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Ishad Nha

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Everything posted by Ishad Nha

  1. One thing to check is that the Geomantic Sorceror spells are not overriding official class/Kit spells from BG2EE. Things like Shadow Step...
  2. Your PC seems to be a total control freak: "languages/english: Permission denied" "[Francais (Translation by zooloo of the D'Oghmatiques)] has 4 top-level TRA files" That is dead wrong, there is only the one Tra file in the folder... Check the English and French sub folders of the Languages folder. There should only be one file in each. Right-click on each file and click on the Properties line of the context menu. Check that the file does not need to be Unblocked because it has come from another PC.
  3. I don't speak French all that well, so the problem was not spotted by me. I know nothing about HANDLE_CHARSETS or how to properly use this function, I will need to look into this...
  4. From the mod help file: Please note: when you encounter a joinable NPC for the first time in a new game, that NPC is added to your saved game. Consequently, using this mod to change such NPCs after you've visited the area they're in will do nothing to that saved game, and uninstalling a component's modifications after a party member has already joined will have no effect on that save. A workaround: (1) Alter the save game to send the NPC to some place where you won't encounter them again. If you left Irenicus's dungeon a good place would be the starting area, AR0602. (2) Create your own version of the NPC: via the Level 1 NPCs mod, ShadowKeeper, Near Infinity or whatever. (3) Summon them via the Console. In detail, how to do this: For Nalia, the Console command would be: CLUAConsole:CreateCreature("NALIA8") For other NPCs, the "Non-player characters" box will list most of the correct file name. You need to replace the initial "*" with the correct first letter. How to use the BG2 Console. This information below was copied from the BG2: ToB part of the guide to the CLUA Console, as found in the IESDP manual.
  5. In the topic "Version 8 of Icewind Dale in Baldur's Gate II (BETA) now available" you will find links to downloading the main IWD1 in BG2 program and the Tweaks pack: http://forums.gibberlings3.net/index.php?app=downloads&showfile=727 http://forums.gibberlings3.net/index.php?app=downloads&showfile=949 When I clicked either link I got returned to the main G3 forums page, no download happened. Idea is to go to the Downloads page and click on the "In Progress" link. That will take you to a page where both the programs are found. Click on each link, that will take you to a new page with a functioning Download link.
  6. Presently the kit works well for the BG2 part of the trilogy. If you want to start in the BG1 part there are options open: For NPCs, Level 1 NPCs mod will turn them into Geometric Sorcerers. For the protagonist, you won't be able to speak to Aataqah the Genie the way you can in BG2. I have no skill with dialog files, so I have rigged this temporary solution. Add the following code to AR6516.bcs: IF Class(Player1,SORCERER) CheckStatGT(Player1,12,WIS) CheckStatGT(Player1,8,CHR) !Alignment(Player1,LAWFUL_GOOD) !Alignment(Player1,LAWFUL_EVIL) !Alignment(Player1,CHAOTIC_GOOD) !Alignment(Player1,CHAOTIC_EVIL) Global("GEOSOR","AR6516",0) THEN RESPONSE #100 SetGlobal("GEOSOR","AR6516",1) ActionOverride(Player1,AddKit(CA#DSORC)) END If the file does not exist you can create it. This also applies to any mega-mod that uses the BG2 engine to play the BG1 game. Current ca#dsor.2da file gives all of the spells and powers in one hit. Below is a new version that gives them at the correct levels. Simply delete the existing contents of the file and replace it with the data below:
  7. Chev/A_Gamer1745 from Pocket Plane Group and Spellhold Studios forums has been doing a good playthrough of BG1 and BG2, on YouTube. He has recently started the latter game. For his latest releases see: https://www.youtube.com/channel/UC3dhz7KQXyI7ICVCM5E3nPA/videos?shelf_id=1&view=0&sort=dd His channel is thus at: https://www.youtube.com/channel/UC3dhz7KQXyI7ICVCM5E3nPA
  8. Druidic Sorcerer can cast arcane spells while wearing armor because of SPDMARSC.SPL, which gives Immunity to Effect (101), the effect is Disable Spellcasting (145).
