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subtledoctor

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Posts posted by subtledoctor

  1. Okay, I just did a test, and everything seems to be working. I installed v1.9.1 on BG2EE v2.6, rolled up a mage, memorized three instances of Spell Thrust, and gave Imoen some instances of Minor Globe of Invulnerability, Minor Spell Deflection and Spell Deflection. Then:

    • Imoen casts MSD, I cast Spell Thrust at her: the deflection is dispelled.
    • Imoen casts MGOI, I cast Spell Thrust at her: the globe is dispelled.
    • Imoen casts SD... remember that casting Deflection also auto-casts Minor Deflection. So Imoen now has two protection spells and it requires two Spell Thrusts to remove them. I cast one Spell Thrust and I can see that Imoen's protective swirls change color, from blue to white. This indicates the Deflection has been dispelled but the Minor Deflection remains. I cast Spell Thrust again, and the Minor Deflection is dispelled.
    • Same thing, Imoen casts SD and has two layers of deflection. This time I cast Secret Word, and all of her protections go away.
    • Imoen casts MSD and MGOI, I cast Spell Thrust at her: the deflection is dispelled and the globe remains. I cast Spell Thrust a second time and now the globe is also dispelled. (This is interesting, I had thought the globe would go first. But it doesn't bother me too much.
    • Imoen casts SD and MGOI... now she has three layers of protection. I cast Spell Thrust and the deflection swirls change from blue to white (hard to tell through the globe animation, but it is there); I cast Spell Thrust a second time and the deflection is entirely dispelled; I cast Spell Thrust a third time and the globe is also dispelled.
    • Finally Imoen casts Spell Deflection and Spell Shield. I cast Spell Thrust and it removed the shield; I cast Spell Thrust a second time and it changed the deflection swirls from blue to white; I cast Spell Thrust a third time and the deflection was dispelled.

    So, from what I can tell the mod itself is working correctly. Note that by design, sometimes you have to cast Spell Thrust multiple times for it to take full effect and make an enemy vulnerable. If an enemy had Greater Spell Deflection, Globe of Invulnerability, and Spell Shield, it would take five Spell Thrusts to break through the defenses.

    So my best guess is that either 1) you are just not casting Spell Thrust enough, or 2) something has gone awry with your install. My own game has SR+MBR, but I have not tested with SRR, for various reasons, so I don't know if Bart's latest tinkerings with that mod could cause some kind of incompatibility.  For trying to fix your current game you could drop the three attached files in /override and then look at them in Near Infinity. Make sure the effects for SPWI321, 321B, and 321C match these versions with the 'z' suffix. (With the exception that the one targeting the SPELLSHIELD secondary type should target whatever sectype index is SPELLSHIELD in your game - this can vary from install to install.)

     

    spwi321cz.spl spwi321bz.spl SPWI321z.SPL

  2. It looks like that is where Enlightenment would normally be in the list... so maybe that spell really is TG#ENLI, and the strings are off?

    Are you using a UI mod? It's been quite a while since I played through ToB but I vaguely recall the HLA screen looking different. If there is a UI mod in play, that could be affecting things.

    Those are my best guesses. Maybe try saving the game, choosing the "Divine Intervention" HLA from that list, then save again and look at the 2nd save to see what spell you actually have.

  3. 21 hours ago, Guest Wend said:

    Hello, subtledoctor.
    I love the mod. Unfortunately, in the latest version (1.9), spell thrust no longer works. I am also using SR and SRR. Installing 1.8 fixed the problem.
    Thanks for all your efforts. They're much appreciated.

    What exactly are you seeing? I just installed the latest version of the mod on BG2EE v2.6, and the files seem identical to the way they are in my current game, and I'm pretty sure the spell is working in my current game.

  4. NGL the entire idea of "Imoen Romance" turns me off, to the point that I honestly haven't even investigated what, exactly it contains. Romance? With Imoen? No thank you, sir.

    (It's not just about that particular mod - I don't think Imoen is actually Charname's sister according to any reasonable definition of the term. But I install mods that turn off all romances, period. I'm bothered by the very idea of the way "romances" play out in the very short course of these games. In fact, in my current game I have been a bit concerned that there is a bug because Neera went from reliably and frequently interjecting to complete, stony silence. But I think it is just that the "no romances" mod stopped her from continuing her talks - I guess Beamdog only included romantic banters for her, and no friendship track? Which is rather stupid.)

