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eugene

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Everything posted by eugene

  1. pushed things to git about the NPC I have mentioned above. basic info is at there: https://github.com/gungorenu/bg2-npcmod-xerthul/tree/master/Xerthul/Dev
  2. answer to your question: yes and no. https://www.gibberlings3.net/forums/topic/30536-where-to-store-and-read-mod-ideas/ I am trying to put what I started to git in case I continue it one day or someone else decides to pick it up. short summary: I started modding him in parallel with Lena but I could/did not finalize it unfortunately. I even wrote crossmod banters with Lena. I had trouble finding some inspiration to continue and eventually lost interest (because factory must grow). now I want to store it at git, I dont want to simply delete or lose the stuff I wrote. Xer'thul (original name in my mind) was supposed to a be an elven necromancer who would join after CHARNAME blackmails him. he was not a romance option, never planned. it had a friendship like thing though. he is evil of course. he has no quest but recruiting is a little different, it was designed as part of another quest. I will put the stuff into git and post here soon. you shall be able to check what it is about, there are some files you can read for details. I had developed some coding and dialogue about him even. sorry for disappointing.
  3. hello fellows. I could not decide where to ask so bear with me about its location. I was going through some of my old files and notes I was keeping for various modding ideas. I had various and different ideas in my mind when I started modding and realized I can mod. I found that even I had started some of them which I dont remember at all. I am not active in modding anymore but also I have done some stuff which are not usable. It would be waste if I delete them from my computer. What do you do with these ideas? Is there a (online) place you keep them for future reference? Do you keep them hidden from others, in your computer, and let them disappear eventually? My main idea is to keep them and prevent their deletion but also store them at somewhere in case they are used by someone else or one day I keep it and complete eventually. Same question can be asked for opposite direction. If I want to grab some ideas in the future for mod ideas, is there a place I can have a look on "abandoned" ideas and use them in my mod (in the future if I come back)? I think the content that could be useful would be dialogues, quest ideas, incomplete scripts etc.. Example: I had a NPC mod I started when I started my first mod. after I worked on this new mod I switched to something else (factorio) and now the effort there is abandoned. I checked the scripts which are elvish to me now but still there is something inside. I am surprised that I have even went ahead and created 3 banters per vanilla NPCs plus some friendship talks designed. I lack inspiration to continue at this point. but as you can guess I dont want to delete these things and make them forgotten in case I need in future. too little to continue, too much to delete. this is the paradox I have. I can put them in a random online place but unless you look for these specific things at specific locations, no one shall be able to find them. also I had problems about finding ideas for friendship talks (I have planned 16 but I have written only a handful). so it is going to be incomplete and dull if I publish it like this. you would not eat raw meat, that is the point. If I read some abandoned ideas of others maybe I can work out some dialogues for the mod and continue with the inspiration. that is the main question above. where to look at?
  4. mod is in git now. it is still not truly tested I put 0.8 as release in git. In v2.5 patched games it might utterly fail or work like a charm, no idea. for EET unfortunately I cannot provide which files you need to update. I do not have access to game files. why not public? my laziness, I have no other answer Anyone wants to take over the mod? Be my guess, it is all yours!
  5. wow, someone wants this mod, suprising... ironically I have developed 0.8 last year but never fully tested so gave up at some point. If you like I can share 0.8 here and you can test it. 0.8 is for EE, EET and TOB parts (tob part is never tested properly) but never had chance to test on BG 2.5 patch. I always waited for EET but it is too late for me now, I lost focus.
  6. I did not know the critical hit protection from helms could be turned off. thanks for the tip, I will try this. cheers
  7. could it be the reason the revisions on vorpal weapons and immunities against them were implemented way before EE games and introduction of opcode 341? perhaps original author of these revisions would use opcode 341 if it was available at that time, who knows. I am not into making a massive game change unless everything works fine and if engine does not support all scenarios then why should I try even and fix such issues. another disadvantage of fixed percentage on hit stuff is the "real" percentage of effects triggering. if a character's hit percentage is ridiculously low (lets say on 18-20 hits target) then the real percentage of vorpal hit is way too lower than %5 actually where as critical hit is always %5 (or even higher with other effects). yes, helms prevent it but it is the limitation of the engine. I believe the engine missed a very good chance of design decision here. if helms did not protect against 341 then the engine would align more with v3 DnD versions. I just checked some random oozes and undead in game and they are open to critical hits (and did a backstab to an undead as well) but our helm wearing character is immune to critical hits this is against DnD rules in core. I dont think it is allowed in 2nd version but I may be wrong on this, it was decades since I played that version. maybe my efforts are towards the change the game to similar to v3 (which I find it more fun and logical) but anyway the engine has limitations and I am fine with it unless there is a way to do stuff properly even with workarounds.
