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About temnix

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  1. What flags? Anyway, what I'm interested in is whether that field can take a token. And work. Do you want to try it? Put there one of the existing ones, like <GABBER>, then have someone run a script that does SetGabber(Player1) and have Player1 open the container. I could try it myself, but you seem already set up.
  2. There is a trigger GlobalsEqual and GlobalGT and GlobalsLT, but is it possible to find out when one global is higher than another by an exact number?
  3. I've gone through looting containers too, haven't we all, but has anyone tried to make that function work?
  4. As we all know, there are some features of the EE engine that are not in any of the IDS or 2DA files, and we can't affect those. Maybe Beamdog can, and they made those decisions, or maybe they can't either and it's something inherent to the IE engine in all its forms. Beyond this, however, what prevents us from taking the EE engine as it is, being the form, and giving it the old files from the classic BG as the content? Now, I understand that it probably could not or would not work with some of the old IDS files, so theoretically let it keep those. Let it keep all of the files without which it can't function, like the graphics for areas - everything it needs along with what might be replaced but there is simply no alternative, like there isn't to the interface. Recolors don't count, and no one has or can bring back the old stone interface, therefore, let the engine keep this one. And let it keep the files that are unequivocally better than the old versions, such as the new script actions. Let us be generous there and not take away anything that has expanded the horizon of available functions. That will still leave a large number of files that could be one way or the other without breaking the engine. Changes that Beamdog introduced to classes, perhaps character progression, not to mention changes in actual creatures, spells, dialogues, ARE files and so on. Why could they not be undone by restoring old file versions? If players are unhappy with Dorn being there, bring back the version of the Nashkel mine script without that encounter and the Friendly Arm Inn ARE without him standing there. If players are unhappy with Montaron's proficiency changes, bring back Montaron's CRE. If it was nice to have powerful Sleep before Beamdog nerfed it, bring that back too. But "if" should be treated positively, as in, those elements amounted to a gameplay that was more original, fast and tight on the whole, so yes, bring them back even against contemporary ideas of "balance." It seems to me that the mechanics of the game under EE fall into four categories: 1) Hard-coded "new engine as such" - leave it 2) What the engine absolutely needs or there is no alternative - leave it 3) What the engine does not need but an obvious improvement in the core functions - leave it 4) Not needed nor an improvement but an iffy alteration - replace it. I don't think it would be all that difficult to sort all of the features into these categories either. This just appears complicated, and it will be if you decide on a case-by-case basis, but why? Most of the vital elements are going to be in the IDS and 2DA files or all-new file formats, like the PVRZ. Not many of those. The VVC did exist in the old engine, didn't it? Then spells can be brought back with their special effects setup. Of course, if you sit down and try to compare the old Dimension Door graphics with the new and decide which is better or ponder whether Safana should not keep the wakizashi, you'll be sitting there shaking your head at the stars forever, but if you side with the old unequivocally everywhere 3 is not the case, you can be consistent and quick as a happy hangman.
  5. You could use variable-incrementing to delay the onset of a timer. For example, death by water will occur in one turn, but every tap you turn increments the timer value by something, buying you more time. I had no idea this could be done. Also the globals can be incremented via spells.
  6. Those are all good points, I think. And way beyond anything I could fix myself, even little by little. These technical details: Sunfire, Skull Trap and so on. I don't think I ever noticed or known about those exceptions, loopholes or call them what you like, but I don't know now if I just never cared back then or if I played and enjoyed them silently. I did enjoy the original powerful Sleep. Perhaps over the years the experience of playing the game has dulled because these little sources of fun have been chipped away, and I just never noticed. Or maybe, after all, what I always wanted was a role-playing game, where I could take my imaginary personality on a path, and these details just never mattered to me in the first place. To me BG was, at first, just something strange and unusual - remember the hype in the press that surrounded it in 1998! during development! a rebirth of the role-playing genre! - and afterwards a compomise, when I could not get as much real, live, tabletop role-playing experience as I wanted. It was a... well, a toke of opium, I suppose. I mean, as soon as I tried live role-playing, and especially after I read up on AD&D sourcebooks in those last years leading to the Millennium and the Third Edition, I realized that this was where imagination could unfold. Because all you needed was a pencil and paper, literally, and people to recite your worlds to! Any worlds and places you could imagine! Floating islands! Portals in the heart of volcanos! Lurking ghoul cemetaries! There was no limit, and no reason for any limit. Today I know that the Second Edition of AD&D was just an update of the First, and that the real, good, simple and gritty game had been the original D&D. I had no idea about the history behind then. But it didn't matter - I could create my worlds with any rules. I wonder what happened that after a while it became no longer possible? Maybe THIS world has moved in another direction, away from all fantasy. I wish there was a way to get players to put up with the EEs, though, even today. For the sake of mod ideas.
  7. I'm looking for a way to give characters an immunity to specific weapons. The Reflect spell level effect can stop weapons if it is set for level 0. It doesn't actually throw hits back, but it blocks them. Where is the "level" of a weapon set? Is it possible to change it? Another possibility is Reflect spell type. If what weapons use, NONE, is chosen, this also blocks hits. (There are "Protection from" opcodes that look like they are more to the purpose on both counts, but they don't work for this.) NONE is only a good choice for testing, but I think the list of "spell" types can be extended. Am I right about that? Then, squashing the shining disc visual effect, it would be possible to give special protections. For example, I'm thinking of making oil that will make monsters' claws slip off characters. The claw weapons are S1-10 and so on. They would just need to be edited for custom entries, and voila. Ditto for monk fists!