  5. Seems very (entirely?) dependent on how much you spam rest. Only summon one Planetar, and have to rely on lesser summons like Gate past that? This nerfs mages. Rest every encounter to summon planetars and cat Alacrity in every fight? This buffs mages. (But only very slightly, because in that case your spells are basically unlimited anyway.)

    Also, have you increased the level limit? Modded the mage spell table? 

    The question is so heavily dependent on the nitty-gritty details of your mod loadout, that I don’t even consider it in those terms. I just think, do I want these to be treated as 10th level spells, with their own “spell slots” simulated by innate abilities, or do I want them to be treated as special 9th level spells that cannot be found on scrolls? Yes there are game balance consequences for each choice, but that does not mean one choice is more right than another. It’s a house rule; apply whichever version you prefer in your house. 

    ** Actually, with my “semi-innate” function it would be quite easy to implement a third possibility: grant HLA spells as innate abilities/“10th level” spells, but only allow the player to cast one 10th level spell per day. This would be (I think) more in line with the 2E source material. But obviously would much more significant game-balance consequences. 

  6. Could be done with 7eyes.2da. Not completely, though. Apply a spellstate, and add a row to 7eyes.2da that blocks missile damage when that spellstate is in effect. When missile damage is applied, it is blocked but also removes the spellstate. Fiddly to get just right, to be sure. But possible. 

    My mod has a feat which allows one missile attack to be blocked each round. It removes and reapplies the spellstate every six seconds. Adding a saving throw would be difficult, but not impossible. You could use a technique similar to my effect evasion function: the spell applying the spellstate would begin with a 177 effect calling an .EFF that blocks the spell; and has a 318 effect preceding the 177 which blocks the .EFF, but only on a failed save. Result: the spell takes effect only if you make a saving throw. Give it a 1-second duration and repeat its application every second, and you can block up to six missile attacks per round, as long as you make the saving throws. It’s not exactly the same as getting a save for each missile… but maybe it’s close enough. 

    Caveat is, it only blocks missile damage. Fire arrows would still do fire damage, acid arrows still do acid damage. Etc.

    An alternative is to forget 7eyes: do the 177/318 reverse-save thing every second, but instead of in a spell that applies a spellstate, the spell could apply numerous op83 effects to block all missile projectiles. This would completely block the missile attacks… but if a mod comes along and adds a new projectile for some magical arrows or whatever, your mod might not include an 83 effect for it, and would therefore give incomplete protection. 

  7. 9 hours ago, Morgoth said:

    Having an issue with my current GOOD ranger/cleric.

    The HLA table seems botched; There is no divine intervention (good), nor enlightement HLA (prerequisite for divine intervention)

    I have only divine intervention (evil). 

    I've got (correctly) summon deva evil and summon deva good and can only get the good version.
     

    Can you upload the 2da file? Look at LUABBR.2da, find ranger/cleric, then grab that file (with “LU” at the beginning) from /override.

    EDIT - sorry, read your other post. I guess you are dual-classed, so a kitless cleric? In which case find the basic cleric table in LUABBR.2da.
    EDIT 2 - my table with Refinements installed is LUD5_3.2da and it looks like this:

    Spoiler


                       ABILITY            ICON               STRREF             MIN_LEV            MAX_LEVEL          NUM_ALLOWED        PREREQUISITE       EXCLUDED_BY        ALIGNMENT_RESTRICT
    2                  GA_SPPR722         *                  *                  1                  99                 1                  *                  *                  *
    4                  GA_SPPR725         *                  *                  1                  99                 1                  *                  *                  *
    5                  GA_SPPR726         *                  *                  1                  99                 1                  *                  GA_SPPR727         ALL_EVIL
    6                  GA_SPPR727         *                  *                  1                  99                 1                  *                  GA_SPPR726         ALL_GOOD
    7                  GA_SPPR728         *                  *                  1                  99                 1                  *                  *                  *
    9                  GA_SPPR730         *                  *                  1                  99                 1                  *                  *                  *
    1                  GA_TG#ELSU         *                  *                  1                  99                 1                  *                  *                  *
    1                  GA_TG#DIVN         *                  *                  1                  99                 1                  *                  *                  *
    1                  GA_TG#RECI         *                  *                  1                  99                 1                  *                  *                  *
    1                  AP_TG#ENLI         *                  *                  1                  99                 1                  *                  *                  *
    1                  GA_TG#DSTR         *                  *                  1                  99                 1                  *                  GA_SPPR729         ALL_GOOD
    1                  GA_SPPR729         *                  *                  1                  99                 1                  *                  GA_TG#DSTR         ALL_EVIL
    1                  GA_TG#DIVI         *                  *                  1                  99                 1                  AP_TG#ENLI         GA_TG#DIVE         ALL_EVIL
    1                  GA_TG#DIVE         *                  *                  1                  99                 1                  AP_TG#ENLI         GA_TG#DIVI         ALL_GOOD

    .

