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K4thos

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Everything posted by K4thos

  1. I've tested Hexxat and Imoen saves: - the 1 250 000 XP cap for Hexxat worked as expected (max SoA value since your main character had almost 4 000 000 XP), - after level up Imoen progressed from Mage 13/Thief 10 to Mage 14/Thief 10. So yeah, it's not EET bug. As for which mod has compatibility issues here, dunno. Most likely code that gives the XP has been added to override slot script, so please upload HEXXAT.BCS located in your override directory and post list of mods that shows up after running following BAT file in your main game folder: https://ufile.io/ujumjeiz This s
  2. bob_veng has finished working on all icons in BG style. Gedlee's Electric Loop uses Pacek design. Thanks to all participants for comments and contributions.
  3. can't see how it's possible when her MAZZY.BCS script XP scale ends up with this max: IF Global("BD_JOINXP","LOCALS",0) InParty(Myself) XPGT(Player1,1249999) XPLT(Myself,1250000) THEN RESPONSE #100 SetInterrupt(FALSE) SetGlobal("BD_JOINXP","LOCALS",1) ChangeStat(Myself,XP,1250000,SET) SetInterrupt(TRUE) END there is nothing there that could give her more XP on joinup unless she uses her ToB script (MAZZ25.BCS), which is not the case until ToB. If you have a save game made right before recruiting her and before any edits with EE-keeper I can test if the sam
  4. Automatic XP gain on joinup via character script, based on CHARNAME XP, is a vanilla EE feature. Unless it is confirmed that it only happens in EET, fixing it is outside scope of this project. Generally EET is not fixing vanilla bugs because any such fix needs to be carefully tested after each released official patch to be sure that Beamdog didn't fix it on their own and to ensure that it doesn't break anything in the possibly altered vanilla content.
  5. @bob_veng, I like the results a lot. Doubt there is any new player that could point to one of your icons in spellbook and say that it's a mod added content. Sounds good. I will send PM to Pacek if he mind us using that icon. Thanks, this one looks nice too. Not sure which one is better.
  6. K4thos

    Keen edge

    it's IWD2 flag that increases weapon critical hit chance. In EE engine it does nothing.
  7. Thanks for the contributions so far! @bob_veng, I think following icons on top of the scroll background should be moved 1 pixel to the right: Death Armor, Tortoise Shell, Mass Dominate (and maybe more). In case of uneven amount of pixels on the sides of the image, to make it look cantered, I think more space should be on the left side. Other than this I like the results.
  8. thank you very much, I've added the file and preview to the first post. edit: just noticed your updated image, I will upload the new version right away.
  9. thanks! Looks like I was not precise enough, though. What I meant is that in order to create this TIS file with a bit less effort we would need not only a layer with water but also with just a ship + shadow rendered on a transparent background. (or at least that's how I understood primary and secondary tile stuff mentioned by argent in this post - please correct me if separating water from the rest of art is not needed) please go ahead and thank you I wouldn't call it "a little" help - sounds like a major contribution to me. When it comes to search map BMP files keep in mind that
  10. Gorionar, fantastic art, thank you very much for this contribution. Considering this area contains water, which seems quite tricky to implement (and in EE engine there are also other changes that need to be taken into account - this is how the ship TIS file looks like in EE), if you still have this image with water present on a separate layer, please share - it will make TIS creation easier (I think).
  11. thanks, I've updated the first post taking above into account.
  12. These images look as good, if not better than vanilla areas. Really good work. Since Gorionar's upload contains 10 unique images, I think that's enough variety for both IWD1 and IWD2 content, so we can skip IW0001- IW0005 areas mentioned in the first post. Kexik’s art is also of high quality, but with so many details (trees, lake, bridge, cave) I think it may be better to leave it for someone interested in using it as whole (for example in a dedicated mod for IWD games, where it could really shine), instead of cropping the art into 1280x960 pieces for random encounters. So the only a
  13. edit: all icons have been converted to BG style by bob_veng. Old post:
  14. To speed up development of the IWD-in-EET mod I'd like to ask for help with some time consuming tasks, so that I could focus on other stuff. This topic is about BG style random encounters. Random encounters feature was initially meant to be implemented by @White Agnus (here is a proof of concept video), but since he is missing in action, maybe someone else will be interested in working on it. I've prepared following graphic resources for random encounter areas. All with 1280x960 dimensions since that’s the size of all RE areas in BG games. https://imgur.com/a/SGRhntA As you
  15. IWD1 content items works the same as in IWD:EE (there is quite a lot item randomization done via 2da files). IWD2 is all about item randomization (at least when it comes to unique items) and that's still intact after content conversion to EE engine. I recommend looking for description how it all works in some IWD2 guides. No additional item randomization is planned for BG content (although external mod could add it, if someone would be interested in creating such mod).
  16. K4thos

