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subtledoctor

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Everything posted by subtledoctor

  1. It's nothing to do with EE, it's the same on the original engine IIRC: once you enter an area. the .CRE files inside it are moved to your savegame. Since L1NPCs cannot mod assets already in a savegame folder, you won't see the changes. But if you start a new game or load a save from before entering the area, it should work.
  2. I don't understand how a kit that is successfully installed into the game couldn't be given to a character, based on whether that character is the protagonist? It goes back to Jarno's question of whether the mod is working as intended, or whether you got its assets into your game and then applied it via 'Keeper or NI or some other non-in-game method. Oh, now that I think about it, it could have to do with the way the kit is scripted to be applied to characters. Maybe this was made before the little invisicre kit-change trick was standard procedure... Tome & Blood is here: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest It's good stuff.
  3. Sorry, I've been kind of sleep-deprived lately, I don't follow. He necro'd a year-old thread, posted an answer to a year-old question, saying in effect, "I got this working for myself but I'm not telling anyone how I did it." Is that really worth posting about? This is a forum for modding and discussion of modding... maybe it would be better to actually discuss *how* to get the kit working. So other people might also get the benefit of using it. Maybe actually update the mod itself to be compatible with the EEs. I don't think the various mods are the same; but one is only designed to work with vanilla TOB, and one is only designed to work with the EE games. All I'm saying is, a user of one engine or the other should use the mod that's compatible with that engine. And if a user wants to make one of them compatible with the *other* engine, and posts to a forum about modding, perhaps some actual discussion of the techniques is in order. That's kind of the whole point of this entire website...
  4. Seems to be way overthinking it, but then I have not inspected the mod's code. It could be totally archaic and weird for all I know. But: - It's a kit mod, so I assume it includes an ADD_KIT command, and a bunch of .SPL files and that sort of stuff to go in its CLAB. So why not just grab this code, along with the abilities, and add the new FL#add_kit macro and voila, you have a functional EE-compatible kit! What's the problem? - I suppose giving Jaheita the new kit is an issue, but that's a separate matter. Once the kit is installed, you could use a technique like that in my NPC_EE mod to assign this class/kit to her. Could be a separate component. (Feel free to use any code from my mod.) - Hmm, but it's a sorcerer kit... so it will be able to select any mage spell that's not in hidespl.2da, when leveling up. And I gather this is supposed to be more like a druid? Can't help you here, the best solution is probably to hijack the entire sorcerer spell selection system and replace it with a new, dialog-based one. Like the one in Tome and Blood. - Which brings me back to, why try so hard to hold onto this ancient, abandoned, obsolete mod, when you can use Tome & Blood which is excellent and designed for the EEs and under active development? And which includes a nature-oriented sorcerer kit, among many other cool sorcerer kits.
  5. Highly doubtful. Especially since BG2EE changes with each patch, a there's a big patch coming soon. It's a moving target. And each kind of mod (kit/quest/NPC/etc.) invlves different differences. If you take my meaning.
  6. Eh, no, I want the BG trilogy together on my iPad, with a stable and uniform mod setup. IWDEE works fine as it is right now. (I mean the combination would just be jarring - all the non-SCS-affected enemies up north would be what, stupid from the cold?) Incidentally (to keep this on topic) I have some reports from playing with the current SRv4 build on IWDEE. (I know it doesn't matter much because IWDEE is not officially supported, but I thought I might be good to know this stuff.) Long story short, there are a number of IDS mismatches, because some of the new SR spells overwrite existing IWDEE spells, because IWDEE has more spells at each level than BG2 does. So for instance, Sunscorch at SPPR114.spl (or whatever it is) has the symbolic name CLERIC_STRENGTH_OF_STONE. Stuff like that. Imagine you install SR after the IWDification spell packs instead of beforehand - that's basically the situation right now on IWDEE, because the IWDification spell packs have been absorbed into the base game. The nice thing is, as it's been said that SR is going to use ADD_SPELL for these new spells, I think the IWDEE issues might instantly work themselves out as a result of doing so. So you guys might find that IWDEE compatibility (and thus, IWDEE-in-EET compatibility) is achieved without having to specifically do anything about it.
  7. I know people love spamming vanilla IH but I think SR's alterations are very good. Another possibility: - Haste = AoE, +1 APR, short duration (5 rounds?) and fatigue after (~10 rounds of fatigue) - Imp. Haste = AoE, +1 APR, +2 DEX, long duration (10-15 rounds) and no fatigue. Something like that perhaps. But we've already been over suggestions for Haste many many times... at some point SR just has to settle on something. There will always be people who like and dislike it. Poop, I guess the 3 hours I spent last night installing & modding BGEE on my iPad is going to be repeated on Saturday. Feh, I should really just wait for SoD and EET anyway... just play IWDEE til then...
  8. Sorry - the thread was necro'd yesterday, I didn't catch where the old thread ended and the necro began. (I'm reading on a phone, here.)
