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temnix

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About temnix

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  • Mods Worked On
    Start to Finish; Surprise!; Out of Commission; Out, Brief Candlekeep!; Adventurer's Miscellany; Flanks and Rear; The 1000; Charmed, I'm Sure; Initiative; Impish Makeover; Monsters Beat Enchantment; March Arrows; First Aid; Detect Magic/Intimidation; Mercy; Ultravision; Elements of Destruction; Some Individuals; Aftermotions

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  1. As I said, if they could be made to happen less often... In Fallout they certainly didn't happen once every 20 attacks. In principle, it's possible to add randomness here and so overall decrease the chance of a miss, and then design a table of critical miss results, more interesting that "trip over and fall down"... But the rest of the system is too primitive anyway. Can't target body parts, no attacks of opportunity, can't even shut doors in enemies' faces, because there are no doors. I have tried with other mods, but this is like beating a dead horse.
  2. I use EE all right, and the staff doesn't show. But never mind, I think this idea is another blind alley.
  3. I find critical misses incredibly frustrating. If they could be made to happen less often and with interesting effects, like in Fallout, and if the rest of the combat system had the sophistication to match, some more complicated mechanism would be worth making. As it is, they either happen once in every 20 attacks or, with this EE-only tweak, never (unless some spell or item increases the critical miss chance). Enjoy. There is no Setup file in this archive. Copy one from another mod and rename it "Setup-No Critical Misses.exe." No Critical Misses.rar
  4. How do you mean, "in BGEE couldn't enter them from street level"? I was playing with a single character just now, BGEE, of course, and I could descend there through the grates, no problem. If you mean enter separately, that can be arranged, but they will still need to travel to nearby sewers sections as a party. I didn't eliminate all party-required transitions in the game, though I have done something similar with "Out of Commission."
  5. There is a quarterstaff model, "Glowing staff," which has no representation in the inventory when equipped. How would I go about adding a paperdoll picture for it?
  6. A master area is a specially listed area that serves as a hub for outlying smaller areas. For example, Ulgoth's Beard, the village, is the master area for its inn and houses, Southern Baldur's Gate is the master area for all of the buildings there, including the harbormaster's and all of the floors of the Iron Throne building. Every floor of a dungeon, on the other hand, is usually a separate master area. This mechanic is about area scripts and not normally noticeable to players, but there are some master areas that don't make sense, some that are bad choices. A few of these master areas must be entered by the party as a whole. This mods cleans up the list for the first BG, and the obvious consequences are: 1) the building of the Friendly Arm Inn, on top of the stairs, can be entered and exited by any party members at will, and enemies can follow the party there, where you can hope for some help from those who want peace and quiet around the place; 2) the Thieves Maze before the door to the Undercity is an extension of the Thieves Guild abovestairs, and you can lead difficult monsters up onto the swords of the thieves; 3) the temple of Bhaal in the Undercity can also be entered individually, exited, and Sarevok and Company can be lured out to where you can fight them on your own terms. This archive doesn't include a Weidu setup file. My attachment size limit here has been almost depleted, and the file is nearly a megabyte large. You probably have more setup files for other mods in your game folder, take one, copy it and rename "Setup-A Few Less Master Areas.exe." A Few Less Master Areas.rar
  7. Too many precautions and additions. *shrug* If your saving throw penalty is only 2-3 ticks long, there is no need for blocking at the end. But - so long as it works...
  8. One last thing I'm going to include here: not sounds but somewhat brighter and livelier southern seas, the kind seen at the Werewolf island. I happened to be there. Put these files in override. WTSWAM.TISWSWAM00.PVRZ
  9. temnix

    Scope of MYAREA

    It turns out I might have been wrong about MYAREA. I just don't know to what extent exactly. The areas where I tested its stubborness, a house by the side of the road and a couple other places like that, turned out to be on the list of master areas of the game, for absolutely no reason, so the greater area's script didn't reach there.
  10. There are some areas in MASTEREA.2DA whose presence there makes no sense to me. Those are small rooms, houses, without any area transitions leading to them. One is a house next to the Friendly Arm inn, with some nameless NPC in it. They seem to have been added ad hoc, below on the list, because the numbers don't follow the incrementing order. Did Beamdog put them here? Anyway, how do I delete a listing from a 2DA file? Clearly a lot of these make no sense, and it's crucial for my current mod that only real masters be listed there. By the way, why is the inside of the Friendly Arm a separate area from the environs? This has always seemed strange to me. Why is an area transition required there? "You must gather your party" and so on? Is there technical necessity, or is that some arbitrary ad hoc logic?
  11. I think I've tried testing whether these extra effects, passed through Apply effects list, Self, and put on top of the effects stack with "insert_point = 0" so that they are cast first, really do apply first, and I think that is the case. But it was a long time ago. To test one would need something like this: take Magic Missile, put Apply... on top, before damage, and in the subspell as the effect put Display String for some number, it doesn't matter which string. Then cast MM at someone and see if the message appears in the bottom window before or after the damage report. If before, then the save penalty would also come earlier, but you would need to test for secondary and tertiary subspells in the chain to see if the whole linkage still precedes the main effect.
  12. temnix

