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Angel

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Everything posted by Angel

  1. I'm quite fond of the Yeslick for BG2 mod, my only complaint with it is that he starts at too low a level for BG2 (5/5), but that is easily enough fixed. If I recall correctly I made a small contribution to it in the past in the form of a fixed .bam for his holy symbol. Anyway, that mod was actually one of my inspirations for my attempt to get Yeslick in SoD. I have it working at a *very* basic level now, he appears in the Dwarves of Dumathoin quest and can join the party, but nothing else. There is no dialog or scripting for him at all. First thing to do is to add the scripting @jastey in her readme. If you want to check what I have and maybe contribute to it, it is here. But remember, this is a pre-alpha, I wouldn't recommend installing it except for testing. https://github.com/AngelGryph/Complete_Dwarf
  2. Yes, and that I can implement. I have a very rudimentary version where he joins in the Dwarves of Dumathoin quest, but I always struggle with writing dialog and stuff. And yeah, another thing I want to do is make Yeslick available earlier in BG1, but his nominal story importance makes him trickier to do than Quayle or Tiax. But I guess I don't need to tell you what story importance can do. Kudos on the Imoen 4 Ever mod, playing BG2EE with it now. ^^
  3. Don't worry, I won't hold it against you if you are too busy. But I am working on a Yeslick in SoD mod that I could use help with sometime. Not right now though, I first want to deliver the stuff I promised for NTotSC.
  4. Heh, well you know what I can do by now. Besides, I may need someone who can do quests and dialog in the future, best to have some credit.
  5. This looks interesting. If I can help with anything, please don't hesitate to ask.
  6. Mm, I will have to check if the IWDification- and SCS ones do. Makes sense though. But Repel Insects has a 10' radius, so might still be worth it.
  7. What about Pause Target (#165)?
  8. Not in the base game, but I know SCS makes this change to the spell system. Maybe SR does too, not very familiar with it. Anyway, I think druids should be able to defend against these type of spells and Repel Insects is in the PHB, so that one is on the list for my spell pack. ^^
  9. Not sure if it was what was intended or not, but general consensus seems to be that it is tough but doable. So guess I'll leave it alone and concentrate on NTotSC instead. ^^ I will note down those spell ideas I had though, they could be a useful addition.
  10. Mm, maybe I should implement a Protection from Insects spell/scroll in one of my mods to take the -ahem- sting out of Summon Insects, Insect Plague and Creeping Doom. ^^ My copy of Wizard's Compendium says that there is a spell called Mordenkainen's Protection from Insects and Arachnids, but implementing that might make Cloakwood too easy... Maybe the druid spell Repel Insects? ^^
  11. I played this mission several times and don't recall having too much of an issue with it. And that was with SCS installed and difficulty set to Tactical. Of course a lot depends on when exactly you go to the Cloakwood, I usually do so when my party is around 5-7 (my Charname is usually paladin which is one of the slowest leveling single classes, so party tends to be higher than her). And yes, most unique casters from Cloakwood on are level 9 or higher (Davaeorn is 11 if I recall right). But it's also true that Insect Plague is really damn annoying and there is almost no defense to it (SCS actually nerfs its damage and makes Fire Shield block it). I suppose that if people really wanted me to I could tone them down to level 8...
  12. Spotted this while installing Improved Fiends and Celestials on BG2EE: [weidu_external/workspace/ssl_out/dw#solar.baf] PARSE ERROR at line 4809 column 1-57 Near Text: ) [CheckSpellState] argument [ENCHANTMENT_IMMUNITY] not found in [splstate.IDS] [weidu_external/workspace/ssl_out/dw#solar.baf] PARSE ERROR at line 4845 column 1-58 And another one while installing Smarter Mind Flayers: [tb#_compile_eval_buffer/weidu_external/workspace/ssl_out/dw#mg429.baf] PARSE ERROR at line 13615 column 1-90 Near Text: ) [CheckSpellState] argument [ITEM_PSIBLAST] not found in [splstate.IDS]
  13. Wow, love your work. I've been wanting unicorns (and griffins!) in BG forever. ^^ Also, never knew there was a French BG modding community. Learn something new every day. (I know there are German, Polish and Russian ones.)
  14. I would if I could think of a good way to do so. ^^
  15. I'm currently experimenting with that one and another one I whipped up last week, the Robe of Eyes (current stats: immunity to backstab and critical hit, can target improved invisible creatures with spells, +15% find traps and detect illusion, True Sight 1/day).
  16. Usually Mind Shield yes, but Chaotic Commands would also be applicable. Potion of Clarity uses Mind Shield, so that's what I would go with. Personally I would go with no icons for the unbaked egg, as it is unidentified - sort of. But it's your choice eventually. And yes, must have, it sure isn't mine. The only one I added is 175, a hold effect you forgot (there are three of them, 109, 175 and 185, the latter being known as "special" hold that is only used in a handful of cases. 109 is usually used for physical restraints like Web, 175 for paralysis like that of ghouls and ghasts. But it's not always consistent.)
  17. You can use tolower.exe, it comes with WeiDU. It works outside game directories too.
  18. There's a function for it, DELETE_EFFECT. But sure, I can do that. EDIT: Done!
  19. They probably will, from the top of my head. Been a while since I meddled with it though. But the new versions can be made compatible fairly easily, just have to delete all effects with opcode >190 (206, 267 and 296 on the ioun stones). The ring should work in BG1 as it is now unmodified (but Luck will be stackable there).
  20. I did my tests and everything seems to work. I forgot to mention though that these changes are incompatible with original BG1/TotSC (BGT and Tutu are fine). If that is an issue I can rig up some compatibility code.
  21. Forked and pull request created. Although I am pretty sure it will work correctly (I used @CamDawg's immunity arrays for the fixes), you may want to wait until I finished testing tonight.
  22. Alright, just let me know. I finished reviewing all items. There were some problems with the Merchant League Signet Ring; the Luck effect stacked with itself and the Charm Person effect was not correctly keyed to humanoids. I fixed it by making the ring simply cast the actual spells, that prevents several other issues as well. All other items seem fine, most are completely non-magical. I will be testing these three in my BG1EE game tonight.
  23. Considering that it is temporary, the Cloakwood (main source of poisoning in BG1) is already visited by the time you can get it, that confusion attacks are somewhat rare in BG1, and the eventual price paid, I don't think it's too bad. For BG1 standards it is pretty powerful though. And sure, I'll fix these two and go over everything else briefly. Shouldn't take too long, this mod isn't exactly a storehouse of magical items. Is this one on GitHub, by the way?
  24. If you want me to revise this ioun stone (or any other items in BGQE really, it's one of my favorite BG1 mods) for you, I'd be happy to help of course. You only have to ask. Taking a quick look, I see that besides the critical hit protection issue mentioned above there are a few minor problems with the hold immunity. They're mostly cosmetic, like that it doesn't prevent the hold- and webbed icons from being set or the hold person animation from playing. I also see that the unbaked egg protects against some things the baked thing does not (poison and confusion), I'm not sure it this is intentional or not?
  25. They always seemed kinda random to me, so I usually didn't install them. The ring is also significantly more powerful than anything else you can get for quite a while. I've not encountered any issues myself., and Quest Pack has been a staple in my mod stack for many years. I actually don't do that much with AI at all, my modifications are usually about adding or replacing creatures, or altering their stats. Basically I do what SCS (usually) does not.
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