  8. I prefer to use Critical hit effect instead of a fixed percentage. it gives another reason to invest in weapon styles (2handed and single) and use those rare items that improve critical hit chance. I see the increased percentage as a result of the investment on your character. if we think about vanilla gear, probably effects are same but there are a lot of custom items I have seen that provide critical hit chance (which I also did in my mod). it gives a fancy description to your weapon and provide variance to the currently implemented gear pool because such an effect is rare at a gear (even it is considered useless in most cases).
  9. Helmet maybe? Critical Hit protection also blocks extra effects from opcode 341. Because Balor's are clearly wearing them and not just given undeserved immunities to make them arbitrarily harder. yes that balor has helmet. I did not know "protection from crits" would also protect from this opcode. then this opcode is useless against almost half of the enemies. .. and I spent 2 days just trying to implement this there are some balors out there without helm and also many demons do not have helmets. I need a test run to see how useful this weapon will be. cheers
  10. @kjeron, thanks for explanation. btw the weapon I was testing was +5 enchanted (weapon +1 is just a tag). weird behavior is not because of the enchantment. the damage was very small (1d1) AND had opcode 301 [20] to see if the tiefling was seriously triggering the critical hit, she damages balor as I can see but not killing right away on crits. I will ignore the BALOR01 for the moment. @Jarno Mikkola, yeah, back to tp2 then. thanks for reminding this.
  11. thanks for reply. it works fine On Item: as you wrote, Resource: CRIT.SPL CRIT.SPL : opcode 326, Spell Target: Self, Effect Target: Self, Duration: Permanent-1, Resource: VORP.SPL, Values 104-153 (although I think it is supposed to be 268-153 as https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op324 says it is 0x10c for RACE which is 268, 104 works only) VORP.SPL : opcode 55, Spell Target: Creature, Effect Target: Preset Target, Duration: Permanent-1, Race/Value 4-121 for testing I use BALOR01, it did not work. Something is wrong on this creature where as it works on FINBALOR, no idea why as race is correct for IDEMON02 it worked. perhaps BALOR01 had something preventing death, duh... thanks a lot
  12. hello everyone, has anyone tried and managed to make a weapon having an ability like below? I have been trying to do it for some days but could not managed to work and I started to believe it is not possible in IE. weapon +1 Equipped Abilities: - Demon Slayer: kills demons on critical hit (only with Tieflings) So I want a weapon which is a basically +1 weapon in hands of other races than a tiefling but when a tiefling wields it and hits critical, then "demon" targets die. no effect to dragons for example or when wielded by another race even against tieflings. The ability needs two condition to work unfortunately (held by tieflings plus target is demon) which seems to be the problem to implement. I managed to do something like below with 177 [4/153] and 177 [2/0] and 178 [4/121]: weapon +1 Equipped Abilities: - Demon Slayer: gets +3 TH and +6 damage to demons (only with Tieflings) Any ideas? Note: Limiting usability is a solution but I dont want to go with this approach and looking for a fancy solution. Of course solution does not need to use these opcodes only (177 and 341). thanks
  13. Thanks for fast reply. Mod added NPCs are fine, like Sirine/Sandrah (I prefer to stick to them instead of the SOD npcs but there are not many). The new SOD ones are really not interesting, I kill them when I have a chance anyway. I cannot feel committed to the SOD exclusive characters as they will be gone eventually. I hoped for a way to keep or acquire the former companions with EET. Strange thing is, I checked the areas where there are companions which I NEVER talked to. In my game Xzar and Montaron were still waiting for CHARNAME outside candlekeep before Sarevok battle but they are also gone when I check them after I start the march. Then... I will make my own group with blackjack and hookers... cheers
  14. Hello all, I have a question regarding the BG->SOD transition. What happens to companions that are not available in SOD but was with you in the Sarevok battle? Example: Kivan I want to recruit them in SOD actually. Are they sent to their initial locations or somewhere else? Gone forever? Note: I checked Kivan is not at his regular place in High Hedge; neither in elfsong nor in friendly arm. Thanks
  15. thanks a lot for your support Roxanne, problem solved with the lines added next to Fade's component. cheers
