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ABlake

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Everything posted by ABlake

  1. 1. If by "setting opcodes on creatures" you mean applying a specific effect on a creature, then it's done by putting said effect in a custom spell then applying the spell on the creature via script/dialog. 2. Subtitles over characters come from DisplayStringHead action(s). You can either remove them or change them to DisplayString which will only show the text in the feedback window. 3-4. Not sure about adding custom music, but you can try PlaySong. I think it suppresses ambient sound, like when romance music plays during romance talks. List of song files are in SONGLIST.2DA. For example, you can try PlaySong(58) or PlaySong(80). 58 is the ID of the dragon battle music. 80 is another theme that I really like and is played in the Balthazar fight in his enclave.
  2. The "Power" stat is basically "spell level" of an effect, regardless of whether that effect comes from a spell or not. It indicates whether that effect would work against a target who has an "Immunity to Spell Level" effect. An on-hit damage effect with Power 5 won't work against a Lich, for example, as Liches are immune to spell level 5 and lower. Many vanilla and modded abilities have individual effects with rather inconsistent Power levels. Such abilities would only "partially work" against targets who have Immunity to Spell Level effects. For example, some True Seeing abilities may seem to be intended to be level 6, but some effects might have been copypasted from the priest version which is level 5, so some effects would work against Liches, while others don't. I'm not referring to any particular ability; this is just an example of how this "Power level" thing can be a bit of a hassle sometimes. This is why you should leave Power at 0 if an effect should not be treated as a "spell effect" and has to go through no matter what. Also, having a non-zero Power means the effect may be subjected to the spell reflection/deflection/trap effects. Can't recall from the top of my head if this is guaranteed to happen or if there are some exceptions. Try hitting a party member who has Spell Turning on with a sword with an on-hit effect with non-zero Power and see what happens. Can never get into plain heavy metal. I prefer more melodic stuff like melodic death/doom/black, viking/folk, gothic, symphonic, etc.
  3. There isn't one immunity icon for every one of those particular effects, but there is the "Mind Shield" icon, which is a rather versatile one that can be used when your character has immunity to one or more mind effects including charm, confusion, stun, etc. You can add it quite easily by copypasting the "Display portrait icon - Negative Plane Protection" it already has then change the Negative Plane Protection icon (90) to Mind Shield (52). Well, I see only one equipped immunity, "immunity to level drain". But there's also a "Set spell state" effect, which may be what confers the other immunities? I'm not entirely sure as I'm not familiar with EE-specific features. You can test it by casting Power Word Stun and other things at that character. Other than that, it has a magical ability usable once per day that confers immunity to just about every negative effect to all allies within 30 feet for 42s. Pretty convenient, yes. But if you're playing on an incredibly tough custom difficulty, it may be just fine. Heh. Yep. BW05SW1 actually has slightly different stats compared to that description, other than damage. It requires 5 STR, has weight 3, speed 3, and deals 1d4+4 extra electricity damage. Nothing gamebreaking though.
  4. Without the strings that contain their names and descriptions, we can't say for certain what they're supposed to do. I'm guessing Varscona +3 is the OLSW1H06 one. It has a "prevent Stun portrait icon" but I don't see a "immunity to Stun" effect. Other than that, it has a magical ability that looks like a "mind shield" kind of spell that protects against a ton of negative effects along with their corresponding portrait icons. So you're saying that you want these portrait icons to still appear even when your characters are immune to the effects? This item also procs DWTROLCO.EFF against trolls, but without that EFF file we can't tell if there's anything wrong with it. The +2 cold damage on hit looks fine, though it doesn't bypass magic resistance. CMTSW06 is supposed to proc DWTROLFI.EFF against trolls. The "proccing" looks fine, so you'll need to inspect the EFF file if you think it's not working. Other than that, the +4 fire damage each hit looks fine too. Similarly, BHFSW1 procs the same EFF. The +3 fire damage looks fine. BW05SW1 is supposed to do 1d4+4 electricity damage on hit, but this effect has power level 4 and does not bypass magic resistance, so it may not proc against certain enemies.