    Scope of MYAREA

    An update: the script of a master area doesn't recognize a MYAREA-scope variable, set from another area, even written specifically for the master area. In AR2301 there is no way at all to set "VAR","AR2300",1. The conditions for setting that variable are recognized (if the triggers are GLOBAL, and GLOBAL variables are written, too), but the local variable doesn't change. It doesn't even help to add a presence check for characters: TriggerOverride(Player1,AreaCheck("AR2300")) returns true in any slave area. I'm seriously fed up with this.
  13. You haven't explained who you need this ability for. Just any character? You can channel the bonus through a Self-targeted Apply effects list using spell states. First you would need to patch all spells of the school you have in mind with this effect, use INT_VAR insert_point = 0 so that it goes on top of the list. In the filter menu for this effect choose some rarely encountered spell state, like STORM_SHELL. This effect will cast a secondary spell whose only effect will be again Apply, again to Self, filtering this time through another spell state. I go for combinations that can't be encountered normally, like the spell states for abilities from different kits. To be on the safe side, the secondary spell is going to cast a tertiary spell, and that one will lead to spell number 4 whose effect will be directed at Preset target with penalties to All saving throws. Use a very short duration, like 2-3 ticks. It's practically impossible that anything else should hit the target in that split second. Now it remains to make the character with this ability don those spell states. If this is an item, use Instant/While equipped, if a permanent ability, include them in a spell you put on the character.\ I wouldn't suggest a permanent spell state or several, though, there may be conflicts over the scope of the game. It's possible to use some unimportant character ability instead of a filter. One of the subspells can set the character's Charisma to 25, for example, for a few ticks, and target that stat. If this is for a kit, instead of spell states just use one subspell filtered through the kit of the character.
  14. With that code I would only patch specific files. My code is for excluding some files and including others that wouldn't normally meet the criteria (not a wild area). But this is only a part of the code, the conclusion, as I said. I did separate it out, hoping it would make Weidu's job easier, but even by itself it never gets anywhere. I have a BUT_ONLY after this, of course. It's not an essential part of the mod, but it would be handy to assign a variable to all areas of the right kind that could be looked up instead of going through AreaCheck and so on.
  15. This mod I'm making is making Weidu go a little slower, possibly because of memory stress, but not terribly so, and then it stops and just continues to blink there, going nowhere. This is the second time. The last time I had to close the window, and this means lots of files got patched midway, without even a way to undo the changes. My own installation must have gotten messed up. But more important, it's happening again, and not for any kind of extreme patching either. Simply scripts are getting extended, on top, with a small snippet of code on top, unproblematic, and in a long list of updates that were successful one hangs the system. It isn't the same script as the last file either, judging by the recent files that appeared in override. Weidu just hangs. I'm going to restart the computer now and see if that helps, but - any suggestions? Edit: okay, restarting and trying the installation on a more powerful machine didn't do the job. But since some of the scripts are getting extended before this freeze, clearly the fault is not with the code being added but with how I wrote my tp2. It overburdens Weidu somehow. Here is the culprit code, I think. This is actually already past the script extension stage, it's for setting an area variable that will mark "wild" areas. Without this, the mod installs. But Weidu doesn't find logical errors here, only the code somehow bogs it down. The part in red is several checks to exclude starting areas in all of the games. The part in green covers area types - dungeons, forests and general-wild (outdoor but not a city) that should be included, an OR links it to areas in purple, which are indoor but in wild places (cabins etc.) and should get patched as well. PATCH_IF !(((GAME_IS ~bgee~) & (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2600~)) || ((GAME_IS ~bg2ee~) & (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR0601~) & (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR0602~) & (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR0603~)) || ((GAME_IS ~iwdee~) & (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1000~)) || ((GAME_IS ~eet~) & (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2600~) & (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR0601~) & (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR0602~) & (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR0603~))) & ((((flags2 & BIT4) == BIT4) || ((flags2 & BIT5) == BIT5) || (((flags2 & BIT0) == BIT0) & ((flags2 & BIT3) != BIT3))) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1009~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1010~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2000~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1008~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2001~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2002~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2003~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2004~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2005~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2006~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2007~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2008~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2009~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2010~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2011~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2012~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1009~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1010~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2000~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1008~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2001~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2002~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2003~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2004~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2005~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2006~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2007~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2008~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2009~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2010~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2011~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2012~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR3201~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG3201~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1601~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1601~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1602~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1602~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1805~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1806~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1807~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1808~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1809~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1805~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1806~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1807~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1808~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1809~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR2101~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG2101~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1901~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1902~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1903~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1904~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1905~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1906~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR1907~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1901~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1902~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1903~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1904~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1905~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1906~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG1907~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR3202~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG3202~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~AR4101~) || (~%SOURCE_RES%~ STRING_EQUAL_CASE ~BG4101~)) THEN BEGIN LPF fj_are_structure STR_VAR fj_structure_type = variable fj_name = ~REP-WILD~ fj_variable_value = 1 END END
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