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temnix

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Everything posted by temnix

  1. All of the files from conversion are required. Ship them along with the mod. Those infamous horizontal lines appear, if I'm not mistaken, when you convert a PNG that is not 256 colors. At least I converted a 256-color PNG to a "legacy" TIS just now, and it looks normal.
  2. No, it's fine. You need some entries in FOG.2DA, and then voila. Activate it from the action or the spell. Did I have a screenshot with fog somewhere... Deleted it. From Nashkel. I'm pretty sure it has no special flags set.
  3. For fun and profit: this is achieved by putting Disarmed() on top of the script, setting the global, and adding this same global under Opened() below. The player will have to do one or the other.
  4. Maybe, but does that happen with NoInterrupt?
  5. This action only exists in the EEs, and judging by the description in the guide on this website it doesn't do anything different from the old RunAwayFromNoInterrupt. Is that right? Do creatures actually leave the area without it?
  6. How does this EEEEEEEEEEEextended night work, anyway? I know it's not any longer than usual. I wanted to make - well, I did make - a night-only area once, and that was without any special parameters and ending letters. I just recolored the tiletset and converted the PNG to the TIS. But that doesn't count, does it? You want the change from day to night. All I can say is that the Day/Night flag needs to be on for the area, otherwise it'll be stuck in perpetual daytime. Also you don't need "Extended night" for fog. But these are just scraps in my mind.
  7. I have thought of making one myself, and I made elements that work as role-playing hooks. They are not adventures as such, but if you can play dice with monsters for their treasure against some of your items, and if you can cheat and the monster can cheat and sometimes even be a sorry loser, isn't that something of a mini-adventure? And recently I made a set of binoculars that will let the player peek at NPC's possessions and get basic information - but on purpose sometimes incomplete. The other ability of those goggles, for bards only, will be to copy the appearance of a creature and enjoy a short sanctuary from the confusion. I've also made rope with which characters can climb to inaccessible places, swing and pull each other up. That's a different principle at work - to let people go on their own adventures. Yes, all this requires diverse skills to look and sound good, by golly, and so would a real quest, but that's a clue for modders to band together and pool their skills. I don't get it why they don't. I could play a writer's part, for instance, only, to be honest, it's not interesting to work on something expected to resemble a fanfic in the end. But the windshield against which most good ideas smash is the feeling of "who will care?" And the reason for that is that other people on these boards don't believe in themselves and don't set out to create adventures. They haven't been shown anything better than another modification of the power of weapons or, at most, smart combat scripting like your stuff, so they follow the template and make tweaks of their own, and then they don't know to encourage those who would make adventures, and they don't get made. And the way out? I'll tell that to the original poster: if you want a critic, become one yourself! Try something new. That would be a more advantageous contribution than a list of everything ever made. All these objections that you are receiving about the choice of host and so on stem, in reality, from people's indifference. They don't bash, but they nitpick because you aren't inspiring them. Grouping, standardizing in many forms has already been done and is being done, including on these boards. And really, creating for a videogame is questionable enough, but bookkeeping for a videogame? Well... So why not stand in a different place? It doesn't look like you intend on any creative projects, and if you like to analyze and summarize, you could do worse than take up reviews. The critic is like the artist's favorite uncle. And it doesn't take much. Format, who cares. You just play some mods and write about them at Beamdog's or here. Talented people get noticed, priorities tilt, tweak-makers fade to monochrome, coders turn their attention away from Weidu sophistry to fantasy theater.
  8. I'm adding some elements to the string of cutscenes for the departure from Candlekeep. The first one, CH1CUT01.BCS, especially would be torture to REPLACE_TEXTUALLY through, so I'm just inserting my actions there and supplying it with the mod. This is also the easier way in the next. But I'm working them over in BG:EE, where Beamdog left its marks. It must have been they who made it possible to skip that sequence and jump to "Hey, it's me, Imoen!" They did it here and in other cutscenes by putting a skip script in the OVERRIDE slot of the area, with CutSceneBroken and CutSceneBreakable triggers. Those only exist in the EE engine. I want my mod to be compatible with Tutu's take on the first BG - with the Shadows of Amn engine. So how does that first script go there? Is it just without the skipping but the same otherwise? I'm going to have to make a duplicate. I'll credit you, of course.
