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Angel

Modders
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About Angel

  • Birthday 05/23/1973

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  • Gender
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  • Location
    Netherlands
  • Mods Worked On
    D0Tweak
    XPMOD
    Unfinished Business

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  1. Angel

    SCS updated to 32.2

    SCS uses AUTO_EVAL_STRINGS. I've checked (and patched in my game) nabparab.spl, the resources get set to "override", not to "%DEST_RE". The latter would be the result of a missing EVAL, it would also generate a warning. I filed a bug on this behavior of DEST_RES over at PPG, we'll see if it gets picked up.
  2. Angel

    My new "Made in Heaven" mods

    Yeah, there is no release of my tweak pack yet, because I am still testing. What I have should be installable though, if you want to give it a try.
  3. Angel

    SCS updated to 32.2

    Yeah, it's a quirk I've run afoul of myself several times, so I recognized it instantly. I didn't check all code, it may be in more places. Maybe I should see if Wisp can fix it as it is not very intuitive behavior.
  4. Angel

    SCS updated to 32.2

    Found a bug in the code that installs the Nabassu's paralyzation aura, the 60 second immunity is not granted properly, making the aura quite overpowered. Issue is here: LPF ADD_SPELL_EFFECT INT_VAR opcode=206 target=2 parameter1="-1" duration=60 resist_dispel=1 STR_VAR resource="%DEST_RES%" END LPF ADD_SPELL_EFFECT INT_VAR opcode=206 target=2 parameter1="-1" duration=6 resist_dispel=0 STR_VAR resource="%DEST_RES%" END // this second one is so that creatures with MR check only 1/rd Problem is that there is a quirk in WeiDU, if you copy to "override" without specifying an explicit file, %DEST_RES% is set to "override", not to the target file. Thus the immunities are not properly set. I'd suggest using %SOURCE_RES% instead.
  5. Angel

    More NPCs in towns for BG2?

    Baldur's Gate at the start of Siege of Dragonspear is pretty crowded with refugees, so the EE engine at least should be able to handle a few dozen people. Dunno about the old engine though, I think that could run into some unforeseen limits.
  6. Angel

    My new "Made in Heaven" mods

    I also have a spell pack and a tweak pack, by the way. Same deal, still testing but the BG1 part (spell level 1-5 for the spell pack) should work.
  7. Angel

    My new "Made in Heaven" mods

    I'm currently testing it. The BG1 part should be playable, but I can't guarantee it will be bug-free.
  8. Angel

    Version 19 released!

    I'm having a stutter problem with Gavin (BG2) that I traced down to Gavin's reactions to Lava's Tales of the Deep Gardens mod, specifically his reaction to the beggar's scalp. It seems this block keeps triggering over and over, interrupting Gavin's actions: IF IsValidForPartyDialogue(Myself) PartyHasItem("DGxQ4") // ~Beggar's scalp~ !AreaCheck("AR0400") !Global("B!GavDGScalp","LOCALS",2) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 SetGlobal("B!GavDGScalp","LOCALS",9) END I was able to fix it by changing the block to this: IF IsValidForPartyDialogue(Myself) PartyHasItem("DGxQ4") // ~Beggar's scalp~ !AreaCheck("AR0400") !Global("B!GavDGScalp","LOCALS",2) !Global("B!GavDGScalp","LOCALS",9) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 SetGlobal("B!GavDGScalp","LOCALS",9) END
  9. Thanks, you beat me to it. My locale is set to en_US.utf8, unless you're using something very exotic you're probably good, especially since you didn't edit the files.
  10. I checked an unmodded BG2EE installation fresh from Steam. File splstate.ids does not contain the string ITEM_PSIBLAST there. setup-stratagems.debug.gz weidu.log.gz
  11. Getting a whole bunch of these while installing Improved Mindflayers on BG2EE: [tb#_compile_eval_buffer/weidu_external/workspace/ssl_out/flayer01.baf] PARSE ERROR at line 1654 column 1-59 Near Text: ) [CheckSpellState] argument [ITEM_PSIBLAST] not found in [splstate.IDS] [tb#_compile_eval_buffer/weidu_external/workspace/ssl_out/flayer01.baf] PARSE ERROR at line 1667 column 1-99 Near Text: ) [CheckSpellState] argument [ITEM_PSIBLAST] not found in [splstate.IDS] [tb#_compile_eval_buffer/weidu_external/workspace/ssl_out/flayer01.baf] PARSE ERROR at line 1668 column 1-105 Near Text: )
  12. Angel

    Future tweak ideas - post 'em here

    Can we extend "Make Xan a Generalist Mage" to other NPC mages as well? It's kinda frustrating to be locked out of a whole school of spells with most of them, and Dynaheir being unable to use enchantment/charm which has most of the best disabling spells weakens her quite a bit IMHO.
  13. It's still a work in progress, but here goes: Enhanced Ankhegs: Ankhegs get 18/50 strength and will close in for physical attacks instead of making ranged ones. When they lose half their HP they will use their acid breath weapon (8d4, save vs. breath for half) once. Their level is also raised to 8, making them immune to Sleep. (This is P&P actually, ankhegs cannot continuously spit acid like they do in BG and the biggest ankhegs have 8 HD.) This component also enhances the ankheg pit, there will be way more ankhegs varying between 3 and 8 HD and more will spawn continuously off screen. The pit is now fairly dangerous even for level 5-6 characters. (Hint: Bring scrolls of acid protection.) Enhanced Zombie Farm: The zombies are given the stats of ju-ju zombies, making them a bit more dangerous. (I'm still working out what else to do here, I was thinking of adding an encounter with a hag coven, but a zombie lord is also a good idea.) In general, I try to make encounters I think are too easy a bit more challenging, and I fix a few monsters that are radically different from how they are meant to be. Sorry, haven't gotten around to making a full readme yet, but it's on my to-do list.
  14. I'm working on a mod that does this. Mind you, it's still somewhat experimental, but here you go: https://github.com/AngelGryph/MadeInHeaven_EncountersAndQuests/releases
  15. Angel

    My new "Made in Heaven" mods

    I made the v2 release of the item pack. This fixes the bugs found by CamDawg and others and makes a few more changes. A couple of the bigger tweaks were moved to a separate mod to avoid install order issues.
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