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Celissa

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About Celissa

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    Angel with Bloodied Wings
  • Birthday 01/06/1979

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    Male
  • Location
    Alexandria, VA

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    Lady.Celissa
  1. Heh, I *am* a native English speaker and would still have someone comb my work for ways it could be improved. To my mind, it's always good to get another set of eyes looking over a project, whether that project is a story, a mod, a novel..whatever. A fresh perspective often picks up on details that the original author overlooks, simply because it's damned hard to critique your own work. Just my two cents.
  2. Thank you for all your hard work on this, Domi! I'm very much looking forward to playing through the mod. Congratulations on an excellent piece of work!
  3. Celissa

    Help wanted!

    Eek! Sorry to have been a pain in the butt.
  4. You would have to look up the spell effects for immunity to fear and casting fear and assign those in your CLAB file. The immunity would be done using AP_whatever spell number at level 1, and the ability to cast fear would also be assigned by the CLAB every level using GA_whatever THAT spell number is.
  5. Celissa

    IDEA

    I'm not sure, but it looks like you have your script block (the .baf part) in your TP2 file? If so, that's part of it. The .baf file should be a seperate one, not part of the TP2. just stick the .baf in your VondoTheNPC directory. Also, did you write the Vondo.d and Vondop.d bits as well?
  6. And should I end up having to copy it, and if I ever release the above alluded to project, Cam will be fully credited for that bit of fancy scripting.
  7. Both PPG and G3 have an excellent set of tutorials on getting started with the whole modding thing. The WeiDU readme itself is also full of information and examples of how things work. Personally, I find reading code written in .d format to be an excellent way to learn. Download some of the many well-done mods and just look through the files to get a feel for it.
  8. Yep, BigRob, that was exactly what I had in mind if I have to resort to exoticly scary scripting business. So good to have good code to copy..I mean, review!
  9. Problem is that kensai can't use bracers and such, which I don't want to restrict. Insofar as I know, it's only kensai, shapeshifters, mages and monks that have the no armor restriction, with the kensai's being the worst. Adding in either a shapeshifter or mage unusability code would, unless I'm mistaken, add in weapon restrictions too. I'm not 100% certain exactly how all that works, even after reading through the tutorials. Oh well, it's something I can puzzle through.
  10. Celissa

    Reagents?

    Hmm, I could deal with that problem, really, and I do like the idea of taking a reagent for the spell. It's a special ability anyway, not something half the party would be casting. Thanks for the advice!
  11. Dang, that's too bad. Guess I'll just go with one of the thief kits, since those are more or less the weapons I want to be able to access, and just see about figuring out some funky scripting to disable the use of armor. Thanks anyway.
  12. Celissa

    Corneil

    Well, when I've used WeiDU to pull dialogue files out of the game for my review, I typically have WeiDU in its own folder along with my other modding tools, not in with the game. Usually, I'd just type weidu corneil.dlg and hit enter there. WeiDU automatically pulls out whatever file I wanted and spits out the .d into the folder that weidu.exe is in. I hope that makes sense. I'm a bit tired at the moment.
  13. Thanks so much, Avenger! So in theory, that might mean that so long as the character I want this kit for is human and lawful, I've a shot at going with the monk unusable flag? Hoping so, anyway. Back to digging through the IESDP, then. Just wish I knew more about what I was talking about so I knew what to look for. Heh. Oh well, a little more reading won't hurt one bit.
  14. Celissa

    Valentines!

    I might as well jump in and add just how much I, too, am looking forward to getting my hands..err, my PC's hands..on Aklon. What I've seen thus far has been rather tantalizing indeed.
  15. Any idea what file I'd need to look through to find the monk's unusability value, or alternately, just what the dang thing is? In short, I have a kit in mind for which the monk's armor and weapon usablity restrictions would be pretty much exactly what I have in mind, yet I can't find the value. It's obviously not in KITLIST.2da (unless I really *am* completely blind) and I'm not sure where the unusability values for the unkittable or unkitted classes are. Again, I apologize if this is rather a silly question.
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