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Endarire

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Everything posted by Endarire

  1. How does your Revised Specialists component interact with your 5e Casting Mod? What's the best install order if using both? Thankee!
  2. I like the notion of petrified party members just staying in the party, preferably with accessible inventories. Make it so their equipment can't be changed while stoned. This seems at present to me like a fitting approximation. Thankee!
  3. Remember, Bondari Reloads is based on developer-observed player/playtester behavior. The point of spells is to make them interesting and viable to use. To quote Avengers: Infinity War, "Let him have his fun." Removing reloads from neutral charmed units makes things more convenient, more consistent, and less of a hassle. It makes the Charm spells worth using on non-hostile targets. I'd prefer to avoid needing to reload just from casting Charm & Dire Charm causing hostile reactions, especially if there's a delayed hostility for which I wasn't prepared. I respectfully disagree with subtledoctor's assessment that Charm spells in BG should have wild/unpredictable effects, but agree with his assessment that including these effects would make them oddly specific. (I prefer magic to be easily quantified or/and able to be used for a broad range of effects specified in the spell, like shadow conjuration or wish, but that's a separate matter. I know that Wild Mages exist and have played some and with some to... varied effects.) Back on point, consider why people want to use Charm spells: -Make NPCs say interesting things that they normally wouldn't. -Get a short-term ally, especially for combat & dangerous situations. Thus, because Dire Charm is a higher level than Charm Person, make it more difficult to resist and increase its duration. It's like charm monster from 3.x. - not total mental control, but it can affect more creature types for a longer duration than 3.x's Charm Person. Thankee!
  4. @subtledoctor At present, what you proposed isn't how I'd like to play the game, but I know others may like it. This vanilla spell disruption system just felt right to me, even if it hurt our side. If you want to do this, go ahead! (Maybe fix the default Concentration option if you haven't already.) D&D 3.x - and maybe also 5e - have an explicit counterspell option. Ready an action to cast a spell to negate an enemy spell if cast. These same systems also have the ability to ready an action to attack or cast a spell when a foe starts casting a spell, attempting to disrupt them with damage or status effects to force a Concentration check or/and some other save/check to prevent losing their spell. (If done correctly,, the enemy has a 5% chance at most to succeed on this check.) Thankee!
  5. @Blash2 I had interest in making a lichdom mod for EET using this Protagonist Can Die mod as a fundamental component. k4thos provided permission to modify this mod, but, since what I ask goes beyond the original scope of this mod, what permission do I need to use this code in a new, related mod? Thankee!
  6. What about for other Medium creatures like Humans or Half-Orcs?
  7. I just noticed this on the recent forum posts and felt list. 1: How serious is this notion of making Turing Machines in Weidu? 2: How useful is it? 3: What else should someone generally unfamiliar with Turing Machines know about the situation? Thankee!
  8. Post your WEIDU.LOG before a full reformat if you've at least partially installed your mod wad. What BG version do you use?
  9. Post your WEIDU.LOG so more people can help you!
  10. @subtledoctor Thankee! What items and concepts especially appealed to you and why?
  11. @DavidW Thankee! The intent is to provide something for many or most characters. That's why I strove to have at least one new weapon and shield of each type. The design philosophy section is simply that - an explanation of why I did what I did. It may seem like a section that's "by designers, for designers" but it's also is intended to answer many questions, like, "Why did the author of this document think this was appropriate/fun?"
  12. Greetings, all! As posted on the Black Hearts thread, I made.this item list of things that seemed appealing to me and apt for BG1EE/EET. Initially, items in this mod were made for Black Hearts, but since it's my work and I feel generous and like sharing, I hereby give permission to use these items in any Infinity Engine mod you make so long as you give me credit for inspiration. Note that the linked Google Doc is strictly text, not code. These are item descriptions not yet made as of this writing into playable experiences. Read the Design Philosophy section to better understand why I made the items as I did! This section answers a lot of questions! I'm also tagging @morpheus562 and @Dan_P here because they may be interested in including these items or ones like them in current/future mod packs. Everyone, go ahead, mod, and enjoy! Alleluia! (I'm also well aware that the strict definition of 'stealing' requires taking without permission. My usage was a casual, friendly encouragement for others to use these while crediting me.)
  13. Someone much more familiar with EET-related coding should audit/proofread this code before it's added to the EET compatibility list just to ensure everything is handled properly.
  14. Thankee! I just want all this stuff to work well together!
  15. @Lauriel What content/fixes does Eve of War need to be fully compatible with Transitions and Endless BG1? What about Framed? @The_Baffled_King What content/fixes does Eve of War need to be fully compatible with your mod in progress? Thankee!
  16. Gwendolyne and Austin were the primary maintainers of Saradas Magic II. SubtleDoctor showed me the mod existed and I was excited for it. I'm an advocate for Saradas Magic I being updated to EET to ensure they work together.
  17. @XazarlarThankee for sharing this discovery! Are you using Saradas Magic II 2.0, the latest from Spellhold Studios? If so, this is worth a bug report on the Saradas Magic thread. Thankee!
  18. There's Mod for the Wicked that isn't EE/EET compatible.
  19. Our family's staying with 2.5 for the near-term because of EEex and OlvynSpells. If 2.7 includes EEex functionality to let us play using OlvynChuru's mods, we may change to 2.7.
  20. Greetings, all! Pathfinder: Kingmaker has a mod specifically for removing area effects (like web or entangle) and, more recently, Call of the Wild has this as part of its standard functionality. Removing ongoing effects (like a buff on a friendly character or a party-cast cloudkill or stinking cloud) in combat costs an action, but removing them out of combat doesn't. What sorts of EET mods exist for this and how to get them? Is EEex needed for this? Thankee!
  21. I only learned there was a heavy EE/EET modding scene around November of 2019, and I've only frequented the IE modding boards since about April of 2020. I didn't realize you had waited that long for this. Still, enjoy!
  22. This may involve changing area codes to make it EET compatible. He uses AR9000 and AR9100 due to them being available in IWD, for example @Cahir I was surprised to see you so excited for this mod! Your enthusiasm also made me want to try the finished version! Thankee and alleluia!.
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