  8. Okay I realized that the projected image of Illasera is only there for conversation and then is never necessary again so… I just skipped it. Avdanced the WINerysMet variable to 4, advanced the BHBGQuest variable to… 8 I think, then met Illasera at the Elfsong and consoled in Nerys. Had the next conversation, went after Spider Man, then returned to Illasera. She told me to find Nerys at the Drakon Tavern. But, Nerys is not there. My global quiest variable is 11, but the next conversation with Nerys has a trigger requiring that variable to be at 13. I can’t tell if this is a bug, or just an inscrutable part of a mod with no direction and no journal entry. 

  9. I am playing EET right now, in the BG1 campaign, and I have not installed SCS "Wider Variety of random Scrolls" - to my dismay. But I am using SCS v33 (!) and I think the component was bugged so I am denying myself the variety. :( Here is what I am seeing: I get a metric crap-ton of scrolls for Identify, Chill Touch, Color Spray, occasionally Ghoul Touch... just absolute garbage. What possible use could I have for 29 scrolls of Chill Touch? I have Skie take the UMD feat so she can use scrolls, and I still am not using this junk. Just selling them.

    Admittedly, I am not save-scumming fights with trash mobs...

    On 2/26/2024 at 2:20 AM, ktchong said:

    I quick-saved before my party moves into those points to triggers another spawn.  If I did not get  see any random scrolls that I wanted in the Quick Loot menu, I quick-loaded, re-rolled and tried again until I got the scrolls I wanted.

    This is such an insanely singular way to play the game. It is fine, don't get me wrong, but you have to understand.... nobody else does this. No modder is going to cater to this style of play. Further, there is no need to do this since by your own statements you want to have three casters with All The Spells, so you should only need to find one scroll beyond the two available in stores, no need to save-scum every fight. And still even if you really just enjoy getting those good scrolls... it just means that there is one component of one mod that is not well-suited for your particular and unusual playstyle. That is... not a big deal? I'm a bit confused as to why you are making such a big deal about it.

    Furthermore, DavidW has been very responsive to players in fixing and adjusting his mod. People mentioned some issues with the Wider Variety component being too stingy, and he updated the mod and now it is less stingy. The dude is going out of his way to accommodate people who feel like you feel. Neverthless,

    On 2/26/2024 at 2:54 AM, ktchong said:

    I do not know if it works in 35.10 and  I do not want to find out

    You would rather stick your fingers in your ears and scream about something that has already been addressed? Grow up, man.

  10. 6 hours ago, morpheus562 said:

    Maybe a good portion of ToB can be converted to finding, recruiting, and building your own army to counter your siblings' armies. The adventure can open up into exploring new areas where you can do quests to recruit and build your forces along with smaller side quests to better train/equip them. As your forces increase, you can see them added to your siege camp. It could be scripting heavy, but it may be possible for finales to include fights between your army and those of the opposing forces.

    Maybe it just needs to be more straightforward. Forget the misdirection, which never served a great purpose anyway. That was always a flaw in Mel's character. The other flaw was that she should come out of left field and adopt BOTH of the strategies already used by the excellent antagonists of BG1 and BG2 - she does a better job starting a large war than Sarevok did, even though he was an evil genius and spent years developing his plan; and she does a better job of using bhaalspawns' souls to become a god, even though she lacks Irenicus' demigod-tier magical talent and lacks any mechanism to take and use souls like Irenicus did, and lacks a divine trigger like Suldenesselar's Tree of Life.

    Instead of having her re-hash the same plots, give her a third, different twist on the same basic theme. Make it simple: she is the leader of a cult of the dead god Bhaal (we have seen hints of his remaining followers time and time again, especially if you have various mods installed) and she wants to bring Bhaal back. Again, I see nothing in Alaundo's prophecy that necessarily says Bhaal will return when the Bhaalspawn die, or that the last Bhaalspawn standing can take is place. Sarevok was an expert on such things and his plan was quite different. But Mel's take on the prophecy can be along those lines. Maybe she has a way - or thinks she has a way - to harvest the divine sparks of all the Bhaalspawn, and revert it to its original form: Bhaal himself.

