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About temnix

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    My mods are listed in my profile.

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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; Perilous Streets; Mercy; Minions Tied to Summoner; Ultravision; Elements of Destruction; Some Individuals; Aftermotions; Jacob's Ladder; Ass; Replacement sounds; Hoarders; Everyone Is Just So Scary; Coup de Grace.

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  1. As far as I understand, shamans' spell selection comprises a few special spells given to them in CLABSH01.2DA and CLABSHGS.2DA (what does this second file do?) plus all of the usual priestly spells available to Druid/Ranger/Shaman - or not? Where can I find the complete list of spells that shamans can use, and can they be found automatically? Is it possible to use Weidu to home in on all of shamans' spells, exclusive and not? Those are just introductory questions. The reason I ask is because I would like to change this class' magic system. I want to junk the sorcerer-like spell-picking sy
  2. Not all BAMs' frames are of equal size. The shifting of the center is inevitable, the frames just have to be examined and adjusted. This is mostly a problem with shrinking creature animations. There are so many frames, and so different, that a shrunken creature ends up jittery when facing a few of the directions or playing a few of the sequences. This is the reason spells like Reduce (the reverse of Enlarge) can't be made to work well: the extra animations, 5% smaller, 10% smaller and so on, will be just too lousy for my standards.
  3. By flags you mean that they contain tokens? That doesn't need to be added on purpose, neither does "Has text." As for associated sounds, the sound files in brackets are also exported, along with string content. There is no reason whatever not to just show the strings. On the other hand, if I wanted to add 200000 to string numbers in my mod compatible with both SoA or standalone BGEE and EET, I would need a duplicate for every state or a duplicate for every file, kept in separate folders and compiled after GAME_IS checks. And that's a serious pain in the arse. I had to rewrite a long dialogue f
  4. Look, there is no way to make this compatible with the original Baldur's Gate. Or the original Icewind Dale, which used more or less the same engine. Just forget that one. The only divide here is between compatible with the SoA engine and Tutu, that engine's retroactive application to the first game, vs. only for the EE engine. I believe I isolated the effects that would crash the SoA engine, installing for an EE is simply going to result in a richer experience - all those extras I mentioned. But if someone gets a crash while playing with this mod, and the mod is to blame, report that to me, a
  5. You are full of shit, as always. Here are the two facts about the matter: 1) the actions are different; 2) the entries in the Actions section of the guide say nothing about the difference.
  6. If you decompile a DLG as a D file and open it, existing lines from DIALOG.TLK are shown as line numbers after a hash sign, like this: SAY #13213 /* After the asterisk the editor shows the content of the string, which is what matters, but this is probably only a convenience feature. For compiling this again it's the number that is going to be taken into account. I really wish the decompiler would not put these hashes and numbers but instead put the string directly there. Weidu supposedly doesn't create duplicate strings anyway, so unchanged content would stay. But here is my practical question
  7. Do you have mods installed? It could be something one of them does. Check your game's override folder (if you have one) and, if there is a file called BALDUR.BCS there, move it out.
  8. That's pretty funny. I can find it, if I know where to look. That ought to help me the next time I misplace my apartment keys.
  9. How nice would it be to have this little detail in the Gibberlings' Actions guide!
  10. I've been struggling to get my dialogue to work, where I need to set a global and check it a few states later. No matter what I did, though, the global change simply wouldn't register until the end of the conversation. Then it occured to me to write Global("G","GLOBAL",0) and SetGlobal("G","GLOBAL",1) instead of the convenient shortcuts - G("G",0) and SG("G",1). And what do you know, it started working right away! I don't know if the problem is with G or SG, but the old format succeeds where the shorthand fails.
  11. Of course it could benefit from a reworking. But it's a 1998 engine. You don't expect Tetris to allow inventory management, do you?
  12. But I've changed globals inside dialogues. It just takes an extra state to update. You set the trigger, set the global, but the transition leads not to the original state but to another that says "You succeed," and then you come back to the first state and this option will be gone. With this conversation I can't set any globals mid-course and all spell stat changes and ChangeStat actions apply at the end, even though other spell effects come into force right away. I bundled this stat-changing spell with a Character glow solid, and it begins to shine right at DO, but the stats are held off unti
  13. Okay, this is gibberish. Looking for better answers. In fact, it takes only one extra transition to register a global change, and I have that taken care of, but this dialogue doesn't want to notice this. The spell does get cast when DO commands it to, I found that out, but the change in statistics isn't perceived. The reason for this unusual behavior may be that this is a conversation of a talkable item, in effect, the character speaks with himself. Could be something different about these dialogues. Or it could be that the stat boost effect only begins to work in real time, unpaused.
  14. I have written a long dialogue with many consecutive states. It's possible to go back and forth between them, but every transition drains a point of Wisdom from the character for a time. I'm using a spell with a temporary effect there. The conversation doesn't notice changes in stats, though. The transitions should become unavailable and the conversation end with less than 2 points of Wisdom left, instead the character can move back and forth forever but dies from losing all Wisdom when the dialogue is closed. How can I change stats within the dialogue? Would it help to make the spell a type 7
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