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Grammarsalad

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Everything posted by Grammarsalad

  1. Do you have the steam or gog version of the game? If so, you need this: forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1
  2. Is it, though? Yeah, it probably is. Still, it's one that I like
  3. Yeah, if you do have the gog or steam versions of Sod, you need to install this first: https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1 If you have the gog version, pay attention to the instructions in the second post
  4. Yeah, if you do have the gog or steam versions of Sod, you need to install this first: https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1 If you have the gog version, pay attention to the instructions in the second post
  5. Wow <PRO_DUDEDUDETTE>! Awesome work!
  6. Fwiw, DS tweak is a *major* nerf to mage class(es). If you decide to implement this, forget about tank-mages and similar. With dispels flying in ToB battles (every demon seems to have it!) you'll want proper fighters as tanks. Also, this really should be used with "AoE Spell Deflection". Or Dragon's Breath and similar (ADHW) will kill your mages instantly should dispel check ever be succesfull (and it will be).I like it (since I hate how mages can be played in BG2, omnipotent-can'-t-touch-me-tank-slayers of everything) but it's a matter of taste more than anything else. It changes how the game is played more than a bit. I'd definitely go with it for the next build, see how people feel about it. That sounds absolutely fabulous to me!
  7. Yes. Wild Mages got it automatically and no one else could select it... Afaik it was hardcoded, no clab involved...there's not even a clab file for wild mages in my old vanilla install. I guess after EE change I have to either restore it or make it not flagged as "wild school". Yeah, it can't be flagged as wild school nor can it have either the wild mage exclusion flag nor the exclude generalist exclusion flag... Edit: I'm glad it worked out Xaneth123
  8. I tested it in IWDEE. Presumably, this is the best place to test ee games if you don't have access to the beta. After the patch, they should all be closer to IWDEE. I am also assuming that demi added NRD (and the chaos shield spells?) to hidspl, and the spells are added via clab. It is tied to both the exclusion flag and the school flag. If the former is set to wildmage or exclude generalist, you get this problem. if the latter is set to its default (0x1a or something), then you have this problem. NRD set to no school and with an unused exclusion flag does not see this error. Try putting the attached files in your override folder if you get this error. Please report back if you still get this error after doing so. wm.zip
  9. Good point, but sometimes you kill an npc that has left the party, don't you? Good fun! Edit: Kreso, yes, they would have to be recreated. But the global can increment with their level, so you at least get them at the right level. Kiss any tome granted attributes goodbye, I suppose. Edit2: unless there is something that I'm not aware of (having never created an npc mod). I understand that there are some hardcoded issues with Yoshimo, hence the mod...
  10. I feel confident that something like this would work. I don't know much about npcs, but I imagine globals get set when a given npc joins (or, a mod could ensure that they are). And, when they leave the party for any reason, that global gets reset. Then the dialog could check the global, and not InParty(O:Object*) for the actual npc, and then give the option to 'resurrect' them. I'm sure other details would have to be worked out as well...
  11. How would this work? How would you restrict wild mages from this school, for example?
  12. Has anybody compiled a list of these 'specials'? I know: Mage: spell school restrictions (and, apparently, an undocumented bonus to learn spells of your school, and save penalties to spells if that school). Maybe penalties with other schools, but I'm not sure Thief: (bg2/bgt). Skill points per level for assassin and bounty hunter. Ee: shadowdancer hips Barbarian: backstab immunity Paladin: +2 to saves What else?
  13. I really like this idea, especially in conjunction with the original charm opcode (so, allowing unique dialog). Any chance it will see the light of day?
  14. Creature revisions... Or maybe it was quest revisions. It's a possibility... Er, I've never heard demi, Mike or arda say that these won't happen. A guy can hope!
  15. Absolutely! With additional golem specific effs... Edit: I like the idea of the spell being a golem wrecker
  16. 1) Well, yeah, but there should be some limits. I had the imps objections in my head before he voiced them 2) I suppose...but in the op, it says that the familiar gets half the casters hp. The fact that hp are so tied seems to suggest a two way connection
  17. I like that idea: I always worry that the little guys will die... I understand the worry and I feel the same. My objection to a similar change is, again, conceptual: why would the Familiar gain those HPs without levelling up? The extra HP bonus has always been tied to an improvement in level. Also, it would open to an exploit: having a single Mage level just to gain the extra HPs (by the way, now it won't just be as convenient to summon a familiar just to park them in the backpack: they will nag about it! ) - I worked hard to try and make the familiar have a more active role in the game. That is a good question. Okay, maybe something like this: Familiars are unique creatures that have their own unique rules. They don't gain experience as a normal creature; their growth is intimately tied to their "master". While their "skill" is informed by the masters magical skill, their "life force" is, in some sense, tied to the masters life force; this is why the caster suffers physically when the familiar dies. As a character (ie the caster) levels up, their "life force" gets stronger (well, hit points represent a lot of things, but this as much as anything, no?) It seems that, if they are so closely tied in this way, then as the casters "life force"gets stronger, so does the familiars. Something like that Edits all over the place, but also this: this is the justification; in the background is the concern for the little guy's squishyness
  18. What about this: give the creature 1/2 the casters hp, regardless of class, but have it otherwise level up per their wizard levels? That way your wizard/thief 1/20 doesn't have a familiar walking through throne of bhaal with 2hp(?) Edit
  19. Hey, is this by any chance compatible with bgee(2)? Iwdee? Thanks
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