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Angel

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Everything posted by Angel

  1. I decided to give Breagar ToB a try while I'm testing the Wheels of Prophecy update. So far I rather like him and he has potential to become one of my staple NPC mods, but I did notice a few issues: - The quest journal entries do not use the EE quest journal system and end up in the general journal. Forgot ADD_JOURNAL? - After completing the first ToB quest for Breagar, I received two copies of the upgraded axe. If I find more I'll let you know.
  2. I'm currently testing it on 2.6. So far I haven't found any issues. EET is as yet untested, but I don't see any reason why it wouldn't work as I didn't change any mod content, only the installer.
  3. Thanks. After the hubbub around Roxanne, I'm really wary of meddling with other people's mods. You're welcome. I'm pretty much helping myself here as much as anyone; Wheels is a staple mod that I really don't want to be without. I have a version now that installs cleanly with no warnings or errors on both old BG2 and BG2EE, and I'm currently doing a short ToB-only run to see if everything works as expected. If anyone else wants to take a peek at what I have so far, here is my fork: https://github.com/AngelGryph/WheelsOfProphecy
  4. After discussion with @CamDawg on the G3 Discord, I have agreed to at least try to cobble up a maintenance release for Wheels to fix the WeiDU 247 issue while @DavidW is busy. Since I have had to do this for my own mods that also use SFO, I at least have some experience here. I'm not sure how successful I will be, but so far I have at least I have been able to get it to install without warnings or errors on BG2EE by transplanting the latest versions of SFO and SSL from Stratagems and making a few choice edits here and there. Bear with me here, I have never worked on Wheels before. Making this announcement could according to Cam "summon David in a cloud of sulfur before you even hit submit", judging by his experiences with the v31 maintenance release of Stratagems. So David, if you read this and feel I shouldn't be meddling here, I am really very sorry. Just let me know and will back off immediately. The things I do for my love of the Forgotten Realms and this 20-year old game. Onward! ...to futility...
  5. Alright, thanks. I'll fix the missing icon. I'll see what I can do about the descriptions, but as said it's not very high prio to me. Yes, I received the report. Looks like there is a difference in strings in BG2 and BG2EE here. Silly me for assuming they would have kept them the same. Oh well, will fix in the next version.
  6. The description of the sword (and every other item in the pack for that matter) is written for EE, which doesn't need usability info. The installer is supposed to dynamically add this on non-EE games, but it might not be working right for this item. I'll look into it, but since the old games are not my main target it's not going to be high priority. The poison damage is 1 damage every 3 seconds for 30 seconds. Since a round is 6 seconds in the engine, that translates to 2 damage per round for 5 rounds. Nothing wrong there as far as I can see. The 'poisoned' icon was indeed not set though (I assumed the poison effect already did this), so I added it.
  7. Assuming you're using the alpha, I'm not surprised there are still bugs lingering there. The BG1 part is almost completely untested at the moment. Sorry, I'm doing what I can but this a rather complex mod and I'm still new to tactical modding to begin with. I'm currently on a bit of a hiatus as I needed some time away from it all, but I plan to return to modding soon. I have updates for the item- and spell packs almost ready, and taking a look at E&Q is definitely next on the list.
  8. That one still isn't complete. The issue is that item- and spell packs have to be installed relatively early so that tactical mods can respond to their presence, but some tweaks (especially those that alter a lot of items/spells in one big sweep and may affect mod-added items/spells) only work well when they are installed late. So the item pack and spell pack have the new items and spells, and a couple of tweaks that only affect certain very specific items and spells in the vanilla game. The tweak pack will have those tweaks that affect stuff added by other mods.
  9. Stealing other people's mods or the resources to them, flooding several message boards with tons of alts, yes a great ambassador and we should all strive to be like her. </s> She hasn't been kicked out, she made herself unwelcome through her own behavior. That's all there is to it.
  10. Yes, version 247 of WeiDU causes problems with older versions of SFO, the function library developed by David (and used by, I think, only David and me). SCS has been updated, but Wheels hasn't been yet.
  11. Confirmed, ankhegs accidentally receive the greater basilisk patches. Fixed locally, will be in next commit. Yeah, the dracolisks are a work in progress, as is that whole area. Giving them dragon-like immunities makes sense though. I really wish I could do that, but unfortunately I don't have the skills to create or edit creature animations. Otherwise I'd have fulfilled my long-time wish of adding unicorns and griffins. ^^ Mm, can't quite trace this one as it worked last time I tried it and I didn't make any major changes here in quite some time. But I'll look into it. I haven't tested that component myself yet so I wasn't sure how much of an impact it would have. Incidentally, the game already gave spiders three extra hit dice, all I did was also give them the corresponding THAC0 and saves, and an improved AC.
