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a.greene

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Posts posted by a.greene

  1. On 2/17/2024 at 12:58 PM, CamDawg said:

    Ages ago I coded Tracking to be a level one, at-will innate for IWDification. I didn't release it as there's only tracking info for ToB areas--having a ton of "no info" as you wander around BG and SoA seemed fairly pointless. It will be in the next IWDification release since @Lava wrote up a ton of nice, IWD-style tracking blurbs for all of the BG areas.

    Any idea when an IWDification update will be released, I'm excited at the prospect of this addition!

  2. Would it be possible to build the following IWD2 kit?

    MERCENARY: Mercenaries are soldiers who sell their services to the highest bidder. Traveling great distances in harsh conditions for coin and fame, the mercenary is a man or woman who must master a variety of weapons and styles to satisfy his or her employer's needs.

    Advantages:

    * Two extra proficiency slots at 1st level.

    * One extra proficiency slot at 6th level.

    * Carry weight increased by 50%.

    Disadvantages:

    * Unable to start with Weapon Specialization.

    * Unable to achieve Grand Mastery in a weapon.

  3. 3 minutes ago, jmerry said:

    While you might be able to add the skills without too much trouble, adding the ability to use them requires modifying the executable (i.e EEEx) and is not otherwise accessible to ordinary modding.

    Thank you, I have been following the EEex project and unfortunately that is well above my skills or abilities. 

  4.  

    Hypothetically, if I wanted to prevent a particular race (Dwarves) from using a particular kit (berserker) is this the best way to do it? Or is there a better way?

    COPY_EXISTING ~K_F_D.2DA~ ~override~
      COUNT_2DA_ROWS ~2~ "rows"
      FOR (index = 1 ; index < rows ; index = index + 1) BEGIN
        READ_2DA_ENTRY index 1 2 "kit"
        PATCH_IF ("%kit%" = 1) BEGIN
          REMOVE_2DA_ROW 4 1
        END
      END
      BUT_ONLY_IF_IT_CHANGES
                                   

    Thank you in advance.

  5.  

    ERROR Installing [Introduce new races and subraces], rolling back to previous state
    [weidu_external/backup/dw_talents/20000/UNSETSTR.20000] SET_STRING uninstall info not found
    Will uninstall  11 files for [dw_talents.tp2] component 20000.
      Restoring backed-up [weidu_external/backup/dw_talents/20000/splprot.2da]
    weidu_external/backup/dw_talents/20000/splprot.2da copied to override/splprot.2da, 20824 bytes
      Restoring backed-up [weidu_external/backup/dw_talents/20000/statdesc.2da]
    weidu_external/backup/dw_talents/20000/statdesc.2da copied to override/statdesc.2da, 6455 bytes
    Uninstalled     11 files for [dw_talents.tp2] component 20000.
    Unable to Unlink [weidu_external/backup/dw_talents/20000/READLN.20000]: Unix.Unix_error(Unix.ENOENT, "unlink", "weidu_external/backup/dw_talents/20000/READLN.20000")
    Unable to Unlink [weidu_external/backup/dw_talents/20000/READLN.20000.TEXT]: Unix.Unix_error(Unix.ENOENT, "unlink", "weidu_external/backup/dw_talents/20000/READLN.20000.TEXT")
    DW_TALENTS.TP2  0 90000 Installed
    ERROR: Failure("CREATE: the resource reference \"%spl_light_sensitivity%\" is longer than 8 characters")
    Please make a backup of the file: logs/dw_talents.debug and look for support at: DavidW
    Using Language [English]
    [English] has 1 top-level TRA files
    [dw_talents/lang/english/setup.tra] has 170 translation strings

    Brilliant idea, would you be able to assist me in installing this mod as there appears to be a resources reference error?

  6. I'm looking for the forums opinion, which of these innate abilities would be most useful, but not broken?

    1. May cause fear at will

    FEAR: All enemies within visual range of the character are shaken and suffer -2 penalty to morale, saving throws and THAC0 for 1 turn (Save vs. Paralyzation negates).

    2. May cause fear once per day

    FEAR: All enemies within visual range of the character are shaken and suffer -2 penalty to morale, saving throws and THAC0 for 1 turn.

    3. May cause fear at will

    FEAR: All enemies within visual range of the character are shaken and suffer a -4 penalty to morale.

    4. May cause fear once per day

    FEAR: All enemies within visual range of the character are shaken and suffer a -4 penalty to morale.