  9. No, beauty is in the thing itself, and players who can perceive it (originality, harmony, variety, thoroughness and so on) get to enjoy it. There are many who can't tell the difference, but it's their problem, not the critic's, from whose discerning opinion they would be able to benefit. That's how learning works, not by running about with our pants around the ankles imagining we are so great. I don't want to fall into that rut myself, but it's very possible when there is no healthy environment in which the dross would be set aside and authors of good projects would be highlighted so they could know each other and inspire each other to grow. If reviews became the centerpiece of this kind of directory, then it would really improve the scene. But if they are just listed together, or even in subject categories, that would only be modestly useful. So the mod of someone who made a small, excellent, forgotten adventure would be itemized next to - let's just take something of mine - replacement sounds for the interface. They would look equal. Is that fair? I worked on the sounds, but the adventure deserves the spotlight. The fact is that this scene is dull as the Gray Waste, and that's because the guy who toiled and moiled over the adventure had to share the dorm with my tweaks and a thousand other tweaks. The mod got buried under their meaningless little updates to versions 4.4 and thereabouts - the forum system of bumping is hype and gossip-driven - and he got 25 downloads for his pain and no review from anyone. And he quit. But the 4.4s - oh, they are here and never going away.
  10. Fans do like to organize and administer things so. If they spent any of that time on making new adventures and features instead of databases, there would be more interesting content out there. And by the way, putting everything ever made in one big book isn't going to do justice to little-noticed mods. They will all be listed together under a license of false equivalency. Mine, for example, are some of the most original made for these games, but if they don't get the attention they deserve, it's not because I lack a seat along a very long table. What should be done instead is that critic-minded people should get together, or even strike out on their own, and select mods that stand out in a crowd, and write about those and highlight them. Then the guy who made the conversion of the Sword of Balduran from +1 to +2 and called it "The Blade of Eternity!" can be moved to the dregs of the attention economy. Besides, abstractly speaking, the absence of a single database encourages search, questing on the part of players who want something different for the games. They are the ones who deserve to find it. For others, not so energetic but also with imagination and feeling, not knowing what they miss, a ladder needs to be lowered. Right now the problem is that the horizon is blocked by a handful of worthy but overblown projects that everyone supposedly must download. And it's not going to be solved by some kind of directory.
  11. Are these item ability properties already present in the old engine?
  12. Does EET use renamed WED and TIS (and the search and light map BMP) files for its renamed AREs, or the same ones?
  13. More seriously, a mod where the main character is one of the goons in the employ of the Iron Throne, but also a Bhaalspawn, overlooked by Sarevok. Charname participates in the ambush on Gorion's ward and is sent to intimidate Mulahey into working harder, but ends up having to kill him. Then the Zhentarim approach him to betray the Iron Throne. He volunteers before Tazok to hunt down Gorion's whelp, follows him around and finally catches up with him in the Cloakwood mines, where he helps Davaeorn kill him, but then kills Davaeorn as well and from there begins to pose as the hero of the Sword Coast. The killing of Rieltar and Brunos is also ordered by the Zhentarim, who also wanted to take out the Knights of the Shield. Nice, eh? Inspired by "Rosencrantz and Guildenstern are dead."
  14. What this game REALLY needs is a mod where Charname IS Sarevok.
  15. No, they all have "copy" for script names. Besides, there is a dialogue here in the middle. I'll limit myself to hiding weapons.
  16. You are bashing from every side an idea that has a right to existence. The question is not whether lichdom can be implemented as in PnP rules (I myself only quoted the conditions because they make this more interesting, not less), it's not whether the process can be as long and drawn-out here, in a story that takes place over two-three years (during which the Bhaalspawn and a throng of his companions gained upwards of 20 experience levels), it's not whether the prospect of undeath would be plausible to someone who is, all right, not ten but maybe eighteen years of age. Those are just some of the questions Bioware people themselves could not answer about what they made. The only real question here is whether Endarire wants to go the length it would take to modify the concept, make it more palatable and both useful and engaging from the role-playing perspective - whether he wants to think about how to do that or just keep this as some kind of prestige class. My main objection to traditional lichdom is that, however you look at it, the storyline from Candlekeep to the Throne of Bhaal simply doesn't span enough time. It's not a life chronicle of a wizard who, after decades of power and vicissitudes, began to consider immortality. It's a romp. But perhaps I'm too jaded and Charname simply had this inspiration to secure his future, even at eighteen or nineteen. No rot but UNDEAD for GENERAL, some immunities, no healing by Cure spells. Maybe Endarire could pull it off. Or he could go for a modified version of the process, for instance, with a phylactery, as I described. There is even a possible source, that necromancer in the planar sphere. Possibly Charname doesn't fancy slowly rotting away but found a means to survive death in a vessel. But powers for money isn't something I want to spend more time on.
