Jump to content

Angel

Modders
  • Posts

    729
  • Joined

  • Last visited

Everything posted by Angel

  1. This is my current setup with Stratagems v32.7 installed. 00000: /* created or unbiffed */ ~IMOEN_FOREVER/IMOEN_FOREVER.TP2~ 0 0 // Imoen 4 Ever in BGII: Experience the BGII without pressure - and with Imoen!Version 2 00001: ~RR/SETUP-RR.TP2~ 0 1 // Thief kit revisionsv4.92 00002: ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ 0 10 // Revised High Level AbilitiesInstall revised HLAs for all classesbeta 4.23.1 00003: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)v32.7 00004: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6510 // Improved fiends and celestialsv32.7 00005: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6560 // Smarter mind flayersv32.7 00006: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 8010 // Improved Shade Lordv32.7 00007: ~ATWEAKS/SETUP-ATWEAKS.TP2~ 0 180 // PnP Mephitsv4.53 00008: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffingv2.2 BWP Fix Refinements is the most likely culprit, I think. I'll see if I can do a test without it. msectype.2da
  2. This is *not* my mod's doing, and is most likely the result of changing mods (any mods, not necessarily mine) on a game in progress. Don't do this.
  3. Well, I tried installing v33 on my BG2EE game, but the Initialize AI component fails with ERROR: Failure("find_table_row: couldn't find a match"). Debug file attached. Back to my backup, I guess. setup-stratagems.debug
  4. v4 of Encounters & Quests probably won't be for a while. I'm working on some Throne of Bhaal stuff, but it's tricky to actually find appropriate monsters for epic level adventurers. But if you want, you can try my item pack and spell pack, both have just had new releases.
  5. I have, but I can't explain or reproduce it. The word "placeholder" is literally not anywhere in my code. Did you change mods on a game in progress? Regardless, these creatures (they're supposed to be young black dragons) won't be there anymore in newer versions. I'd like it to be a mid- to late game area. Certainly not someplace to rush to as soon as you have a few potions of mirrored eyes for an easy massive XP gain. It certainly is well written. I'm still working on ideas for the zombies, but I might use this. I'm still thinking on it. Aw, now this is something I never expected to happen. ^^ Mm, I'll have to tag it on to v3, as I don't think it will work for the current v4 code base considering the massive structural- and content changes I made.
  6. I work on stuff constantly while I play, or whenever inspiration hits me. So I set up my working directory for the next version as soon as I release the current one. At the moment, I don't even know yet what will be in v5 other than some vague ideas like "a holy sword for BG1" and "magical sling bullets". So no, I do not know when v5 will be finished. Could be next month, or next year. ^^
  7. Fair enough, and yeah, I had noticed the unused item. I might have something with it in UB, but I guess that is covered now. ^^ You're welcome. And to be honest, I have recently completed a part of my item mod that does make him drop scales. I doubt I would have readily remembered it so exactly otherwise. ^^
  8. My two cents as someone who actually enjoys Throne of Bhaal in general and the extra battles SCS adds to Abazigal's lair. In the vanilla game, only three dragons drop scales: Firkraag, the shadow dragon, and Abazigal. The fourth set of scales is found as loot in Watcher's Keep. (I'd love to see a white dragon added there actually.) Irenicus' dragon does drop the Bladesinger Chain +4 though, so I guess that sort of counts. EE adds a dragon that drops silver scales, in Dorn's personal quest I think. That leaves Adalon, Saladrex and the green dragon in Watcher's Keep, the hell dragon, Draconis, the green dragon under the geas, and in EE the shadow dragon in Rasaad's ToB quest that all do not drop scales. So dragons that do not drop scales, or any loot at all other than gold, are in no means restricted to those added by SCS. And while I'd love a little loot on my dragon corpses just like anyone, I fully accept that SCS is simply not an item mod but a tactical one. I was actually surprised to get that amulet from the yellow at all. And yes, it is unlikely that chromatic dragons of different colors would put up a coordinated attack, especially against puny humans. Chromatic dragons are highly territorial, for them to even be in the same place without fighting each other to the death is exceptional enough. Pushing in the weaker ones first if they must cooperate at all seems entirely in character to me, especially for a red who is not only evil but also chaotic. I actually chuckled at the red's remark of what the green's breath would do to his scales. I say, keep up the good work!
  9. There are at this point no known compatibility issues with SCS. I always play with SCS installed so yes, this is tested. In fact, I designed this mod to be complementary to SCS, doing the things SCS does not. (Usually, add more creatures to fight.) SCS changes two fights here, the battle with Icharyd among the ruins (the skeleton warrior), and the vampire wolf at the end of the dungeon. I do not touch either. SCS changes the battle scripts of the spiders, and gives some a few more abilities, mostly web spitting. I do not touch these. This component will probably be revised in the next version as I was not entirely happy with it, but I haven't decided yet exactly what to do with it. The assassins are an entirely new group and do not spawn anywhere near either the druids or the mine. This component was designed with SCS in mind. It does give greater basilisks a new script in an empty slot to govern their new abilities, but does not touch their original scripts. Lesser basilisks are entirely unchanged. This is a very low-key change and does not affect SCS in any way. Their battle scripts are unchanged. SCS only changes the battle with the Shade Lord. I do not touch this battle at all. This one I'm actually still working on and currently doesn't change all that much. It should not have any trouble with SCS at all. Right now it's more a convenience tweak than anything and changes combat in only a minimal way. I plan to do more with it though.
