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Grammarsalad

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Everything posted by Grammarsalad

  1. I'll have to check but I agree, the stalker should have the normal stealth
  2. Absolutely, 100%! Now to track down my work! I've had a mod like this on the back burnt burnerfor way too long
  3. I also have other suggestions, but let me know if I'm going beyond the scope of this mod. Just a couple right now: Druids/Rangers: add the bardsong button and give them abilities to progressively affect animals and/or other "beasts" in various ways (fear, charm, etc.) Cleric/Paladins: Replace turn button with bardsong button to simulate different turn like effects. Could do (idk) d4 dam to undead per round at 1st level and then get better as you level up. At higher levels could do more damage and affect other creatures like demons. You could also do something more powerful abilities. To balance, activating these specials disables the "turn" bardsong button for a period of time. No pressure, though. I'll definitely do this stuff at some point otherwise. I've also got plenty of other ideas (e.g. to make the monk and barbarian closer to their 1e implementations and give read scrolls to 10th level thieves like pnp) Edit: Jarno: "In the non-EE games, there was the special tripple class thief that needed to use extra space in their User Interface.. so they ended up assigning the thieving ability to F12, aka under the special abilities button. So you were able to assign the thieving ability that way all the way in BGToB games, via MAKE_KIT's CLAB ability assigning to non thieves. But the problem to my memory was that it was just pick pocketing for them" Ahh. Interesting
  4. Nice! Speaking of rangers, I have a working version of set natural snares. It's exactly like thief set traps, but it can only be done in the wilderness. I would happily donate it if you like.
  5. Ya know, I never tested past level 1, so maybe not (ah, I guess that is what the imp was talking about). As for that issue, I'm wondering if this issue affects any other classes. It may be fine as it sounds like that has more to do with the 100% set trap. Hmm, maybe that was an issue in earlier versions as set trap is automatically there as well.
  6. Do you mean they should be able to assign skill points as a thief. Doable without eeet as far as I know (can confirm it is doable pre 2.6). Anyway, I don't think we should clutter this thread anymore with this stuff, but please feel free to start a new topic and ping me. I'm very happy to talk about it. Edit: 'Was it bard specific in vanilla' As far as I know, you couldn't assign new buttons to different classes so, in general, it wasn't an issue. But, this did come up in the development of eeex, and it was only an issue for the bard (where the button was hardcoded to only pick pockets).
  7. Erm, it's not just pickpocketing for any other class than a thief. That's just a bard thing. The bard is hardcoded to only use it for pickpocketing but when you add the button on any other class, it functions the same as the thief (yes yes, pick locks or pockets). Lol, so I take it this isn't really something you are interested in. Lol, I have no idea what you meant earlier, but that's ok.
  8. If I understand you correctly, @Jarno Mikkola, yes, other classes can get a similar treatment as this mod (some even without EEex). With eeex, you could give just about any skill and skill functionality to any kit or class. Like, you could give monks the remove trap button, for example or (IDK) you could create a custom cleric of Mask with move silently and pick lock, or give the Kensai detect trap or whatever. Previous versions of eeex (with pre 2.6 versions of the game) even allowed the creation of custom skills. I don't know how far Bubb is in reimplementing all earlier eeex functionality but it may be possible to basically still do this now (actually, I should look into this.) My memory of the details is fuzzy, but I believe the new opcodes, the ability to display new and old stats on the char sheet, and the ability to extend stats.ids are key. Edit: also, the ability to extend all of the skill based 2das.
  9. Please don't be. I have a backup of everything if the worst happens, but I really don't think that the worst will happen. That is, I don't think any of those alterations are relevant anymore (I've updated B_Spells quite a bit since then, and those changes are the most relevant). I will just update that build (I'll download it again for any update the day I reupload it) one spell or one 'batch' of spells at a time, so I'll keep up with whatever you are doing (as long as you don't mind keeping those few changes I make--it won't be anything systemic, just spell updates).
  10. I really need to update this one. Sorry, I've been working on a crafting mod these days (was originally going to update the crafting component of TnB, but it's become an independent downtime mod of it's own). I strongly recommend you only install the release version atm. The master branch of B_spells is not stable at all, unfortunately. My plan is to do the 1.0 of the downtime mod and then update b_spells with more content and with compatibility in mind. I don't think that right now b_spells is compatible with fnp, and that's my fault. I haven't been keeping up to date with fnp and the code intimidates me, lol. @subtledoctor, are you pushing your updates to the UA version? If so, I can look into updating/bug fixing the spells.
  11. This for instance heals different amounts depending on proficiency value of the user: https://github.com/Grammarsalad/Proficiencies/blob/master/proficiency/lib/skill_treat_wound.tpa Edit: the description: https://github.com/Grammarsalad/Proficiencies/blob/master/proficiency/tra/english/prof_skill_desc.tra#L7
  12. One of the great things about 326 is that it can do this, but only through the first iteration (subsequent subspells using 326 go by the target's stats). I have a working example somewhere. One sec
  13. That is a real bummer if so. I doubt there will be any updates. I'll look into it as well and if I find anything, I'll report back here
  14. I'm certain that this was working fine before the most recent update...
  15. I'm actually _really_ interested in the 3e ruleset. I've always loved 3e
  16. Even if you're protecting from a particular string created by another mod, it _should_ still work (it'll take the earliest strref if it's already in the engine)
  17. Yeah, you can use RESOLVE_STR_REF for any of these functions whenever you need to create a custom string reference and then reference it in an effect
  18. I've had this issue myself. I "solved" it by getting the beamdog version. However, I believe that @argent77 has a weidu mod that accomplishes the same thing
  19. Lol, I completely forgot that I backed this as well. Well, color me interested as well
  20. I think alter_effect works on items. You could also try: LPF ALTER_EFFECT INT_VAR match_opcode = 139 parameter1 = RESOLVE_STR_REF (@68010) END
  21. Some of these are amazing. Also, did you do a one handed spear animation?!?
  22. Here is an excellent walkthrough for kit creation ( it'll help with a few of these other requests, too.) https://forums.beamdog.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1
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