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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. This mod adds many options to those who use thieves and bards in Baldur's Gate: Enhanced Edition, Baldur's Gate II: Enhanced Edition, BG2: Shadows of Amn (with or without the expansion pack Throne of Bhaal), Icewind Dale: Enhanced Edition, and with the mod conversions Enhanced Edition Trilogy, Baldur's Gate Trilogy, and Baldur's Gate Tutu. Version 15 fixes a few minor bugs from the previous release. Learn more about the mod View the Readme Download v17 Changelog Big thanks to TotoR, who sent along fixes for the following: Bardic Leathers are magical armor and, as such, should be restricted from being worn with Protection Rings/Amulets/Cloaks Due to a bad copy-paste, the starting equipment for these kits in ToB was default paladin equipment The Soulknife's Mind Blade was doing one more damage than it should The Shadowdancer's Shadow had access to abilities (e.g. backstabbing, other thieving skills) that it shouldn't The Polish translation was borked, but Roberciiik sent along a fix The AC of the Shadowdancer's Shadow was incorect at higher levels The mod could fail to install if re-installed during a WeiDU stack operation, e.g. if it ended being re-installed because the player was removing or re-installing a mod installed prior to it in the mod stack
  2. From Caedwyr: Something that bothered me from the first time I played Baldur's Gate II was the weakness of many of the creatures. Among these were the elemental princes, the devas and planetars, and the various demons and devils. In Pen and Paper AD&D these are powerful and scary enemies if you get on their wrong sides. In Baldur's Gate II, they were minor obstacles to be plowed over by the Bhaalspawn and his/her party. What I have done in this mod is to modify the Devas and Planetars that are summoned by the player so they gain most of their Monster Manual abilities and stats. I have taken some small liberties in how I adapted some of these abilities. Since the devas and planetars that are summoned are level 25 creatures and the monster manual lists them as much lower level creatures, I have chosen a class for each of the creatures and increased their statistics according to their class. Version 10 fixes the borked Polish translation (thanks @Roberciiik) along side some fixes and compatibility updates from @TotoR and other minor fixes. Project Page Download View the Readme Discord v10 changelog Big thanks to TotoR, who sent along fixes for the following: The animation component was not properly checking for the main component due to a typo; this meant some changes were not being made Fixed conflicts with the Spell Revisions and Item Revisions mods New icon for Improved Invisibility and Protection From Good 40' (the latter used with permission from Divine Remix) The Polish translation was borked, but Roberciiik sent along a fix Fixed a bug where the mod could choke on EE games with a modified Seven Eyes table "The Winged" from Black Pits II was not being updated with the new planetar animations
  3. Well, that's embarrassing. v6 is up to fix this. On the upside, it gives me an opportunity to rectify an error with the v5 announcement: the primary reason for v5 was to fix a bug with the Polish translation being borked. Big thanks to@Roberciiik for the fix!
  4. Also updated the spoiler post with the mechanics of the new component.
  5. Version 5 is available; see the OP in this thread: Added the Exploring Areas Provides Lore Bonuses component Thanks to Cahir (Polish) and paladin84 (Russian) for the translation updates for the new component Fixed a bug where the custom values set by players in customize.tpa could be ignored by the mod
  6. I've got v5 of Lore From Learning ready to go, but I've added a new component and have a handful of new lines needed for translation: @5000 = ~Exploring Areas Provides Lore Bonuses~ and @5001 = ~Your travel has earned you a lore bonus.~ @5002 = ~Further travelling has earned you an additional lore bonus.~ @5003 = ~Your extensive travels have earned you a lore bonus.~
  7. You don't get the option to send them to an inn when you dismiss them; you can only have them wait in place. You then talk to them again, which is where you get the option to send them to an inn. An inn will only be available if you've visited, e.g. Jovial Juggler becomes an option after you visit Beregost, and that you're not somewhere where travel makes no sense, like Balduran's Isle.
  8. No. There's an amazing range of dialogue commands--remember what the D in WeiDU stands for and how the tool got started--that you put into a d file and COMPILE. For example, here's The Calling's dialogue changes in mage.d, and the tp2 bits to compile it. WeiDU's got a massive section explaining the basics of dialogues and the d commands available.
