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GrimLefourbe

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Everything posted by GrimLefourbe

  1. The helm of despair is limited from paladins and good characters so lifting the paladin restriction would make it ok for blackguards in a simple way.
  2. I was going to make that same remark but he also uses the name to detect mithril etc. I think a good way to do it would be to have the characteristics extracted from the name, unless specified otherwise in a list. Doing things this way avoid having a number of items entirely unaltered by modifications supposed to be global. What do you think? I think it's easier to list the exceptions than list everything to catch the exceptions, plus it'd be less work once implemented and I don't think subtledoctor would mind too much if the process was heavily copied from Scales of balance. I'll test his revised armor system in my next playthrough to see how well it works on heavily modded installations.
  3. Hum, at the risk of being a bit too demanding from him, subtledoctor's also working on Faith and Powers alongside Grammarsalad which make huge changes to paladins with the plan "to better support non-good paladins, and to allow all to select a deity (or demon, whatever)." so maybe they've already thought about how to limit weapons in a dynamic way?
  4. Looks like Carsomyr can be used by Blackguards too though it shouldn't (I don't think it can in the unmodded game).
  5. Hum, I just looked at Scales of Balance's tpa and it would seem like it parses the name of the object to detect the type though I don't really understand the details to handle side cases. He's pretty good at this type of stuff so I'm sure his solution works. He alsos patches the item's descriptions so even if applied to a modded in item, the description stays correct. The main component indeed isn't a problem here but I think the store revision component is also affected (I detected the +1 long swords because they had different prices) and others outside of the main component. Here's the .tpa : https://github.com/subtledoctor/Scales_of_Balance/blob/master/scales_of_balance/components/100_IWO_YARAS.tpa
  6. Not sure if bug report or typo. The rod of resurrection(rods03) has "raise dead" in its description but the spell cast is Resurrection.
  7. There are, OHREAVER is one but it is only usable by blackguards and not anyone else. However, I think the 2.0 patch added an opcode to restrict items from kits. I remember some talks about how shaman can use axes and druids can't. IIRC, all axes are usable by druids and shaman both but then receive an opcode to limit their usage from druids. Again I don't know much about the details but Subtledoctor has worked a lot with kits so i'm sure he'd know the answer. Some of these items could be fixed by being unusable by good characters anyway I think.
  8. Up to now, I've found 4 items that should definitely be usable by blackguards but aren't due to the items being forbidden for all paladins. These are the Sword of Chaos +2 (SW2H16), the Helm of Despair(HELM02), the Kangaxx ring(RING39) and the Silver Sword(SW2H15). Also, the drow full plate armor(PLAT01) gives 45% physical reduction instead of 20 base + 5 for drowcraft.
  9. Strong Arm's description is incorrect. Here it is : The item does +12 dmg and not +30(thank god ) What other infos are useful for item descriptions ?
  10. There's numerous cases of items being duplicated in SoD so even basic ones like long swords +1 or shields +1 can be missed by IR. I'm trying to find as many cases during my EET gameplay so I'll bring the discussion whether EET should or not bring these items together for the modder's sake. There's also some items specifically wonky in EET due to them existing differently in both games(the ankheg plate mail from BG1 isn't modified by IR in EET). It however would be greatly improved by moving away from list based components I think. I have no idea how to do it as I'm not a modder myself but I asked subtledoctor the question on the BG forums here so if more details are wanted on how to make it work, it's probably him who needs to be asked. While I haven't tested his armor system yet to see how it works, here's what he said about his daggers which have worked for SoD items too. It's all done dynamically. So if it doesn't affect something like that, my guess would be either 1) you installed that mod after this one; or 2) that mod doesn't code the dagger properly. I'm half familar with GitHub though no practical experience(I did a project for university using it but my coworkers didn't submit anything -.-) so i'll maybe check it out after my current test run, i'm noting a bunch of things as they go. Thanks for the answer and good job on the new threads
  11. Hello, recently used items revisions for the first time during a test run of EET. I like the ideas very much. However it's kinda lacking at the moment, there are a lot of description errors and the mod isn't up to date with SoD at all. I'm however ready to help with the descriptions as I use the mod. Is there any plan to move the list based components to automatically generated ones in the way @subtledoctor does it on Scales of Balance? What is the preferred way to report these mistakes? This subforum is dead outside of this thread.
  12. Just putting this as a disclaimer for current playtesters. I encountered a bug with Afaaq and asked Argent77 on the bg forums, here's his answer : Edit : You can get the latest release from the devel branche on Github as well, it'll have the chapter fixes. https://github.com/Argent77/DjinniCompanion/tree/devel
  13. I'll test a bit later but indeed the behaviour you described is the correct one. I've never had this bug on non-EET but if it's not an EET bug it could still be included in the EET fixpack.