  12. They are one and the same. The latest version of SCS no longer has this component.
  13. Mm, never seen it myself, but I guess I never triggered the conditions that make it happen. I probably forgot the #321 opcode effect that removes the old instance before applying the new one. (This opcode is EE only.) I'll look into it.
  14. Ah, okay. Although I don't have mod compatibility high on my agenda (I write my mods mainly for myself), I suppose it cannot hurt to at least take a look. I have not yet done any actual AI scripting with my spells yet (meaning enemies can not use them), it's probably best to get ids names right before I go there. And yes, with only a small handful of exceptions (Ramazith's Slime Summons being the most obvious one), all spells I've added are from either the 2e PHB or official FR material.
  15. I'm happy there is interest in my mods, but I really can't promise when the next versions will be released. For the Item Pack and Spell Pack I'm making major revisions to both the mod structure (mostly finished) and the items/spells themselves. The Encounters mod is mostly ready except for some ToB content I'm working on, but large parts of it haven't been tested yet (especially the BG1 parts). The components you want to install have been tested though, they are actually my oldest.
  16. Those components are stable and apart from the item pack have been unchanged for some time. They should work fine in the current releases. Generally the only changes I make to the item pack are adding more items and revising ones that didn't work out too well.
  17. Although it is certainly interesting and I am keeping a curious eye on the developments, my interest in it is only marginal for several reasons: 1) Even with several spell-providing mods installed, I don't come anywhere near the 50 spells per level limit (barely halfway there), 2) I do not use Eex, and cannot use it even if I wanted to unless Linux support was added while I wasn't looking, and 3) Not using spell.ids means huge changes in AI scripting that will not be done overnight. It would likely also break backwards compatibility with BGT, but to be honest I have already been sorely tempted to drop non-EE support at this point as it is almost as much a pain as adding vanilla BG1 support, so that wouldn't be a huge loss to me. ^^ Anyway, even if a new function became available, it would have to be integrated in SFO for my mods to use it, or I would have to do massive rewriting, neither of which I look forward to.
  18. Sorry, I do not give ETAs. This is a hobby, not work, and modding is already frustrating enough without adding the stress of deadlines. It will be done when it's done. All I can say is that I'm in the middle of some fairly big revisions now. Mm, pretty sure that was not how it worked originally, but maybe that changed. Oh well. I guess I could alter Fenten's deal to be more on par with Taerom's. I'll think on it.
  19. Fenten does mention Gerde in-game. This was mostly to make this feel more like an actual little quest instead of just a random something. I may expand on it later, maybe. The whole thing is about ten lines long, a very minor edit. All the normal ankhegs still spawn so it doesn't change anything else, it's just this one single encounter. Also in the original game, Taerom will buy an ankheg shell only once. Yes, I know that there are mods that change this, Tweaks included, but I don't normally use them. All of them might be a bit too much, but I have plans for Irenicus' black dragon in Suldanessenar and the green dragon in Watcher's Keep, as well as making dragon scale armor a bit more powerful and useful in general. I haven't exactly worked this out yet though. Silver dragon scales are already available from Dorn's quest in BG2EE and since I don't enjoy playing evil parties at all and thus never get in a fight with Adalon I'll probably not go there. The mod is still by me, for me, so I generally don't put in content I will never see for myself in-game. I might be bribed, er tempted to do so for someone who helps me out in some way or otherwise manages to get on my good side, but this is rare. All it really does is lower the grossly overpowered 25% magic resistance to a more reasonable 10% which is still damn powerful especially by BG1 standards where most wizards aren't high enough level to have ready access to Lower Resistance or Pierce Magic. But if you really want, the exact amount is configurable in the .ini file. At the moment, no. The exact amount is somewhat configurable in that you can set the lower and upper limits, but the shops are a fixed list and the amount per shop is randomly chosen at install time. I might be temped to make this table-driven though. In fact, that wouldn't be very hard to do. Thanks. I make these mainly for myself but it's still good to see other people enjoy them.
  20. Wow, it's been years since I meddled with that one. Guess the Internet never forgets. ^^
  21. I'm not a very big Windows guru, but don't you need to be in the BG installation dir for this? I usually use a cmd prompt which doesn't close after a single command.
  22. The error means that the spell file spwi618.spl (Spell Deflection) is corrupt and can't be edited properly. Most likely, one of your other installed mods leaves it in a bad state. From the command line you can run "weidu.exe --change-log spwi618.spl" to see which mods are affecting this file and could be causing this.
  23. Also as a tip, modding your copy from Steam directly is not a good idea. Steam forces updates, and such an update will completely wreck your modded game. It's far better to create a local copy for your modded game.
  24. It's not often, but for once Jarno and I agree completely. MacOS- and Linux users like myself do not like mixed-case filenames at all. If a mod claims to be MacOS- and Linux compatible, all mod files should be kept in lower case!!
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