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temnix

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Everything posted by temnix

  1. Dude... Let it go. There is nothing left of this one to resume, even if I wanted to. And I don't. I knew what I was doing when I was erasing these files and a lot of others. But you and Morgoth did drive me to finish Animate Dead Now with your world-class nagging. Is the miracle of the juniper bushes not enough?
  2. How about TakeCreatureItems? Anyway, I don't know if they set the flag or there is some other reason. Someone would have to create an item and use SetItemFlags to unset NOTSTEALABLE, then try pickpocketing.
  3. I wanted to add some treasure to NPC, on an individual basis, to make them more interesting targets for pickpocketing, and I equipped them with effects 122, "Create inventory item," with some random chances. But it turns out that the items are unstealable, both the ones created directly and the ones RNDTRE placeholders turn into. They can be moved around, sold, everything else, but never lifted from pockets.
  4. There is a playable version here, you know. All its missing is an adjustment to the script of the zombies. Back when I was working on this, I wanted to let the player take the zombies between areas and accumulate an undead horde. But it turned out that the familiar-making mechanism, used for that, is bugged. It still is. Not all of the minions cross over to another area, and when the game is reloaded, half of them become uncontrollable. If I scaled down my ambitions and kept them as simple minions that must stay within the area, there would be no issue. Actually, I did happen to revamp the mechanic not so long ago for another mod . Let's see... eeniee, meeniee, miniee... Here is, like, a patch. Anything that starts with ANIM should be a replacement. I don't know if this covers Xzar's Reckoning. https://www.mediafire.com/file/avtegkoo8ojjbh3/Animate.rar/file
  5. If you don't want to change armor, then don't. Nobody is making you. *I* can't tell how many times I have wanted Montaron to drop his splint mail so he can run behind a corner, go into stealth and backstab someone or for my fighter/mage to be able to use his spells. Ditto for rangers. In practice this makes an enormous difference, because players no longer have to decide whether to head into a fight in the caster/sneaker mode or the tank mode. And it seriously reduces micromanagement. And about the 1% chance - I don't know if that's a likeable feature or not. I'm not auditioning for the role of the smiley face. The small risk makes the gameplay more interesting because there is a price associated with the convenience of dumping armor. Things must have an edge to be felt. See, that's part of the difference between me and your basic guy. I know the psychological element. Without some feature like risk a mod like this would feel as another tweak and convenience, and nobody respects mere convenience (because the player is treated as a mere consumer). I discovered the mechanic for taking out armor and other items from slots a long time ago, I wrote about it on the board, but a mod wouldn't be worth making unless it changed the base.
  6. There is no point to giving feedback on a mod that is not going to be updated. I WAS going to make an update with twice the fun, but that is now buried. So yes, there are issues here, and some actual bugs, but you will just have to live with that. But you can help me make music for the last mod.
  7. Graion, you are an ass. You have shown yourself to be one elsewhere. You are simply shooting your mouth off. This mod achieves its recoloring exactly by application of very many effects number 7, naturally, and other adjustments such as a speed boost and stealth for xvarts through other effects, but a portion of the bandits have to be replaced altogether for the diversity that is required here so that some of them are women, some are halflings, some are half-ogres. On those random rolls the basic bandit has to be polymorphed into another creature with its own sounds, stats and so on - prepared by me with the scripts etc. otherwise identical. All of these replacements apply to the standard bandits. There are no and have never been crashes on the old engine, except where, possibly, I might have used some opcodes that do not exist in the new engine, but I have long since fixed all that. The problem with the bandit camp (solved by that patch in the head post some time ago) had to do not with anything about this mod but with Sword Coast Stratagems where the designers wrote special script conditions for the local bandits - and made them different. The burden of compatibility with other mods was on those people, not on me, and in any case it only occurred rarely, but as I wanted this mod compatible with SCS, I was glad when eyre came along and addressed that.
