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WVN777

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About WVN777

  1. In the name of Lathander the Morninglord (I'm Neutral Good myself), what have I gotten myself into ? Okaaaay ... I was an Assembler programmer back in the 1990's, so between these samples and the other sites referenced, I think I actually understand some of the logic (and yes, I do get that x19 = 25). I might actually try my hand at this ... A couple of follow-up questions, if you please: How does one identify the byte (e.g. 0x21 = Druids) for the usability flag for each alignment, race, class, and kit ? In the example above, I'd imagine that Totemic Druids (or Priests of Talos in the case of Clerics) would (or could) have their own WRITE_BYTE statement ? Also, can you point me to an online course on "WeiDU Programming for Newbies" ? :-)
  2. That last part might have sounded more like a "request" than intended - I was just wondering how much effort it would entail. Returning to subtledoctor's Clerics/Crossbows mod, I have another idea. subtledoctor's last section of code updates the ITM files. It sounds like (I hope I'm right about this) the code uses the Weapon Proficiency field to find all Crossbows, and then the Unusable By field (and perhaps even the Unuseable By 1, 2, 3, and 4 as well) to locate and then edit the usability flag for each Cleric type for each Crossbow item. If that's so, then maybe all I really need Is that last section of code. If he could share that piece of code as a stand-alone executable, and explain how to modify the affected class(es) and weapon proficiency in the code and save it (which I could probably do), then perhaps I could use it to enable my Druids to use Axes (or any other desired change) ? That alone would be a huge time-saver, compared with locating and editing every affected ITM file every time! Your thoughts ?
  3. If I could write a WeiDU mod (which I can't), I could build on subtledoctor's example. The mod would ask, "Do you want to allow Clerics to use Axes ? "N" or 1, 2, 3, 4, or 5 stars." It would then edit the Axe / Cleric entry in WEAPPROF.2DA, edit the usability on all ITM files with PROFICIENCYAXE, and edit their "Not Usable By" descriptions. (I wouldn't automatically do the same for multi-classes or mod-added kits, as there might be exceptions to the rule.) It would then ask, "Do you want to allow Clerics to use Bastard Swords ?" and so on, stepping through all the weapon types and the 4 fighting styles, for every class, multi-class, and mod-added role in the table. That's hundreds of questions to answer (1,200 combinations for me after a few common "tweak" mods), and hundreds more if you have lots of mod-added kits and/or weapon types. I completely agree with Fiann that this could be accomplished by repeating subtledoctor's Clerics/Crossbows logic as many times as necessary. (I suppose the mod could offer shortcuts. "Do you want to allow all Clerics, their multi-classes, and kits to use all melee weapons ?" would cover many weapons and many columns at one shot. Such shortcuts would reduce the number of questions, at the risk of making undesired changes that would then have to be corrected manually. That's why I'm in favor of the detailed level.) Getting back to starting with WEAPPROF.2DA and running a mass update based on the table, I totally agree with subtledoctor's points about about ease of use, detailed control, and consistency. I'm not as concerned about mid-game changes, because if I enable (or disable) a weapon, l still have to run the update program for it to take effect, which keeps everything in sync. I also agree with Mike1072 that a mod that gives Mages two-handed swords should probably re-restrict Carsomyr to Paladins, and likewise for certain other special restricted items. (If it doesn't, the user can still manually restrict those items, or at least follow the honor system.) Which do you suppose would be less effort for an experienced modder, coding an interactive mod with 1,200 questions that runs a relatively small update after each answer, or coding a mass update program that runs off the table entries from top to bottom ?
  4. Actually, I'm thinking the other direction - using WEAPPROF.2DA to drive a mass update of the ITM usabilty flags. I'm no modder myself. I depend on Near Infinity and Shadow Keeper to make my little tweaks. The difficulty is that some classes or kits are always limited by one mod or another, and what one mod gives another takes away. (Level 1 NPCs comes close, so would Ashes of Embers, but not quite.) So after all my modding is done, if I want to enable a disabled proficiency (or vice versa) in any column, I have to edit every single ITM with that proficiency with NI to change the usability flags. So I thought, why not just press a button and let WEAPPROF.2DA drive all that tedious work ? (If the mass update could also add or remove the "Not Usable By" entries in the item descriptions, that would be icing on the cake.) So that's why I'm inquiring if anyone has actually built such a tool and just never thought of posting it ... or for that matter, if anyone out there would consider it a worthy challenge ?
