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The Artisan

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Everything posted by The Artisan

  1. NO ONE is waiting for this. Stop putting words in our mouths. Stop trying to guilt-trip us with your made-up problem.
  2. HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA No.
  3. Ask. It’s actually just that simple. The community isn’t dead yet (actually I suspect it might even be growing slightly) and the word on good mods tend to get spread. You don’t need to know the existence of every mod out there especially if you’re just starting over again.
  4. Why are you deleting actors? Does COMPATIBILITY mean nothing to you? Do you want people to not use your mods? Are you stupid? (actually, don't answer that last one)
  5. This is actually the most garbage proposition I’ve seen in a long time. But then again, what do I expect from the genius who thinks prefixes are a mere formality.
  6. OT but can I humbly request using Sirene with her Martyr kit if it's the newest one? Everyone seems obsessed with changing her to Inquisitor that in all honestly I've more than once been selfishly tempted more than once to remove that component altogether because no one ever has said anything to be about the kit, whether it's balanced, interesting, etc.
  7. Could be that some mod has (possibly unintentionally) affected the check for the dialogue. Do you have NearInfinity? Open the dialogue file for Taerom and see if there's any differences in the triggers with this:
  8. You are so far up your own arse that you sniff your own farts and think you smell roses.
  9. Haha. F**k you. https://en.m.wikipedia.org/wiki/Dunning–Kruger_effect
  10. There are no NPC sorcerers. The AI is basically incapable of using sorcerers correctly and will simply cast the highest priority spell of each level over and over until they run out of casts.
  11. Korgan as a duergar? I'm fairly certain his interjections with the duergar merchants in the Underdark confirm that, whatever he is, he is definitely not a duergar. I think the mod implements subraces in a much more effective manner than other mods and if a bigger variety of subraces are added, it would be basically perfect.
  12. It's easier if you post the mod content so the specific code can be provided, but you can designate specific files for games by doing something like this: ACTION_IF GAME_IS ~BGEE BG2EE IWDEE~ THEN BEGIN COPY ~%MOD_FOLDER%/items/filename.itm~ OVERRIDE END
  13. Here's a premade macro (not by me, but I can't quite remember who did it) that will do the work for you. Make sure you actually have a lib folder (library, or make it whatever you want, just make sure the paths match) with the kit_strref.tpa in it or it won't work. INCLUDE ~%MOD_FOLDER%/lib/kit_strref.tpa~ LAF ~GET_KIT_STRREF~ STR_VAR kit_name = ~SHAPESHIFTER~ RET kit_strref END STRING_SET_EVALUATE kit_strref ~SHAPESHIFTER: This Druid is not called Shapeshifter because has access to a great variety of forms, but rather because of complete dedication to a single alternate form. This Druid has willingly allowed self to become infected with lycanthropy, but due to intense study and training has the ability to control affliction. The creature becomes is that of the werewolf, the most famous of the lycanthrope shape changers. Advantages: – 7th level: May Shapeshift into a normal werewolf once per day. – 13th level: May Shapeshift into a greater werewolf once per day. Disadvantages: – May not wear any armor. – No other Shapeshifting abilities due to the effort required in maintaining balance in primary forms.~ kit_strref.tpa
  14. I don't post here often for reasons, but I felt it appropriate concerning this topic that I don't think I've seen brought up before. There's obviously a soft 'incompatibility' regarding this mod and Weimer's Item Upgrades, in that while both can be installed and function together without errors, there is the natural issue of design differences with revised items having completely different effects or, in some cases, completely redesigned. For example, Item Revisions changes the Armor of the Hart, which is used as an upgrade component, to a different .itm reference, which obviously raises major issues for the unaware who may use both mods regardless of the inconsistencies. I've wanted to bring the two mods together for some time - in fact, I drafted the concepts of making the effects of the items of Item Upgrade in line with what their IR components provide. In regards to whether I should make this, however, I've been rather hesitant. I think there are those, especially those with nostalgia for Weimer's mods, who would enjoy being able to use both mods together, even if Item Upgrades is insanely overpowered and clashes with IR's design philosophy. But if I were to create some form of compatibility patch, what would be the best way to go about it? I'm inclined to make this an entirely separate mod, with dependency on both mods being installed. In case any previous or future statement by people who maintain the mod object to this, simply speak up and I'll abandon the idea altogether.