  8. You know how a combination of spell states can be used to channel a spell's effect? If I want my spell to work only on such-and-such creatures, I put them in spell state 1, 2 and 3 and filter the spell through to target only those who have all three. Well, I would like to make use of the whole set of spell states to avoid overlap and accidental mix-ups. Is there anything special about STORY_MODE that I should not use it, or SI_EVOCATION and the rest of them, or SNEAK_ATTACK_IMMUNITY? They don't actually turn on those abilities, just record the fact of them, yes?
  9. Thank you, I will. What I'm tussling with right now is that deactivated creatures still display visual effects attached to them. I don't know if effects can attach to them while they are deactivated - the whirling things from Confusion, for example, and so on, hopefully not. But if they had them before, those graphics will still hover. This is really only a problem for a specific area, where a lot of these are handed out, and I think I'm going to put a block in the area script so it dispels those for everyone as soon as night comes. I'm open to alternatives, though.
  10. kjeron flies to the rescue... Well, does that mean I could use timers with negative durations to undo quests or unset death variables?
  11. It's strange, but for some reason the start of a global timer in a script can block other actions preceding it. The setting of global variables, at any rate. Here is the example script where I encountered this. It was written like this originally: IF Conditions... THEN RESPONSE #1 SG("DICED",1) SetGlobalTimer("DICED","GLOBAL",TWO_ROUNDS) END Below in the same script was a block checking for that timer's expiration: IF GlobalTimerExpired("DICED","GLOBAL") Global("DICED","GLOBAL",1) THEN... Consequences... The DICED global had to be at 1 to prevent the consequences from happening again and again; after the first time it was set to 0. Well and good, only nothing was happening. Eventually I realized that DICED was not getting set to 1. But when I moved the SG() action down, like this - IF Conditions... THEN RESPONSE #1 SetGlobalTimer("DICED","GLOBAL",TWO_ROUNDS) SG("DICED",1) END - the system began to take notice. Are there other landmines like this in scripts I should be aware of? Edit: Actually, it's worse that this. I went on with the script and what I found is that the engine confuses the names of global variables with identical names of global timers. In this example the DICED timer was triggering in one round no matter what length I assigned it: TWO_ROUNDS, FIVE_ROUNDS, it was all the same. The name of the timer was DICED, and the name of the related global, for convenience, was also DICED, and that caused the problem. I renamed the timer DICER, and then it began to trigger in due course. Not expected.
  12. I see that a lot of effort has gone into that mod, but I don't like the idea of customizing a playing experience piecemeal. It's like cutting out the upper right corner of a painting because you like the colors there the most. Beamdog's NPC, just like Bioware's NPC, are whole personalities with their own stories. Take them or leave them. I think they are pushed to the player and that their quests and dialogues are painfully belabored, maybe because Beamdog was so worried about making them fit in. Fewer words would have smoothed their passage. But sure, argent's mod is one possible step to making the EEs more palatable. But now I'd like to hear what really grinds people's gears, like the change to Montaron's proficiencies! Gaaaaah!
  13. What's the point of these naming conventions? If you are making your own NPC, you can give them @X = ~Whatever sounds you~ [LIKE] in the TRA. Here I think a link to my little tweak that rewrites SOUNDOFF and SNDSLOT to streamline assigning sounds would be relevant. https://forums.beamdog.com/discussion/75025/expanded-creature-sounds-mod
  14. What does that one do, Convenient NPCs? It comes without a readme. But I have in mind more modest changes for Beamdog's NPC - getting them out of the way, not swapping around their classes or portraits. I don't see how that could be justified without ruining immersion. As for the Gray Stone mod, judging by the screenshots at Beamdog's, it just recolors the current blue-stone background to be gray, it doesn't bring back the old stylish buttons or anything else. I think someone has reproduced the original BG's interface for the Trilogy or for BG2, one of those, a few years ago, but not for the Enhanced Editions. That said, there are some changes from the classic game that are not going to be reproducible in EE no matter how we try, other changes are hard-coded, but the majority probably can be rolled back, and they should account for the bulk of the widespread animosity towards the EEs. Assuming, in naive honesty, that people actually have strong reasons to hate them and don't just stick to the original because it was the original, period - or simply don't really care for the games anymore. If they do have actual reasons and those reasons aren't hard-coded, let's roll them back. But what are they? That's why I made this thread to find out what pisses people enough to snub the EEs. I have my own picks, if you want to know. Most of all I dislike powerful freebies from Beamdog, like a scimitar +2 just lying on the ground in Cloakwood, and hand-holding and "ease," like with the example of letting players pay extra to get that plate done in one day, because, you know, today's players have the attention deficit disorder and can't wait a little. For me as a modder, though, the stake is not getting people to play the EEs, I don't work for Beamdog, but getting them to experiment with all available toolset functions, discuss them, share results, make adventures, just come back to liking AD&D and fantasy again instead of rolling up Charname for the umpteenth time and plowing through the same yada-yada spooky Bhaalspawn "Die Irenicus DIE!!!" plot.
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