-
Posts
224 -
Joined
-
Last visited
Content Type
Forums
Events
Downloads
Gallery
Mods
News
Store
Posts posted by Prof Errata
-
-
Well, after a quick verification I've noticed I've already downloaded your mod…and thank you for your quick response.
-
mmh…I'm curious : what will be exactly this new mod Forgotten Armament you're designing ? Thank you for your response.
-
Well, does it mean we'll have a new version of Tactics Remix in a very near future ?
-
well, it's said…and thank you however for your work !
-
And well, will a new version of Tactics Remix - a beta ? - be available very soon ? Thank you by advance.
-
On 4/19/2023 at 8:14 AM, morpheus562 said:
Thank you ! Have you the intention to add more enhancements in this mod in a very near future ?
-
A little precision : Will Improved Irenicus have to put BEFORE or AFTER SCS ? Thank you for your response, and continue to develop this excellent mod in the future.
-
Well, I think the discussion is over now. Note if you must know however, the French spelling is a nightmare for the French themselves, not only for the children but for the adults too, a real science by itself…But I've something to say to you - to put an end to this pointless conversation - about my language : NEVER insult a French Canadian (from Québec) about the language of Molière, it's the best manner to take a clout…
NB: we have no problems to understand French of Belgium and Switzerland, and personally I'm very happy to know that the famous Belgian humorist Laura Laune - my favorite one - have sung an horrible - and hilarious ! - song about France…
-
Well my dear f(r)iend, I think we can forget these sharp remarks now if you want, the G3 community will appreciate that. À vous de voir donc…
-
At least Bartimaeus you've an approximative knowledge of French…the exact spelling is "déjà vu" (already seen)…
No hard feelings…
-
Well there are 189 arcane spells available in SR V4.19RC1 (from Levels 1 to 9, without the L10 included), and it seems as you say it's the definitive list. I've pointed all the spells present in BG2EE (level by level, the Sorcerer class is very useful for this careful work), and I hope we'll have a SR V4 very soon. For V5 wait and see…
I hope nevertheless that the .tra files EN/FR will be homogenized by the way when we'll have SRV4 here in G3, the present ones create confusion… -
Dear Doctor, thank you for your quick response (NB : ignore the quote, it's a little error from my part…), So what I need to know in fact if the number - and the types - of SR arcane spells could be modified yet - one more one less here and there ? - by the modders of this section before the final release (soon ?), even if we have now a release candidate available now; note that I use NearInfinity for my mods, of course I can point without problems the arcane spell scrolls available in SR in the game one by one and add in my store (Kaya will be available in English for anglophone players). Spell Revisions will be the only spell mod I'll install for my games.
-
On 10/20/2022 at 3:28 AM, subtledoctor said:
Well, I've to say I'm very happy to know that now Spell Revisions will be definitively released - before the end of the year I hope ? - but I need to have some precisions, because I'm trying to modify now my own mod Kaya - who will sell all the arcane spell scrolls available in BG2ToB/BG2EE games - with the new list of arcane spells of SR by the way :
- Is the number of arcane spells in SR v4.19RC1 - 189 spells in total, not Wild Mage spells included - definitive ? For example, I've noted that : @870=~Monster Summoning IX~ - an arcane level 9 spell - isn't at all in the list of spells available for a mage and a sorcerer…and too : @872=~Unholy Fireball~, is it a new spell not yet implemented ?
- There are anomalies in the list of arcane spells (French & English .tras) here and there : @563=~Dimension Jump~, Level 1 spell is in the Level 4 Spells section ; @565=~Mestil's Acid Sheath~, Level 5 spell is in the Level 4 Spells section ; @705=~Summon Nishruu~, Level 7 spell is in the Level 6 Spells section…there are others…I hope that these lines will be corrected in the final version of Spell Revisions, because it seems a bit disorderly. It's after having installed SR v4.19RC1 on a fresh BG2EE 2.6.6.0 game and pointed all the arcane spells available (by creating a sorcerer in ToB and after by giving him in addition +500 000 XP with the CLUA Console) that I've noted these details.
Voilà, I hope to have answers to my questions, and thank you for all your efforts.
NB for Mickabouille : merci l'ami de te dévouer pour la VF de SR, je suis de près tes interventions. -
As usual Jarno, you have the knack to tell the things…But I have to precise that I have BG2ToB in my head, because the French version of BG2EE v2.6 is unusable as it is…
-
Thank you for your quick response Cam, well is it possible that you could implement the new lines in the mod please, for BG2ToB-BG2EE ? Giving the fact that cdtweaks isn't definitive yet and I thin'k it'll be more practical for the players.
-
Well, I've made recently a little mod (with the precious help of Gwendolyne) that allows Edwin and Nalia to remove now their personal items (the Nalia's signet ring and the Edwin's amulet). It works well, but someone have noted to me that anyone could by now use these 2 items, yet it seems logical indeed that only characters with the following features could use them :
Nalia's ring : Human, INT 17+, mage (any) or thief/mage (dual class in this case)
Edwin's amulet : Human, INT 18, mage conjurer
I would be happy if a modder who knows well the IE coding could add the necessary lines for this in the mod. Thank you by advance.
-
Well, for me the WeiDU syntax is chinese…so is it possible to give me the exact lines of code please ? Thank you by advance.
