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Angel

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Everything posted by Angel

  1. It's nearing completion, almost all the parts I want to include in my next run are there. Several are still untested though and might be buggy or unbalanced. Still, if people want to see it so badly, I suppose I could cobble a release out of what I have right now.
  2. "Major Globe of Invulnerability" is an 8th circle spell in my own spell pack. It's one of only two spells that I completely made up, the other being Ramazith's Slime Summons. And yes, that was pretty much my thought too. For my tactical mod I'm actually giving some liches a few salient abilities from Van Richten's Guide to the Lich so I am pretty deep into researching liches at the moment.
  3. I could not find a reference to liches canonically being immune to spell levels 1-5 in any 2e source material I have. However, the Ravenloft book "Van Richten's Guide to the Lich" does describe several uncommon "salient abilities" for making liches tougher and more unique, and invites a DM to make up their own. It may be something the developers added to "spice up" their liches. (I'm pretty sure the devs had access to Van Richten's guides, because their classifications of vampires matches those in "Van Richten's Guide to Vampires" almost exactly in both naming and stats.) Personally I think the idea of liches, the ultimate masters of magic, being immune to low-level spells does make quite a bit of sense even if it isn't an explicit rule. It could be treated as them having a permanent (Minor) Globe of Invulnerability, which also doesn't prevent self-buffing. Mm, perhaps I'll use that approach for my own tactical mod... Anyway, just my thoughts on the matter, take it or leave it.
  4. My suggestion would be to move the second part of the battle to a copy of the area map that is always nighttime (and could have some other quirks if you really want to go all out, like having the ruins float in a starry void like Candlekeep during the Spellhold dream in BG2), and give Icharyd access to Remove Magic that could be disabled in the .ini and/or tied to the difficulty.
  5. Changing day to night advances the in-game clock, causing spells and effects with a duration to run out (and the party to be fatigued if you're unlucky). This is the only annoying thing in a fight that I find otherwise challenging but enjoyable. I usually take the ruins on around level 5-6.
  6. I don't actually rename them, I just change their stats. Guess I should rename them too. As for finishing the quest, you need to kill all 40 zombies, most likely you missed one somewhere. Some are a bit out of the way, like behind the farm. The global "ZombiesDead" keeps track, you can set it to 40 and it will end the quest. But I have played it myself and I'm 100% sure it can be finished normally. EDIT: Ah, found the cause. It's a BGT quirk, EE is unaffected. I'll try to implement a workaround.
  7. Yeah, I already found out using those monsters was a bad idea. I really should have taken a closer look before using them. It's already fixed locally and will be in the new version. I actually don't do anything with Samia, but she probably reacts to the presence of Peridan. As for Bizzen, that's not my mod and I have no cross-mod content in this mod at all, can't help you there.
  8. Only one right when they go down, but they do still regenerate so you have to time it just right. I usually use a Flame Blade, but Melf's Acid Arrow, Aganazzer's Scorcher, Melf's Minute Meteors or Rasaad's Sun Soulray will also get the job done, as will fire- or acid arrows. I'm also considering adding acid flasks and alchemist's fire to the item pack.
  9. This probably is true, but as of now I just don't quite grasp how it works. I'll keep trying though. Maybe the Eye of Fear and Flame I am creating might make a good test case. ^^
  10. Mm, is this something I should include in my spell pack? I'll have to look into how this stuff actually works I guess...
  11. First of all, let me warn you that modding for old BG1 is a real pain and just not worth the effort. You're far better off aiming for Tutu/BGT and/or EE. And this is from someone who stubbornly stuck to BG1 modding for years after Tutu and BGT came out, and stubbornly stuck to BGT for years after EE came out. Here's a few more issues with the old engine that I remember struggling with: - Opcode 98 (HP: Regeneration) ignores timing mode and always uses duration. This makes creating a Ring of Regeneration for example nearly impossible. - Targeting dead party members is bugged, this makes Raise Dead spells a real pain to use. Yes, but considering how crowded the BG1 map already is, it's very tricky. You might try this old area editing tutorial: Dragonflight Design DLTCEP Tutorials Yes, but it requires a bit of fiddling. Icons for BG1 must be RLE encoded and must *not* be compressed. DLTCEP's bam editor can do this, or BAM Batcher can do it in bulk. Creating AI scripts is not easy in the best of circumstances, but as you are already discovering it's nearly impossible to make a script of any complexity on old BG1. Many triggers and actions don't quite work like they do in BG2, or don't work at all. And several effects that are essential to making AI mods like SCS tick simply don't exist in the engine at all.
  12. I'm actually ancient enough to remember Roff (and it's actually still used here and there). But I'm pretty sure it's just GitHub not knowing about WeiDU syntax. ^^
  13. It's not that big, just makes more and stronger shadows appear during the fight with the duergar sappers at the center of the sewers. ^^
  14. And all this just because I needed one SSL script for one creature... Oh well, at least it did help me improve my mod code and address a couple of issues I would have had to address before releasing the next version of E&Q anyway. ^^
  15. Yes, had it from practically day one. Got tired of having to put EVAL everywhere. And I don't think SFO will work without it, actually. (The version I use is from SCS v30 or so, with a bunch of bug fixes and a few tweaks of my own.)