  16. Sorry, I am not clear on some topics. I should have told these first Let me clarify a few things: 1. my mod is the Lena NPC mod: http://gibberlings3.net/forums/index.php?showtopic=25048 .With the BWS/EET thing I learnt, I wanted to integrate my mod into it instead of installing multiple mods on my local. It has single component actually (second is not necessary as first component requires the second component) 2. by "copying" stuff from other mods in BWS ini files, I am able to see the mod under NPC group. [i have no idea if I am not supposed to touch there] 3. the failure happens inside the BWS setup itself. in other words BWS tries to install the mod, not me. I told BWS to ignore and continue so that I can check stuff later but it is taking time and not finished yet. 4. I saw the mod's old info at https://bitbucket.org/BigWorldSetup/bigworldsetup/src/efa9b0907b2e2faa6da7f8b5ef84d6b94eb29298/BiG%20World%20Setup/Config/Global/lena.ini?at=master&fileviewer=file-view-default already so I am just trying to update it to support EE. I am only trying to support my mod in EE and to install other mods (for my own game sessions because without the mods like SCS game is dull for me), I am using BWS to install a bunch of mods I learnt with it. if I do not touch the BWS ini files, I cannot make BWS see my mod. I suspect I made an incompatible change there, especially under "select.ini" btw, it seems like my problem is not related with Weidu modding so feel free to tell me to stop here and I can put the question in the BWS's forum instead at SHS. thanks EDIT: to answer my own question and some idea to fix the issue, I put the select.ini file changes at the end of the file as default Windows INI files have no order related issues but I am wrong. I saw at line 2794 there is EET_End in the github's select.ini so if i put the select ini changes before that line probably the mod will work fine. my question would be how to automate that then . how to make BWS to put the mod into select.ini before that (perhaps it is put there manually)
  17. Where in the BWS install sequence do you place your mod? Especially where in the EET is it? If you try to install the interject at the end of an EET install, you get the problem you describe because the EET end moves the 25J contents into the BG2J dialogues. (In my EET install, Heard25J is empty after EET_end, as is any other 25J)..In EET the continuous NPCs use a continuous J file. Try to install your mod in the BG2EE part of EET after EET_core but before EET_end - this should work. As a rule, all mods that add or interject with dialogue files must be installed in EET prior to EET_end. I see. I forgot what EET is supposed to do. Probably all of my interjections with vanilla companions need to be updated I do not know anything of BWS install sequence. Is there any documentation of it that I can check? I followed this topic only and it does not mention anything of install order regarding EET: http://gibberlings3.net/forums/index.php?showtopic=27751 also how can I make my mod to install like what you mentioned here: "Try to install your mod in the BG2EE part of EET after EET_core but before EET_end" you know, mod tp2 is single and my mod component is single. Do I need to separate it for such parts? thanks
  18. hi everyone, I was trying to add support of my mod to EE games (specifically to EET). I managed to fix the standalone installation and it seems to work fine. As next step I tested BWS (BigWorldSetup) and with minimal mods it worked fine. Setup was ok but I have not tested game. To start my first game I decided to add almost everything in BWS also to see any conflict if there is any. My mod failed to install because of a conflict. Now one of the interjection cannot find the specific node in a dialog of HaerDalis TOB. INTERJECT_COPY_TRANS2 ~HAERD25J~ 11 EU#LenaTalk.InterjectHaerDalisAsgarethIntro.1 == ~EU#LENAJ~ IF ~InParty("EU#Lena") !StateCheck("EU#Lena",CD_STATE_NOTVALID)~ THEN @5539 END Weidu says HAERD25J does not have node 11 during setup in BWS. In vanilla BG2 it is there, in BG2EE it is there but during BWS setup it is not. As a quick workaround I wanted to put the interject into a condition, "if node exists" but I could not find such a thing in weidu. Is there any way to check if node 11 exists in HAERD25J and add interject if it is there but ignore the interjection if it is not there? regards EDIT: title was incorrect as the problem was about something else
  19. glad you liked it. I cant say there will be new stuff for this mod, v0.7 is the latest (link on first post) . sorry
  20. links fixed, please check first post cheers
  21. hey miker17, I dont want to say it is abandoned but lets say author is on a break... at the moment. what are your expectations from the mod? bugfix? new version? tob?
  22. Yea, I know. She is fragile as a kitten at lower levels. I just tried to create a different NPC instead of 18 in each str/dex/con stats but tried to balance her handicap with items/kit etc... In my TOB testplay before going to balthazar she has 140hp while Sarevok has over 170hp, sarevok is maybe 5-6level lower than her. She can keep up good except a few cases (dragons/spells with massive breath dmg), still "hardiness" is a must for her with -10ac while sarevok lives with his lifestealing soulreaver. I dont think about increasing her con but will increase her str maybe, I dont know. maybe her armor will give some extra HP, havenot decided yet, when my tob session finishes I will upgrade her stats before tob release.