  8. I was doing this for a few NPC in my big mod, and I thought I might make it available as a general feature. This mod does three things. First, like a few others of mine have done as a matter of course, it replaces "static" avatars of standing peasants, children, beggars and so on with versions that can move. Those "statics" can be seen, for example, propping walls around Beregost in the unmodded game. While the player kills and murders around, all they can do is thrash like fish on a hook. They also cannot walk to the player or a point if given a special script or commanded from the outside - could not, until given normal legs. The other two changes are more noticeable. The commoners and nobles sitting on stools and chairs around the games will jump on their feet and switch to walking avatars in an emergency (folding their seats and taking them along), as will sleeping and snoring NPC on beds. They will then proceed to run about as directed by the rewrites of the SHOUT script, which all of the sleepers and most of the sitters have, along with a lot of other NPC. It concerns mostly the responses of "innocents" to aggression. If the innocents were attacked or took damage from the party (and did not die), or if their pockets could not be picked, they will redden and shout an alarm, then run for it at a goodly pace. If they simply saw a red-circled creature, e.g. another assaulted innocent nearby, they will also burn the carpet and keep away from the party, but without turning hostile or upsetting anyone else, and might eventually calm down. This goes for sitters and others who are awake, but sleepers are a bit of a special case. They are no longer technically asleep but feebleminded and will not react to anything unless attacked, stolen from, hurt or a red circle comes very near them. They only wake up to shouts from innocents in limited range and in direct line of sound, and then not always to the first one that rings out, so the player can risk dispatching another NPC quickly in a corner or behind a wall somewhere or just hope the first cry or two will be ignored. Awake NPC hear shouts across walls, but if they can be killed in a single strike, they will not get a chance to do any hollering. All innocents now have at least 5 hit points so that they do not always die from the first hit, though. So far the changes that were implemented through creature file effects. The rewrites to SHOUT were all done by careful patching in places and should be compatible with versions of shouting behavior from other mods, although some of the conditions go on top in precedence. The changes are: NPC will run out of the area to get away from the party, dash upstairs, downstairs, to the courtyard and everywhere; red-alerted NPC will continue to shout wherever they go, even off screen, alarming new crowds, but do so every two rounds (they are hostile, so the Silence spell is going to work on them); lawmen will react to shouts from innocents even after they have reddened, and also even off-screen; evil-aligned creatures with the SHOUT script will make a beeline for the innocents too after they make the first cry out of hostility - it is up to the player to imagine if that is to kill them, to aid them or to lure the party. Hostile innocents and triggered lawmen will remain that way, unless another mod mollifies them farther down in the script. For this reason this mod should be installed after others that cover NPC behavior. Red guards are a snag, obviously, but angry innocents can be chased to some other room or floor or away across the area, if they are keeping the party from resting. They should be dealt with somehow, anyway, before they scare away and alarm the whole vicinity that would listen. A mod that makes charming a more viable long-term solution, like my own "Charmed, I'm Sure," can also come in handy. Sitters and sleepers have received some middle-range random treasure to make them worth pickpocketing, horns will blare when NPC shout, the prone courtesans in the Undercellar have been given sexy moans to give out instead of tortured shrieks, and escaping NPC will cry to the world in diverse panicky voices. The patching of creatures with the sleeping animation covers all of them except the only four cases I know from the first BG where the character is either wounded or talking on his back: Winski Perorate and Voleta in the maze, Gantolandan in the burgled house, the sick Duke Eltan. There may be other exceptions, other creatures in mods that use those animations, but since there are no criteria to select them by, the player will have to add the exceptions by hand to the tp2, if the creatures are supposed to start conversations, respond or do something else beside playing Oblomov. They cannot commit to any of those careers while they are feebleminded. Illustration: a botched attempt to comb through the pockets of a patient in the Candlekeep infirmary gets everyone rushing for the door. If the red circle is allowed to escape there, he will find plenty of moderators to bawl to. Download
  9. Given that my comments about the moderating team have to be approved by the moderators before they may appear, I think I'll refrain.
  10. Hey, people! Tear yourself away from this thread. I made a record that my topic was unfairly deleted, and now you know. Instead of discussing the double standards of the yo-yos who run this website, lend me a hand with the making of my mod. I could use some assistance with the preparation of music tracks, for instance.
  11. I'm interested in changing the starting position of one of the NPC. This information is contained in BALDUR.GAM. I can patch it like any other file, and it should be rolled back with uninstallation of the mod, but still, this is a file of central importance. Are there any special hazards to editing it? I could move the NPC with an awkward workaround, but only if I have to.
