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Vlan

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Posts posted by Vlan

  1. Hello there,

    am using BG2 Vanilla and I am trying to add new portrait icons to my installation for spells which I created, but have a  very strange problem which prevents me from doing so.

    So far I know that STATEDESC.2DA, STATES.BAM, and STATES2.BAM are responsible for Portrait icons showing up ingame. So far so good. 

    STATEDESC.2DA has 190 entries.

    STATES.BAM (for portrait icons ingame) and STATES2.BAM (portrait icons in the character sheet) have 254 cycles.

    Now, the weird thing is, that STATES.BAM starts at the 64 cycle (Dire charm portrait icon) which would be entry 0 in the STATEDESC.2DA, whereas cycles 0-63 are empty, which means that the bam has reached its max amount of portrait icons if you add up the alraedy existing 190 (64+190) portrait icons. I tried moving the first 63 cycles to the end, but this did not work. I could rearrange all the entries in the STATEDESC.2DA by adding 63 new entries at the start, though I have no idea if this work PLUS even if it would work, I probably would have to check every "Display Portrait Icon" effect in each spell in the game, and change the value to the new one. VERY BAD. 

    So, I obviously have questions.

    Why does it start at the 64th cycle, and not on the first one (leaving me more space for new portrait icons for spells)? Is there a way to tell the game that STATDESC.2DA entry 0 should also be cycle 0 in the STATES.BAM?

    Or do I have to use weidu scripting to automate the process? I am pretty sure that some older mods also add new display icons to the game, but I have not found one yet.

    HELP WOULD BE MUCH APPRECIATED.  

     

     

  2. Hello there,

    short question, what are the most balanced class kit mods out there in your opinion? I usually just play vanilla classes in BGT,  but kinda grow bored of it, but I don't wanna get bored the other way either by playing a completely overpowered class halfway through BGT.

    So, any suggestions? :)

  3. Hello there,

     short question about how the game processes a script:

    Example:

    Quote

    IF
        Global("O#QuentinRE1","GLOBAL",1)
        OR(4)
            Time(20)
            Time(21)
            Time(22)
            Time(23)
    THEN
        RESPONSE #100
            Activate("O#Quent")
            Continue()
    END

    If the Global Global("O#QuentinRE1","GLOBAL",1) is 1 and if the time of the day is 20,21,22 or 23, does the area script constantly tries to Activate the creature in the script, or does the "Activate(Object)" variable sets a hidden value so that the script does only run once, until another script might deactivate (not shown here) him again?

  4. Guess that the "Global("fin_balth_checkpoint_passed","GLOBAL",1)" variable isn't set to 1 then.

    But I can't help you with this, because I am using an older version of Ascension / Wheels of Prophecy, and I have different varibles that regulate the spawn. Nor do I know where exactly one of the mods is setting it to 1. You have to ask one of the creators about it.

    Sorry.

     

  5. Seems like that there is still a script in front of the script which should trigger a dialogue with you when you come close to Pocket Plane exit.

    Try this

    CLUAConsole:CreateCreature("PPGuy01")

    and wait one or two seconds. You should get a dialogue.

     

     

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