  5. Has anyone here ever created a mod that pushes WEAPPROF.2DA to the associated ITM files ? Suppose I want my Druids to use Axes. I can use Near Infinity to change the 0 to 1-5 in WEAPPROF.2DA, however as stated by Mike1072 in topic 24766: "weapprof.2da ... doesn't affect item usability (which) is stored on a per item basis inside the .itm file." That means I need to edit the ITM files for every axe, and un-check the "Druid" in the "Unusable by" section. So I'm just wondering if anyone has an automated process that reads WEAPPROF.2DA, detects a zero / non-zero on each row for each class, and updates the related ITMs ... in this example, enabling "Druid" for all ITMs with Category "Axes (25)" ? P.S. ... or perhaps Weapon proficiency = "proficiencyaxe - 92" ?
  6. Bernard and Ribald both sell a Sword of Flame +1 (SW1H53) "Meta Infernum" which -does- have +1 Fire damage and is actually useful against Trolls. Yes, you could remove one, if this is supposed to be a unique sword. However, that's not the Long Sword +1 Flame Tongue (SW1H24) "The Burning Earth" I'm referring to. You don't get SW1H24 until later (Druid Grove). That's the one that hits as a +4 and has bonuses against certain types, not Bernard's. So my point is for all its benefits, SW1H24 doesn't deal its +1 as Fire and can't even finish off a Troll. (What's the use of a Flame Tongue with no Flame?) I think this is contrary to the description and should be fixed, to be like every other "burning" weapon. As for being +4 and useful against Improved Mantle too early, I would almost agree, except the Daystar and the Staff of Rynn are available even earlier. (I still think if Bolt of Glory or others can have their damage adjusted, it's reasonable to say FT1DAM, FT2DAM, and FT3DAM ought to be Fire instead of Slashing, based again on the description, which says it "burns its victims", not "shreds" them.) I do agree that the Periapt (AMUL22) should provide immunity to Stinking Cloud, in addition to Cloud Kill, Mimic Poison, Mephit Poison, etc. Admittedly, Stinking Cloud is a Sleep effect, but it's certainly administered like an ingested poison.
  7. If Disease damage can't be separated from Poison damage, I'd accept that extra benefit, if AMUL22 would just grant "Immunity to Poison" as advertised (including Cloud Kill, Mimics, Mephits, etc), not just arrows and darts. So I still think the Reduced Damage effect is appropriate. If SW1H24 is copied from BG, where there were no Trolls, I wouldn't see that as a reason not to fix it for BG2, and make the +1 into Fire damage as with all the other burning weapons. It simply doesn't match its description today.
  8. So the resistance applies to the extra damage, not just the hit, and the saving throw as displayed is the net result, not the original roll. That explains it perfectly! I don't suppose the feedback could be enhanced to show the calculation (9 - 4 = 5) the way it does the attack roll? Two more items come to mind: Is there a reason the Periapt of Proof Against Poison (AMUL22) doesn't have Reduced Damage from Poison? I know the difference between insinuative and ingested poisons, but the description flatly states "Immune to Poison", no disclaimer "No effect on poisonous vapors." Is there a reason the Flame Tongue Long Sword +1 (SW1H24) which "burns a victim with magical fire," deals no Fire damage, so is incapable of finishing a Troll? I think the +1 damage ought to be Fire, as all other weapons of Fire, Flame, Burning, or Searing. Also, has anyone ever considered if FT1DAM, FT2DAM, and FT3DAM should be Fire instead of Slashing? The damage line doesn't state that the bonuses are Fire, but isn't the description clear enough that it's burning its selected enemies, not taking an extra slice?