  9. "I do not know what you talking about... " My comment "Save folder is bloated but I don't mind that. Sounds like you need it urgently..." was in reply to your comment "But if I would do as you say, my save-games folder will be a bloat and huge one after a some time," My save folder has around 50 folders but that is okay with me. You seem to need more save games more than space on your PC. In plain vanilla, standard, BG2 you won't lose all of your items. Your Mods however could alter that... Reduced/lost charges in your wands could come from a feature of a mod or from certain creatures like Nishruu.
  10. Save folder is bloated but I don't mind that. Sounds like you need it urgently... Lost all of their items, that makes the game unwinnable if they want to leave the place alive. Wild Surge perhaps?
  11. You should save at least on a daily basis, use regular saves not Quick Save. That would prevent this sort of problem. If you make a new save every day you can go back and fix problems like this. You may make bad decisions and want to undo them...
  12. In Near Infinity you can look at the save game files. Decompress the "sav" file of your latest save game. Then you will need to check every container in the Cult areas... NI is freeware, for a copy see: https://sourceforge.net/projects/nearinfinity/files/latest/download To use: Press Ctrl+O to open your BG2 game. Press on the + sign next to Save, if it is a single-player game. (MPSave otherwise) Find your last save game where you had all the gear. Click on the Gam file, in the upper right you should see a list of your PCs. Click on the name that corresponds to your protagonist. Click on the Edit tab then at the very bottom View/Edit the CRE File. Towards the end of the Cre file you will see a list of items. For instructions on using the Console, download the IESDP archive. Check the last save game where you have all that you lost, that will give you the correct container number. This should have the correct store number, where all your items still are. (Unless they were disintegrated.) Using NI, a text editor and a spreadsheet it is easy to restore all items to an NPC who has lost them.
  13. Unmodded BG2EE, Vampires have an Override script, VAMPIR01.BCS, that starts with: IF Die() THEN RESPONSE #100 ReallyForceSpellDead(Myself,VAMPIRE_GAS_FORM_CHANGE) // SPIN964.SPL (No such index) END You will need to use the EE version of Near Infinity for this.
  14. The fault should be in the mod, unmodded BG2:EE has no such problem. You could try replacing the bat with the floating cloud of gas.
  15. Party is now in Hell, the Geomantic Sorcerer has been working well. Druids are second-rate at everything, the presence of the GS means that I don't need one. So far the GS has not enough XP to achieve any HLAs, that will come in Throne of Bhaal. I had to alter the Harper Pin so that Neutral Good GS Jaheira could wear one, that was easy to do in Near Infinity.
  16. I had an idea for an interim alternative to L1NPCs for the EE world: http://gibberlings3.net/forums/index.php?showtopic=27726&hl= It works okay in practice, NPCs are the same wackos and neurotics they always were. Eventually there will be a proper L1 mod for the EE world but it won't be any time soon.
  17. Rewriting files should give you the Playhouse option. You can apparently give them Bard Thac0 and HP, with a bit of hacking. Spell selection will be Sorcerer but they can be given spells outside of that screen, that is how the Geomantic and Druidic Sorcerers work. You can give them the name of Bard even though they are really Sorcerers.
  18. You can have a Bard with the Sorceror-style spell casting. In original BG2 there were no Sorcerer kits but you could create them, Druidic Sorcerer and Geomantic Sorcerer are examples. Both could add Druid spells to their repertoire of Wizard spells. (The latter is a re-write of the former.) Said spells were Wizard translations of Druid spells. Druidic Sorcerer is created as a Druid and then becomes a Sorcerer. Links: http://www.shsforums.net/files/file/132-druidic-sorcerer-kit/ http://www.gibberlings3.net/geomantic/ I translated the Geomantic Sorcerer to the EE world: http://gibberlings3.net/forums/index.php?showtopic=12196&page=10
  19. The Geomantic Sorceror kit was inspired by Constant Gaw's Druidic Sorceror kit. I am presently trying to make that suitable for starting at any level, not just level 8. Next I will want to port it to the EE world. None of the Sorceror kits can be dual-classed. What you might be able to do is have an imaginary first class of your own choosing. If attempting a Thief -> Sorceror dual class: Game plan is to create the PC as a Sorceror. Now he won't have access to the Thieving buttons. You can alter Keymap.ini to give hot keys to the explicit abilities concerned: Thieving=K Stealth=S Trap Detection=N I tested this and it works in actual practice.* Set Snare ability can be added as: SPCL412 Set Snare. Backstabbing will be problematic, it could be added as an ability. Some ability to use Thief items can be given by SPCL915 HLA: Use Any Item. I have not tested this yet. *(This can be extended to other classes too: Turn Undead=T Battle Song=B) Abilities with a class level variable could be a hassle. Notional classes give no levels in the classes concerned, maybe replace the level variable with a fixed number. The notional, imaginary, dual-classing happens at a fixed imaginary level in the first class. If starting BG2, a Thief should be at level 8, so the fixed number would be 8. So you could award the Thief with ~70,000 imaginary xp as a Thief and 19,000 actual xp as a Sorceror. You could use a script to set his level to 4. Here, explicit innate abilities means abilities that must be used before they take effect, like those found in the Innate Abilities menu. Implicit abilities are always in effect.
