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Angel

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Everything posted by Angel

  1. It was meant to be a hotfix to SCS, note that I said where it was to go in the SCS installation directory. After that you need to reinstall SCS (well actually only just the IWD arcane spells, but since that's usually the first component you install, all of SCS will reinstall anyway). Do not put it directly into override, that won't work at all. As for the issues with Resurrection / Mass Raise Dead, dying will already completely clear all sequencers and contingencies anyway (which is why killing Imoen and raising her solved my problem), so IMHO the effects to remove them are completely redundant and should be removed.
  2. Yes, BG and BG2 from GoG are modable, just don't try to install any EE-only mods, they won't work. (Note that the EE games are also available from GoG.) BG1 is the "Original Saga" release, and both BG1 and BG2 have the DDrawFix mod already installed. This solves some issues with running them on more modern versions of Windows, keep in mind that these two are now 20 years old.
  3. Here is the fixed file. It goes into stratagems/iwdspells/copyover/wizard_mind_blank/spwi802.spl I'm currently reinstalling SCS with this fix. EDIT: Reinstall done, tests are looking good. Imoen now seems to retain her sequencers even when Mind Blank is active. spwi802.spl
  4. I have the problem with sequencers too, and I use neither SR nor SCS's contingencies as innate abilities. I keep losing Imoen's sequencers, but Aerie's are fine. Imoen is the only one to use Mind Blank (I prefer Impervious Sanctity of the Mind for Aerie), so you may be on to something here. I will examine my installation and see what's what. EDIT: Confirmed, there is indeed an errant opcode 101 that gives immunity to opcode 171 (Give Ability) in Mind Blank.
  5. Thanks for the insights. I knew there would be quirks at some point, but I didn't know exactly when. As it turns out, much sooner than I thought. Although I guess I should have seen the signed nature of xp coming. ^^ It's surprising how often this question pops up actually. What's so great about going super high level, when there is absolutely nothing to gain there? Elminster is level 29-31 depending which source you pick, the avatars of most gods are between 25-35, and the absolutely most insanely powerful mage in the history of the Forgotten Realms was level 41. If you want to go really high level, go play Final Fantasy or Diablo.
  6. Getting to level 50 in a single class requires 15,000,000 xp, even in a heavily modded game you are unlikely to get there and there is little point to it as your stats no longer improve and there are no new powers to gain. But you could expand xplevel.2da further if you really wanted to. You'll likely run into some quirks though. The theoretical maximum level in a single class is 255 (8-bit value) and the theoretical maximum for experience points is well over 4 billion (32-bit value). The practical maxima are probably lower.
  7. The other day I was pondering, the difference between trying to hit a character in full plate with a sword or a mace is a massive -4 for the sword. A lot of humanoid enemies could be made quite a deal trickier (especially in BG1) if they had the sense to switch to a mace or war hammer when confronted with plate armor. That's what maces and hammers were designed to deal with, after all. ^^
  8. No rush. This was pretty quick and dirty, if you want me to refine it a bit more let me know. Currently the second option doesn't change the spear's description and turns it into something of a spear/halberd hybrid. I can make it change it into a full halberd with a little more effort.
  9. Technically, yes. But you'll also want to change his starting weapon, and do a few other minor tweaks to make it all work smoothly. Pull request made. https://github.com/Gibberlings3/BG1NPC/pull/79
  10. Not a problem. I can write it in such a way that it will work with anything except vanilla BG1 (where this isn't an issue anyway).
  11. Mm, this pretty much is my expertise. I'll see what I can do, it shouldn't be too hard.
  12. Just letting you all know I am working on my mods still. Progress is slow but steady. - Item Pack: I'm finalizing a new release with some more new items and a couple of bug fixes. - Spell Pack: I finally squashed the bug that was causing Spell Matrix to malfunction with area of effect spells on EE games. I'm also working on a few new spells, including some epic wizard spells. - Encounters & Quests: Still working on this, but I will update the alpha release sometime soon.
  13. I'm not sure, I haven't meddled with the classic engine for quite some time. I tested it on BG2EE, also with a Cavalier, and it works just fine there. And if you check RR, you'll see that is exactly how it handles the Short Sword of Backstabbing. The code is in rr/lib/rr#ssob.tph
  14. In classic BG2 it's a bit difficult to see, but you could equip a normal +2 bastard sword, note your thac0 with that, then equip this one and see what your thac0 is. In EE, you can see how thac0 is calculated on the Combat Stats tab of your character page. The extra +3 for paladins shows up as "Ability: -3" (remember, with thac0 lower is better). The Short Sword of Backstabbing patch from RR works in exactly this same way.
