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Ulb

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Posts posted by Ulb

  1. 13 hours ago, DavidW said:

    I think it's just how the ordinary Charm opcode works. Dire Charm -> red-circled, attack PCs. Charm -> stand around looking pained.

    Well yeah, now that you've mentioned it, it makes perfect sense.

    I guess it's just the red circle and dire charm experiences that make people expect charmed characters to attack.

    A blue circle would probably be better but that's a feature request for the EE forums..

     

  2. The 'charmed - no action' bug happens all the time to me and did so for years. I actually kind of assumed it was 'normal' game behaviour if you have no AI script set or have the AI turned off..

    (Though thinking about it, that doesn't make much sense.. since why would that part be handled by the player set AI script..)

  3. 15 hours ago, CamDawg said:

    You don't get the option when kicking them out, you have to talk with them again.

    Is there a reason for this? It seems quite counterintuitive to me. Players are probably expecting it to work similar to how BG2 handles it.

    If doing it this way is significantly easier to code, it's probably not a big deal but otherwise I'd say offering that option during the kick-out dialogue would be more convenient and more in-line with how it works in BG2.

  4. Bumping this since I'm still not too happy with my current implementation.

    Currently I use an invisible cone projectile and have a spell cast at each target. The spell in return sends a 'blank' sped up arrow projectile at each target to simulate the multishot.

    Since the first projectile has to hit before the spell can be fired there is obviously always a dissynchronisation between the two.

    Another issue I have is that the projectile only checks the main target's weapon immunity, so secondary target's immunities get ignored.

  5. 1 hour ago, DavidW said:

    Well, those are handwritten rather than auto converted, so the same problem doesn’t apply.

    In my current install (with RC6 still) there are several items also lacking proper spacing.

     

    The kobold daggers for example look like this:

     

    Dagger "Nome Stikka"
    Though kobolds do not normally wield poison daggers, it is evident that they have been given the means to make these.  The crudeness of the construction of this weapon, however, does not lessen its deadliness - in fact, it can be just as deadly to the wielder as it is to the victim!
    STATISTICS:
    Damage: 1D4 (plus 6 poison; save to avoid)
    Damage type: Piercing
    Weight: 1
    Speed Factor: 2
    Proficiency Type: Dagger
    Type:  1-handed
    5% chance of nicking yourself (6 poison)

    (No free line above and below statistics)

    In ealier SCS versions those daggers did definitely have proper spacing.

    So, if it's not the same problem it might be a different problem.

  6. Hey, apologies if this is actually a general mod question and not EET specific, I'm just not sure so I'm asking here.

    I'd like to wirte a small tweak to prevent NPCs from getting their SoD character sounds but have so far not been able to locate where and how the sound sets are actually changed.

    I've looked at these files so far:

    CAMPAIGN.2DA
    K#TELBGT.BCS
    BDSODTRN.BCS
     .. but could not find anything.

    Looking at a SoD save game it looks like Misnc (for example) still has his BG1 sound set, yet in-game he uses his SoD lines?

  7. 9 hours ago, DavidW said:

    That's starting to seem very odd.

    What version of the game are you running? 

    I'm using the latest available versions from GOG

    BG2EE- 2.5.16.6_(21849)

    BGEE- 2.5_(23121)

    SOD- 2.5_(23121)

    If you didn't add any .tra lines or at least no one else has any issues with missing lines, the issue might have been caused by faulty extraction?

    10 hours ago, Anprionsa said:

    I'm also unsure if this is related, but Jim's Fixes and Tweaks doesn't seem to work in the install either with Fix Ascension with SCS Abazigal/Irenicus/Celestials (this could just be something that needs to be fixed in that mod). 

    Not using that mod so I can't say whether there is a pattern or not..

  8. 52 minutes ago, DavidW said:

    Can’t reproduce, so I suspect your install has got damaged somehow.