  10. The zombie farm is indeed an intriguing place that begs for more of a story. Unfortunately I am not much of a story/dialog writer. I still do have a thing or two in mind for it though. It is an AoE in the next version I am developing. To compensate I do restrict where they show up though. I'll think about making either optional.
  11. Nice. I was planning to start a new BGEE game one of these days, this will of course go right in.
  12. Mm, I do not use any of those mods so I really don't know how they would interact with mine. I'd welcome some feedback on it, actually. Code-wise, for the basic spell pack things should work, although if any of them implements some of the same spells I do, there might be a bit of a conflict. Probably, the last version installed is the one you get. As for the tweaks, it may not be compatible with SR since it already changes a lot of spells. The changes I make are fairly small, I prefer to keep the original spell system mostly intact. Although I am admittedly tempted to turn Infravision into something that is actually useful. ^^
  13. I took your remarks into account for v4, the dwarven plate is now only +1. Also, the Bag of Tricks now has only one use per day, the ring in the Candlekeep catacombs is now +1/+3 and the cloak in Durlag's Tower is +3/+1. If that last one is still a bit too much, maybe I should reverse them, make the ring +3/+1 and the cloak +1/+3? In BG2, you get the original +4/+1 cloak from Firkraag. The ring is now +6/+1, the most powerful version described in the DMG, and is on Vongoethe, the lich in Amkethran.
  14. I use MH for my mods, which seems to be still available. Can someone please register it?
  15. Version #4 of the Item Pack and version #2 of the Spell Pack now available. The biggest change is that almost everything is rewritten in SFO, the same library that is used for SCS and Wheels. I do wonder how much this will break... There are, of course, also new items, spells and tweaks to play around with. ^^
  16. You may want to check out the Thalantyr item upgrade mod: https://github.com/CrevsDaak/thalan/releases I currently have no plans for an item upgrade mod of my own, but who knows. ^^
  17. I totally wish I could do this, but I'm afraid I am no @Lava But who knows, I have surprised myself before. My most ambitious plan currently is to add a small fishing village to the north of Athkatla with a few quests. If I can pull that off, maybe I'll feel ready for something bigger.
  18. Yeah, the Gnoll Stronghold is indeed one of the places I have on my radar. I don't want to make it too insane as it likely is one of the first places a player visits and it is rather far away from any town. Also, it seems that The Calling has plans for that place as well. (Perhaps @CamDawg could say something about this?) But adding a bit more spice to the place might be fun. I'm usually around 2-4 when I go there, since I want to get Minsc and Dynaheir as soon as possible.
  19. These are all valid concerns and SoD did feel a bit too easy the last time I went through it, partially because of these I would wager. I'm constantly searching for the right balance between worthless and overpowered to keep things interesting so I do welcome feedback like this. I didn't imagine the Bag of Tricks to be a big issue since it summons only one creature at a time, while Animal Summoning gets you several. But I suppose I could make it 1/day for BG1 and 3/day for BG2, maybe with some semi-hidden upgrade track similar to the Horn of Valhalla. Mm, I probably could make the Ring of the Lich and the Battlecloak BG2-only and replace them with similar but weaker items in BG1. Maybe +1/+3 and +3/+1? +2/+1 would be weaker than what BG1 already gives you (the Spirit's Cloak from Candlekeep is +2/+2), and I did want some nice reward for going all the way through Durlag's (it replaces the Cloak of the Shield in the last room before the Demon Knight). These two are the first items I ever made so they have a bit of nostalgic value for me, but I shouldn't let that get in the way of game balance. Also, thanks for testing my dwarven plate, I hadn't actually gotten to it myself yet. I was wondering if I should perhaps make it a +1, would its special ability still make it worth it?
  20. I make a release when I am ready to do so, and not sooner. Anyone who is willing to put unreleased code into their game is welcome to do so, but I won't release anything I do not want to support.
  21. I can't speak for everyone of course, but the reason some of my mods don't have release versions is because, well, they aren't ready for release yet. They are buggy, untested and may perhaps never be completed or released at all. I of course won't stop anyone who wants to give them a spin anyway, but putting them in a tool that is supposed to make modding easier is IMHO not a very good idea.
  22. It's not too bad really. The house is locked by the Gavin mod, but by the time SoA kicks in you likely already found the key and, if you have Gavin, already did his quest there. Just a bit of an illogical situation. There are several other bugs and issues in the SoA mod (nothing game-breaking, just annoyances) so I'm thinking writing some sort of unofficial fix for it that also moves the scene to a different house. But with everything else already on my plate, not sure when or if I'll get to it.
  23. Yeah, that's a common problem, different mods re-purposing the same building. In my current setup, there's also a conflict between Stone of Askavar and Gavin for BG1, which both use the same house in Beregost.
  24. What about the abandoned house near the lake in the area where Drizzt is found?
  25. Seriously, are you going to make a post for every little line of code you need? How about doing a little research of your own? Look at existing scripts, or at other mods that already do things similar to what you want. Or browse the IESDP, the best documentation on the IE engine. It's the only way to learn this stuff. Try here: https://gibberlings3.github.io/iesdp/scripting/triggers/bg2triggers.htm Still stumped?
×
×
  • Create New...