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Vlan

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Posts posted by Vlan

  1. Set the globals via CLUA console:

    CLUAConsole:SetGlobal("DMWWGroveRevealed","GLOBAL",1)

    CLUAConsole:SetGlobal("DMWWGrove","GLOBAL",3)

    You should get the option to visit the elven Grove when you try to leave the Pocket Plane via dialogue.

    "Return me to the elven grove in the Forest of Tethyr.

    Can't help you with the rest though, since I never managed to actually stay on a playthrough up to late ToB. lol
     

  2. 6 minutes ago, subtledoctor said:

    Adding to spells to SPELL.IDS in a way that makes them available to the player in character generation (e.g. by using Weidu's ADD_SPELL function) copies the spells to an SPWI/SPPR/SPIN/SPCL filename.  E.g. IWDification might add Sunscorch as SPPR116, making it the 16th spell at first level in the SPPR series.  This methods only works for up to 50 spells in each level - if an ADD_SPELL command would result in copying a spell to, say, SPWI451, Weidu will see that there are already 50 4th-level wizard spells, and the mod will fail.

    This shouldn't really be that much of a problem; each level in vanilla only has ~15-20 spells per level, and even relatively substantial spellpacks like IWDification only add about ~5 more to each level.  But I vaguely recall from some years ago that some of the old "megamods" add dozens and dozens of spells to each level in this manner (even though many such spells might not be needed for CharGen), and can leave no room for more modern mods that come later.

    Unfortunately some of the mods that do this are not actively maintained, so it's not very easy to fix.

    Ah nevermind then. I thought that the .IDS file itself had an entry limit. Thanks for clearing that up then.

  3. Guess that's intended.

    More importantly though, the script blocks are missing a Continue(). This could prevent the area script from executing the rest of the scripts that are below those two blocks.

  4. 45 minutes ago, Jarno Mikkola said:

    Yep, at SHSforums, here. The old BP-BGT -preface is just that, a preface. Those are not needed.

    I was talking about the new World map picture in the OP. I want to add that one to my BGT game, but cant install it because I dont have the EE of BG.

  5. Kivan, Coran and maybe Minyae from the Beaurin Legacy might be worth mentioning.

    Coran as an elf, with his usual ladykiller banter, and maybe some talks about Evandras former "home"

    Kivan as an elf, about Evandras home, and a quick mention of Deheriana

    Minyae on the search for power (tome) getting some wise suggestions from Evandra

    Something like that...

  6. They completely butchered most of the personalities from the original game, and I'd advise you to just don't play this mess that is SoD. Seriously. The BG1 NPC project NPC's are far better than anything else NPC-wise in SoD.

  7. On 6/16/2019 at 8:15 PM, Angel said:

    Baldur's Gate at the start of Siege of Dragonspear is pretty crowded with refugees, so the EE engine at least should be able to handle a few dozen people.  Dunno about the old engine though, I think that could run into some unforeseen limits.

    200+ Actors doesn't seem to bother the original either.

    I gave Waukeens Promenade like 180 extra Actors and it seems to be working fine. Not sure if it might be worse without an i5-i7. I think I will give like 30  Actors their own little patrols, with them jumping all over the place.

  8. 2 hours ago, Jarno Mikkola said:

    Yey, let's add 1000 empty rings for the player to walk around, and then give them a random walk, which will inevitably end them into the upper left corner, blocking entrances, and exits. "Fireball, anyone ?"

    It's all about immersion, you know? And you certainly dont have to give every one of them a RandomWalk block.

    Also, is there like a hard limit of actors that you can give an area? I guess that if you add like 100 additional ones to an area, the old engine might struggle a bit, won't it?

  9. Let's hope this won't be a complete goody-two shoes game with only Lawful Good/Neutral companions trying to save the world.  D:OS2 companions were fine, but I do wonder if Larian is actually able to write / create true dark characters (Neutral / Chaotic Evil) like Shar-Teel or Xzar. I am really sceptical about the complete setting and writing, when it comes to Larian. Also, let's hope that they don't fuck up the items again. The item randomization in D:OS2 was terrible.

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