    5. May cause fear one per day

    FEAR: All enemies within visual range of the character are shaken and suffer ill effects based on the character's level.

    •  6th - All enemies suffer -2 penalty to morale, to hit and damage rolls, and saving throws for 1 turn.
    •  12th - All enemies suffer -3 penalty to morale, to hit and damage rolls, and saving throws for 1 turn.
    •  18th - All enemies suffer -4 penalty to morale, to hit and damage rolls, and saving throws for 1 turn.
  7. I'm trying to build an innate ability that increases a characters strength score to 18/00 and all enemies within 30-ft are stunned for two rounds (Save vs. Paralyzation negates).

    I seem to be able to trigger either increasing the characters strength score to 18/00 or stunning all enemies within 30-ft but I can't see to have one spell do both.

    While I'm sure the answer is simple, although I'm struggling, any assistance would be appreciated.

  8. Hi,

    Two questions regarding containers (bag of holding, scroll case and/or gem bag ect...):

    1. What does 'storage capacity' measures? Weight, number of items, something else?
    2. I'm trying to edit the storage capacity of the bag from 2000 to 200, and give it to Kagain as an undroppable item, how would I go about this?

     

    ACTION_IF (GAME_IS ~bgee~) BEGIN
      COPY_EXISTING ~BAG31.ITM~ ~override/BAG32.ITM~
      COPY_EXISTING ~BAG31.STO~ ~override/BAG32.STO~
        SAY NAME2 @1
        SAY DESC @2
        WRITE_LONG 0x0022 200
    
      COPY_EXISTING_REGEXP GLOB ~kagain.*.CRE~ ~override~
        ADD_CRE_ITEM ~BAG32~ #0 #0 #0 ~UNDROPPABLE~ ~INV1~
    END

    Thank you in advance.

  9. While I'm hardly the guy to be providing coding advice, I've actually managed to make this work previously...

    BACKUP ~Mercenary Kit/Backup~
    AUTHOR ~Greener~														
    VERSION ~1.1~
    
    LANGUAGE ~English~ ~English~ ~Mercenary Kit/Language/English/Setup.tra~
    
    BEGIN @1
    REQUIRE_PREDICATE ENGINE_IS ~bgee~ @2
    ACTION_IF FILE_EXISTS_IN_GAME ~enginest.2da~ BEGIN
    INCLUDE ~Mercenary Kit/Library/fl#add_kit_ee.tpa~
    
    ADD_KIT ~MERCENARY~
    
     ~MERCENARY 1 1 1 1 1 1 1 1~  													
     ~MERCENARY 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 2 2 2 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~  		
     ~MERCENARY 9 0 0 0 0 0~  													
     ~MERCENARY 0 0 0 0 0 0~ 													
     ~MERCENARY 17 0 0 0 0 0~ 													
     ~MERCENARY 15 0 0 0 0 0~ 													
     ~MERCENARY 0 1 1 1 1 1 1 1 1~ 													
     ~MERCENARY 0 1 1 1 1 0~ 													
     ~MERCENARY Kit/CLAB/CLABFI01.2da~ 												
     ~~ 																
     ~0x40000000    2~ 														
     ~Fi0~ 																
     ~* * * * * * * * * * * * * * * * * * * *~ 											
     
     SAY @3
     SAY @4
     SAY @5
    
    LAF fl#add_kit_ee STR_VAR kit_name = MERCENARY END

    Here is my .tra file

    @1 = ~Add Mercenary Kit to Kagain~ 
    @2 = ~This mod is only available for BGEE~
    
    @3 = ~mercenary~
    @4 = ~Mercenary~
    @5 = ~MERCENARY: Mercenaries are soldiers who sell their services to the highest bidder. Traveling great distances in harsh conditions for coin and fame, the mercenary is a man or woman who must master a variety of weapons and styles to satisfy his or her employer's needs.
     
    Advantages:
    - Begins with two extra proficiency slots at 1st level.
     
    Disadvantages:
    - May not exceed High Mastery (four slots) in any weapon.~

    In game proof this actually works...

    image.thumb.jpeg.25b94c8a85b8017777b4054163e9d2e3.jpeg

  10. I'm trying to implement the following:

    RAGE: The Battlerager becomes enraged for 2 turns, and gains a +1 bonus to attack and +3 bonus to damage rolls, +15 temporary Hit Points, and becomes immune to charm, confusion, domination, fear, feeblemind, hopelessness, morale failure, rigid thinking, stun, and sleep. While enraged, the Battlerager is unaware of <PRO_HISHER> current Hit Points and cannot benefit from any effect that heals Hit Points. After the rage subsides <PRO_HESHE> becomes fatigued and <PRO_HISHER> Strength drops for 2 turns.