  9. https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest http://gibberlings3.net/forums/index.php?showtopic=27627&page=5&do=findComment&comment=239848 Just sayin'. Between those two mods - in their current, still-developing state - you have about 40 new spellcaster kits, ranging from clerics and druids to wizards and, finally, actual sorcerer kits.
  10. Use my mods (in conjunction with SRv4) and wizards are pretty great, even at level 1. Specialist mage + Might & Guile intelligence bonus + Ring of Evermemory = 5 or 6 1st-level spell slots before you even level up. Plus, with Scales of Balance, add unlimited cantrips to the mix, and special kit abilities like (for instance) Contingency at 1st level. When's the last time someone played the game with a pure-class Diviner? Anyway, what's this about melee? You can get into the FAI and have 3 fighters on your squad (F, F/D, and F/T) facing only a single battle... against a wizard.
  11. Out of curiosity, are new versions of the beta at the same dropbox link? When I open it it says "7 months old" and the file size of the .zip is identical.
  12. Updated to fix a typo in the CLABMAxx.2da files in the stat revisions component. https://github.com/subtledoctor/Might_and_Guile/releases/tag/1.5.5
  13. Weird, something must have gotten scrambled in the upload. I'll try again, the edited .tp2 is attached to this post. To clarify the issue, if you open the .tp2 from lines 88 to 104 should be placed inside an ACTION_IF block: ACTION_IF ENGINE_IS ~tob~ BEGIN ... END Then that block should be duplicated, aiming at the EE games: ACTION_IF GAME_IS ~bgee bg2ee~ BEGIN ... END ...but in the second block, the first value in all the SET_2DA_ENTRY commands should be increased by 1.
  14. Here is another update, to v1.5: https://github.com/subtledoctor/Might_and_Guile/releases/tag/1.5.1 This contains the following changes: - Bonuses for Charisma should work now. - Called shots can now be used at will by the Archer, Marksman, Sniper, Slinger, and Elven Archer... but you are held in place for the round while you use them. Another called shot is added, the Hammer Shot, which adds blunt damage on a failed save by the target. - More goodies for Beastmasters: they can summon a Spirit Wolf (just like the Totemic Druid's) from 1st level. - Slight changes to light/heavy weapons in the IWO: light weapons (short sword, dagger, club, spear, quarterstaff) give an overall +1 thac0 bonus. Medium weapons (long sword, scimitar, wakizashi, axe, mace, and war hammer) give a +1 thac0 bonus to off-hand attacks only. And heavy weapons (bastard sword, katana, flail, and morning star) give a -1 *penalty* to off-hand thac0 for being unsuitable for dual-wielding. (I advise that you do not combine this with Item Revisions' "dual-wielding changes for light/heavy weapons" component - they achieve similar goals by different means, and should probably not be stacked together.) Enjoy!
  15. Actual bug report: in my BGEE install, the bats from Animal Summoning 1 were hitting gibberlings, and being hit back, from about 10 feet away.
  16. The mod doesn't delete anything, it just adds a bunch of kits and rewrites the K_C_H.2da files such that only ours show up for players in the character generation menus. All other kits from the original game, from other mods, etc. are still there in the background. Now, the sphere system has certain spheres applied to our priests of Mystra, but it doesn't know about your kit, so your kit will just get access to a default group of 'cleric-y' spheres. Your kit will have those spells plus whatever special spells you add yourself. Eventually, once the mod is released, we're going to make it totally compatible with other kit and NPC mods. That way you can look at our 21 spheres and decide which of them your kit should have major or minor access to. Two possible ways to accomplish this are, 1) you contact us and tell us which spheres your kit should get, and we'll code it into our mod (that's what we do with Divine Remix kits right now) or 2) your mod gets installed after ours, and you include a special .tpa file that will find out sphere system and hook into it (we can give you a template, it's super-easy). We'll probably go with option 2), but I'm not 100% sure. Meantime, if you want to play around with a beta of our sphere system to see how it interacts with your mod, I'd be happy to PM you a download link.
  17. weird double-post, sorry, my phone's fault @agb1 I have to chew on those ideas for a while, I'll respond properly in a bit
  18. M&G and F&P are definitely being developed with each other in mind (along with Tome & Blood, to a lesser extent), but they are distinct. M&G is my own baby, whereas F&P is really being directed by Grammarsalad, I'm just assisting with some kits and some of the Weidu. For F&P-specific discussion you can use one of these two threads:http://gibberlings3.net/forums/index.php?showtopic=27627&do=findComment&comment=239433 https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest ... but I don't mind discussing it here. As for your questions: - M&G is 100% developed with TOB/Tutu/BGT in mind. I'm pretty sure my current builds of F&P are working on the old engine as well. What we have left to add is a bunch a kits, some new spells, and the deity selection dialogue. The last of those, which Grammarsalad is working on, is the only thing that might have problems on the olde engine, because I know the EEs add a bunch of script triggers that people really love. I'm going to try to persuade Grammarsalad to keep everything compatible with the old engine... it might require TobEx, though. - Right now the beta works with existing cleric kits, and eliminates/replaces the existing Druid kits. When the mod us finished, we will replace all of the existing priest and paladin kits with our own versions. (Some of them might be very similar, though.) - Depending on which components you install, the mod will eliminate clerics' item usability restrictions. This means Yes lick could wield an axe, Anomen could wield a spear, and ranger/clerics could use long bows. - We are also adding some new spells of our own to fill out spheres that have gaps. Like, there is no 3rd-level Earth spell, and no 6th-level Plant spell. So Grammarsalad is working on making them. All in all, I think we plan to add ~15-20 spells to the game. - The sphere system uses just about every vanilla priest spell, plus some wizard spells, plus the many priest and wizard spells from the IWDification mod. It doesn't *remove* any spells... but it limits different kits to certain spheres. "Flame Blade" is in the sphere of Fire, so Arctic Druids cannot cast it. "Sanctuary" is in the sphere of Shadow, so priests of Lathander can out cast it. "Spiritual Hammer" is in the sphere of War, so priests of Sune cannot cast it. "Animate Dead" is in the sphere of Death, so priests of Helm cannot cast it. Etc.
