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temnix

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  1. I don't claim to be a part of anything, least of all this place. Everybody who deserves respect gets it from me exactly in proportion. All the rest of you are good for is making tweaks, and even there you don't know to tweak your way back to the original fun and simplicity of these games. And never mind fucking recognition. I would be happy to be a back line trooper in a line-up of creative people instead of this morass of fanboys.
  2. It puts necromancy and resurrection on their heads. Animate Dead is real and raises slain enemies as undead, and another spell makes it possible to resurrect friendly and neutral creatures outside the party, including NPC already found dead or dispatched in cutscenes. But there are many elements there, and it will be some time before I'm finished.
  3. Since Greenhorn has dropped out, I have no way of testing whether Ultravision may be made to work under old editions. I made some changes to the spell and items for when installing on setups other than EE, removed advanced opcodes that might cause a crash. This version will be attached below until I have sorted out my file hosting service, and then I will upload it to the head post. But from what he says it seems that the problem may be with bouncing projectiles as such. If they don't work in old games in principle, then neither can this mod. Switch to the EE, and a whole new world will open. The link in the first post has been updated with this hopeful version.
  4. Nobody is forcing you to use my mod. I couldn't care less if you do or not, but I think I found the problem. Try this version and if it works, do put in so much effort as to write back, because it might be a general problem. What you should be seeing now with your Tutu is that there will be no crash on running the mod but there will be one when you equip the items or use the spell. If that's the case, then the reason is an advanced opcode is used, one of them, and then I'm going to label this mod as EE-only. [deleted]
  5. Because EE's technology is better, there are many more things possible with EE. But Beamdog's improvements, where I have encountered them, are mostly irrelevant and never vital. And they throw off the pace. In the name of balance so many things got nerfed, too. New players don't even know what they are missing. Even such trivial things as having sprite outlines and fat selection circles on by default is a mistake - it makes the experience cartoonish, yet half of players, I bet, play with those defaults. But let's not rehash it again! Everybody knows where Beamdog has gone wrong - to my mind, they never did anything that would truly deserve recognition as a real step forward. There is a lot of clutter from them, well-intentioned but that makes no difference, and the clutter has been sitting there for years while modders just complain. Are these boards completely dead? Or maybe undead?
  6. There are so many modders on these boards, and almost nobody cares about making anything that's new. Then how about working on what's old? You have many years of experience. The engine of the Enhanced Edition is far superior to the old one, but lots of players stick with the originals because they don't like what Beamdog has changed. Why don't you old-timers sit down and roll them back? The ones that can be rolled back. The interface isn't going away, neither is what I heard about the difference in click response speed, that the mouse is livelier in the original than in EE. But those changes are a tiny minority. Everything else you can counter: do away with all the hand-holding and "ease" Beamdog has put in, scimitars +2 lying on the ground, strange proficiencies - you know what Beamdog did, and all changes are listed on the Wiki anyway. Get together and correct Beamdog instead of bitching and moaning about their terrible decisions or ignoring the technology where the future of these games lies - the foreseeable future anyway. I don't know what those Project Infinity people are up to, but are you going to keep players hanging and missing new mods for several more years until you finally invite them to something too obscure for most? Make a rollback mod, obvious to everybody! That will be a service to the "community" you so cherish.
  7. No, infravision doesn't get changed. The Ultravision spell and potion, ring and helmet give infravision as before to those who haven't got it plus the ability to see through walls. Of course, you don't get X-ray vision simply because you are a dwarf. If you aren't using any of them, it can't be their fault, but maybe some files are missing from the BG2 engine which EE has, and then trying to load them will crash the game. I don't think there are any in this case, though, the mod is a simple one. Look for STATDESC.2DA in Near Infinity in override and among 2DA files. It should be there, however. Another possible cause is this file, I suspect there was an error in it. Try this version. [deleted]
  8. Projectiles shouldn't be a problem. But even if so, they only come in after ultravision activates one way or another. If you are not using a source, nothing can crash. Do you have somebody wearing the Eyes of Truth, Topsider's Crutch from the console or under the Infravision spell itself before the Gorion cutscene?