    Not sure about that. All I can say is that RC6 installed without any problems at all. (I uninstalled the RC7 components and installed RC6 right away on the same installation)

    An additional note: RC7's weidu was very laggy, like it would take a second or so before my input would be registered maybe it was related to that.. RC6 didn't have that problem either.

    I'll probably stick with RC6 for now since RC7 doesn't seem to contain crucial fixes. I'll report back should I change my mind and decide to do another installation with RC7.

  9. Actually, now that I think about it, I'm not sure the EE games' epilogue portraits are really displayed at 210x330 and not upscaled by default? If the game did upscale them by default, that would mean that a size bigger than 210x330 would theoretically offer a slightly better quality.

    No idea about that though. Maybe it's something CamDawg knows about..

  10. Aye, there is no need to ever use one greater than 210x330 since that's the biggest any of the games uses. There is, however, also no need to manually down-scale a bigger portrait since the engine can handle that itself.

    That's definitely something that should be noted for the IESDP.

  11. AFAIK the EE engine will scale portrait files to whatever size it needs.

    I'm positive that it downscales though I haven't tested upscaling (why would anyone wanna do that?) and I'm also not sure how tolerant it is in regards to aspect ratio.

    For pure size though, even rather large portraits like 420x660 or something should work just fine.

     

  12. I just want to add that I'm pretty confused by this.

    Setting a ranger's kit to shadowdancer does enable HIPS (but not grant any CLAB file abilities nor HLA's to the ranger, which makes it pretty useless for creating off class kits with HIPS anyway..) but the thing is, there are plenty of thief kits out there that use the vanilla thief usability flag.. if HIPS is tied to that, they all would be able to do it on EEs. (Which is not the case AFAIK)

  13. On 2/23/2016 at 11:44 PM, Grammarsalad said:

    Thief: (bg2/bgt). Skill points per level for assassin and bounty hunter. Ee: shadowdancer hips

    Doesn't shadowdancer use the vanilla thief usability flag?

    0x00004000       4

    So, could you create a ranger kit with HIPS by using 0x00004000 4 and then setting the kit to ranger via clab file? 🤔

  14. Admittedly another feature 'suggestion' because I'm feeling too lazy to look into doing it myself right now :D

    SoD's biggest problem is the writing and nowhere does it show more than with the classic NPCs (Viconia in particular, it's as if they didn't even try to keep her character consistent) so, I think a feature that allows us to select individual NPCs and prevent them from showing up in the SoD part of EET would be great.

  15. So I'm trying to build a 'multi-shot' arrow projectile and I've encountered a few road blocks with which some of the more knowledgeable people here are hopefully able to help me with.

     

    Problem 1: I can't seem to change the actual payload's speed.

     

    Changing the speed in the .pro header will only speed up the animation (using one of the hard coded animation effects) but the payload itself will always hit at the same time no matter the speed set.

    I also tried using a different explosion projectile in the 'area effect info' with higher speed rates but that doesn't seem to have any effect whatsoever.

    Lastly I tried different Explosion Frequency settings but that also didn't help with the payload speed.

     

    Problem 2: I can't seem to create a proper animation when using the 'custom' explosion effect instead of a hard coded one.

     

    For example, using the arrow.bam will just fill the cone area with rotating arrows but won't move them forward in the casting direction.

    I don't have a particular need the use an actual cone aoe animation via the custom animation setting. If there was a way to make the projectile still use the normal 'single target' animation, I could easily build a fitting animation myself since the intended cone width is rather small anyway.

     

    Any help with this would be appreciated.

  16. Then these mage bugs could be linked to 2.5 patch rather than SCS.

    I don't have 2.5 installed so it's not that. Might be some interaction with an other mod though.

     

     

    The "better call for help" option works to good.

     

    If meet Neera the first time in Beregost the 2 guards and the wizard get hostile and red but also the commoners around.

    Happens only with that option on.

     

    Are you sure it's better calls for help? I've experienced that before but to me it looked like it was actually Neera hitting a commoner with Color Spray.

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