    So you hear that someone out there is using divination magic to suss out Bhaalspawn, and is taking them out one by one. Some hide; some run, and are killed. The most powerful, though, begin to amass power around themselves. They are powerful, secure... but also paranoid. Mel cannot assault them directly, but she can turn them against each other. So task 1 for Charname is to survive some (more) assassination attempts, and build up power and security in your stronghold. Allies, magical wards, whatever. Task 2 is to reach out to other Bhaalspawn - The Five - and try to save them. Or at least talk to them. But they are not nice people, and maybe they would as soon kill you as roll the dice trusting you.

    So you ally with some, make enemies of others. And maybe move the Saradush portion to the end of the mod, because Yaga Shura is out of control, destroying Gromnir's whole town. So you go through the bit about defeating Yaga Shura by extinguishing his heart... but in this version someone gets it first! With so powerful a Bhaalspawn heart Mel has enough to enact the ritual. So now the race is on. You mobilize your allies, and the Bhaalspawn who refused to ally with you move against you. Have it use a counter such that one army always allies with you and two against you - so in one game it could be Charname and Balthazar against Abazigal and Sendai, while in the next game Abazigal could be aligned with you and the others against. Based on a combination of alignment and conversation options. In any event you have a major fight, two armies against two armies. Could even re-use the Bridgefort map for this, and when you bust through the enemy lines you find Mel and her Bhaalist cohort on Boareskyr Bridge - maybe her whole plan was inspired by witnessing you on the bridge, back in SoD. And it is a classic party battle to interrupt her ritual and prevent Bhaal from being revived. But you are too late - she vanishes, transporting herself to the Throne of Bhaal to revive him. There is a way, however: you can go through the Dragonspear gate to Avernus, and there find a portal to Gehenna, and if Crucible is installed fight your way to the Bhaal's fortress. And then finally fight Mel at the Throne.

  11. 45 minutes ago, morpheus562 said:

    What about killing SoD and incorporating it into SoA and ToB? Need hell to get your soul back? You have Avernus. Need siege camps to raid? You got the friendly and crusader camps to attack. Want some great dungeons, to include a destroyed Temple of Bhaal? Those exist too.

    Ha ha, that's a very interesting idea.

    I would go a bit further than just transitioning straight to SoA. Probably a very short miniature transition mod - maybe an earthquake sequence in the temple when Sarevok dies, then outside the temple you get accosted by the Flaming Fist. They say they have evidence that you were in fact in league with Sarevok, and only betrayed him at the last moment to steal the glory for yourself. Planted evidence, of course, but Irenicus could do so quite easily. You protest that you defeated him but where is the body? No one believes you. The Flaming Fist captain is sympathetic, but he has orders. You can fight him, but there is an army on its way and you won't win. Or you can go with him and end up in prison, setting up the standard SoD prison escape sequence. Or he can report that he never saw you and you can leave the Undercity by a different exit and leave Baldur's Gate, find a safe place to hole up until cooler heads prevail. And this skips the prison escape but jumps you right to the cave escape and capture by the Shadow Thieves.

    Would have to add in something explaining how Jaheira/Khalid/Minsc/Dynaheir join up, but that can be done. Easy enough with more than the ten seconds thought I've given it so far.

    Then the various parts of SoD could be cannibalized for one-off adventures. If one were to chop up SoD I could see at least four really good mods that could be made from it. Maybe more:

    • Stitch together the Coast Way Crossing, Coast Way Forest, Dwarven Dig Site, Korlasz' Dungeon, and Kanaglym for a BIG undead-centric quest mod in chapter 2 of SoA.
    • Use the Troll Claw Woods and Forest of Wyrms as the basis for an expansion of the Ranger stronghold quests.
    • Use Bloodbark Grove and Dead Man's Pass as the basis for an expansion of the Druid stronghold.
    • A little mod about smugglers using the Underground River map.
    • Use Boareskyr Bridge, Avernus, and the Temple of Bhaal for an SoA-ToB "interquel" mod. (Would need some more... maybe could scrounge from PS:T)
    • The Coalition Camp and Dragonspear Courtyard could add meat to ToB itself, inserting some proper army-vs.-army battles.