  9. I remember hearing a long time ago that there was a script action in Icewind Dale to assign a new death variable to a creature. Is that something that's available in the Enhanced Edition? Can it be ported to ACTION.IDS in BGEE? Some actions that work there aren't even listed in the G3 guide. The reason I should like this, if possible, is because I have a large crowd of creatures made into familiars to follow the party across areas, or not familiars but just summoned, who all wink away when the party rests. Everybody does, global or not. They are only around until you take a nap. The reason why the modders here haven't complained about this with their custom animal companion mods and such is probably that those companions likely have script names. That must be the difference, it's the only thing that makes party NPC stand out, after all (except being in the party...). I want to try porting that action into BGEE to give this crowd a script name to hold them in place. If that doesn't work, then I might patch everybody without a name to use something standard, just not a blank or "None." This should still keep the PDIALOG check working to set NPC apart for patching purposes.
  10. Aha. Yes, probably. Doesn't sound that frightening by itself. More like a crowd of miners protesting low wages. Well, thank you.
  11. You can download it on page 2 of this forum. Believe it or not, there is more than one, with many other mods there.
  12. My mods are normally hosted on MediaFire, where storage is unlimited. I'm having a problem there at the moment, hence Uploaded.
  13. I'm going to look into the problem. Do you get the error after the prologue ends even without casting the spell, simply by virtue of having the mod installed? As for mods, I'm going to list them all in my profile.
  14. Updated most definitively This module randomizes the appearance of several kinds of creatures, mostly encountered in Baldur's Gate 1, although you might encounter them elsewhere or see the changes when you summon them with spells. These creatures are: bandits; Flaming Fist mercenaries; Flaming Fist enforcers; Amnian soldiers; Watchers of Candlekeep; ogres; ogre berserkers; hobgoblin elite; Blacktalon elite; gibberlings; and courtesans, the only civilian type. Each particular creature that appears will look different within a common stylistic range. Very rarely will they look completely the same. Some sensible random variations on alignment and stats are also included, a few possible points or hit points in either direction. Alignments stay in the vicinity of the main alignment on the whole, but although Flaming Fist will still be largely Lawful Neutral, there will be noticeable numbers of LG and LE, some neutrals and even rare chaotics. Even ogres are not universally CE. This is decided individually for every creature, just like appearance. (If alignment of those you kill matters to you, use Detect Evil.) Some NPC found in the first BG also received a makeover to stand out more: Scar, Ardenor Crush and some others. The mod should be compatible with everything other than the original BG engine. The screenshots show the range of variations possible for the different creature types. Let's begin with Amnian soldiers. Before the "modern age" most armies didn't have any kind of uniform, and if they did, it was limited to some one identifying article - a badge, a tabard, feathers, a musqueteer's cloak. Everything else was up to the soldier to provide, complement, improve and maintain, so an army was always a more or less motley sight. An unusual helmet or a sword of a different metal were not only allowed but expected in a soldier. Plus, colors of fabric on living bodies tended to darken with sweat, of course, and fade away. What a soldier looked like and how well he was equipped depended first and foremost on his means. It was not until the state went about wrapping its robots in free-of-charge, drab synthetics from head to toe that the modern idea of "military uniform" came about. Keeping that in mind, Amnians soldiers serve a powerful state across the mountains and are better equipped than many, and their chain shirts and tunics tend to be quite alike. The helmets are mostly standard, flat casques, and the overall look is fairly boring, dark and long-suffering. However, Amnians have a sharp, suppressed stylishness that flares up unexpectedly in bright, vivid shirts on some of the people on this screenshot. Quite a few of the soldiers have modified or replaced their headgear. Yellow metal abounds, but it doesn't look like gold, more like brass, an altogether strange element in northerners' eyes. Some of the random rolls for soldiers result in what I call sargents - characters with a noticeably different look who receive modest fighting bonuses. Amnian sargents wear white tunics, but there are none here. Proceeding to Flaming Fist mercenaries, their getup is simple and pleasant to look at, with white, red and orange being the main colors. They remind me of enthusiastic cockerels. All-red helmets are not uncommon, sometimes with small additions of green metal. The round shields are commonsense and dark-paneled, expressing that they still mean business, despite the cheerful appearance, but my point about never complete uniformity applies: one on the bottom has a bright-paneled shield and some gilding to his armor, perhaps