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Posts posted by Grammarsalad

  1. 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). 

  2. 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:


    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

  3. On 12/7/2020 at 10:32 AM, AL|EN said:


    Depends on what you want to achieve, ... 

    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:


    Edit: and yeah, I realize (now) that at the very least, I can put a (commented out) warning in the ini

  4. 13 hours ago, lynx said:

    We don't have a specific game type, since we emulate others. However, with the latest GemRB and Weidu, there is one file that both agree on. It will be generated on our first run and it's gemrb_path.txt. It's at the same level as dialog.tlk / keymap.ini.

    What would you like to do that this would be useful?

    Oh, I think that'll work. As long as gemrb_path.txt can be detected by FILE_EXISTS, I should be set.

  5. 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

  6. 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.  


    11 hours ago, kjeron said:

    Oh yes, I'm well aware of what it allows to be done with the opcode, but for the purpose of reproducing the opcode, it's an important distinction.

    Lol, I would never claim otherwise.  I was just using that as a jumping off point to introduce an example.  

    Btw, I'm having a blast playing around with GemRB.  I'm going to start creating GemRB specific components for my mods.  I'll be keeping notes on everything new and interesting I find, and I'll be happy to help with documentation and tweak ideas.  

  8. 5 hours ago, kjeron said:

    326 has a lot of quirks (whether or not they're intended is something else):
    Unlike op146, when targeting "Self" or "Original Caster", the resource is still cast on the ability target, not the caster.

    This is very useful as you can cast spells differently depending on caster stats. As an example, this spl acts differently depending on the casters wisdom (actually, it's done through an item, a 'healing kit', but same idea):


    %wis_ls% is set in splprot.2da which references items in stats.ids:




    Edit: splprot.2da:



    ~80% of my mods make heavy use of these opcodes. I have plenty of other examples if you need them but they all work about the same


    "edit: Effects in the resource will also bypass Magic Resistance, of every target, as if the caster targeted themselves, regardless of who they target with the spell or op"

    Oh, I didn't know about this. Hmm, don't like that at all

  9. Can I ask this: I think I read somewhere that you altered effect 206 to act like a conditional protection, similar to 318 or 324 in the EEs (i.e. https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op324)

    Is there anything similar to EEs 326 (https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op326)?


    Edit: also, what about 321: https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op321


    That is, in bg2

  10. 3 hours ago, lynx said:

    Not really; I think it would be best done as another game type in IESDP itself. The way effects and actions have been refactored on the backend means little need for duplication.

    Sure, we have some extra opcodes and actions, depending from which engine you look from. Also some things that are new to all or are just extra parameter extensions. Or the projectile externalization that I think EEs adopted partially.

    DLTCEP supports the gemrb-only projectile stuff, but I had no luck preparing a DAT file for it. Things just broke.

    The reason it's not documented yet is that some things might still change ("not a stable API"), but more practically, you're the first one to ask.

    A lot of the new 2das seem pretty intuitive. I was mainly interested in information on the opcodes. But, yeah, I can understand the reluctance to document something that may change in the future.

    As an aside, I wonder if it would make sense to have a forum for GemRB only mods (in the spirit of 'if you build it, they will come'.) It's really coming together and there is some serious potential in this project.

  11. On 9/26/2020 at 4:38 PM, Angel said:

    A few do, yes.  Unfortunately I don't have much graphical talent, but I try my best.  And I do know how to convert pictures to .bam files.

    I don't much graphical talent either, but I might be able to help with this. I've been really getting into creating spell icons lately. If you want, give me a list of spells that need icons and I'll see what I can do

  12. On 9/29/2020 at 10:46 PM, subtledoctor said:

    Grammarsalad added those at some point, I believe in preparation for some future functions.  They are unused.  They might be used in the future, I guess... maybe for something like creation of potions or wands as kit abilities.  But I don't think they are anything that would be in stores.  @Grammarsalad knows better... but for now those .itm files can safely be ignored, at least for purposes of interactions with IR.

    Those wands won't be used. I think I have different wands with these same filenames listed here:



  13. I have found a fairly quick and easy, if not pretty, way to make spell icons. I'm just working with paint, so nothing fancy. I just save a similar bam as what I want as a bitmap using dltcep. I then alter it as I like (using black for transparency). Next, I import it to dltcep in the animations tab and save it as a bam. Bam!