    Would be a metric ton of work, though. And a bit ironic because, for all its imperfections, I think SoD is a better game than ToB.

  12. 19 hours ago, Morgoth said:

    While Imoen had a button to improve a bit the ability skills.

    There is an engine/UI bug that robs thieves of about 20 skill points if you drop them to level 0 and then level up normally. So that "Skill Focus" ability lets you put 20 points into one skill. (If you choose stealth, it puts 10 in HiS and 10 into MS.)

    The 'Memorize Spells' thing just applies magical Wish rest, so you can change out your prepare spells and then cast them right away. Once. It is especially handy if you have Faiths & Powers and/or 5E Spellcasting installed.

  13. I didn't expect Baeloth to succumb to this:

    IMG_0169.jpg.dfcfefc0a4e73a89b66b275807a2368b.jpg

    Good job, Neera!

    Black Pits done, Eldoth dead, I picked up Imoen and returned to BG to follow up on some quests for Balduran's Sea Tower and Black Hearts. Unfortunately, Black Hearts is hitting a bug where a variable isn't advancing as it should be, and Nerys' dialogue is breaking and preventing me from continuing with the mod. Seems fixable.

    EDIT - okay Nerys was an easy fix - C:SetGlobal("WINerysMet","GLOBAL",3) in the console and she correctly gives me the talk about Riezen. But then the projected image of Illasera appears and has odd dialogue, and tries to join my party (!) to the point where it actually softlocks the game in the party management screen. Sigh. I don't have high hopes for finishing this one...

    EDIT 2 - yeah it is totally busted. WIILLIMG.DLG looks fine to me in Near Infinity, but when the projected image is talking to me it bugs out every time and tries to join my party. For the life of me I cannot see what the issue it. But I think I am going to give up on it.

  14. Okay, the more I think about this and read the discussion, the more I realize that I want to see two things. First, an "interquel" mod on the outer planes about how Charname gets back to Faerun from hell where you defeat Irenicus. (Which in the game files is actually called "The Abyss?" Is that actually supposed to be the Abyss, or is it supposed to be Bhaal's domain in Gehenna and the internal files just have a weird name?) I think there is fertile ground to be covered here, because you are in a very strange position: you were somehow pulled into the lower planes, but there was not exactly any gate that opened, so... did you actually travel? Do you have a body? Are you alive? Plus you only stopped him from becoming a god - you didn't necessarily get your soul back (again, there is no mechanism for that to happen, apart from hand-wavy story progression). It could be super cool to have a mod that spends a few hours in the weird solipsistic PS:T style outer planes, properly getting your soul housed and getting back to Faerun, and meeting/fighting some wild characters along the way.

    BUT, that could just get you right back to the beginning of ToB in the giant head grove. Just like how the Crucible inserts itself into the game but doesn't change you going from Point A to Point B, it only lets you play through that journey.

    So it doesn't have to replace ToB; in which case, second, there could also be a mod that improves ToB itself. (The problem here being, if I can't cannibalize the ToB areas, then I can't actually make that interquel mod. :( ) And yes, the stronghold should play more - much more - of a part. In fact I don't really see any reason to cut you off from Athkatla and the other SoA areas after you defeat Irenicus. Your stronghold should be assaulted, and there should be an large-scale battle like the one in SoD. If you are a fighter it could be soldiers on your side but if you are a ranger or druid you could have animals in your ranks and if you are a bard it could be the Athkatla City Guard, aided by bards and Cowled Wizards.

    I still can't see how to improve the meat of ToB itself, though. The Five are powerful warlords with entire armies, and most of the game involves your ragtag band of six peeps casually strolling into the heart of their powerful and destroying them. It's... dumb. I keep trying to see how the meat of the mod can be a compelling story, and I just can't. As has been said it's basically a series of cage matches; framing it as an actual series of cage matches a là Black Pits 1/2 would actually be better, because at least then the story would match the content.