  9. One alternative you could do for Egenia instead of the above is this d code: EXTEND_BOTTOM DEGENIA 0 IF ~~ THEN DO ~GiveItemCreate("_TWAND02",LastTalkedToBy,30,0,0)~ GOTO EgeniaReward END APPEND DEGENIA IF ~~ THEN BEGIN EgeniaReward SAY @1005 COPY_TRANS 0 END END We're extending the bottom of state 0 with a new transition. Since it sits at the bottom it gets checked first, meaning it always gets followed and bypasses any existing replies and transitions. We add our action there and send it to our new state, EgeniaReward. This state is created in the following append with our new line, @1005. In this case, Egenia's opening line remains intact, so @1005 is now a followup and likely needs to be changed a bit. Once she says her new line, we COPY_TRANS 0, which copies over all of the existing transitions from state 0, like the PC's normal reply and flow into the rest of her dialogue.
  10. For replacing a line of dialogue, STRING_SET is certainly one way to do it, and probably the best option here. There's no need to decompile-and-patch dlg files when WeiDU has a whole suite of dialogue-specific editing commands. ADD_TRANS_ACTION is made for exactly this: ADD_TRANS_ACTION DEGENIA BEGIN 0 END BEGIN END ~GiveItemCreate("_TWAND02",LastTalkedToBy,30,0,0)~ Toss this in a d file and compile it in the tp2. edit: The first BEGIN END combo targets the state (in this case 0) and the second BEGIN END the transition. By leaving the second blank, we add the new action to all transitions off state 0, which covers our bases in case another mod has added a transition here--for, say, an NPC interjection.
  11. This was a simple mistake on my part--the mod calculates several additional stats for its scripting, but was doing these calculations prior to loading the custom ones set by the player. This is fixed for the next version.
  12. At a cursory look it's got the normal EET code checks, so I'd say yes.
  13. Which game specifically are you playing, and which components? Are any other French players experiencing similar problems?
  14. This has been added, with a caveat: you can't separate them in the opening SoD dungeon. After that, yes.
  15. I've checked Apsel, Edion, and Damien's dialogues--all of the interjections only fire once. This sounds like you've somehow managed to install the mod twice.
  16. Cheers, first post is updated with v23 to fix this.
  17. This looks like an oversight on my part and is corrected for the next version. Originally the component didn't touch EET and BGT since they both added a lot of code to shepherd the transition between the BG and BG2 content. However, this was resolved and should have been enabled for both versions of the component. The silly/non-silly use the same base code to match-and-replace, differing only in what they insert in place of the removed bits of cutscene. If silly works, non-silly works as well.
  18. The resting issue is fixed. For Oswald, I'm unable to repro--his store gets adjusted properly AFAICT. Is there a particular item that wasn't working? Was this from a game where you had already visited his store?
  19. This may be due to a bad assumption on my part. The ammo stacking component (and all of the other stacking components) filter to the targeted items and then basically make two checks: is the item already stackable and, if so, is the selected stack size larger than the current one. IFF both of these conditions are met will it make the change. I'm assuming you're on the EEs, where e.g. the default arrow stack is 80: the component sees the current stack size is larger and therefore doesn't make any changes. I've always thought that folks would never want to downsize the stack sizes but, given that some players may want oBG or oBG2 behavior, this may not be an accurate assumption. I'd appreciate any feedback on this from you, or anyone else.
  20. The Randomized Treasure (mix up items with similar costs) component from Weimer's EoU seems to corrupt item indices, which means any all-item tweak could potentially fail. Since it's a randomized component, which specific item fails will shift each time--the first time it failed on 00ax1h04, and (after re-randomizing) it failed on 00amul15. There's not really a lot I can do from my end.
  21. I've changed this to match either for the next version.
  22. Tweaks will now skip this component if TnT's version is installed.
  23. G3 is pleased to announce the next chapter of @jmaeq's NPC mod, Zakrion. This Baldur's Gate II: Shadows of Amn and Throne of Bhaal mod continues Zakrion's story from Baldur's Gate I. Zakrion is a True Neutral Human Duelist (kit from Sword and Fist), and he can be found after the pirate encounter in the Sea's Bounty Tavern. The mod includes custom portraits, voicing, and a soundtrack, player-initiated dialogues, items, quests, a friendship track, two romance paths with a Female Human, Elf, Half-Elf, or Halfling PC, and numerous banters and interjections. You can also learn about the original Zakrion mod for BG. Download Project Page Readme Forums
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