  20. Flaw in the original BG2 game: there was supposed to have been a few weeks or months at Suldanesselar after the return from Hell and before Throne of Bhaal starts. Enough time for PCs to be healed and rested. Need to alter any cutscenes at the end in Suldanesselar so that the party is actually healed and rested! Items from PCs killed in Hell should be dumped in this city not in the Forest of Tethyr. Obviously there should be time for resurrected PCs to re-equip their gear. It is generally the lack of internal consistency that I don't like. Probably have the expansion start from a house in Suldanesselar. Ellesime says that the protagonist was dead for a few days at most, hence at least a few days have elapsed between Hell and ToB. I get the impression it is more like weeks or months. Especially given the time needed for the mayhem spread by the Five.
  21. From the IESDP list of BG2 Actions: 348 SetupWish(I:Column*,I:Count*) 349 SetupWishObject(O:Creature*,I:Count*) This action instructs the engine to use the fourth column of wish.2da and carry out a RandomNum(2,1) action starting at the top and working down. If the RandomNum returns with a 1 then the appropriate global for that spell is set. Once the maximum "wish choices" have been selected, the dialog continues and casts the selected spell.
  22. Change class in mid game presumably means: Changeclass AddKit(0), to remove an existing kit AddKit("Kit") to add the new kit Ability scores might need to be altered to make the NPC a proper fit for the new class/kit. SetupWishObject(O:Creature*,I:Count*) seems to be the only ticket here.
  23. Wait? I want to play it now, my approach works. If anyone can produce an EE version of this mod that is good I might add. My help is probably more trouble than it is worth, in WEIDU I am semi-literate on a good day.
  24. In the Level 1 NPCs Mod the existing approach is to take an NPC, reduce them to level 1 and add the features of the relevant kit. By "kit" I will mean a true class as well as a kit for a class My approach is to take a valid Cre with the desired kit and then add the NPC features: name, portraits, dialog and scripts. This is easier to program because all NPC features would fit the same data array. There may only be eight features, all of them having the same length from one NPC to the next. In actual practice the idea does work, it works all too well. Protagonist seems to be leading a therapy group for particularly neurotic patients. A therapy group not a fearsome band of adventurers. You could have a collection of templates, one for each kit. You would choose the template for an NPC, their personal features would be added to it. For kits not covered by the templates: you could create some NPCs via Multiplayer mode and then Export them. My approach would take the Chr files, turn them into Cre files, and then add the NPC features.
  25. "The Level 1 NPCs was created so that you only have one game, the game you are playing." So far as I know, the Level 1 NPCs mod does not work or work properly on any of the Enhanced Edition games. This won't change in the near future. My idea was to create the NPCs in the Original BG2, where the mod does work, and then transfer the resulting Cre files to BG2EE, where the mod does not work. "Problems arise with mods that have different numbers in each game..." In Original BG2 a kit has a number like 35 in Kitlist.2da, meanwhile in BG2EE the kit is number 42. BG2EE starts out with several kits that the original BG2 never had: Blackguard Shadowdancer Dwarven Defender Dragon Disciple Dark Moon Monk Sun Soul Monk This gives the potential for different numberings in the two versions of the same game.
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