  15. 5 hours ago, Bubb said:

    bear in mind that changing engine_mode will tell the engine to act like IWD:EE in all respects, (which includes over 100 special-casings in the code) – so there would be many side-effects, many of which probably breaking a non-IWD:EE game in some way

    Well then, in that case I guess I’m glad my attempt to get the file onto my iPad mid-game failed…

  16. 1 hour ago, Gorionar said:

    Yes, it’s about her mod, which changed the main quest line and the NPC as the main character than the main character himself.
    With your idea, you are going a little along this path.  Do you want to create a Total Conversion,

    Oh. That's fair but Roxanne's mod inserted itself into the game itself, and derailed/throttled a bunch of characterization in the base game. And a bunch of content from other mods. I am indeed talking about a total conversion - an alternative to ToB. Like, imagine someone wanted to make an expansion for SoA where you not only send the Solamnic Knights home, but leave behind Faerun's drama and follow them to Krynn, and finish out your adventuring days ignoring Bhaal and instead striving against Takhisis. Or something like that. And given that your character would not ever end up in Saradush or Amkethran or even Suldenesselar, those maps could therefore be reused for this alternate-reality mod. (In fact Suldenesselar would be a great map to represent Silvanost or Qualinost.)

    Or consider how, in the actual Forgotten Realms lore, there is no such place as the Hand of the Seldarine. It was created from whole cloth for the IWD game. So a BG2 mod, with knowledge that Charname could never visit the IWD area, can repurpose that map. It doesn't break any lore apart from the lore contained entirely within the IWD game(s) and in Charname's experience there is no such thing as the IWD game. Likewise, reusing ToB locations does not break any lore apart from the lore contained entirely within ToB. So, the vanilla version of ToB is scrapped in favor of this total conversion, then the conversion does not break any lore.

    1 hour ago, StummvonBordwehr said:

    In all I would say that the SubtleDoctor seems very far from the “covers Queen” aka Roxanne. If you ever wanna go that way SB, you have to put in much more effort.

    :laugh: :laugh: :laugh:  That is not a direction in which I would like to direct my efforts. And I will never touch anyone else's mod except maybe to mess around on my own computer and learn from them. (Even to the point where Lava does not want me to help make his IWD mods work on EET... I disagree with his stance, to put it mildly, but it is 100% Lava's decision and I would never go against that.)

    1 hour ago, StummvonBordwehr said:

    If you ever got to add some stuff - besides dialogue - it would be much appreciated.

    Of course. Unfortunately while my tinkering with Black Pits and IWD areas has enabled me to manipulate and use existing .ARE files, and I can pretty well work with .CRE, .SPL, .BCS, and .DLG files, the actual production of areas is simply not in my wheelhouse. So I could, e.g. grab an area from IWD2 or maybe PST (hint, hint) and convert them work work in a BG2 mod. But that's probably the best I could do without assistance.

    17 minutes ago, moggadeet said:

    a plot alteration of this scale would feel more in the realm of fanfiction

    Very fair! But, honestly that's what ToB feels like to me :laugh:

    20 minutes ago, moggadeet said:

    starting ToB alone feels like it risks undermining the character aspect that is one of the draws for a lot of people, depending on how quickly you reacquire your companions. If you're alone for a significant portion of this hypothetical revised ToB, well, for me that would be kind of a deal-breaker. And if not - with a whole different main story, most mod NPCs are right out. For original NPCs, it seems like you could be looking at rewriting an enormous amount of material. Banter would probably be fine because little of it is context-dependent, but interjections, romance dialogue, etc, a lot of that is very specific and seems like it might need to be totally redone

    These are very good points. I will say, my sentiments run toward the tragic, and the desire to finds one's companions is a strong motivation that appeals to me. However, yes, dealing with the vanilla character advancement and interrupted romances etc. is a tricky issue. (Of course, there is a part of me that retorts, all the character advancement we need happens up to and including the moving conversations at the Tree of Life - again, SoA contained all the ending I really need for this game.)

  17. 12 minutes ago, jmerry said:

    NI can get at engine.lua; it's just under the "Special" tab instead of "LUA".

    Veeeery interesting. Would it be outrageous to try to edit this in a Weidu mod? I don's suppose M_xyz.LUA files can work for this kind of setting - are they only for stuff that affects UI.menu?

    This is clearly way outside my area of expertise.

    Of course, even just for my personal uses, getting a modified version onto iOS is probably not easy. (Mmmmaybe? Huh, will look into it.)

    Thanks gentlefellows!

  18. 9 minutes ago, Gorionar said:

    don't make that fatal mistake that Roxanne did.

    You mean make a bunch of alt accounts and bad-mouth people and mislead players? (How do we know you aren'y my alt and this isn't a conversation I'm having with myself? :groucho: ...Er, okay, let's not go back down that road.)

    Wait, I'm honestly not sure what you mean! Are you talking about her abominable mod?

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