  5. Umm no, I think he mostly just gives compliments without much intention of flirting. I don't recall him really "hitting on" anyone, tbh. He does remark on Viconia's attractiveness in a banter but then simply wonders if she would consider going into acting on the stage. Not that I know of. : )) That bad huh. Speaking of Haer'dalis, so what kind of bird would he call Theil?
  6. You know, the kind of "cool and collected" character who never expresses themselves strongly? So she may "smile" or "chuckle", but never (or very rarely) "grin" or "laugh". Any plan for a personal quest? Perhaps some encounters with other celestial beings because you let her tag along? Or that would be hard to make for a character who is "morally adrift" and has "no clear road"? Any romance option? Or is she not available? Will there be events that ultimately change her alignment into either this or that? Like a series of events and conversations that gradually shape her alignment into something less adrift? Would Haer'dalis flirt with Theil? Imagine Haer'dalis flirting with Aerie and Theil at the same time and Aerie ends up getting mad at him. NO AERIE ROMANCE FOR YOU HAER'DALIS.
  7. This is really well written, I like it. I like the character concept and background. The character doesn't strike me as someone who would say "Oops", or even "grin". I'm imagining someone like Kurama from Yu Yu Hakusho, if you know who that is. But maybe that's just me. A diviner requires 16 WIS as per the game rules. And personally I'd like her stats to be better, like 85+ total at least.
  8. 1) I don't know... you should see the kits in the drop down list 2) No, they won't. You will have to manually set up the creature's stats and abilities as appropriate for its level, class, race, etc. (or as you see fit). For example, a level 20 Fighter will have saving throws 3/5/4/4/6 and THAC0 of 1 - these have to be set up manually. The game does adjust the creature's HP based on its Constitution score as per the game rules. This is the only thing I can recall immediately that is adjusted by the game. Just about everything else has to be manually set up by you: saving throws, to hit, AC, all class-specific abilities including both innates and activates. Another exception is thief's backstab multiplier. A thief creature will automatically receive the appropriate backstab multiplier for the level of its Thief class. However, in the case of Assassin, the bonus multipliers (x6 and x7) have to be added manually. 3) Such details are governed by a bunch of .2DA files. These files are data spreadsheets that govern a lot of the game rules, and can be easily modified by text editors like Notepad. To access them with DLTCEP, go to Edit in the toolbar and select Tables. To answer your question in a more specific manner, the racial bonuses/penalties to attribute scores are determined by the file ABRACEAD.2DA. The "resistance to poison" thing, I believe, is the saving throw bonuses to Death/Wand/Spells based on CON. This is determined by the file SAVECNDH.2DA. These bonuses apply to both Dwarf and Halfling (as you may be able to guess from the name of the file). Gnome has a similar file - SAVECNG.2DA. IIRC these bonuses are applied by the game during character creation. If you make your own character using an editor, you have to factor these bonuses in yourself. ============= Here is a great guide to creating a new kit by CamDawg. The guide explains the purpose of a number of .2DA files which you should find useful when you're creating new creatures, not just kits. These details are in PART TWO: GAME FILES INVOLVED. http://forums.pocketplane.net/index.php?topic=630.0 Have fun modding.
  9. 1) - Equipment is under "Items & spells" tab. Select the item slot from the drop down list then assign the item to that slot by selecting from the "Itemname" drop down list. - Appearance is under "General properties". The general appearance is under "Creature animation" (gnoll, ogre, male human fighter, etc.). The most important properties have rather self-explanatory names: class, gender, alignment, race, etc. "Short name" and "Long name" are where you put the the string reference numbers that contain the name of the creature - for example, string numbers 22092 and 22093 are both "Bodhi" and are used by Bodhi. If your custom creature has a unique name that does not exist in vanilla game, you'll have to edit the dialog.tlk file (the file that contains all texts that appear in the game) to add new string(s) that contain the name of your creature. For this purpose, you may want to look into editing dialog.tlk. - Sound is under "Soundset". You assign the string numbers that contain the sounds for your creature to the appropriate sound slots. To understand how this work more easily, I suggest you open an NPC (Viconia, for example) then study their soundset. For example, for Viconia, her "HAPPY" sound "I find this a most satisfactory arrangement" has string reference number 3615. This string is associated with the sound file "VICONI03.WAV". She says this when your reputation is low. - The "no hostile behavior" thing is something else entirely. It has to do with creature script. You may want to look into scripting for this. 2) For vanilla games, to bypass the summon limit, the easiest way is to NOT give your creature the "SUMMONED" or "SUMMONED_DEMON" gender. The game keeps track of all creatures with these genders that are summoned by party members. 3) Creature behavior is a scripting problem. Again, you will want to look into scripting for this. The game has a number of basic scripts - WTASIGHT, MAGE1, CLERIC1, etc. - some of these are used by creatures in the game. You can use these if they are good enough for your purpose. For more specific behavior, you will have to make your own script. For example, if you open the creature file NISHRUSU.CRE, you will see that it has one script, NISHRU01.BCS. If you open this script you will see that the behavior for the nishru is fairly simple: it will be hostile if its summoner is hostile, kills itself when hit by dispel magic, applies Cure Light Wounds on self when hit by other spells, and it will prioritize mage, bard, cleric, and druid before anyone else. ========== What I would suggest is that you open some existing creature files and scripts, then study them to understand how to customize creatures and scripts.