  14. I think you're supposed to wander in Trademeet, then see the cutscene where he beats them and then find him down the street and have the talk with him. An option in the talk includes "I just saw you fighting [...]" which means you're not supposed to be able to recruit him before the cutscene. It is part of his quest but the order in which things happen is messed up. Edit : see in this video
  15. If it makes sense and make the game look more like 1 game than 3 put together then why not? The transition SoD to BG2 is good enough for that imo.
  16. It's probably getting out of subject but I was thinking of something like having the Fist and an important figure arrive at the temple once Sarevok and his companions are dead(I don't like how the fight stops when sarevok falls) and let you loot the place then when you're done, you talk to the important figure and move on. Important figure would be the living dukes from the palace attack and if both are dead then a flaming fist officer or another duke maybe.
  17. Alright it makes sense this way, I was able to keep the sword through SoD however because it wasn't removed from my inventory so if I wasn't supposed to then it's probably a bug that will be made unimportant with an update to EET tweaks. As a personal opinion, I think the transition to SoD could use some work anyway, It felt very abrupt.
  18. Then I shouldn't be able to keep it but there's no point giving the weapon to take it back immediately, so it might as well not be on Sarevok's body unless I'm missing something.
  19. I managed to take the Sword of Chaos from Sarevok's body but it shouldn't be the case anyway since SoD states that the sword was shipped to Athkathla. I haven't tried the familiar death because I'm playing without mage. It's only the shattering then. Any ETA on the EET tweaks beta/release?
  20. Here, I lagged IRL I guess. https://www.dropbox.com/s/alddmsse1kna0yo/000000073-rasaad%20bug.7z?dl=0 Thanks.
  21. Ok Are there any other components that were majorly changed and I should uninstall ? Here's the whole EET tweaks log. ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #0 // Teleport spell: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1 // Consistent NPC appearance: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3 // Adjust total XP CAP: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #6 // Adjust XP for Traps, Spells and Lockpicking: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #7 // Adjust XP for killing creatures: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #8 // Adjust XP for quests: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #11 // Adjust FPS and fix audio skipping in cutscenes: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #12 // More bandit scalps: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #13 // Put Sword of Chaos +2 in Sarevok's inventory: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #15 // Disable item shattering for enemies: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #16 // Adjust BG1 weapon shattering: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #20 // Disable hostile reaction after charm: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #21 // Adjust familiar death consequences: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #28 // Remove junk from global scripts: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #29 // Restore TotSC textscreens: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #31 // Borderless Full Screen Worldmap: 1.3 Quick notes I made during gameplay, the "Adjust fps" isn't up to date for SoD though it works well for the rest. I also feel like the exp rewards scaling during the game kicks in too late, I was still having rewards of 10 to 100 exp for locks at over 600k exp.
  22. I have installed the followings from EET_Tweaks, which makes it even weirder. ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #15 // Disable item shattering for enemies: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #16 // Adjust BG1 weapon shattering: 1.3 Here are the 2 .itm of the armors I found afterwards(when nothing broke). https://www.dropbox.com/s/erm4weyqv26hlyu/brkitems.7z?dl=0
  23. I just killed the drow war party left of the imprisonment machine and I found a broken armor and 1 less armor than the number of drows. I reloaded before the fight, did it again and indeed there was 1 more armor on the ground and no broken one. Seems like drow armors can break due to the Iron Crisis, unless it broke due to something else that I don't know?
  24. Well, for one, we've at least got the BG2EE UI with the cool scroll bars so it's probably a question of adding it to the Dragonspear UI++ until Beamdog do it themselves. Then, if I understand correctly how it works, the UI.menu is interpreted by the engine on start and on F5 press. Since menus are named, wouldn't it be possible to place code for different parts at the end of the file? There's a chance it'll override the old one and kinda works. I feel like Dragonspear UI++ is how we'll handle it in the future though, it has a SkyUI like menu for mods and includes many different things, it could be used as an aggregate for other ui mods (install'd go by sections of the UI?). It kind of is right now too. Relating to EET, I don't think there's any rush to fix the SoD UI, it doesn't break the game and when the time comes to have Dragonspear UI++ in an EET format, it'll be "quickly" done as well to add hlas and scrolling to the base SoD EET UI.
  25. Nothing on Redmine about it, I've never had it before so I assumed it'd be related. Let's wait and see if it happens to other persons.
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