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Angel

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Everything posted by Angel

  1. Mm, I'm a little torn here. On one hand I want Mutamin's Garden to be a challenge, but on the other hand I don't want to take away the player's opportunity to prepare well for said challenge. As a side note, the same could be achieved by slapping on scrolls of protection from petrification and -poison which last long enough to easily clear the entire field (or just the former on a cavalier), so it's partially just how the game is already. That's the problem with monsters that rely on one specific gimmick for their challenge; take it away and they are pussies. There is a reason I initially put young black dragons there in E & Q. ^^ Still I suppose I could at least move the ring from the High Hedge to the Sorcerous Sundries. I'll have to think on the cloak, obviously I want it to be on Mutamin for logical reasons, but perhaps I could make it so that it is not usable right away. I'll have to think on this.
  2. NTotSC is not one of my mods, I am merely an occasional contributor. You should note that my copy is forked from the SHS repository; it is just my working directory. I would make it private if I could, but that's not possible on the type of account I have.
  3. It will be done when it's done. I work on this in my spare time whenever I feel like it, I don't want to pin myself down on a schedule for something I'm not even paid for. All my releases are public. I can't make any stuff private on GitHub even if I wanted to. They are, in so far that nobody has reported the opposite. I do not use EET myself and thus don't test with it, but I put in compatibility code as needed. (Only the item pack has specific EET code at the moment, to handle item imports in Irenicus' dungeon.)
  4. It's actually not an error, just an informational message. I will fix it in a future version as it may cause some trouble for translators, but it can be safely ignored. There's a little bit more to it than just fixing paths.
  5. You're correct in that the paths are wrong, but it is actually harmless. setup-mih_ip.tra is not currently used and empty.
  6. Could be next month or next year, I really don't know yet. Currently I'm still working on the prison in Saradush, but I still have plenty other stuff to meddle around with.
  7. I found Web spells to be most useful for this battle. One or two of them should immobilize quite a few of the pieces. Then concentrate on those that are still moving.
  8. This is from the UB Restored Items component, adding Shazellim +1 to Prebek's home: COPY_EXISTING ar0407.are override LAUNCH_PATCH_FUNCTION ADD_AREA_ITEM INT_VAR container_to_add_to = 2 STR_VAR item_to_add = "sw1h50" END BUT_ONLY Note that ADD_AREA_ITEM is fully documented in the WeiDU manual.
  9. Just use the absolute container number. New containers are added to the end of the list, not inserted somewhere in the middle, so the numbers for containers existing in the core game never change.
  10. Ohoh, nice! I used Oversight's version, but as noted it doesn't work properly in combination with SCS. Will definitely have to try this in my next bg2ee run. Since this is actually restored content, I'd be happy to add it to Unfinished Business if you are so inclined.
  11. That's what "Cap charges of Wands and Staves" is for. I don't want to take them away entirely. All tweaks are optional and can be installed or removed independently from the Item Pack.
  12. Design goal here was to make the items still nice to have but not game-breaking. Additionally, I feel the Ankheg Plate +2 and the Ring of Wizardry should be unique, and there are too many Rings of Protection +1 going around as it is already. And the Splint Mail +1 is a nice to have for the early game and strangely obscure; the first one I normally find is in the Flaming Fist barracks and by then you already have several superior armors.
  13. Aw thanks. Yeah, I wanted them to be still nice, but not game breakers. And that splint mail is still pretty rare for some reason despite not being all that special. ^^
  14. Beta release of Unfinished Business v28 is ready. This includes Imoen4Ever compatibility patches. https://github.com/Pocket-Plane-Group/UnfinishedBusiness/releases/tag/v28beta
  15. My encounters are brutal? Well, things are in the eye of the beholder I guess, but I never thought that what I added is particularly difficult. Well, except the PnP greater basilisks maybe, and that is entirely on purpose, those things are practically mini-dragons and should be difficult. ^^
  16. I'm working on making Unfinished Business compatible with Imoen 4 Ever (content-wise, there are no technical issues to my knowledge), this will be one of my goals for v28. I should have a draft ready sometime soon. This affects two components of UB: - The Kidnapping of Boo: You can ask the Cowled Enforcer about Imoen's location even when she is right there with you, and Minsc has a banter that refers to Imoen being gone that can trigger when she is not. - Kalah and What He Was Promised: Fairly minor as you'd have to go out of your way to trigger it, but it is possible to ask the genie to return Imoen when you already know she is safe. All other components of UB are already compatible as far as I can tell.
  17. Alright, thanks for reporting this. I probably can resolve this conflict from my end, but I'll have to examine exactly what changes IR makes to this item so I can take that into account in my code. I'm actually surprised this is the only issue to far, I'd expect more.
  18. This means another mod has already changed potn11.itm (the Potion of Invulnerability) in a way that is incompatible with my modifications. Do you have another mod installed that changes items, like Item Revisions? Note that my mod is probably not compatible with IR.
  19. Here's a working ling to a tutorial. A bit dated as it doesn't tell about pvrz files, but most is still correct. http://www.simpilot.net/~sc/dltcep/index.htm Basically, you have to convert the tileset to a bitmap, edit it with a normal image editor like PhotoShop or GIMP, then convert the edited bitmap back to a tileset. After that you may have to change or add polygons, depending on what exactly you edited.
  20. Sure. Here you go, the weidu log, the debug file, and splstate.ids. I've also checked a clean game, these entries do not exist in splstate.ids in either BGEE or BG2EE. setup-stratagems.debug weidu.log splstate.ids
  21. Well, clearing these stray files did the trick, v33 is installed now. I did however notice a bunch of parse errors due to references to non-existing entries in splstate.ids. On my installation, splstate.ids is not changed by any mod other than stratagems. [tb#_compile_eval_buffer/weidu_external/workspace/ssl_out/planet.baf] PARSE ERROR at line 1639 column 1-66 Near Text: ) [CheckSpellState] argument [ENCHANTMENT_IMMUNITY] not found in [splstate.IDS] [tb#_compile_eval_buffer/weidu_external/workspace/ssl_out/dw#solar.baf] PARSE ERROR at line 4807 column 1-61 Near Text: ) [CheckSpellState] argument [ENCHANTMENT_IMMUNITY] not found in [splstate.IDS] [tb#_compile_eval_buffer/weidu_external/workspace/ssl_out/dw#mg429.baf] PARSE ERROR at line 13077 column 1-96 Near Text: ) [CheckSpellState] argument [ITEM_PSIBLAST] not found in [splstate.IDS]
  22. This is most likely because your dialog.tlk has not been properly updated due to the earlier "permission denied" error. Make sure the game is not running, then completely uninstall and reinstall SCS, then start a new game.
  23. Yes, I experienced this and found the cause. This quest unfortunately does not work right with SCS or other mods that replace a creature's battle scripts. The reason for this is that the code to create the lens item(s) is added to certain creature's (e.g. Firkraag's) vanilla battle scripts, but SCS replaces these with its own. My suggestion would be to use the area script instead.
  24. Yes, there was a msectype.2da sitting in my main game dir (not override), probably left there from when I did a weidu --biff-get sometime to examine it. (I needed to know how it works for implementing Repel Insects in my spell pack.) Odd though that this would cause an issue, I thought weidu only looked in the biff files and override. Anyway, I removed it and a few other stray files (mostly decompiled scripts), testing again now.
  25. Mm, it's possible that a faulty version of msectype.2da has sneaked in somewhere during the work on my spell pack. I'll try from a clean backup.
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