  12. Do Yorkshire puddings and... what was the other thing welcomed for in the off-topic forum... fall in the limits of "non-IE modding related exchanges"? Or was that a mistake too? Where are the borders of acceptable speech? Would you draw up a code of niceness? Or does "acceptable" simply coincide with "what jastey and a couple of others like"? An off-topic board perhaps should never have been created, since you were not ready that someone would actually begin saying something freely and intelligently. And now it happened, and you are not ready to deal with consequences. What a pathetic creature you are, jastey: obtuse, prudish, self-important, flaunting the tiny powers you were given to restrain obvious hate speech, spam and, where a topic exists, dangerous deviations from it - if someone complains, because even on the modding-specific boards conversation goes off on tangents all the time. The only difference is that there you don't feel that you have to crucify yourself for the salvation of humanity on somebody's wit, because you are guaranteed there won't be any. I want to give you some advice that will make your life easier: instead of reading any and every bit of text produced by someone on these boards, which does not concern you anyway, try going about your own business, doing I don't know what - picking daisies? - and only intervene when you are called, like the fire-fighting department instead of a circling police patrol or, more precisely, a bored censor. You will sleep better, and the boards will flourish.
  13. If I get banned from this website, those who want to play my to-be-last mod, "Kings of Vagabonds," and possibly another, small, one before it, will be able to get them by writing me an e-mail: droaamEARmail.ru.
  14. Please explain - no, without a "please." Explain what was insulting about (I'm stating this for others who are reading) cartoon pictures of gay sex. By the way, whether what I write gives you more imaginary responsibilities or less is as important to me as anal prodding in the corridors of the United States Federal Reserve.
  15. Yesterday I posted a thread here that might have seemed risque to the moderators. It was not insulting to anyone in any way. They simply did not like it, so they deleted it. I want this fact known to readers of the boards. It won't surprise me if this thread is also prevented from coming through. In that case I'm going to write about the fact in ten other topics on the boards dedicated to modding instead of this off-topic board.
  16. Morgoth, do you remember how you prepared music files for "The Demon and the Dragon"? Cutting them up? I've got another tune, if you are up for it. This time for "Kings of Vagabonds," the last mod.
  17. Daulmakan, you are right about the changes in games, but the real change has been with the society that makes the games. It has lost its appetite for freedom - and the habit for it. You can write a history of how that came about, a "closing of," but the fact itself is irreducible to anything else. Humans liked to go into open spaces, many of them, often, and now they don't. What difference does it make how the angel's wings were chopped off? What is he supposed to do now? And the problem with the proposition to play old games or watch old movies or listen to old music, all of which I do, is that, in a word, I know how they will end. There are wonderful treasures there, but I know what's ahead of those people and tendencies, where they are leading - here. If I settle in the past, I'm asking for a Hedgehog Day loop, nothing else, because as much as I would like to retreat to an acceptable point on the road and take a side turn, all I can tear away in that new direction is myself. My inner world can break into a different future, my dreams develop - but nothing else. Sometimes on tape I encounter a character played with such truth by a long-gone actor that I say "Yes, yes! This one deserves to live on!" But the character dies, credits roll on, and the character is usually a villain, so a minor figure, a grotesque. History is written by the winners in smooth suits, even if they despise themselves and their cardboard world. Christians have something to go on that, they believe, will take them out of this circle. They are the only ones with a different message. But I don't think the problem is with reality, it's with humanity.
  18. Very good, only I won't be cared for by social programs. They are on the way out across the world. And for the mosquito there is no heritage or Nietzsche. For him there is just me. Was.
