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Grammarsalad

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Posts posted by Grammarsalad

  1. - ADD_ICONS

    I use this one a lot. It adds portrait and spell icons to spells and can create a corresponding scroll (though you need to provide a path to some scroll file). I'll be updating this last part to just create a scroll from some existing scroll when I get around to it

    https://github.com/Grammarsalad/Macros_n_Functions/blob/main/lib/add_icons.tpa

    - TEXT_REPLACE

    This one just replaces one bit of text in a spell description with another bit of text.

    https://github.com/Grammarsalad/Macros_n_Functions/blob/main/lib/replace_text.tpa

  2. No, I don't think that is it either.

     

    There is a wizard in ...Ulgoth's Beard(?) that does this, pre-ee, I think. Maybe see what he does? Not sure

    I have had trouble recognizing locals on pcs. Maybe try nexttriggerobject as multiple lines? 

    Or maybe the pc can just summon another minion to teleport back? The minion overrides the char, makes them summon another minion, kills self, then the new minion does stuff(?)

     

  3. On 8/30/2021 at 4:41 PM, suy said:

    Thanks the clarification, David. In my case, I'm thankfully not too concerned with other mods (for now at least), as I think SCS is the only one that has complex spell/scripting that requires Detectable Spells (of the ones that I use and could actually support if I publish a mod, I mean). If eventually your copy of Detectable Spells gets changed to free more proficiencies, better yet.

    About my mod/use case: I did some experiment a while ago (without even WeiDU, just manual changes with NearInfinity), where I granted the Monk class some special bonuses/abilities based on proficiency points. E.g., given that they can't (normally) use 2 handed weapons, I enabled that proficiency for the class, and then made them gain bonuses with the fists when had a certain amount of points. I think those usual fighting style proficiencies are fine enough to make a decent mod (even more now that I recently learnt thanks to OlvynTweaks that one can expand fighting styles to 5 points instead of just 2/3). But I wanted to know if the limits could be pushed a bit more, and GrammarSalad paved the way for me. :)

    Thank you again, I've learnt a lot, and hopefully I've clarified this for less experienced people like me. This topic is very interesting.

    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! 

     

  4. On 8/30/2021 at 10:43 AM, CamDawg said:

    For the originals, 180 is a questionable tradeoff--it's inferior for a number of reasons (e.g. the item doesn't get tinted red, no description update) which makes your stuff stick out as mod content, but the alternative is monopolizing a limited resource.

    Yup, definitely. No argument here.

    On 8/30/2021 at 12:15 PM, suy said:

    The one that modifies proficiencies was expected, of course, but I'm confused by the fact that two effects are needed, and using a different approach.

    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...)

    On 8/30/2021 at 12:15 PM, suy said:

    Can Detectable Spells be changed to only use spell states? Should it? Or is it needed for compatibility with pre-EE games or older Detectable Spell versions?

    I don't know the answer but I really want it to be yes.

     

  5. 32 minutes ago, CamDawg said:

    For the EEs, you can just apply 319s to the relevant items instead of using the kit usability flags.

    SP Collection uses 319s on the EEs, and kit usability flags for oBG2: Helm flag for the Sylvan Mystic kit, Undead Hunter for the Archer of Sylvanus, and Talos for the Arcane Fist.

    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

  6. On 8/26/2021 at 6:13 PM, suy said:

    Noob(er) question. I don't fully understand all that was said, so I'm not totally sure if the unused proficiencies (EXTRA2, EXTRA3, etc.) in weapprof.2da would be fully usable for creating new proficiencies for the user, or might clash with mods using the data for storing their own stuff.

    I got that the Proficiency() trigger already checks only the 3 lowest bits that are editable by a player when setting proficiency points, and that opcodes(?) seem to be able to use the other bits safely. I also found that @Grammarsalad has asked about about exposing the hidden proficiencies, and that it seemed to be initially successful, but I don't know if that was just a first step in showing them, or compatibility was working well also.

    I don't use any mods that do fancy stuff like you mentioned on the first post. I'm mostly concerned about SCS, where I just don't understand the magic done by stuff like detectable spells.

    Thank you!

    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..

  7. 16 minutes ago, Gespenst said:

    🤔

    Is there any way to view all the details of the various kits? If you want to play a Darksong Knight you find them under "Paladin" but if you open the save in EE Keeper it's classed as a Ranger. I'm just wondering what their spell casting stat is, I thought it would be charisma since they're a kit under paladin but the game actually seems to class it as a ranger instead.

    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...

  8. 3 hours ago, subtledoctor said:

    I actually don’t think so, because you don’t trigger that spell from the inventory. My suspicion is that it has something to do with the item description - how the engine auto-generates kit/class exclusion info. Maybe that interacts with opcode 181 in some way that the 2.5 engine did not. Maybe? 

    No, but it accesses items in the inventory. And it does stuff in the menu. But yeah, maybe it's something else...

  9. 23 hours ago, AWizardDidIt said:

    Ah! Thank you again for the clarification (and to you @Grammarsalad!). Still learning some of the ins and outs of weidu modding, but this explains it perfectly. 

    :) 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. 3 hours ago, jastey said:

    Not wrong per se, but the patch (every patch) comes with changes which can lead to incompatibilities with exiting mods until they are updated.

    I'm reluctant to say this but if you want a more-or-less bugfree experience of mods you'd need to revert to 2.5 until the mods are updated. Alternatively, install and play the 2.6 with your most favorite mods and give feedback and bug reports to speed up the mod updating process. :)

    Yeah, this

  11. On 4/18/2021 at 1:52 PM, AWizardDidIt said:

    First of all, thank you so much for the help. 

    Since you're copying an existing area into override though, would that still possibly cause conflict with other mods (say, if they both tried to add a new travel point to that same area)?

    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.

  12. 36 minutes ago, lefreut said:

    You can find some documentations here.

    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. 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

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