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subtledoctor

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Everything posted by subtledoctor

  1. Something like this would be very cool. I'm not sure what can be done as a technical matter, but maybe TS could act like a Scroll of Prot. from Undead, against illusionary creatures like Projected Images or Simulacrums. So they can't target the TS caster? Well, that wouldn't be easy to do in ways that work equally for the player and AI. Hmmm... maybe a blunt approach - just have TS Slow any illusionary creatures, or something. That could be cool because it would hamper their utility without destroying them outright. And it would work (by .eff) on other spells/creatures tagged as illusions, like Shadow Monsters, Demishadow Monsters and Shades from IWDEE/IWDification.
  2. Oracle will destroy Mislead clones and Projected Images, correct? And: What does TS get you that See Invisible doesn't?
  3. That came together faster than I thought! Here's a very rough beta of v2. Some of the strings are stupid, and it's limited to the NPC's current class. I'll clean up the text and eventually add some Weidu options to change some NPCs' class. Consider this a proof-of-concept. https://dl.dropboxusercontent.com/u/86011511/NPC_EE_beta.zip EE-only - it relies on an EE feature of kitlist.2da. If you're playing BGT or TOB, use Level1NPCs instead.
  4. But... this *is* an old mod that hasn't been updated since years ago... But you are quite right about the code (well, I assume you are right) and that's just another reason this shouldn't be used with the EE games.
  5. CTRL-Q. Yes, sorry. When you would normally talk to someone to have them join your group, do this instead.
  6. What mods are you using? I used to get that big also. Something to do with BGT and/or BG1NPC and/or SCS. Probably with one of the "NPCs go to inns" component. Immediate solution is, use ctrl-X on him.
  7. Sorry - I have time for intermittent forums posts, but no time for actual coding.
  8. Right, that's why my thought of possibly combining mods or contributing to this mod never happened, and I kept my mod separate and with separate content and specifically for EE games. And, that's why it seems pretty dicey for players (and BWS) to try to install this on EE games. "Abandonware" was perhaps overstating it, but the fact is, parts of the mod don't work, and there doesn't seem to be much progress making them work.
  9. Oh - sorry for the mischaracterization! Basically it just seemd to me that, while collecting code updates and fixes from the community generally works fine, for something like a big update adding EE compatibility it wants a more concentrated effort from a single authority. In truth, when I first made NPC_EE for this purpose, I wanted to get in touch with whoever is in charge of NPCKit to look into adding these kits as options in NPC_EE... or, donating my kit options to this mod. Basically, instead of having 2 mods that do similar things in the same area of the game, make a unified .tp2 that presents players with all the options of both mods. But, before i make that approach, i want to implement a new idea for NPC_EE v3 that will make it much more flexible...
  10. That a different error that, unfortunately, I have neither the time nor the inclination to fix. At the end of the day, this mod was never updated to work with the EE games, and is currently abandonware. It's not what anyone wants to hear, but this simply shouldn't be used with the EEs unless and until someone steps up to take over the reins. NPC_EE is an option in the meantime (though of course it is a different, and for some, less desirable, option).
  11. Just FYI, I'm pretty sure the "IWO" component of my mod (might & guile) makes that work, it's designed be installed on top of IR.
  12. This is far more difficult than you realize. If you just set rules like If current MR is over 50% Then set MR to 25% If current MR is between 40% and 50% Then set MR to 20% Etc....then you will drag in all sorts of creatures that you don't want to. If you want to specify each creature then you need to delve into Near Infinity or DLTCEP and find every single .CRE file and sort them into categories of what their MR should be. And you would need to account for every single .CRE file added by every single mod. It's almost impossible, and even if possible, certainly more work than it's worth. You can try sitting by some kind of IDS types, that way you could, for instance, exclude undead so everyone's precious cheesy supertank skeleton warriors would be untouched... but there's no way to distinguish between drow elves and surface elves. So how do you make sure you don't give MR to every surface elf? You can look into this stuff or you can trust me because I've already looked into it: there's just no reasonable way to do this well. There's a reason my mod uses such a blunt approach.
  13. It's a blunt approach, but check out my MRO here:http://gibberlings3.net/forums/index.php?showtopic=27573&page=1 http://gibberlings3.net/forums/index.php?showtopic=26838&page=1 I think I mentioned before, but SR can use my innate triggers and contingency if you like the implementation - it would be pretty easy to drop in the code. I never decided what to do about Chain Contingency... IMO it should probably be an HLA, but I didn't implement that yet.
  14. Quick update to v1.6: this fixes the Beastmaster spirit summons on the pre-EE engine, and add improvements for IWDEE in the IWO https://github.com/subtledoctor/Might_and_Guile/releases/tag/1.6.2
  15. I never understood the whole "69" icon for regeneration. I personally like the idea of just doing the Cure Wounds crosses in green... assuming green is already used for some spells. (Isn't it? Entangle? Acid Sheath?) Alternatively I like the idea of doing an Ankh (a cross where the top member is a loop) which is a more naturalist symbol of life, vs. the religious (specifically Christian) cross. But even if it's those variations on the sideways "69" symbol, anything to differentiate the regen spells from the cure spells would be very useful for players.
  16. M&G is certainly big, and sometimes unwieldy, and sometimes stupid. But not all at the same time. As for SPCL621... yes I see that in the original engine, but what does it do? Summon different animals from the .2da list at random? I want to Beastmaster to summon the Spirit Wolf *only*... not a snake or bear or lion. To do that I would need to create a whole new spell, and RL is preventing me from having the time to do that sort of thing. Adding little ACTION_IF lines to fix bugs is all I can do at the moment.