  9. Azuredge fix in v10 doesn't seem to be working as I understand it. See attached screen shot for a Skeleton Warrior taking 2 damage (1D6 - that's okay), plus 3 damage (which doesn't seem to be the "phenomenal" 1D6 +4 extra damage vs Undead), and a saving throw of 5 but no Undead Destroyed. - Is the Skeleton Warrior's missile resistance protecting it from some of the damage? - If so, should the extra missile damage be something else, or at least bypass the resistance? - As the Skeleton Warrior has a Save vs Death of 5, shouldn't it have been Destroyed right there with the -4 penalty? - I don't know what the actual save value that works is, because upon Undead Destroyed, the saving throw message does not appear (or is being overwritten by the Undead Destroyed message, I can't tell which). Should it be appearing? - I'm looking at AX1H10A.EFF and AX1H10B.EFF, and wondering if the Fixed Damage of 4 and the 1D6 can both be applied by the same Effect? I'm tempted to try splitting them into separate Effects and see if they get applied successfully. Please let me know your thoughts on the extra damage and the saving throw? P.S Since this is "to fight about", while it's hard to refute Hurricane's logic http://forums.gibber...l=azuredge&st=0 , I honestly believe the missing THAC0 +3 (as befits the Enchantment level) was an error, even while the absent Damage +3 was intentional. My logic is that Azuredge and Rifthome are equivalent, except Rifthome (which you don't get unless you work for Bodhi) is Damage +3 vs everything, while Azuredge is a more finely tuned Damage 1D6+4 vs Undead. With no THAC0 bonus, Azuredge tends to glance off anything with a decent AC until you have five stars, and instead of a "powerful throwing axe" it's more like a returning silver dagger. Gulen Rockfire would be so disappointed.
  10. Yes, it's still better than other Studded Leathers, but as PsteelPsion noted, subtracting the penalty from the bonus makes it 2.5% worse than plain leather. The original behavior was a 7.5% overall improvement, and I think that should stand, over and above this component. After all, there's no point in the Shadowmasters of Amn wearing a garment of enchanted blackness if it creaks or clanks enough to give them away, is there? (Heck, they'd be better off buying Leather +3 from Gorch.) In my view it's not necessary to recast the item type from Studded Leather to Leather. I just consider it to be magically just as quiet as leather (lacking the -20 penalty to MS), and that's part of why it's so elite and so expensive. Without that benefit, the description just doesn't make any sense. It would still be a step below the Night's Gift (blessed by Shar with a +20), and the Deep Night remains a difficult trade-off decision for that extra point of AC. According to Near Infinity, under version 13, the LEATH08.ITM currently has these effects: Stealth bonus (59) ... Value: -30 (-10 to offset "No Armor" and -20 for Studded Leather) Hide in shadow bonus (275) ... Value: -5 (to offset "No Armor") Hide in shadow bonus (275) ... Value: 15 (the original bonus) I'm thinking that either the Stealth (MS) entry should only be -10 (just like Leather, even though it's not), or a special entry of +20 should be inserted to eliminate the -20 penalty, depending on how the mod actually works. (I don't know how it was accomplished before, because I've done a new install.) Please do change it back again in the next release. EDIT: Removing the -20 penalty to Stealth (MS) with NI made the Shadow Armor +15 above Leather Armor, or equivalent to "No Armor" with the base stat increases. I'm not sure if that meets the high standards of the Shadowmasters of Amn for "melding into shadows", as the character still receives no effective improvement when equipping the item. Removing the offsets to "No Armor" as well would bring it to +15 above "No Armor", however that could be viewed as more powerful than in the original game.
  11. Wow, then there's a huge misstatement in a certain classic FAQ / walkthrough out there, in the section on Demons: "Find yourself fighting some mighty demon? Pit Fiend? Glabrezu? Well fear no more! Simply cast Protection from Evil on your party and they will ignore you! ... Most random (non quest related) demons won't see you, thus giving plenty of time to ambush them." I guess you can't believe everything you read, huh ? Thanks so much for the clarification!