  19. Same download link as in the original PM, I believe. I think he's just been updating that file.
  20. Here is v1.4.2, which allows Berserkers to invest 2 pips in 2-Handed Weapon Style and 3 pips in dual-wielding... but *none* in Sword-and-Shield Style or Single-Weapon Style. https://github.com/subtledoctor/Might_and_Guile/releases/tag/1.4.2 I'm also trying something new with weapon styles in the WPO. First, cosmetic changes: - "Two-Handed Weapon Style" is renamed to "Two-Hand Style" - "Sword & Shield Style" is renamed to "Shield-Fighting - "Single-Weapon Style" is renamed to "Finesse" - Two-Weapon Style" is renamed to "Dual-Wielding" Additionally, all styles now include thac0 bonuses for investing points into them. Additionally, I've reversed the main-hand/off-hand penalties for dual-wielding; the idea now is, using a weapon in your off-hand impairs your main-hand accuracy... but you are more likely to score a hit with the off-hand weapon since your opponent has a tough time keeping track of it and defending against it. Here are the new bonuses: "Finesse" – * = +1 thac0, -1 AC, +5% crit chance when using a single-handed weapon – ** = +2 thac0, -2 AC, +10% crit chance "Shield-Fighting" – * = +1 thac0, -1 AC when using a shield – ** = +2 thac0, -2 AC, +5% crit chance "Two-Hand Style" – * = +1 thac0, +2 damage with two-handed weapons – ** = +2 thac0, +4 damage "Dual-Wielding" – - = -5 main-hand thac0, and -3 off-hand thac0 – * = -4 main-hand thac0, and -2 off-hand thac0 – ** = -3 main-hand thac0, and -1 off-hand thac0 – *** = -2 main-hand thac0, and no penalty to off-hand thac0 The changes to dual-wielding can have interesting interactions with the IWO's bonuses for light weapons. Dual-wield two daggers improves your thac0 by 2 points - which, if you are fully trained in dual-wielding, will result in a net bonus for your off-hand weapon (you're more like to score an opportunistic attack with your off-hand). I think this is still balanced because 1) those weapons do less damage, and 2) the hand with that thac0 bonus does not benefit from APR increases.
  21. No worries, obviously I agree with you. Even if I don't use KR, i think this makes sense and would be a good thing to add to KR. There is a component in some mod... TobEx or The Bigg's Tweaks, called "everyone can backstab at 2x, thieves for more." This would be a nod in that direction, but just for rangers, which I think makes a ton of sense - after all they have stealth and tactically, one of the main benefits of being stealthy is surprise attacks. (I thought I fixed it in my mod, I'll take another look at it to make sure.)
  22. http://gibberlings3.net/forums/index.php?showtopic=27573&do=findComment&comment=239490 (It's part of my "revised rangers" component.)
  23. Yes. Within each main category (1-hand sharp, 1-hand blunt, and 2-hand weapons), just giving the low-damage weapons an 'ease-of-use' to-hit bonus to compensate. So non-warriors and low-level characters can choose to use simple, light weapons, while experienced characters with an already low thac0 can chose to wield bigger, more complicated weapons. Also, this creates a good reason to dual-wield light weapons.
  24. Update to v1.4: https://github.com/subtledoctor/Might_and_Guile/releases/tag/1.4 Changes for this version: - Fixed item usability for Marksmen and Barbarian Rangers. - Barbarians' and Berserkers' revised Rage abilities are no longer the same. Barbs get bonuses to STR and CON, while Zerks get +.5 APR. Both protect only from Charm, Sleep, Hold, and Stun. - In the Item & Weapon Overhaul, light weapons now have a +1 thac0 bonus. They include short swords, daggers, war hammers, maces, clubs, spears, and quarterstaves. - Fixed the Revised Shadowdancer component, it now installs in IWDEE. - All divine casters (rangers and multiclass cleric kits) are compatible with the Faiths & Powers sphere system. - New in the Revised Stat Bonuses component: INT now gives bonus spells to bards and mages, and higher chance to score critical hits in combat. CHA now gives saving throw bonuses and, at 18+, Luck bonuses.
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