because he can afford it. The tones of armor everywhere are cold like a clear morning. On the left you also see a different body type - a smaller man. Not everyone on the force is an enormous brute. Fist sargents wear plumes of a different color. Most players never encounter enforcers of the Flaming Fist, but here they are, a tightly knit unit, much more like each other than patrolmen, and resoundingly grim in black and shocking white. The last type of guardsman is the Candlekeep Watcher. Their armor reflects antiquity of the place: it is patinated, possibly handed down from generation to generation, and they wear crested helmets not known to anyone else. Their painted gold-and-purple staves, wound with white ribbon, are batons that convey authority more than anything else. Even among them, though, a traitorous red shirt will sometimes make an appearance. You goody-goodies make me sick. Enter the Black Talons. In the Realms sourcebook whence they came to BG they are not evil, only very well-paid Lawful Neutral sellswords, and so is their leader Taurgosz Tenhammer (so called because he once slew ten men with one blow of his hammer. I don't know how, but he is one of the NPC brought out in style in this mod). Their alignment has been set back to LN now. To my mind, Black Talons are well-greased, cool, maybe a little lazy, foreign to the Sword Coast and its concerns, natives of Iriaebor that they are. They wear a detached combination of azure and imperial purple with plenty of metal, not too gleaming but warning, and flat soldierly pauldrons. The blades of their swords are often of quality, expensive, blue steel. And they tend to be blond. Hobgoblins of the Chill are clever, successful and mean. That they are also foreign to the Coast shows in frequent appearance of bronze in their dress. For example, the middle hobgoblin wears it all over. Many also feature dark greenish metal, hinting at their use of poison, or carry green blades. Their swords are not envenomed, only their arrows, but it's in their idiom. The color of pride for them, though, around which the rest rotates, is gray, in several pitiless shades of it. The next showing should be on town streets. Courtesans are changed by their animation type, which means that if there are prostitutes in Baldur's Gate 2, they will follow after the fashions of the North: striking hair, gilded or bronze breast cups and sandals, dark and demure colors for the skirt. This is all to attract customers, of course. Quenash in the Undercity was not changed, so there will be no confusion while looking for her, but her old-style drabness is mystifying in such a bowery. On this screenshot you can notice, especially if you only glance over it lightly, variations of the hides of gibberlings. My ogres wear skins, human and demihuman skins. Some appear shirtless below their armor and others seem to be naked or just about. Normal ogres usually only sport a little humanity, but berserkers on the right are decked out in it, except where they have aggressively colored armor. They look flushed and tend to have better weapons, tipped with dire copper for effect. And finally the bandits. They are the most sophisticated creature type as far as design is concerned, and it would be easy to fill several screens with instances without exhausting their variety. The only thing they have in common is that they have nothing in common but each is out for himself and wears just what he has been able to steal and lift off corpses or buy with extorted money. These are not pathetic miscreants hiding in gulleys - they have been ruling the roads for weeks or months, and they boast of their spoils. Bandits' leather armor can be of all sorts, dim and cheap on some, posh and elegant on others. Custom leather colors - crimson, green - are frequent. Many bandits have excellent blue-blade, gold-hilt weapons from their victims. Because they have flocked to Tazok from all over, their build, color of their skin and hair range widely. Some flaunt vitriolic hair dyes. If die rolls collude, truly outstanding specimens may pop up. The underworld is also more or less an equal opportunity employer, thus there is a scattering of women and dehihumans among them. In fact, there is a hobbit slinging it on the bottom of this screenshot. For clarity, all these beautiful colors are only for the bandits. Regrettably, killing the fellows in those gorgeous golden or russet suits won't give you leather of this color. When you pick it up and try it on, it will be the same standard-issue outfit that is sold everywhere, with none of the beauty. There must be deep meaning to that. Update All animals and some other monsters that can't be properly colored (spiders, beetles, slimes, carrion crawlers etc.) have received some tinting this way and that a few shades. It is nothing to write home about, but it makes wolves and bears a little more diverse. Skeletons have darkened, greenish or otherwise discolored bones, their weapons are antediluvian and made of copper and dark iron, and although the panels of their shields show merry colors from life, they have been dimmed and muted by time and fungi. Skeleton sargents are those who have died not so long ago and boast bright steel swords and bows. There aren't any on the screenshot. I don't know how ogrillons have managed to become less civilized than either the ogres or