  16. I've tested this here, the version of DS I use leaves the double entry for 115 alone. Just as an extra precaution, I'll also add EXTRAPROFICIENCY1 to stats.ids if it is missing.
  17. I add PROFICIENCYCLUB to stats.ids if it's missing for compatibility, this seems to be one thing that changed between EE and the old games. (Both BGEE and BG2EE use PROFICIENCYCLUB, but BGT uses EXTRAPROFICIENCY1.) Perhaps something chokes on the double entry for 115 in the file? This also means that unless polytweak somehow takes this difference into account, it will not work on EE games.
  18. Indeed I am. Keep in mind, I am thoroughly delving into stuff I barely understand here. Elminster is probably mumbling under his beard at me by now. ^^ Anyway, I will of course make sure you get proper credit if I get this up from the ground at all. Ironically, for all my trouble in setting SSL up I still use it in only one place, for the battle script of the Huecuva (undead cleric). My modifications to ankhegs, mustard jellies, dread wolves and winter wolves still use conventional scripts. I do plan on changing that at some point, when I can actually write SSL scripts without destroying half a dozen alternative prime material planes in the process...
  19. Mine is the one that comes with the latest version of SCS. According to notes in the source code, it's based on the version that was used for the development of Siege of Dragonspear. It's also supposed to be non-destructive. I actually do not officially support my mods with IR or SR though. As to where it actually comes from, I do not honestly know. Seems every tactical mod includes it in some way. Oh look, seems DavidW just answered that... Yes, it's from SCS v33.2 (haven't gotten around to checking out v33.3 yet). I jury-rigged it yesterday because I found out SSL scripts won't properly compile without it. Which in retrospect I should have known. I actually wanted to avoid doing any AI stuff at all in my mods and leave it to SCS, but I guess it's not possible to at least touch on it a little with a tactical mod...
  20. On Linux, both a 32-bit and a 64-bit version are available. Either one works fine.
  21. Probably harmless. The first one is a compatibility issue with the old game (EE is my main modding target), the second one is a mistake on my part. I'll fix them, but things probably will work anyway.
  22. Ah, I see. Yeah, my .gitignore is set to skip .exe files in general, so that file won't be in the main tree, although release packages will have it. I'll add an exception for this file though. Mm, the missing gtimes are odd, I'll look into it. It probably will work properly if you install some other mods that add the gtimes entries first, many of them do (and I thought mine did too, but guess not). EDIT: Fixed. Forgot to add them at some point I guess. Tree has been updated with the fixes, and they will be in the next release of course.
  23. That component has not been released yet. You're probably installing from my working directory instead of from the actually released versions. I don't recommend doing this as this hasn't been tested very well yet and you will likely run into many issues, especially since you're on BGT which I don't test nearly as frequently as EE. But if you want to keep doing it, great. I'll not refuse a voluntary test subject. ^^ For those who are curious, that component gives vampires enhanced resistances, loosely based on Van Richten's Guide to Vampires. Currently, they are half damage from all spells and magical effects, a +4 on saving throws against evocation spells (EE only, flat +4 vs. wands and spells on the old engine), immunity to turning, and a more powerful energy drain and greater immunity to magical weapons for some stronger vampires. I'm still evaluating its effects, but especially in combination with SCS's improved scripts this makes vampires very dangerous indeed. I may still change it or tone it down. Mm, this seems to be an issue with SSL scripting. I could not replicate it, it works fine on both Linux and Windows for me. Are you perhaps on a 32-bit version of Windows? SSL requires an external program (perl), which for Windows is included as a custom executable mih_eq/ssl/ssl.exe, but this is 64-bit only. Anyway, there might be some files in weidu_external/data/mih_eq/ that might give some more insight on what happened here.
  24. For the game, moving to 64-bit will likely not make much of a difference as @lynx already correctly pointed out. Now I do not work form Beamsoft so I am not privy to their reasoning, but I know that 32-bit devices are becoming more and more obscure these days and support for it is dwindling rapidly. For example, Microsoft is currently phasing 32-bit support out of Windows 10, new devices that want to be Microsoft certified need to be 64-bit. Most 64-bit systems are backwards-compatible with 32-bit code, but since there is no inherent advantage to running in 32-bit mode, running in native 64-bit mode when possible is the logical choice, and probably the most future-proof one. The only reason not all code is 64-bit yet is that in the past lazy programmers assumed a 32-bit system and put constructions in their code that do not work on 64-bit (like assuming that an integer value is 32 bits in length, for example), these errors have to be fixed first before code can run in native 64-bit. This can be a lengthy and costly process, as I know from experience.
  25. The missing file is a bug. Thanks for bringing it to my attention, it'll be fixed in the next release. You can fix it locally by creating a file named weidu_external_readme.txt in the folder mih_eq/docs, its contents are not actually important. (It just holds an explanation of what the weidu_external folder is and does.) The second error logically follows from the first as that file is copied by the setup for the SFO library, which contains the handle_charsets_immutably function. Fixing the first error fixes this one as well.
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