  10. Try dropping this file into the TobEx_redist folder: TobExLoader.exe
  11. Actually, both Bards and Thieves still have Use Any Item. My mistake. Had to install the mod on a fresh copy of BG2 to verify this.
  12. No, Bards no longer have Use Any Item. All the details on HLAs can be found in the main readme and readme_core in the mod's "doc" folder.
  13. I actually didn't look at the summoned ones. My installation has both Spell Revisions and SCS and was made a long time ago, so it gets a bit more complicated, because both mods modified the summoned wyvern. I'm not sure about your game as I don't have a modded EE and the SCS I'm using is a fairly old version. In unmodded game the summoned wyvern still has the script WYVERN.BCS, but its scripts may be replaced by SCS with an enhanced script which probably preserves the weapon switching behavior. Without WYVERN.BCS, however, your summoned wyvern will (probably) only switch weapon in combat when it sees an enemy. If you're just having it attack party members and there's no enemy around, it won't switch. As I said, you will need to look at the creature file and see what scripts it is using to confirm how things work.
  14. You can check their creature files and see what scripts they're using. The scripts that make them switch weapons are ETTERCAP.BCS and WYVERN.BCS. If these scripts are there, then they should still switch weapons. AFAIK, no mods change these scripts because there's just no reason to. For the ettercap, ETTERCAP is the only script it uses, so its behavior should be exactly the same. The wyvern may get an enhanced melee combat script from SCS, because it also uses WTASIGHT.BCS (basic melee combat script) in vanilla, which may be replaced by SCS. They have claws (crushing, no poison) equipped by default, but when they see an enemy, they may switch to the tail (piercing, poison). When you add one to your party, it might have already switched, or maybe it didn't. The EE adds an extra block of code to their scripts that makes them switch weapons when they're spawned and periodically (with same probabilities) when they're idle. In the original games they only switch weapons in combat, when they see an enemy.
  15. I think it's a bug with the compiler. I didn't run into this problem when I used DLTCEP just the other day. To go around this, use WeiDU as your external compiler. - Go to Settings -> Change settings -> Set edit options. Uncheck "Use internal decompiler" and "Use internal compiler" (near the bottom). - Then Back. Go to Set WeiDU options next. In the top bar, navigate to your weidu.exe in the game folder. Not sure if Language matters, but setting it to en_US shouldn't hurt. Now weidu will be used to decompile/compile scripts, and compiling should be fine. Don't forget to revert any script you have modified with DLTCEP to original state before retrying.
  16. - The general procedure is just that, nothing else in particular needs to be done. Just be careful when you modify the script. - Make sure you uncheck "Read only" under Settings. - Select Scripts in the Edit section. Let's say we're working on the summoned Glabrezu's script, which should be RR#SGLAB.BCS. Once you have it loaded, cut the line DialogueInterrupt(FALSE) and insert it between LeaveParty() and ChangeEnemyAlly(Myself,ALLY). So that block would look like this IF Global("RR#EACheck","LOCALS",0) Allegiance(LastSummonerOf(Myself),GOODCUTOFF) THEN RESPONSE #100 SetInterrupt(FALSE) SetGlobal("RR#EACheck","LOCALS",2) LeaveParty() DialogueInterrupt(FALSE) ChangeEnemyAlly(Myself,ALLY) SetInterrupt(TRUE) END - Make sure every action is on a separate line. I think DLTCEP is not as easy going as Near Infinity. - Then Save Script As..., and Save. To be extra safe, open that script again and make sure it looks like what it's supposed to. - Summon a Glabrezu and see what happens.
