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CamDawg

Gibberling Poobah
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Posts posted by CamDawg

  1. The Gibberlings Three

    Tactics, originally from Wes Weimer and a number of other authors, was a mod for the original Baldur's Gate II that added a number of difficult encounters and substantially improved AI for enemies. With Wes's permission morpheus562 has created Tactics Remix, based the original Tactics mod, that adds quite a few optional, but difficult, encounters to BG2:EE and EET aimed to make the game more challenging and rewarding.

    A first alpha, v0.1, is available in the download section. You can also learn more about the mod on its project page or readme, or join us on Discord.

  2. Spells, generally, should be the same between BG, SoD, and BG2.

    IWD runs its own spell systems so, despite the spell names being the same, it's OK if they vary--I don't think we can necessarily generalize one way or the other. (PsT is its own thing altogether.) Spells imported into IWD from the BG games generally should be the same as their BG counterparts, but even then there are exceptions. Mass Cure Lights Wounds was imported into IWD from BG, but it was modified to not work on undead and constructs like other IWD healing spells, as an example. The imported BG spell cosmetics and audio underwent a big revamp in 2.6 to better fit the IWD aesthetic as well.

    Like jmerry, Glyph lists a 12-ft radius on all games for me (which is correct). Cone of Cold probably does need to be synced as 17 or 18 feet for BG/SoD/BG2 (the actual projectile value to actual in-game feet is an estimate at best, and using the IESDP conversion sets it as 17.6 feet), but the IWD cone is indeed different (and correct) at 60 degrees, 20 feet. For Shield of the Archons, we need to verify it one way or the other.

  3. Because you're passing it a variable, you need to tell WeiDU by wrapping the variable name in tildes and giving it explicit instructions to evaluate it:

    ADD_PROJECTILE ~moonboy_mod/data/RB_BLT01.PRO~ // (Weidu stores the new projectile index in a variable with this name)
    COPY_EXISTING ~spwi925.spl~ // Comet
      LPF ALTER_SPELL_HEADER INT_VAR projectile = EVAL ~%RB_BLT01%~ END // there's that variable
    IF_EXISTS BUT_ONLY

     

  4. WeiDU.org

    The Item Upgrade mod allows Cromwell and Cespenar to upgrade additional items in BGII. One third of them are convenience functions (e.g., they save you ring or boot space), one third of them try to beef up categories of weapons that are "weak by comparison" (e.g., clubs and spears), and one third of them upgrade NPC-specific items.

    Version 50 was a fairly thorough review of the items with a particular focus on the EEs. Numerous minor discrepancies were found and fixed.

  5. Bob came to the Discord and the problem was sorted by @Angel. Basically, Bob was checking areas in his save from before installing this component. Areas are stored in the save game, so anything that modifies area files (like this component) won't show up if you've already visited the area in your saved game; it was working in the unvisited areas.

  6. It's a two-step process. For joinable NPCs the component looks at current number of pips and then tries to map the old proficencies onto the new, while counting up the 'extras'. So if an NPC had three pips in bastard swords and two pips in two-handed swords, it would keep three in large swords and count the other two as extra pips. If weapon styles are not enabled, any existing pips in weapon styles get removed and counted as extras.

    Once the mapping is done, it'll try to allocate those extra pips. First it looks up the class/kit to find limits on placement so we don't allocate the pips illegally. (It should be noted that if the NPC has existing illegal pips, these will be preserved. It's only checked when placing the extras.) It'll try to place the pips in unmaxed proficiencies--following the above example, if the NPC is allowed five pips in large swords, it'll try to use those extra pips to max large swords. However, it's an automatic process--those extra two pips from two-handed swords could end up trying to max out another unmaxed prof like axes or missiles; there are no 'preferred' placements for extra pips. If pips are still available after attempting to max out all of the existing profs, it'll select a new prof and start investing points to its max, with the weapon styles (if enabled) filled last. The only way pips are still left after all of that is if the NPC now has maxed profs in everything legal for their class/kit.

  7. Arriving a bit late, but I've always been uncomfortable with the tendency to lump scimitars in with katana/wakizashi just because they're curved. Scimitars--at least as depicted in-game--are heavier at the point, making them an effective chopping and stabbing weapon. I'd be curious if we have anyone here who's actually used a scimitar could shed a little light on this. I suspect it would be something like a rapier vs. a long sword, where they're both similar on the surface, but used in very different ways.

    However, if it has to be limited to 10, I suppose shortcuts need to be made somewhere.

  8. SP Collection v14 Released

    The mods in this collection were originally in an older, harder-to-install format until CamDawg converted them to use a WeiDU installer. Item restrictions are applied dynamically, meaning that the item restrictions for the Arcane Fist and Archer of Sylvanus kits will be implemented across all items in the game, including those added or altered by other mods. Polar Bear, Drizzt1180, and Creslyn wrote the original content.

    Version 14 fixes some bugs identified since v13, as well as some code updates and prep work for EEFP.

    Changelog

    • On EEs, the Wushi Ninja was not properly getting its thieving skills (thanks to M4RT and polyopte for reporting and fixing)
    • The Arcane Fist relies on the game's universal script to keep its proper fist equipped, but was not accounting for SoD's universal script
    • Fixes to Creslyn's Item Pack:
      • Joorg's Demise is now usable by shaman on EEs, as it is an axe
      • Numerous items had leftover kit usability flags that they shouldn't (namely Helm, Talos, Undead Hunter flags)
      • Ivory Ioun Stone shouldn't provide critical hit protection on EEs/TobEx
      • Geirthan's Plate was usable by Avengers and Archers
    • Added more integrations for the in-development EE Fixpack, specifically, the new way it handles 'curing' things such as stun, hold, and feeblemind
    • Upgraded from WeiDU's native ADD_KIT to argent77's ADD_KIT_EX function
  9. Transferring from one campaign to the next, e.g. BGEE to SoD, or SoA to ToB is seamless, and the LOCALS will be preserved. This is also true for all of EET AFAIK.

    Game-to-game is trickier, as IIRC no variables survive an export/import. For save games, some global variables do get preserved; specifically, the variables listed in varimprt.2da get transferred into BG2EE from BGEE save games.

  10. 14 hours ago, Shadowblade said:

    Yes, I could add more mods, although the plethora of mods in that Anthology doesn't really say what they do.

    As you find these, let me know, because it's either a flaw in the mod itself or poor documentation--either of which need to be addressed.

    As for stacking itself, the maximum stack is set in the item itself, a two-byte field at 0x38 in the item file. Near Infinity labels this as "maximum in stack" on the edit tab.

  11. 2 hours ago, FixTesteR said:

    Component: Avatar Morphing Script
    Component: Make Khalid a Fighter-Mage

    Are you playing on Linux? If you're using an older version of WeiDU, anything in Tweaks that relies on the AUTO_TRA feature (e.g. including these two components) will fail with error messages about not being able to find some @x reference.

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