-
Thank you for your quick response, Angel. So I've modified the 2° line of code according your suggestion in my tp2 and tried to install my mod in BG2EE, and it doesn't work too. I think it's here a little detail of coding, but I don't know what it is exactly…Here the line for the installation of the amulet and the Debug, so I hope that someone - you Angel perhaps - could solve this problem effectively. Thank you by advance.
// Amulette Edwin
BEGIN @10040
ACTION_IF FILE_EXISTS_IN_GAME "item_use.2da"
COPY_EXISTING ~item_use.2da~ ~override~
COUNT_2DA_COLS num_col
READ_2DA_ENTRIES_NOW file num_col
FOR (r = 0 ; r < file ; ++r) BEGIN
READ_2DA_ENTRY_FORMER file r 0 label
PATCH_IF ("%label%" STR_EQ "MISC89") BEGIN
/*CONTROL DEBUG pendant le développement
FOR (c = 0 ; c < num_col ; ++c) BEGIN
READ_2DA_ENTRY_FORMER file r c nb
PATCH_PRINT "item_use.2da : %label% - r%r% - c%c% = %nb%"
END*/
SET_2DA_ENTRY_LATER file_out r 3 ~2~
SET_2DA_ENTRY_LATER file_out r 2 ~-1~
SET_2DA_ENTRIES_NOW file_out num_col
END
END
PRETTY_PRINT_2DA
BUT_ONLYEND ELSE BEGIN
FAIL ~Ce composant necessite BG2EE/EET.~
END
-
Well, believe me I need really of help for my mod Kaya, I don't know at all what is the origin of this annoying bug which prevents the install of my mod. And I need too to be helped in order to allow that the Nalia's ring being removable, like the Edwin's amulet, and I have the intention to ugrade these 2 items in the near future in a new mod. Here the last version of my mod, with the Debug file. Lava and Mike, if you read me…Thank you by advance.
-
Well, I need an help again : I'm unable to load the possibility to make the Edwin's amulet removable in my mod Kaya (cf my recent post - Kaya_v4aEE.rar) for BG2EE 2.6.6.0, after having put the following lines in the dialog.tra (French & English):
@10040 = ~Rendre l amulette d Edwin retirable (pour BG2EE/EET)?~
@10040 = ~Make Edwin's amulet droppable (for BG2EE/EET) ?~
and I need that the mod works in order to upgrade it for my 3° mod (Artemus Jansen Extraordinaire Smith). Here the .tp2 and the Debug files. and I think it's perhaps only a little problem of coding. So Lava - and the others modders who read me too - if you are here, yours skills would be very useful. I need too to obtain the lines of code in the tp2 in order to make the Nalia's ring removable too; here the lines added in the dialog.tra:
@10050 = ~Rendre l anneau de Nalia retirable (pour BG2EE/EET)?~
@10050 = ~Make Nalia's ring droppable (for BG2EE/EET) ?~
Thank you by advance.
-
Well, I need an help again : I'm unable to load the possibility to make the Edwin's amulet removable in my mod Kaya (cf my recent post - Kaya_v4aEE.rar) for BG2EE 2.6.6.0, after having put the following lines in the dialog.tra (French & English):
@10040 = ~Rendre l amulette d Edwin retirable (pour BG2EE/EET)?~
@10040 = ~Make Edwin's amulet droppable (for BG2EE/EET) ?~
and I need that the mod works in order to upgrade it for my 3° mod (Artemus Jansen Extraordinaire Smith). Here the .tp2 and the Debug files. and I think it's perhaps only a little problem of coding. So Lava - and the others modders who read me too - if you are here, yours skills would be very useful. Thank you by advance.
-
Well, here the last version of my mod, I've modified lightly the Amulet of Mystra, now it provides Cleansing Aura and is for the spell casters - divine & arcane - only. Enjoy ! I'll play an IWDEE 2.6 session with it soon.
Thank you for your help, Lava, and I hope that you'll succeed to create other mods of quality for the IE games in the future. And perhaps one day I'll encounter you in "flesh and bones", having known odd coincidences until now in my life.
PS: do you work for the software industry? This could explain that…
PPS: the BG2EE v2.6 French localization is horrible…
-
Well, now it's done, I've been able to finalize at last my mod Kaya, having added the whole arcane scrolls for IWDEE to her shop (NB: the listing of the arcane scrolls in IWDEE have been made for no good reason, I've learned it at my expense…). Now I need a last overhaul: is it possible if you have the time to see carefully the files of my mod - the version Kaya_4EE here - and verify if all is OK ? Take your time, I 'mnot in a hurry. And well, don't forget to read the readme : you are free like all the interested modders by my work to use it wholly or partially without to request my permission.
And well I've a personal question for you, Lava: how do you find not only the time, but too the inspiration, the original scenarios and all the dialogues of yours mods ? And above all, how do you learned so well the essential programming talents in Infinity Engine ? All yours mods until now have a professional quality. If I was the Beamdog staff, I would hire you without hesitation…(for a IWD3 game ?).
-
well, it works ! thank you very much, Lava, for your precious help.! Now I can go on. Ouf !
Atweaks and SCS - any particular issue I should be aware of?
in Sword Coast Stratagems
Posted
Well, you have already made a good work thereon every two, now is it possible, if you could, to specify exactly what are the aTweaks v453 components fully incompatible with SCS ? Because this mod has a lot of options. Thank you by advance.