  19. I don't quite know what it is about games from the 90s, but they had something that today's games don't, and because those don't, I can't stomach them. This quality may have been present in games from earlier years, too, even probably, but I wasn't playing in the 80's. It doesn't have anything to do with gameplay or even artistic execution, though the latter was undoubtedly superior. Just listen to the music in Baldur's Gate or Torment or look at the backgrounds. (A simple thought once struck me, looking at some fine paperbacks from the 1970s, that before computers, Photoshop automation and clip art, the ability to ACTUALLY draw was the only way a picture could be made.) No, neither gameplay nor talent. Those things get discussed enough, but I'm missing something else, something like juice in a piece of fruit. Freedom is the closest synonym. I remember some games from back then that I didn't even like, don't like to this day, for instance, Still Life, the adventure, yet they had THIS. Was it that the designers didn't feel obligated to be thoroughly logical or true to reality? There was a puzzle in that game where I had to guide a wall-climbing robot past and between laser rays, some of them moving, which I just cheated to bypass, because it was so infuriating. And the reason for bothering with the robot was to have it crack open a supercomputer vault in the basement of an FBI station - all this perpetrated by the main character, who was an FBI agent herself. So she tricked her boss, sneaked to an off-limits area, used this robot to get to the files, never minding the risk she would get fired, which was exactly what happened next? "Yeah, right," that was my reaction and still is. So many things were wrong about that game that I could not wait to bring it to a finish, just to find out how it ended. I will replay it the day I decide to slit my wrists. Actually, I feel IT has slit them already. But that is different from the feeling I get with today's games, which immediately repel me. It is as if a little invisible brochure of assumptions ships with every one of them, a tiny gospel of ideology, even when it's some survival platformer. The medium is the message so obviously that I feel that any one of them points me to my place: sit there. Like papier-mache pears, they have no taste, they are not headed anywhere. It may be partly because games have so decisively given up on trying to be anything more than entertainment. In the 90s they still stood on their toes to be art - many, anyway, including some of the most entertaining ones. The strategy Red Alert 2 and its expansion pack, Yuri's Revenge, were crazily entertaining, but they did not telepathically beam to would-be buyers "We charge so many dollars for so many minutes of escape." Yes, yes. The subscription model, downloadable "content" (nothing self-respecting calls itself "content"), all that came along. Commodification more generally. The quality of the game doesn't even have anything to do with it. Before a game is even made today, it is embedded in this system of understandings of what it may be and what it may not be. A few years ago I would think quite a bit about all this. But now that I've understood the reason (the question in the title is more like an exclamation), there is no more use for analysis. I'm left with the fact, the flavor is gone. And the flavor that is not there any more is the same that is missing when I do something completely unrelated to computers and go to a shopping mall. Some time ago they've become boring. They weren't, now they are, it's undeniable. They used to be castles. There was a movie "Mall Rats" back then, and the "Dawn of the Dead," the zombie shootout? Who would even be enchanted enough with them today to stage a scene in one? Yes, yes, standardization, surveillance, hygiene rules, dead-faced workers on those floor-scrubbing hovertanks, what are they called? Not the workers, the devices. The workers are called "I could be anywhere on Earth." Migration flows, rows of statistics. But what is the takeaway? Unusable. Inedible. Not visitable for anything but a specific reason. And yet nobody seems much bothered by it. Hipsters munch in identical cafes, roll around on skates God has left for them on the pavement. The utterly banal news in New York Times, supposedly one of the better newspapers. Ukraine on the top, for cheesecake recipes scroll below. No flavor whatsoever. The Roe v. Wade news is also boring in the same font. I miss White Wolf Publishing's books. Their tabletop role-playing games from the 90s. Vampire: the Masquerade: Bloodlines was a digital sprout in 2004 - and we are angling back to the subject of computer enter-whatever-everything-tainment! Yes, that's a good game, but I long for the real stuff, the books and the ideas in them. The "this" that is missing was there. Is it gone for ever? Well, I don't see a force on the planet that could budge this mass of humanity to want less security, less precision, less material abundance in exchange for fluff like fantasy or possibilities of spirit.
  20. How many slots, specifically, does the SaveGame action accept? I'm not having any luck giving it anything beyond 15. I remember some kind of document about save slots, what corresponds to what. A few are taken up by the three quick saves that are created, another is for the autosave. What is the free range?
  21. Is there any way to let creatures run scripts when the game is paused - with the button? Actions in INSTANT.IDS work during dialogues, but creatures don't process even them with the button, though they can be summoned with "Target type 7" abilities and spells.
  22. Bullshit. All sorts of mods can be uninstalled. You are going to have problems in a few specific cases. For instance, if the party was in an area that doesn't exist any more, and a game was saved there. Then the game will crash if that save is reloaded. But if the party had an item that doesn't exist anymore, there is no problem, the ITM file will be gone from every slot. That's what he was asking about, not Weidu's order of installing and uninstalling. Weidu will uninstall them in the right order anyway, it can't even be helped except by manually hacking up the log file. Do you even know what you are talking about it all? I make mistakes sometimes, but the level of incompetence on these boards is staggering.
  23. With this kind of reply, there is no need for an elaboration, is there? To others who are looking into this thread and incidentally might be interested in playing my mods: don't be scared away. I use a different and more secure system than prefixes, and I give spells through a different mechanism. Graion doesn't know what he is talking about.
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