITM and BAG19.ITM (both of which are Bags of Holding) in Near Infinity, both seem to be completely identical. What is also strange is that I don't recall making any sort of changes to the item itself, but if I did, I can't seem to determine what they were when viewing the item in Near Infinity. What could have caused this? The other question I had is related to this in a way - what value determines the properties of a bag? For example, why can a Bag of Holding take any item, and a Gem Bag can only take gems? Or what their capacity is? Or what items they start with inside of them? Are they determined by flags, or some other value that is normally not visible through Near Infinity? I can't seem to figure out how these work.
  3. I want to put an item on a creatures loot table, but give it a chance to drop. Say for example, a Vampiric Wolf has a 50% chance to drop a Vampiric Wolf heart.
  4. Worked like a charm. Thanks!
  5. Feel silly for even asking, but if I wanted to get a specific existing StringRef to say something else, how would I do this? Specifically, I want to replace StringRef 8856 which currently says, 'Your wizard spells have been disabled.' with nothing. Meaning I want the StringRef to still exist, but display no text, meaning it would come out as a blank line. Thanks. -.-
  6. update on this: I was unable to track down exactly what was causing this, but I had a feeling it was related to the imoen romance mod. Once I uninstalled that, she returned to normal.
  7. So what I'd really like to do is stop a certain StringRef from appearing. In this case, it's StringRef 8856 - Your wizard spells have been disabled. The problem is that OpCode 267 doesn't seem to want to do what it advertises. According to IESDP... #267 (0x10B) Text: Protection from Display Specific String [267] Parameter #1: String Reference Parameter #2: Irrelevant Description: Prevents the strref specified by the 'String Reference' field being displayed by the targeted creature(s). Nothing I seem to do prevents this StringRef from showing up when I equip an item like say, Plate Armor, which has the opcode 145 Disable spellcasting effect. My second question is that I've noticed there are several things within the game that don't let you directly alter the stringref they pull from. OpCode 145 is an example - it triggers stringref 8856, but you can't alter the stringref it pulls from in it's effect block. The same goes for Edwin's amulet and Alora's Lucky Rabbit's Foot. When you try to select them in the character's inventory, they trigger a specific stringref (basically yelling at you to keep your grubby mitts off). I can't figure out how these function for the life of me. I know they're pulling from stringrefs, but I don't know where the resource is. Help! :| Edit: Shucks, searching around the site I found that there was already a post by Miss Sakaki asking pretty much the same thing about certain items and the stringrefs that accompany them, and the general consensus is that they were hardcoded. I'm assuming the same goes for Disable spellcasting in that the resource it pulls from can't be altered.
  8. COPY_EXISTING ~LEAT01.itm~ ~override~ PATCH_IF (SOURCE_SIZE > 0x71) BEGIN LPF ADD_ITEM_EQEFFECT INT_VAR opcode=206 target=1 timing=2 STR_VAR resource = ~rw#dfeet~ END LPF ADD_ITEM_EQEFFECT INT_VAR opcode=206 target=1 timing=2 STR_VAR resource = ~rw#dtmbl~ END LPF ADD_ITEM_EQEFFECT INT_VAR opcode=206 target=1 timing=2 STR_VAR resource = ~rw#ddanc~ END END BUT_ONLY Success! Thank you for all of your patience and help. I may very well pick your brain in the future, but rest assured you've allowed me to cross a huge roadblock in my modding.
  9. COPY_EXISTING ~CHAN01.itm~ ~override~ PATCH_IF (SOURCE_SIZE > 0x71) BEGIN LPF ADD_ITEM_EQEFFECT INT_VAR opcode=146 target=1 power=9 param1=0 param2=1 timing_mode=2 resistance=0 duration=0 prob1=100 prob2=0 resouce ~rw#ecmbr.spl~ num_dice=0 dice_sides=0 saving_throw=0 saving_throw_bonus=0 END // Values for spell effect END BUT_ONLY It's resulting in the following error: I know Chan01.itm exists, so I'm wondering if there's something I'm missing or have written wrong. As far as your other suggestion regarding the spell ability, so you suggest that I instead patch the three effects, which are three 206's. If I were to do that, could I just extend the single patch, or would I have to make three separate code blocks?
  10. I'm trying to put together a patch that will introduce an item ability to all armor types of Chain Mail, Full Plate, Hide, Plate Mail and Scale Mail armors. However, I'm having difficulty making one that actually works. Here's what I have so far: COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ ~override~ PATCH_IF (SOURCE_SIZE > 0x71) BEGIN READ_SHORT 0x1c "temp_type" ELSE 0 PATCH_IF (temp_type > 199) BEGIN // armors PATCH_IF (temp_type = 201 || temp_type = 203 || temp_type = 204 || temp_type = 205 || temp_type = 206 || temp_type = 207) BEGIN // All non-special Chain Mail, Full Plate, Hide, Plate Mail and Scale Mail armors I'm just not sure what to add next in order to introduce the ability, and could use some help. Thanks!
  11. Sorry for this, but when you say "blocks" for her kickout dialogue, what do you mean?
  12. So I recently started up a fresh BGT game to playtest my new kits. Things seemed to be going well until I tried to remove Imoen from my party and she responded with her BG2 kickout dialogue, opting to make the extremely long walk from Beregost to the Copper Coronet. What would cause something like this? I checked her CRE file and she is listed as using "Imoen2.d" as her DLG file, which links to "Imoen2P.d" that contains her kickout dialogue. The Imoen2P file contains the kickout dialogue for both her BG1 and BG2 incarnations, but for some reason she thinks she's in BG2. Any advice would be welcome. Thanks!
  13. Thanks. Currently, Skie resides in her room in Baldur's Gate, but I want to change that and move her to Eldoth's new location in the Coastal Way, which is AR6900. I understand that I would need to remove her from her old location and change her spawn point to the new one, I just don't know what kind of script I'd need to write to accomplish it.
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