  15. If you read the description of opcode #12 in IESDP, it shouldn't be very difficult that damage type is determined by parameter2. It's actually a bit field, BIT16 = acid and BIT24 = fire. But in almost all cases only one bit is ever set so most modders just test by value, 65536 = acid, 524288 = fire. Figuring the minimum damage an effect can do does indeed work as you describe, but there is no way to know if such damage was actually done, the target could have made a saving throw, MR roll or be resistant/immune. I understand that you wish to achieve some sort of scarring effect. One way to go at it might be to use CLONE_EFFECT to patch everything that deals fire damage to also have some sort of permanent or long-lasting effect, like lowering max HP a bit. Then you could patch every item or spell that gives more than, say, 50% fire resistance to give immunity to that effect.
  16. Very quick & dirty example of a sword that is +5 to hit in the hands of a paladin, +2 to everyone else. There's a lot I could refine here, especially in EE, but it should be enough to get the basic idea. mh#sword.eff mh#sword.itm
  17. This isn't possible. Creating a variable for fixed damage could be done, but there is no way WeiDU can know in advance what number the engine will roll for variable damage, and no way to obtain this value in-game. You can detect the fact that a creature has suffered fire damage, but (unless you hack the engine) there is no reliable way to tell how much.
  18. It depends on the exact nature of the mod in question. You might get away with a small tweak here and there, especially to items or spells which are never stored in save files. But mods that substantially alter areas, stores or characters or make non-trivial changes to dialogs probably won't work too well with a game in progress. It also depends on whether you add a small mod at the end of your stack, or completely alter the order of already installed mods. As subtledoctor and Janno already said, if you want to try it you should first make a copy of your game directory. Technically a copy of dialog.tlk and the contents of override is enough unless you have a mod that adds biffed (compressed) resources, but better safe than sorry here. If it fails and you want to continue with the old save you should restore the game directory exactly as it was before. The most common issue of altering mods on a game in progress is messed up string references. As you play the game, your save file accumulates copies of npcs you have met, areas you have been to, and stores you have visited. All of these contain string references which are mapped to dialog.tlk. If a mod alters these string references (which can happen if the installation order is altered), the copies of files in your save will not be updated and will be using the old values, which will now point to random nonsense. Also, if a mod adds something to an area or store, like a new item, this will not show up in your saved game. The same goes for the world map, new areas added won't show up in your saved game. Finally, dialogs are implemented as state machines, with the states in the form of global variables added to your save. If a mod alters these, the state in your save may no longer represent a valid situation, resulting in broken dialogs. In extreme cases this may prevent you from progressing in a quest, or in the main story. When in doubt, it's best to just start a new game when you alter mods.
  19. Heh, yes, I labeled it as an alpha for a reason. ^^ I'm already working on fixes for these, but thanks for reporting. I am considering updating the alpha release. It's still there, and my tests show it still works with both BGEE and BGT. However, it is an actual search and replace, so if some other mod already removed the ankheg plate, my mod won't be able to replace it. (It most likely also won't work with Tutu.)
  20. If you mean the quest from Oversight, it's not compatible with SCS's enhanced AI scripts. More details in this thread:
  21. Mm, interesting. Having an old BG1 gui for EE would be pretty neat. Much as I liked BGT and and now like BGEE, I will admit I sometimes miss the old look.
  22. Sorry, but that would require a non-trivial amount of rewriting. And, if I did it, people would probably be begging me to include their favorite versions too. I did make the change to have Brokk's and Phrendra's buy- and sell rates be configurable from the .ini file, it will be in the next release. (I'm pondering adding a third custom store to Gullykin, if I do it will be configurable too.) An optional tweak to adjust item prices across the board might be interesting as well, I actually agree with the author of Hard Times about the ease with which riches are available in BG1. (Unfortunately it looks like it doesn't support BGEE at the moment.)
  23. I'm not familiar with the Hard Times mod. If it systematically goes through every single shop, then installing it after my mod would work. If it restricts itself to only certain shops there isn't much I can do about it. Normally their prices shouldn't differ from Taerum and Thalantyr too much. Although I suppose I could make the buy- and sell rates configurable in the ini file. I'll think on it. You did help me find another bug though, Brokk isn't supposed to sell the holy sword.
  24. Which, as I explained, I don't come even anywhere near. And that's with IWD spells, Saradas Magic and a few other spell mods already installed. Sorry, not going to happen anytime soon because I don't feel like rewriting a huge chunk of code that already took months to develop and is working just fine. And as I explained, I don't even use ADD_SPELL directly so it's not a simple search and replace matter.
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