    Progress

    no. edit: at least when it comes to system stuff discussed in the recent posts. IWD2 content itself has been already converted before by dradiel for classic engine (it’s part of a giant project called "World of Baldur's Gate" - only for Polish version of classic BG2).
  17. K4thos

    Progress

    I've never played NEJ, so don't know what "item upgrade" means here. You can see current descriptions of all converted IWD2 items here: there is no perspective yet (and won't be since the testing phase start depends on EEex development, and I don't want to put pressure on the author). It will be released once it's ready. thanks. I've rewritten IWD2 descriptions from scratch in order to make them more in line with EE ones, less confusing (IWD2 vanilla text is often vague, sometimes misleading, in some cases miss some existing class features). English is not my first language,
  18. K4thos

    Progress

    unless you treat paladin and monk orders, cleric deities and mage spellschool specialization as such, there are no "kits" in IWD2 (or in 3E PnP for that matter). Below is description how custom rules base classes currently work (almost completely the same as in IWD2). None of these changes affect vanilla "classic rules" characacters (and no changes to 2da files affect "custom rules" characters - those are handled via Lua tables, extremly easy to mod btw.).
  19. I don't use classic games, so can't help you with testing, but I'm interested in seeing these screenshots. Please consider reuploading them in fullsize instead of 180x100 resolution
  20. K4thos

    Progress

    I don't really know how vaiable particular class combinations are from powergaming point of view. The mod provides an option to create a character with class system that works like in IWD2 and it's up to player to make or break the character (or ignore it and still use the classic system) Quoting the readme (very much WIP, the readme file is nowhere near ready, I will need to credit Sorcerer's Place and some IWD2 gamefaqs authors, since I'm using huge portions of thier IWD2 system explanations in the readme) edit: In short, everything works like in IWD2, but the full Hit Dice adva
  21. K4thos

    Progress

    yes, you can think about it as "create your own kit". There are no silly workarounds here like dialogs or spells. Everything has been re-implemented in Lua (thanks to EEex) and the menus looks exactly the same as in IWD2 - see the example screenshots from chargen (level up screens for custom rules characters also looks like this, vanilla hardcoded/2da based chargen and levelup functionality is not used at all by these characters).
  22. K4thos

    Progress

    As you can see in the third screenshot you can select between classic and custom rules during character creation. Which means it only applies to player created characters (for example starting a new game with a party of 6, just like in IWD1 and IWD2) and mods created with IWD-in-EET in mind. Changing vanilla NPCs to follow custom rules is outside scope of this project. I'm thinking about adding a feature for something like Level1NPC mod (via toogle in options screen) which spawns new vanilla NPCs (not mod added) at level 0, so that you can create them from scratch. Nothing more since I don't r
  23. K4thos

    Progress

    nope. It's been a while since I've checked the active topics here. I will read if there were any other interesting ideas. I've been focusing on Lua side of the mod recently. Quoting myself: Here are the results of these (ongoing) efforts: https://imgur.com/a/teitafp This is not a normal GUI skin. For example whole character creation, levelling up and spellbook screen no longer use hardcoded functions. Thanks to EEex, I've re-implemented normally hardcoded functionality from scratch in Lua, in order to support 3E style multi-class system, character progression and othe
  24. I remember reading about a function/macro that can assign spells to CLAB files and append new rows if needed (only if there are no free slot in the column left). I was sure that I will find it in this topic but can't see it mentioned in the first post. If anyone knows where to get this function please post a link.
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