  12. I've heard that Protection from Evil is supposed to repel (most) enemy demons (by making you non-targetable). Is that correct? I'm asking because so far, I have not met one enemy demon that was bothered by it, they all head straight for us. Party AI is Off, and no one has attacked the fiend before it attacks us. (The spell does work on any demon that we summon, such as with Cacofiend.) I have the BG2 Fixpack v9, Shards of Ice v5, Unfinished Business v19, BG2 Tweaks v9, and aTweaks v3.21 (including PnP Fiends), but not Sword Coast Stratagems II, nor Spell Revisions. Assuming that something has been changed along the way, does anyone know where this might have crept in, given this setup, what might be done about it, or will this be the standard going forward? Here's my WeiDU log. Please advise, and thanks ! // Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version] ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01 ~EMAD/SETUP-EMAD.TP2~ #0 #0 // A Z-rated Adventure - an IM4 Non-Entry: v6 ~EMAD/SETUP-EMAD.TP2~ #0 #1 // The Promise of a Troll: v6 ~EMAD/SETUP-EMAD.TP2~ #0 #2 // A Bhaalspawn's Best Friend: v6 ~EMAD/SETUP-EMAD.TP2~ #0 #3 // Under Her Spell: v6 ~EMAD/SETUP-EMAD.TP2~ #0 #4 // Forgery: v6 ~EMAD/SETUP-EMAD.TP2~ #0 #5 // Character Medley: v6 ~SETUP RGENIE.TP2~ #0 #0 // Ribald's Genie ~CLIFFKEY/SETUP-CLIFFKEY.TP2~ #0 #1 // A Mod for the Orderly - Add a Keyring to Faerun! See readme for more details about the choices below. -> Consistency Plus version: v4 ~SHARDSOFICE/SETUP-SHARDSOFICE.TP2~ #0 #0 // The Price Of Friendship: v5 ~SHARDSOFICE/SETUP-SHARDSOFICE.TP2~ #0 #1 // Some of My Best Friends Are Slimes: v5 ~SHARDSOFICE/SETUP-SHARDSOFICE.TP2~ #0 #2 // You Could Restore the Summon Cow Spell, But Why?: v5 ~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v19 ~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v19 ~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v19 ~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v19 ~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v19 ~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v19 ~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v19 ~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v19 ~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v19 ~SETUP-UB.TP2~ #0 #12 // Item Restorations: v19 ~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v19 ~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v19 ~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v19 ~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v19 ~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v19 ~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v19 ~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v19 ~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v19 ~SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA ~SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB ~SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA ~SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB ~SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA ~SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB ~SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA ~SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB ~G3ANNIVERSARY/SETUP-G3ANNIVERSARY.TP2~ #0 #0 // The Gibberlings Three Anniversary Mod: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3123 // NPCs don't fight: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3124 // Stop Haer'Dalis-Aerie romance from starting: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3210 // Minimum Stats Cheat: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v9 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #150 // PnP Fiends: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Revised Fiend summoning: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #323 // Use Icewind Dale's Dimension Door animation -> Use IWD animation for spells, retain BG2 animation for other visuals: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v3.21 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #600 // Expanded temple services: v3.21 ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #0 // Thrown Hammers: v2 ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #25 // Normal throwing hammers: v2 ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #35 // +1 throwing weapons: v2 ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #50 // Additional magic items: v2 ~FREEACT/SETUP-FREEACT.TP2~ #0 #10 // PnP Free Action: v2 ~FREEACT/SETUP-FREEACT.TP2~ #0 #50 // Update spell and item descriptions: v2 ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any other components): v1.3 ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1 // Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing?: v1.3 ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #3 // Joinable NPCs more closely match the player character's experience?: v1.3 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v3.21 ~SETUP-ALORA.TP2~ #0 #0 // Chosen of Mystra's Alora NPC Mod (Requires Throne of Bhaal) ~SAERILETH/SETUP-SAERILETH.TP2~ #0 #0 // Saerileth Romance Mod (BG2:SoA & TOB NPC) created by nethrin and Sillara: v15 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v9
  13. I've encountered the same problem, clicking in the place where the missing "Summon Cow" icon should be crashes the game. Would someone please explain the fix that was mentioned, by saying how to edit the files to save the spell using a different .BAM ?
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