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Posts posted by Grammarsalad
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How is it going? It's been awfully quite here lately. Any new shining banters to share AWizardDidIt?
I'm curious, too!
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Yay!!!
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Alter Weapon Proficiency System: Rebalanced Weapon Proficiencies. appears to be broken in BGEE with SOD installed. Instead of seeing weapons and descriptions for the modified placements, I instead get lines of dialogue.
For example, where it should say "Short sword/Ninja-to, I instead see "Enough with the pleasantries Zenlnick, You know what's been happening in the north? Then the description reads. "Some of it, Not as much as the commander of the Flaming Fist.. At least I hope not."
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
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Yeah but this component is just an XP cap remover, not a spell pack. That would be a different tweak.
Is it, though?
Yeah, it probably is. Still, it's one that I like
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Probably better just to change lunumab.2da so that HLAs never happen. Make it like IWDEE: there is no such thing as HLAs.
HLAs were always very much a TOB-specific addition to the game, anyway.
...or, the hla spls can just be added...
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Yeah, if you do have the gog or steam versions of Sod, you need to install this first:
If you have the gog version, pay attention to the instructions in the second post
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Yeah, if you do have the gog or steam versions of Sod, you need to install this first:
If you have the gog version, pay attention to the instructions in the second post
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I'm just putting the finishing touches on all IWD/HOW dialogues. I edited down the total number of interjections from my original script and included more back and forth npc banter during the interjections so there's now a a total of about 1400 individual interjections that I'm mostly really happy with.
I've done some small bit of writing (mostly brainstorming) on possible Targos interjections. Should that be incorporated into the rest of them or is that a different thing entirely?
Wow <PRO_DUDEDUDETTE>! Awesome work!
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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).- Kreso tweaked Dispelling Screen to work as a sort of Mass Spell Shield against dispel (protects everyone from 1 dispel attempt); he tested it and it seems it's worth to implement for the next build
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!
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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...
Yes. Wild Mages got it automatically and no one else could select it...Demi does SR intentionally remove NRD from the spell selection list?
Afaik it was hardcoded, no clab involved...there's not even a clab file for wild mages in my old vanilla install.I am also assuming that demi added NRD (and the chaos shield spells?) to hidspl, and the spells are added via clab.
I guess after EE change I have to either restore it or make it not flagged as "wild school".
Edit: I'm glad it worked out Xaneth123
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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.
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I've never looked. Wouldn't a party NPC get a Global "spriteisdead" set, just like any other CRE with a death variable? Could just check that.
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...
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Thanks for clarifying kreso. This brings back the question of a dialog-based Resurrection spell that can bring back anyone... any thoughts?
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...
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@sd That's similar what I was attempting. I want to eliminate a useless school from mages and make it all bard (-only) spells.
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How would this work? How would you restrict wild mages from this school, for example?
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... The only thing to consider is that the main/starting kit is still going to have its own restrictions. For most kits, there's nothing hardcoded besides item usability. But some have little quirks like thief skills added in, so know what your starting point is.
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?
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Perhaps Obscuring Mist should give a large bonus to hide in shadows only. (I know it's the average of these skills that determines the result, but let's be "realistic" about it.)
I agree that Silence 15' should give a bonus to Move Silently.
This makes the most sense to me
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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?....
Disabling spellcasting and setting physical attacks to zero via eff files is the way to go IMO.
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Redoing creature MR is a bit outside of SR's scope, no? Maybe save that for a different *R that will affect the relevant spells if installed.
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!
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Absolutely!How about merging the two spells into one ("Transmute Flesh to Stone or viceversa" ) and then make it cast 2 different spells via effs, one affecting enemies, one affecting allies?
With additional golem specific effs...
Edit: I like the idea of the spell being a golem wrecker
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Well, the question presented like this has its merit, Grammarsalad but I still see two problems: 1) the level up of the familiar grants improvements that helps its survival beyond the mere number of Hit Points: I am speaking of Armor Class and Saving Throws improvement, THAC0, weapon enchantment, skills and special abilities. And (2) the way I see it, it's more the Master's life force being boosted by the Familiar and not viceversa. Your theory seems to imply the familiar's total HPs depends on the the Master's life force instead.
In my mod, the Master loses the extra HPs gained through the familiar but does *not* get any additional HP damage. The consequences of the death of the Familiar changed from the original spell. As said, the extra HPs are gone, the constitution penalty is temporary (3 days, I might consider going down to 2 - mourning period) in order to avoid reloads, during the mourning no familiar can be summoned. At the death of the familiar the Master will roll for a System Shock (Constitution modified) save or fall unconscious for a short period due to the violently severed bond.
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
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That is a good question. Okay, maybe something like this:
I like that idea: I always worry that the little guys will die...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(?)
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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.
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
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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(?)
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BGEE2 is compatible
IWDEE - hardly, you may try using Weidu 237000 but don't hold your breath
K.thanks
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Hey, is this by any chance compatible with bgee(2)? Iwdee?
Thanks
IR v4 Beta (last update 20 June 2017)
in Item Revisions
Posted