  15. I'd avoid level-scaling magic resistance because experience tables based on class is uneven unlike 3E. There's no reason a single-class drow thief should gain MR substantially faster than a fighter/mage. A flat 50% to match BG1 Viconia's seems like the right idea (her 65% in BG2 is completely silly).
  16. This definitely has the most potential out of any subrace mod I've seen just from the UI work alone. Will be keeping an eye on this. Just some critique for what I've experimented with briefly: The descriptions contain stats that I assume are directly from PnP like Bluff and Hide checks... I assume things like 'dodge' are supposed to be equivalent from AC, but I would remove the bits of information that aren't relevant in gameplay. Drow and Deep Gnomes: I'm... not fond of the RNG magic resistance. It just seems to encourage rebuilding the character over and over until you get the max amount for powergamers and seems frustrating more than anything else if you happen to get the ~40% from sheer bad luck. I'd prefer it if it were a set amount, but that's my personal tastes and not a demand. Duergar: This one's not a dealbreaker and it's actually kind of funny, but since the dwarf can go 2 Charisma minimum they'll die instantly in-game from the -2 racial penalty. I guess you could specially code it to check for 2 Charisma and drop the penalty down to -1 instead, but I assume most players won't even notice this. Ghostwise Halfling: it gets Set Traps but without any natural bonus to it, the ability will never work unless they're a thief and invest points into the skill. I know the skin/hair color changes are for immersion, but I'd like to see them made optional. Just a minor peeve. The subraces get a strange portrait icon that looks like a recolored Luck icon or something. I assume it's intentional, but it doesn't seem to have any purpose, and doesn't even display in the records. Nothing else stands out as an issue at the moment. This could become my subrace mod of choice from now on.
  17. Yes, stealing content is amazing fun!
  18. *sigh* Yes, there are new areas. But they're far from impressive and awe-inspiring. Mostly it's sections of existing maps from various IE games, parts of various maps spliced together cheaply, recolors, and areas with overlaid stock images photoshopped on top that don't even try to look convincing. The custom areas that do look unique, I recognize from elsewhere (what a surprise!) Just take a look at this abomination. This is supposed to be Waterdeep, by the way. Now, I don't mean to directly take a jab at the quality (trust me, there's plenty of actual things I could be genuinely nasty about) but this is what the 'tremendous amount of effort' defense that is used amounts to. The whole 'new regions' aspect is overhyped to all hell. New areas aren't exciting when they're just worse-looking carbon copies. If you want to see actual talent in area making, go see @Lava Del'Vortel instead. He puts us all to shame. Edit: Oh and can't forget this absolute gem found by an unfortunate player with more patience than I:
  19. I love Roxanne's (I literally almost wrote Sandrah before I knew what I was doing) tactic of trying to make everyone else look like incompetent morons. /s
  20. None of the crossmod was written with original's modder's input so, uh, stylistically... all of them? The mod is completely linear. As in, if you don't do things exactly the way as intended, things break left and right. Let me put it this way. The author deliberately hides stats to obfuscate how badly balanced many of the early items are. HAHAHAHAHAHAHA- Ahem. I challenge you to find one sentence without an error in: 1) grammar 2) punctuation 3) spelling 4) all of the above. Have fun. Let's see... the titular character has the personality of cardboard, every original NPC is OOC, the good content is largely stolen from other mods... I could make a list, but it'll probably take me several pages to do so. ERROR 404 NOT FOUND Save yourself the trouble.
  21. Those rooms have always been a scam and not efficient in the first place. A royal room gives like 4 hit points for eight times the cost. And no, I don't think this is dynamically fixable. Turn on rest until healed if it's necessary.
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