  23. due to setup error it does not install, just comment the line 23 of setup file. i will update the setup file this weekend. @ericp07: thanks, let me know if you encounter anything weird about the mod. about proofreading, it is up to you. i appreciate if you do though I think a fighter does not need very high constitution to be effective, she does not need to be melee warrior anyway. she would be overpowered with stat enhancing items so decided this way, not everyone installs item revisions also. her kit gives some defensive and offensive abilities to even. @Smiling Imp: thanks, let me know if you encounter anything weird about the mod. @DocRoberts: seems like I mixed the "development" and "released" versions a bit open "setup-lena.tp2" file with notepad, get to line 23, it should be like this: INCLUDE ~Lena\Utils\Q_AREMacros.tph~ make it // INCLUDE ~Lena\Utils\Q_AREMacros.tph~ put // at the start of line and try again? it worked on my pc after update, that file is not used anymore and setup should be ok. thanks for noticing.
  24. a long time have passed since I last opened BG... really looong... not that I have abandoned the mod, it really takes more than time to invest more on it at the moment. I have to play TOB to get it finished but priorities keep me away... thanks for the reply Lava, I appreciate it. a few minor details maybe I can respond: * proofreading & voice, I decided to make it after TOB part where no more writing would be necessary. as TOB is incomplete, I will wait for it. for voice same reason, after TOB it will be maybe. Also I need to learn how to implement in scripts * good PCs, I thought on that A LOT, but decided this way. game forces way more if you consider all other NPCs (I had different Ideas, the duel would have different meaning:D ). I hate how Edwin & Valygar or Minsc & Edwin (or others I have not encountered) end up. I wanted to know if they will fight or not "ever" before I take them into my party, buffing my chars for a dragon fight or in the middle of brynlaw where I cannot replace NPCs. A bit harsh for good PCs? maybe yes, but there are many good NPCs around who does not get along with evil chars, why forcing them in same party. my sunday session pen-n-paper DM would throw me out of window if I wanted to play an assassin in a good group with paladins and good clerics Summary, I wanted it this way. * portraits. to be honest I dont care who I see at the portrait screen. All I wanted to see is a redhead hot tiefling I searched for it and found a portrait dedicated for another game NPC WHICH is not used elsewhere, even unofficially. I simply dont care if it is Anna's portrait or not. I always use Valen (from NWN) or Dante (from DMC) portraits for me male chars, these portraits do not make my chars Valen or Dante. There will always be "this is from X" comment unless you draw it by yourself. I wish I could draw something good, I can barely make a circle and square on the same paper * familiar names/faces, I think it should not be a problem, such things are at fantasy based stuff. they are at creators/modders/writers disposal, are not they? you can replace the portraits and names without any effort. (mod is TRA based so a simple "replace" in notepad) if those things disturb you. I did not mean to violate any copyright also. well, I wrote long enough for know maybe later I will add some other things regarding this mod. I hope to make and improve it worthwhile but originality is not something I care much for this mod, I think you understood it already. Only thing I wanted is to have an evil char for my evil SOA parties, that's it. regards
  25. Heya, UPDATE 26 OCTOBER 2018: v0.8 added to git Download links v0.4.1 : fixed a setup issue with unused area macro from my host, v0.4.1 v0.7 : a lot of scripting changes, also Lena got stronger (raised to 16 from 13) from my host, v7.0 v0.8 : now in git, supposed to support EE/EET, https://github.com/gungorenu/bg2-npcmod-lena MY FINAL RELEASE Anyone wants to take over the mod? Be my guess, it is all yours! Finally I can release my first NPC mod as its SoA part is %99 complete (in beta stage still, looking for better lines and fixing typos). Anyone wanna try and play with some evil warrior? check this out, you might like this. As it is my first mod expect some mistakes or typos, will try to fix them if you can point out where they are. I am not natural english speaker so some of the "lines" might look weird, blame google translate, not me Here is some basic info before installing this crap into your game, detailed info is in the zip file including spoilers: Lena is an evil aligned warrior tiefling who can join protagonist's cause and help for his/her problems (romancable). Lena approaches protagonist with an offer, actually a service s/he is about to do. Is she trustable? Does she plot something? Is protagonist sane enough to accept an offer from a tiefling in hell? Can her heart be the one protagonist looking for, "literally"? Stats: 13 19 9 14 11 16 (total 82), Tiefling, pure Fighter with "Tempest" kit, focuses on Bastard Sword, Crossbow, Flail and Single Weapon Fighting Style. Racial Traits: %50 Cold & Cold Damage resistance If you think I or you can improve this mod, let me know how. thanks
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