  17. I'm not sure that would work from the area script, probably not, but anyway a trap isn't necessarily disarmed if the container is open, and vice versa. Maybe the party just took the damage.
  18. Weidu's code for removing actors and other elements in an area seems to update references during the same operation, throwing off the order. If I write LPF fj_are_structure INT_VAR fj_delete_mode = 0 STR_VAR fj_structure_type = ~actor~ END LPF fj_are_structure INT_VAR fj_delete_mode = 1 STR_VAR fj_structure_type = ~actor~ END I end up deleting not actors number 0 and 1, but 0 and 2. It's like after the first delete Weidu updates the order of actors, and the one who used to be number 2 moves up a line. To get the right features I must use LPF fj_are_structure INT_VAR fj_delete_mode = 1 STR_VAR fj_structure_type = ~actor~ END LPF fj_are_structure INT_VAR fj_delete_mode = 0 STR_VAR fj_structure_type = ~actor~ END Discuss.
  19. I'm making a cutscene where the party is held prisoner behind bars. Naturally, they should appear there without their armor, weapons, helmets and shields. I would rather not strip them for real, even though there is a chest nearby where I could stash all of the equipment. Recovering the items one by one and putting them all back again on the characters is not something the player should be forced through without a reason. It would be better to make the party look naked instead. What are my options? I've written on the board here about my discovery that XEquipItem can be used with an empty item field to unequip slots from the outside, armor included, but that action is only for the EEs, and besides, however I contrive to really make them put armor, weapons and helmets in the backpack, there is a possibility that they may not have free slots there, and then the items will be dropped on the ground. This being a movie that shortly takes the party to another place, they will never get them back. There is an action I have hopes for, VEquip, which should make the characters look as if they are wearing no armor, but how does it work? I try all sorts of values there, and Ajantis' chain mail still looks like a chain mail. I can scroll through armor looks with the keyboard, but the action isn't working for me. For the weapons, at least, I have a solution - a temporary Create item to make them switch to a magic weapon without an animation. This doesn't make them unequip shields, though, even if this pseudoweapon is flagged two-handed.
  20. And that is what gives the message and makes Knock ineffective, or does "Magic lock" do all that?
  21. The thing is that the main characters splits into flying embers after being killed. That defeats the purpose of becoming a lich, who can just shuck himself off to his phylactery. Remember phylacteries? The corpse is only a vessel. The lich can attack others and take over their bodies from the phylactery with the magic jar spell, of which there are two different versions in AD&D, ALL OF WHICH goes to show how infinitely richer a game of imagination is to a computer game. I know that you probably simply want to give some powers at the price of gold, but people are going to perceive this as another kit. Or a prestige class. If you want to make the mod memorable, you should think about how to implement these important elements of lichdom - rare ingredients, the potion, even the phylactery. I can suggest you a way to have this last. Edit BALDUR.BCS so that, the lich global set, the game can continue with Player1 dead, but only as long as someone in the party carries the phylactery. When it is dropped, the disintegration movie plays and it's game over (what a knife in the back from Edwin). Add instead the condition that if no one in the party is alive, the game should end. This is how it works in Icewind Dale, where there is no central character. This will make no visible difference until Player1 is a lich, because when everyone dies, that means him, too. But after lichdom the party will have this handy recourse in the inventory. I would implement it as follows: when the character becomes a lich, put on him immunity to Raise dead (which is correct PnP-wise, also, in fact, Raise dead destroys some types of undead - it re-deads them). Instead the surviving party members could use the phylactery as a once-a-day item. The phylactery would cast an offensive, hostile-making spell on its target, attempting to suck away the creature's life essence. If the saving throw failed, an invisible minion would be summoned and apply a resurrection spell to Player1, a spell with the Current hit points bonus effect, "Raise dead" ticked. Or possibly it would be enough to apply a Party-targeted "Use EFF File" with Instant/Permanent duration, channeled through to DEAD and LICH. This isn't over your head, is it? Anyway, the main character would then be resurrected.
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