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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. The area is traced in the order of the vertices. So pick a vertex and then go clockwise or counterclockwise from it.
  2. Xzar, Imoen dualed, Garrick, Jaheira, and Edwin/Branwen even before you hit the Nashkel Mines. Sub out Jaheira for Xan at the bottom of the mines/Dynaheir at the Stronghold if you insist upon five arcane casters.
  3. The answer to most questions like these is "Cam's an idiot". Thanks, it's been fixed.
  4. LOCALS are per-instance, so spawning a new version means no LOCALS carry over. If you wanted to keep it in the creature's script, this would work: IF HasItem("MINHP1",Myself) Global("TSFired","LOCALS",1) THEN RESPONSE #100 SetGlobal("test","GLOBAL",12) DestroyItem("MINHP1") // No such index END
  5. Cutscenes pause individual creature scripts, and OnCreation is only true on the script pass when they're spawned. I'd just add the destruction of the MINHP1 item to the cutscene script itself.
  6. This is a reminder to myself to add 9th level mage spells to the triple-class HLA tables with the XP cap removal tweak.
  7. Apologies @Silwiz, that whole section has some nasty bugs I need to sort out.
  8. Thank you, it's been fixed.
  9. There are also a few tucked away in the Planar Sphere.
  10. There are two parts for the fix; the first is that the lizardmen need a weapon with an animation that the animation uses--which you've done--and the second part is that the actual halberd animation is missing from the animation itself. You could try grabbing the mliz* BAM files from Fixpack and dropping them in to your override folder.
  11. So I've spent pretty much all morning reading everything that I can. Here's my tl;dr summary: The game's going to be 5e but, like BG and BG2, they're adapting the rules (with WotC's blessing) to be more CRPG friendly. It's going to be available on Google's new Stadia and for the PC (Steam and GOG already have it listed). One implication of Stadia would be that it would be difficult (impossible?) to mod. They are being fairly non-committal on gameplay questions, notably, whether it'll be turn-based or real-time with pause or whether it'll be isometric. Release would be 2020, possibly even 2021. Larian has tripled its staff to take on the project. It's set 100 years after the events of BG2
  12. Alright, something to fix for 2.6 then.
  13. EE or original? Because it's definitely this bug.
  14. Both Allow Stealth and Thieving Abilities in Heavy Armor per P&P and the Change Experience Point Cap > Remove Completely components extend bard pickpocketing (and ranger stealth) through level 50, though there is not a standalone component for it. Bards pick up an additional 5 pickpocket every level (capping at 200) and rangers pick up an additional 7 stealth per level (also capping at 200).
  15. w00t! This is great news. I didn't want to say anything earlier, but the v31 release was terrible and well below your normal standards. Almost like a semi-trained monkey did it.
  16. Weimer's Spell-50 mod does this, though it's out of date and doesn't work for the EEs.
  17. The Tweaks Anthology is a WeiDU compilation of fixes, cosmetic changes, and tweaks that will run on every Infinity Engine game, from the original Planescape:Torment, through the Icewind Dale and Baldur's Gate series, and the new Enhanced Editions of the games. The successor to BG2 Tweaks and several other tweak packs, some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Version 9 features a new component thanks to argent77, an updated Russian translation from saigon1983, and some bug fixes. Forum Download Project Page Full readme
  18. The Tweaks Anthology is a WeiDU compilation of fixes, cosmetic changes, and tweaks that will run on every Infinity Engine game, from the original Planescape:Torment, through the Icewind Dale and Baldur's Gate series, and the new Enhanced Editions of the games. The successor to BG2 Tweaks and several other tweak packs, some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Forum Download Project Page Full readme v9 Changelog Expanded armor lists for the Allow Stealth and Thieving Abilities in Heavy Armor per P&P and Allow Arcane Spellcasting in Armor components to cover new mods; also added a compatibility fix for subtledoctor's mods Updated Russian translation, courtesy of Saigon1983 Added Increase party movement speed outside combat component, courtesy of argent77 Unique Icons was assigning an IWD-icon to the Full Plate +2 that was obtainable via Wish; it will now use the same appearance as the other Full Plate +2 On EE games, Use BG Walking Speeds will now directly adjust the movement speeds of animations, rather than relying on mass creature patching Due to its increased interface size, the portrait from Female Edwina would end up letterboxed on EE games. The existing portrait has been upscaled, so while it's no longer letterboxed it may be a bit blurry. The various tweaks that add abilities to create a new item--Two-Handed Bastard Swords, Two-Handed Katanas, Two-Handed Axes, and some variants of Wear Multiple Protection Items--would not recharge after resting, contrary to the mod's claims. This is fixed.
  19. Or the adventures of Viekang bouncing through the planes.
  20. ToB capped the Bhaalspawn saga rather well. I hope we're telling another (level 1) story in the Forgotten Realms and not re-visiting the Bhaalspawn. Or at least, not the Bhaalspawn from BG/BG2.
  21. In the save file, the gam file stores global NPCs, familiar info, variables, and your journal; the sav file contains stores, areas, and the world map. Other resources should get pulled from their respective files (item, spells, projectiles, etc.)
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