  17. It the Totemic Druid Spirit Wolf summon spell. And it's only problematic because SCS is big and unwieldy and stupid. But anyway I'll carve out an exception to exclude that ability in the TOB engine. Look for an update in the next day or so.
  18. Can I? No. But there are people around here who can edit .BAMs. SR already uses a bunch of custom icons for new spells, ideally it could do so for the Regenerate spells as well. It's a very minor issue but like I said, it would be ideal.
  19. And, for the sake of clarity, you presumably are editing the .tp2 file (which is the Weidu script that governs the mod installation) and not the .exe file (which is just the Weidu executable that calls the .tp2 script)... I feel like there is some reinventing of the wheel going on here, making things more difficult than they need to be. To see how the Weidu ADD_KIT command works (which is what this mod uses, and which is being edited) you can review this tutorial: https://forums.beamdog.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1
  20. Icons for "Regenerate __ Wounds" spells They look exactly like the "Cure __ Wounds" spells. I humbly suggest they should be different. I know they are set up so that only clerics will get the Cure spells and only druids will get the Regenerate spells, so there should not be much player confusion. I understand that my mod, which can give certain divine spellcasters access to both, is an exception that you should not be expected to anticipate. But, even in the vanilla game I think ranger/clerics will get both sets of spells. And really they should he different anyway. My suggestion? Take the blue crosses of the Cure spells and just recolor them green. Green for druids!
  21. No worries, I don't actually get angry about this stuff. The Launcher thing looks like a folder in Windows but it is actually an OS X app. On Windiws you run the .exe to install, on Mac you just double-click the Launcher app, up pops a list of all mods in your game folder, you click one and it begins installation of the mod in a console window. It's no BWS, but it makes installation easy for Mac users. And this way I don't need separate downloads for Windows and Mac, they just need different ways to run Weidu. As for Scales of Balance, really you should look at v4.3.1... I'm not updating anything in v3 anymore. And even in v4, the only thing I'm updating are the wizard tweaks. Paladin kits are going to be handled by Grammarsalad in Faiths & Powers, we're going to have at least 10 kits and they will all work with my sphere system. I give the specialist wizard spells early because it doesn't matter - they just go into your spellbook, you still can't cast them until later.
  22. Just to reiterate what the first post says, this mode has changed a lot in v4. Now it only consists of the cleric changes/kits, druid changes/kits, and the wizard kit tweaks. And frankly, all but the wizard tweaks are deprecated and not being updated. The divine-class stuff will soon be stripped out, and be replaced by the much more comprehensive "Faiths & Powers" mod. SoB v4 is here: https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.1 Faiths & Powers is described here: http://gibberlings3.net/forums/index.php?showtopic=27627 Might & Guile is here: http://gibberlings3.net/forums/index.php?showtopic=27573 If you want to use the SoB cleric/druid components, then install order should be 1) Might & Guile v1 2) Scales of Balance v4 If you only want to use the SoB wizard tweaks, and instead want to use the F&P divine mod, then the install order should be: 1) Scales of Balance v4 wizard tweaks 2) Faiths & Powers 3) Might & Guile
  23. The Faerie Fire you are talking about isn't SR's one because it already works like you are suggesting (very small AoE - exactly like Hold Person). I also made it work as a lesser Glitterdust as per PnP. Sunscorch is a bit too good yes, but not OP thanks to its relatively long casting time. I think I have to balance its dmg output a little bit and it will be fine. D'oh! Maybe I haven't read the description closely enough? At least my thoughts are in line with what SR actually does! As for Sunscorch, perhaps just giving a save bonus or something, or... oo! or this: making the Blindness be very short duration at low levels. Like 1 round per 3 levels. That way it's not too powerful at very low levels, but stays useful as you progress higher.
  24. Sunscorch seems a little overpowered. For reference, I've been playing with both SR and IWDification. Since it helps to frame the issue, I'm using these with my sphere mod. The low-level spells in the sphere of Light are Faerie Fire, Sunscorch, Alicorn Lance, and Glitterdust. - Faerie Fire: 1st level, single-target AC penalty - Sunscorch: 1st level, single-target damage + save or Blindness - Alicorn Lance: 2nd level, single-target damage + AC penalty - Glitterdust: 2nd level, AoE cancel invisibility + save or Blindness Power-wise, Sunscorch is on par with Alicorn Lance. Faerie Fire seems underpowered and I have not found any reason to memorize it in recent playthroughs. Suggestions: either 1) move Sunscorch to 2nd level (this is probably contra PnP but balance-wise, in these games, it works well there); alternatively 2) buff Faerie Fire. One option for the latter is to buff the effects: maybe add a negative luck effect so damage dice are higher etc. Probably a better idea is to give it a small AoE - I would have it work like Hold Person, you cast it on one target and other nearby enemies must save or also be affected. The spell description says the light is too weak to blind so it would function like a weaker Glitterdust.
  25. The K_S_H files don't exist - I think even in the EEs, sorcerer kit menus are not externalized. The down side that is, there must be a scripted way to adopt the kit in-game (dialogue, innate ability, or special item). The bright side is, the GS kit code can ignore those files! Most of that other stuff is handled by the fl#add_kit_ee code, freely available to make any kit compatible with the EEs: https://github.com/WeiDUorg/fl-add_kit_ee/releases It's quite easy to use. You can check out my mod (or DRv8, or S&Sv6) for examples.
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