    I've managed to get everything but "cannot benefit from any effect that heals Hit Points"

    I tried using the following but nothing happens, the character still benefits from a potion of healing. Any assistance would be appreciated...please and thank you.

    Type: Immunity to effect (101)
    Target: Self (1)
    Power: 0
    Unused: 0
    Effect: Current HP bonus (17)
    Timing mode: Instant/Limited - 0
    Dispel/Resistance: Dispel/Bypass resistance (3)
    Duration: 60
    Probability 1: 100
    Probability 2: 0
    Unused: 00 00 00 00 00 00 00 77 h
    # dice thrown/maximum level: 0
    Dice size/minimum level: 0
    Save type: ( No save )
    Save bonus: 0
    Special: 0
  11. 7 hours ago, Bartimaeus said:

    Yeah, it's why the original post has this warning near the top:

    "If you are on a non-Windows OS, make sure that the two folders are combined: if the "change-log.txt" file still exists in "(game directory)\item_rev\", then you should be good - if it doesn't, post in the thread for help.

     

    Definitely my error, thank you for your assistance. 

  12. 17 minutes ago, Bartimaeus said:

    The file "item_rev\lib\descriptions.tpa" does not come with IRR, but rather the base IR package. That file being missing would probably suggest that your IR and IRR folders were not combined correctly, but rather the IRR folder completely overwrote the IR folder. Here's a pre-combined folder that should solve the issue: https://dl.dropboxusercontent.com/s/jrv5ufx44mk7gsq/IRR for MacOS.zip

    That seems to have fixed it, thank you.

  13. @Bartimaeus Hi, I'm having some issues installing your revision mod on my macOS. I've followed the steps outlined on the first page of this thread, including downloading the the most recent copy of ItemRevisions and then overwriting item_rev folder with the one provided by IR_Revised. Next, when attempting to install only the weapon changes portion (I'm trying to access the ninjato and wakizashi paperdoll changes) the mod fails to install. I have attached my SETUP-ITEM_REV.DEBUG file, any assistance would be appreciated.

    ERROR Installing [Weapon Changes], rolling back to previous state
    Will uninstall  33 files for [ITEM_REV/ITEM_REV.TP2] component 17.
    Uninstalled     33 files for [ITEM_REV/ITEM_REV.TP2] component 17.
    ERROR: Sys_error("item_rev/lib/descriptions.tpa: No such file or directory")
    Please submit a report regarding this problem, including the information contained in SETUP-ITEM_REV.DEBUG and look for support at: Bartimaeus in the IR Revised thread at forums.gibberlings3.net
    Using Language [English]

     

    SETUP-ITEM_REV.DEBUG

  14. @Bartimaeus I'm pretty new at this...

    Is this satisfactory?

    BEGIN ~Restore Two-Handed Spear Damage (PnP)~
    
    ACTION_IF FILE_EXISTS_IN_GAME ~enginest.2da~ BEGIN
      COPY_EXISTING_REGEXP "^.+\.itm" override
        PATCH_IF SOURCE_SIZE > 0x71 BEGIN
          READ_BYTE 0x31 prof
          READ_SHORT 0x1c type
          PATCH_IF (prof = 98) BEGIN	
            LPF ALTER_ITEM_HEADER INT_VAR header_type = 1 dicesize = 8 dicenumber = 1 END
            FOR (index = 0x54 ; index >= 0x50 ; index -= 4) BEGIN
              READ_LONG index valid
              PATCH_IF (valid < 2147483646) AND (valid >= 0) BEGIN
                READ_STRREF index description
                PATCH_IF (~%description%~ STRING_CONTAINS_REGEXP ~1d6~) = 0 BEGIN
                  INNER_PATCH_SAVE new_desc ~%description%~ BEGIN
                    REPLACE_TEXTUALLY ~1d6~ ~1d8~ 
                  END
                  SAY_EVALUATED index ~%new_desc%~
                END
              END
            END
          END
        END
        BUT_ONLY_IF_IT_CHANGES
    END

     

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