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Posts posted by agb1
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Perhaps Obscuring Mist should give a large bonus to hide in shadows only. (I know it's the average of these skills that determines the result, but let's be "realistic" about it.)
I agree that Silence 15' should give a bonus to Move Silently.
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Currently no, because the portraits are too small.
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Gerri's BGT NPC Portraits (aka NSCPortraits) is the mod that adds portraits to TGC1e.
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This is the list of files that should be in the BGEE\scripts folder (not including any additional files added by mods):
09/18/2014 03:07 PM 1,528 aGen.BS
09/18/2014 03:07 PM 894 apass.BS09/18/2014 03:07 PM 2,225 arang.BS09/18/2014 03:07 PM 3,911 bard0.BS09/18/2014 03:07 PM 1,034 cautious.BS09/18/2014 03:07 PM 5,697 cleric0.BS09/18/2014 03:07 PM 7,113 cleric1.BS09/18/2014 03:07 PM 7,681 cleric2.BS09/18/2014 03:07 PM 10,991 cleric3.BS09/18/2014 03:07 PM 6,630 cleric4.BS09/18/2014 03:07 PM 4,947 control.BS09/18/2014 03:07 PM 1,586 default.BS09/18/2014 03:07 PM 1,866 fighter1.BS09/18/2014 03:07 PM 2,126 fighter2.BS09/18/2014 03:07 PM 776 fighter3.BS09/18/2014 03:07 PM 2,284 fighter4.BS09/18/2014 03:07 PM 13,318 mage1.BS09/18/2014 03:07 PM 17,117 mage2.BS09/18/2014 03:07 PM 896 mage3.BS09/18/2014 03:07 PM 11,577 mage4.BS09/18/2014 03:07 PM 6 none.BS09/18/2014 03:07 PM 5,230 ohfight1.BS09/18/2014 03:07 PM 3,812 thief0.BS09/18/2014 03:07 PM 980 thief1.BS09/18/2014 03:07 PM 2,368 thief2.BS09/18/2014 03:07 PM 2,168 thief3.BS09/18/2014 03:07 PM 2,168 thief4.BS -
Paths in WeiDU are always given relative to the game folder, not the mod folder.
The scripts/ folder is present on a clean BGEE install. I'm baffled that you do not have it, but that seems to be why you got this error.
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Does the scripts folder exist in game folder?
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The first error was "failed to open target" for COPY ~override/0dw#gen.bcs~ ~scripts/0dw#gen.bs~
I am guessing here:
1. No scripts folder found?
2. Permission error creating a file in that directory
Is the game installed in Program Files?
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Uto, yes, that double slash looks suspicious. We need to figure out where that came from. You can do a file search for 0dw#gen.bcs first...
If that isn't conclusive, edit stratagems\setup-stratagems.tp2, add the word MODDER on a separate line at the top of the file, save and close, then re-try the SCS general AI component install. It will log a lot more information... After it fails again, upload setup-stratagems.debug.
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Yes, of course EET also. Thank you!
Progress so far: https://github.com/BiGWorldProject/FishingForTrouble/releases/tag/v3.1-pre-release
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Sounds quite promising. As of today, Yovaneth also has given me permission to port Fishing for Trouble for EE. I will start on that over the next few days. Anyone who wishes to help is of course more than welcome.
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Would there be a downside to adding more actions to INSTANT.IDS as another way to avoid unintended delays?
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jjstraka34 - please attach your weidu.log
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This version of BGGO has been added to BWS as an alternative for BGT installs and is also available for EET installs (although EET installs are still disabled unless you modify Include\Misc-GUI.au3 and change $HideEET to 0).
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I was hoping it wouldn't require extra effort. It certainly would be nice to have the latest improvements for non-EE too.
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Would this new version also work for BGT?
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Wouldn't the alignment of the deity invoked by (un)holy word have some bearing on the effects of that invocation?
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Looking pretty reasonable. I am still looking to mod an oldschool version of runescape. I will keep experimenting.
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Order does matter, but not for EET compatibility, just for final state of the game. I think you should follow the same order you would for BGT.
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K4thos, congratulations on the new forum. I plan to update BWS this weekend to install the EET mods that are currently available. Have you considered using patching for the BG2 mods instead of replacement files, as is done by the BiG World Fixpack?
Edit: I see you answered this already. Please disregard.
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I like the idea of differentiating the spells like that.
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Is it possible to selectively allow multiple creatures to stand in the same place, so a TS affected creature could "walk through" an illusory creature?
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Installing [The Gibberlings Three Anniversary Mod] [v9][G3Anniversary/compile/g3mrsgtu.baf] PARSE ERROR at line 9 column 1-19Near Text: )[Face] argument [G3Drini] not found in [DIR.IDS]Maybe use FaceObject([PC]) instead of Face("G3Drini")?IFGlobal("G3DriniFlees","G3G12A",1)THENRESPONSE #100DestroyItem("minhp1")SetInterrupt(FALSE)Face(0)Wait(1)Face("G3Drini")DisplayStringHead(Myself,@188)MoveToPoint([475.944])DestroySelf()END
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It works for original engine. Install errors on EE.
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The author of NPC Kitpack (Idobek) was last active over a year ago on these forums. The readme states it may not be compiled or redistributed in any form without the author's consent. I read that to mean incorporating components of NPC Kit Pack into NPC_EE would require the author's permission.
You could try sending Idobek a PM.
SR V4 Open Beta (last update 25 October 2018)
in Spell Revisions
Posted
Silence is an illusion, so it acts only on the minds of the creatures present at the time of casting. Obscuring Mist is a conjuration, so it is a physical thing that has a persistent effect on the space where it was cast until it dissipates. I don't see any inconsistency here.