  17. I used to have that problem. As weird as it sounds, what fixed it for me is to move the line ChangeEnemyAlly(Myself,ALLY) to after the line DialogInterrupt(FALSE) in their scripts. So aTweaks' code looks like this: IF Global("RR#EACheck","LOCALS",0) Allegiance(LastSummonerOf(Myself),GOODCUTOFF) THEN RESPONSE #100 SetInterrupt(FALSE) SetGlobal("RR#EACheck","LOCALS",2) LeaveParty() ChangeEnemyAlly(Myself,ALLY) // <- this line changes them to ally DialogueInterrupt(FALSE) // <- this line makes it so that you can't interrupt them by initiating dialog with them SetInterrupt(TRUE) END Swapping places of the two lines DialogueInterrupt(FALSE) and ChangeEnemyAlly(Myself,ALLY) fixes this problem, though I can't say why it works that way. Moving the line LeaveParty() up higher also works. So it seems like you just can't have the two lines LeaveParty() and ChangeEnemyAlly() right next to each other. Scratch that, my mistake! It seems you really need DialogueInterrupt() to come before ChangeEnemyAlly(). So what you'd need to do is opening up the scripts of all summoned demons, except the yugoloths, and performing this step. The yugoloths are fine because in their scripts the line DialogueInterrupt does come before the line ChangeEnemyAlly. You can also make these changes directly to the files included in the mod. This way you don't have to work with the actual script files, so you won't need an editor tool like Near Infinity. All you need is a text editor. However, this requires reinstalling the mod, and seeing as you have a bunch of mods, this may not be such a good idea. Besides, personally I'd avoid tampering with mods' source contents.
  18. Those spells are only ever self-targeted. Enemies only use True Seeing in combat when someone is in stealth. When not in combat, if a PC approaches them in stealth, clerics tend to cast Invisibility Purge, while mages (level 10 or higher) tend to cast Oracle, as a reaction to "detecting but not seeing PC". AFAIK, Detect Invisibility and Detect Illusion are not used - at least not in the SCS I installed a long time ago.
  19. Unless I'm mistaken, but this may be the same issue I had when I tried to keep a clean copy of BG2 and a modded copy at the same time. Basically, the problem is that the location of the installation is stored in the Registry. So even when I launch the vanilla game, it would still try to use the chitin.key and maybe other stuff from the modded copy. And vice versa, depending on which copy's location is stored in your Registry. This is why I eventually moved the clean copy to my old laptop which I don't really use anymore, and then installed a vanilla copy of the EE version, so I can still compare certain things that are not touched by the EE version.
  20. Sure. I'll playtest it for you. Just let me know what I'm supposed to pay attention to.
  21. I believe so. Like this line "[SAREVOK 12] Face me! Face the new LORD OF MURDER!" is attached to SAREV12.WAV. The "[SAREVOK 12]" bit doesn't show ingame.
  22. They will show ingame exactly as you write them in the .tlk.
  23. That's right. The coloring prefix doesn't work. That feature would have been nice.
  24. Here's what I know: - Those strings do exist in the original BG1, except Destination Unreachable which is only in BG2. Exactly as you wrote them. - You cannot save at this time... Monsters are about: the space after the ellipsis is an EE feature. Back in the old games they didn't have the habit of putting spaces after ellipses... This drove me nuts sometimes. - Trap Detected exists in BG1's .tlk, but never actually appears in game. Trap Disarmed does, though. Those VOICE files are an interesting find. I've never run into them despite having messing around with these games for years. They even have their strings in both games' .tlk file (#5198 and #5200 - #5219). This seems to be intended at some point to be the "voice" of the Bhaal essence within you. Apparently didn't make it to release; they are not referenced by anything. As for the coloring string thing, I have no clue.
  25. You shouldn't have much trouble figuring this out, then. If there's any issue you can't seem to get rid of, make a post on the forums and one of us will try and help you out. GL & HF!
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