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Grammarsalad

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Everything posted by Grammarsalad

  1. Edit: I see we've had some activity since last I was here. Ah good! I'm glad to have helped, if inadvertently! You just made my day!
  2. Yup, definitely. No argument here. Yeah, not sure why...my hope was that the update would stop using detectable spells completely and just add new spells states, but alas. My best guess is for compatibility (especially with those mods that will never see updates...) I don't know the answer but I really want it to be yes.
  3. There is a similar method using 180 which I believe works in the tob engine (maybe it requires tobex). You can even apply it on a kit by kit basis while leaving the standard usability system intact with the use any item effect. I don't remember the details but an implementation can be found in the old faiths of faerun mod by Mordeus and Requiem. Edit: here https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1
  4. Interesting. According to the iesdp, a master id value of -1 sets the master to "Not Party Member" whatever that means...
  5. Yes, the process exposes the extra proficiecies for player selection as per the other profs (excepting the first 8 or so). But, as SD has pointed out, they are already being used by detectable spells. Also, I don't even think that the most recent update changes spell detection using another method. It actually makes some sense as it would mess with those mods semi-unnecessarily. My plan was to create a mini mod (for ee only) that would be installed last and that would switch detectable spells to a different system. But, darn, that's just a lot of work and I don't even want to start it unless I finish my non- weapon proficiency mod. No idea if that'll happen. You would need you cycle through all scripts and change various prof related triggers as well as spells and items that set those proficiencies. In my brain, the code feels fairly simple, but it's probably going to be a messy affair in practice..
  6. Sorry @Gespenst That's never been clear. Certain 'kits' use different UIs, like the hide ability. We cannot normally add the hide button to the Paladin**, so what we do is create two versions of the class. In this case*, we made a paladin version and a ranger version. The paladin version is only for initial selection, to give the aesthetic that the class is a 'Paladin' class. However, that class switches to a ranger kit as soon as the game starts, and it is this 'ranger' version that you are actually playing. * I think we've only done this with paladin/ranger ** This may change in the near future...
  7. No, but it accesses items in the inventory. And it does stuff in the menu. But yeah, maybe it's something else...
  8. @subtledoctor I bet the problem with the crashed inventory has to do with the identify spell that @Bubb gave us. As a reminder: https://github.com/Bubb13/IE-Snippets
  9. glad to help (trust me: I've been there!) Sometimes you will see "LPF" instead of "LAUNCH_PATCH_FUNCTION". It means the same thing. Patch functions presuppose a file that it will 'operate' on (in this case, an .are file). If you haven't copied one over, or copied an existing one as in this case, it will fail. You will also see "LAF" or LAUNCH_ACTION_FUNCTION. They do a lot of the same things, but the main difference is that an action function does Not assume a file (often the function will copy an existing file and 'do stuff' to it like a patch function).
  10. I don't know much about area editing, but in section 1 of jastey's response, she posted a patch function which is not quite the same as copying a file over to the override (which would definitely conflict with any mod that changed that area). Basically, it takes an existing file and changes only the relevant 'parts' of that file as determined by the modder. This can still lead to conflicts--if your mod and another mod changed the exact same 'parts'-- but it is much less likely to cause conflicts. For example, I could patch all spells to increase their range to 100, say, and another louder could change all spells to have a casting time of 6 and all spells would have a casting time of 6 and a range of 100. No conflict except possibly conceptual.
  11. https://homebrewery.naturalcrit.com/share/rJZOF-sOCV
  12. Ah, thanks @lefreut. I knew this location documented eeex specific functions, but I didn’t notice that it also documented regular functions. That’s particularly bad because I’ve been creating a readme for eeex over the last few years...
  13. The EE games include a number of additional functions and such that, it seems to me, should be included in the IESDP. I'm specifically talking about functions related to lua (I don't even know the correct terminology, but I hope you get my meaning). For example, I believe that this is a function: Infinity_GetScriptVarInt(global) It would be nice if there was some kind of description of what this does (and preferably an example of use). Thanks for the ear
  14. Very cool. I had planned to create a mod like this, but I never got around to it. A few additional ideas: - Dealing with gated demons to gain blackguardhood (for paladins and fighters). - Convert to a different deity/kit at temples (for clerics) with a few offering paladinhood (e.g. church of Helm). - Becoming a ranger or druid at the druid grove (fighters or clerics).
  15. Oohh, cool. So, like does this allow you to make different (seamless) choices with her class development (e.g. no dual class)?
  16. Btw, I loaded the template in gimp and it appears to work. I don't know enough about layers etc. to determine if it does work but I thought I'd throw that out there. Edit: btw, I have been getting satisfactory results with gimp and material provided here: https://forums.beamdog.com/discussion/42011/blazing-bams I create the C icon, convert the blank space to transparency and then add the scroll and/or rock backgrounds as needed, and then convert the exported images with DLTCEP.
  17. Ok, that sounds promising. I do already have an ini, so I have something to work with. Okay, concrete example. I have a spell 9th level Weird as does OS. The way we're doing it, it is easily possible both versions could be installed and available to the player (there are only so many 9th level spots available for various reasons, and so ADD_SPELL isn't an option.) My spells are set so that they only install based on ini settings. So, what change would I make to warn about the type c incompatibility: https://github.com/UnearthedArcana/B_Spells/blob/master/B_Spells/b_spells_settings.ini#L248 Edit: and yeah, I realize (now) that at the very least, I can put a (commented out) warning in the ini
  18. Oh, I think that'll work. As long as gemrb_path.txt can be detected by FILE_EXISTS, I should be set.
  19. Don't worry @Endarire I'm still working on it. I think I was kinda cranky went I wrote that. Somehow I strained my rotator cuff in my sleep! Getting old its really getting old
  20. I feel like this is a dumb question, but how do I detect GemRB in weidu? It doesn't seem to add anything to the override folder, and I'm not a good enough coder to write a way to detect gemrb.exe or something similar on the players computer (it could run from any particular location, no?) I'm sure I'm missing something obvious, but I'm at a loss
  21. Spells & Magic (B_Spells) will have certain conflicts of type C with certain other spell mods, especially OlvynSpells in that certain spells cover the same ground. OlvynChuru has made some accommodations for these conflicts, but I'm not sure if they are all covered (I'm almost certain they are not). One issue with creating a list atm is that both mods are currently still in development. I have it in my head that when B_Spells is finalized, and when OlvynSpells is finalized, I'll go through both and send OlvynChuru a pull request (OlvynSpells should be installed after S&M). But, will they ever really be finalized? I don't know. I keep thinking of new spells to create, or new spell related components to add. There is no responsible adult in the room when I'm modding, so I just keep going and going. Also, why look for conflicts between mods when I can create more conflicts by adding some new fun shiny. Heh. I guess it's this sort of thing that makes me hesitate to actually release any of my mods (except for Faiths & Powers, but SD is the responsible adult in the room). I'm very much for this sort of thing, but at the same time, I know myself--and, I'm at least aware of the hot-cold empathy gap. I'll nod my head and sincerely--that is, in the moment--promise to contribute, but I'll probably just keep making a mess of things.
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