  14. On 6/9/2020 at 8:57 PM, subtledoctor said:


    I don't know much about the crafting component, I believe that is @Grammarsalad's thing.  It hasn't been touched in a long time; last I heard he was planning to revamp it and create a broader crafting mod.  But, you know about plans...

    Yes, that's still the plan. I'll be releasing an updated version first in spells & magic. Once I've worked out there kinks and bugs, I'll have a version for both TnB (for mages) and FnP (for priests). There will be multiple implementations. Some notes can be found here, here and here

    Edit: I need to edit that a bit. I do have a read magic spell in the works, but I'm not going to require it to use class based scrolls (but e.g. a mage would need to to read a cleric scroll)


    Edit 2: also note that these are just one version of Craft items, the version that is closest to pnp. I'll have a few more (maybe quite a few more)

  15. On 6/30/2020 at 7:13 PM, Bubb said:

    Normal specialist bonuses directly modify the save bonus of outgoing effects, but I think I've got an on-target method working:

    1) All spells that acknowledge this bonus should have an Opcode #326 (as the first effect) that invokes a subspell.

    2) The subspell ability projectile must be '0', else the engine uses an internal projectile that delays the effect application.

    3) Put one of the saving throw bonus opcodes (#33-37) in the subspell, using Param2 = 3. The IESDP doesn't list this parameter value, but it is an INCREMENT variant that allows the saving throw to be updated within the current spell application, (normally this cannot be done with stats).

    4) To prevent multiple spells that use this mechanism from stacking their modifications if they hit at the same time, another subspell needs to be applied at the end of the top-level spell which reverses the saving throw bonus, (using the same #33-37 opcode, just with an inverted value).

    The #326 and #33-37 opcodes should all be Instant/Limited, Duration=0. From my limited testing, the above seems to achieve the desired effect.

    Edit: I just checked - the IESDP lists Param2 = 3 for Opcode #325, but it also applies to the individual ones I listed.

    Oh, that is awesome! Lol, I have been doing this:

    1) change the original spell to multiple subspells with all of the modified saves required for the modification.

    2) replace the original spell with a 'shell' that applies 326 effects based on the relevant stats and/or States

    This works fine if you are just modifying the spell based on a single stat or state but each additional variable adds another 'layer' to the spell, multiplying everything. (e.g.)

    Edit: the example is the same basic idea but iirc it's not applying save bonuses/penalties, so the above strategy wouldn't help there. Just for illustrative purposes

  16. On 5/30/2020 at 3:10 PM, subtledoctor said:

    Grammarsalad has been working on that, I believe.  It is a very long and difficult process, because this mod does a LOT of stuff.  But I got a sneak peek at the work-in-progress, and it is astoundingly good.

    Huh, @Grammarsalad I wonder if it would make sense to release the readme even in an unfinished state.  Still might be useful for players.


    That would totally make sense. On my Android, but I'll see If I can access it.

    Edit: Homebrewery doesn't like Androids for whatever reason. I'll attach it and/or link it in a few hours (well, it could be like 10 hours)

  17. 4 hours ago, subtledoctor said:

    That google doc was created by someone else, and some time ago.  I would not trust it to be up-to-date.  (Unless @Grammarsalad knows otherwise.)  The most up-to-date list of spells by sphere (and spheres by deity) is here.  As you can see at line 155, Free Action is a 3rd-level spell in the Exploration sphere.  Anyone with minor access to Exploration can cast it.

    As for HLAs, the base tables are here.  That directory has a subfolder for each sphere, and in each subfolder there is a .txt file with ~1-3 lines.  For each kit, the sphere system starts with the base table for their class, and then appends the .txt files relating to each sphere for which they have major access.

    We have not gotten around to holy symbols yet.  It's a pretty low priority, admittedly because I at least think the idea is pretty dumb.  You should get a holy symbol upon being initiated into the faith, i.e. at level 1 - not at level 25!  At epic levels you should get some kind of artifact to help you in your endeavors - and the game is full of such things.  I never saw what a holy symbol adds.  But, presumably we'll get around to it eventually.  Or maybe we will indeed add it as a level 1 thing, instead.  Haven't really talked about it that much.

    No. It is not up to date, unfortunately. Ineth(sp) made it a while ago. I do have access to it but it's difficult to manage. I'll update it sometime soon, or at least when we have spheres, etc finalized (do we)?

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