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Roxanne

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Everything posted by Roxanne

  1. It is not just a matter of xpcap setting but also of game difficulty at large. For example, I play EET at core level setting with SCS installed, so I remove any xpcap and set EET_Tweaks xp gain values at 50% (considering 35% next time).. This means that I get into BG2 with more xp and my PC now being at level 10 and party members from level 7 to 11 around me. But on the other hand this is compensated by what SCS does to the game. In the end, it is all a matter of taste and which type of gameplay you prefer.
  2. There may be some overhead and spaces and similar that are counted as well? Maybe the reference number as well?
  3. This seems to be the source of it. Stores that have no issue with the tweak are those that have purchased item types last. The ones that get *shoplifted* are the ones that have the list of itmes to sell in the end.
  4. I have seen the effect of this code in many stores in my EET install as well, not only old mega mods but also newer versions of mods are affected. I saw it for Drittr Saga EET version, Grey Clan, the new TDDz, RoT, the new EET DSotSC, etc. It only affects some sto-files, not all added by those mods. The result is that those stores are empty and in NI all items to sell appear as Null. (some offset seems to be wrong) I found the intact versions of the stores always in the backup folder of one of the mods in your signature, but I guess you know that already,
  5. I am no programmer but 4096 is one of those magic numbers, right?
  6. Of those you listed, only, Rasaad is a continuous NPC and he should not appear in SoD or BG2 if he died before. Khalid is a plot figure in SoD, so he will be there.
  7. It is the continuous NPC feature of EET. If they are dead they do not re-appear. generally, However, Imoen and Edwin are special cases since the BG2 plot later requires them. So, Edwin will be in Mae'Var's guild for his role there - but not in SoD.
  8. In BWS, for classic BGT, virtue installs after SCS. The only dependency is with Gloran mod. Note that this is what I read there in the files, it is not what I ever tested myself.
  9. I never use containers, so I never saw this, What I did with the spells in the BH spellbooks is that I gave the book to my mage, let her learn all spells she (Imoen) could and put the remaining scrolls back in. I also put spells from other BH spellbooks into the one book that I kept for Dynaheir later on. When I let Dynaheir join in a later chapter, she took the spellbook and learned all she could. So at least between the containers from the mod itself, I did not see the issue. PS - I have now successfully tested both parts of the Bone Hill mod in EET. I found no further issues with the converted mod.
  10. It's not about removing since original author name is still inside mod's readme but eventually, you can also just add "//" so line with AUTHOR will be commented and SUPPORT line will ensure that a player which face error during installation, will be directed to a place where he might get any kind of answer instead of sending messages to non-existing emails. Thanks. The // commenting out should do it. Should have seen this myself...
  11. As the changelog states, it is just an alias. You can use either of the keywords, it doesn't make a difference for WeiDU internally. I guess this keyword had been requested to emphasize that AUTHOR should preferably provide a means to contact the author instead of just the author's name. This is how I understood it as well. I am not sure this is how it was intended (if I am correct, this was Alien's proposal for mods that have been adopted by new modders where the original author has retired/disappeared etc). I see a problem by removing the original author and replace it by SUPPORT. I would not want to do such a thing for any mod I currently support. The author's credits go to the original creator regardless of how much effort *Support* may involve.
  12. 1) No, as indicated above, my intent is to get this on the spell selection screen before getting into Candlekeep (character creation). 2) When I open DLTCEP it shows SPPR112 as the last number taken, so I thought ADD_SPELL would allow the spell # SPPR113. If I remove the "COPY ~modmanmod\spl\SPPR113.spl~ ~override~" line it still does not show Doom on the level 1 cleric spell selection screen during character creation, nor does it show up in game at Candlkeep. Would not the way to do this be to - create a unique level 1 spell e..g. MMDoom1.spl from the original. - add GA_MMDoom1 to the level 1 column in the Clabpr01.2da ...04 files ?
  13. I found this in the changelog for new Weidu 243 SUPPORT is an alias for AUTHOR. There is not much documentation of how where why to use it, though.
  14. You just add the spell to the game this way. You also need mechanisms to make the spell appear in spellbooks or to be learnable from scrolls or whatever you intend to do. Is the spell for the protagonist or for an NPC, do clerics (or who?) get it on level up etc? Or you can provide it as an ability from some script triggered by an event. You need to be more specific about who is supposed to have that spell under which condition.
  15. You can test that by renaming the backstab.2da in your override folder to something else (for backup). Then look for a version of backstab.2da inside the M&G/backup folders. Copy that one and put it into override. If that solves the problem, you have an indication that M&G is the problem. If not, restore the renamed earlier file, (You may then use change-log to look for other possible culprits).
  16. I am sure it was mentioned in some other discussion and I have forgotten it, but what exactly is the reason for SCS - dealing with AI and scripts for enemies - to be necessarily installed after mods that add multiclass kits? Those kits are normally for PC or joinable NPCs and not for enemies. Is it not simply possible to change install orders?
  17. I never had the issue in any of my many playthroughs with highly modded games - Tulbor is always there, whether you do the quest or not. If any mod should block his appearance, it is one I have not found. In ar3357.bcs IF Global("C#Q01_TulbsCreation","GLOBAL",0) THEN RESPONSE #100 SetGlobal("C#Q01_TulbsCreation","GLOBAL",1) CreateCreatureEffect("C#Q01004","",[401.132],S) // Tulbor END
  18. Somehow I am still wondering why my githyanki NPC is not affected here - not that I am complaining. I just tested the whole transition again with her being dead or alive after Sarevok's defeat. She always appears in Korlasz dungeon completely as she is expected, githyanki animation and all. So knock on wood that it stays that way. I understand that refers to what NI shows as *unused*, there are two parameters and the second is 1 in my install?
  19. There is new opcode 319 Restrict Item (with the DV of the cre that can use it) and this is used for the new NPCs like Neera's personal staff.
  20. WhicheverActionActuallyChangesAnimation = Polymorph or ChangeAnimation
  21. Ah, it means your dog is a joinable NPC? This is maybe comparable then whith my githyanki NPC (Argent77's comment has reminded me of this.) Although the race and animation exist in the game, they are not definedt for joinable creatures. I remember there were issues with my creature before I made an entry for githyanki into APPEND ~racetext.2da~. This was before EE, and I cannot recall all the details and I never discussed that on a forum, but maybe adding *dog* to racetext.2da helps - the second column in that file makes the reference to the id for race.ids (152 for githyanki or 105 for dog) and if I remember well, that connects to the animations etc). Just to test, you can just add a line with NI into racetext.2da and repeat the test you described above.
  22. Under which circumstances does that happen? Only when the dog is actually dead? Background
  23. Ninjaed, just saw CamDawg's post...
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