the orcs who were their parents, but they stroll in the wild wearing only a ponytail, usually of some green color, and the pump. Everything else is left hanging with them. They come across like an international convention of Chaotic Evil bodybuilders/nudists/Tarzans, and many like a case of bronzing gone bad, ja. Flesh golems. That says it all. Update: because they are such rare stakes, blood spurts in buckets whenever they are hit or they hit themselves. Xvarts wear earthy colors: reds, greens, browns, the better to blend in with the terrain where they live and hunt. They still use bronze weapons, although a few have managed to get poor-quality iron swords from humans. A few wear shoulder rings of bronze for decoration, but on the whole they are poor. Xvarts run with a certain busy gait - you have to see them in motion to understand. Those who drag their feet, have light skin and hair of such a bright shade of yellow that it's almost white are the xvart old men. Being old among xvarts conveys no prestige or wealth, and so the old men wear no decorations, nor do they have better weapons. In fact xvarts put their elders out of the village on lean winters, or so I say. They take them back in the spring, the ones who survived. Xvart sargents are fierce berserkers who cover their whole body in metallic paints. There is one in the middle here. A bonus for those who play Enhanced Editions: xvarts will camouflage themselves when encountered in the wild, blending with terrain and almost invisible. When they spot the approaching party, they will throw off the covers and charge. Final update Without touching the colors worn by commoner men and women, nobility, children, prostitutes and all humans without a script name or dialogue, I tinted their skin and hair for each of the three "game lines": Icewind Dales in the far north, BG1 and Siege of Dragonspear on the Sword Coast and Shadows of Amn with its sequel south of there. The same model has agreed to put on a burlap sack so as not to distract the viewer from the racial tinting on the screens from the three games. Although not everyone in Icewind Dale is blond, many are, and skin is generally light as well. I think the NPC here were fair for the most part to begin with, but they certainly are now. Still, dusky and dark-skinned individuals creep in even here. This is what not having a good wall does to a community. The inhabitants of the Sword Coast are not nearly as light, with many chestnut, russet and auburn heads of hair. Their skin is generally of some shade of pink, and darker types are not unheard of. South of the border, down the Cloudpeaks way, hair is mostly black, skin is almost always dark. The posing generated here flashes some exceptions with blond and auburn hair, but this is not representative of the general population. Also if you squint very hard and especially if your own hair is light and long, you will notice the beautiful hazel eyes I have given every single figure. Now, if you install this mod for one of the Icewind Dale games, the Aryans will settle all over it automatically, but if you are playing either a stand-alone version of the first Baldur's Gate, or the second, or a trilogy (tetralogy, counting SoD), you will need to do some manual installing. Neither I nor Weidu can determine on which side of the mountains someone with a commoner's animation and the name "Commoner" resides. You have to tell us and the immigration service. Well, tell Weidu, anyway. When you first install this version of the mod, you will be asked which racial tinting to apply. If you are adventuring in the north, install the northern-tinting option. If you are already in Amn, or when you move there, install the one for the south. Clothing carries over, but the body changes. This is a screenshot of southern courtesans, though taken against a BG1 background. Dark Lady-type beauties, they are. I was unable to increase their hip width one bit, however. The penultimate creature recolor concerns half-ogres. They have always been the unnoticed underdogs of the world of big-fisted savagery. They were rare, for one thing, and misnamed. This update rewards their long struggle with a rightful hyphen, so they are now spelled "Half-ogre" instead of the clearly demeaning "Half Ogre" (modders who use CRE names to patch should take account of this). They were also added to Monster Summoning I. As for style, they are the fantasy stock men of black leather and horned helmets, great at rushing in and flopping on their backs when circle-kicked by a hero, one of their many skills. As low-level extras, there is a degree of uniformity in their look - they can neither afford nor dare to stand out. Still, their horns and belts show some encroachments on brass and bronze, and their armor is not just black but revolves around dark grays, dark greens and so on. Taken together, they come across as an army. Half-ogre sargents, or maybe lieutenants, answer to higher masters and look magnificent in gilded armor and yellow silks. They tend to appear apart from others, whom they command, and if you install for an EE game, they have larger personal space - a longer reach. On the screenshot below two lieutenants direct the charge on the party. Finally, the gnolls. Here there are several varieties. Let's start with flinds. I didn't do much with them, they were very good already, only broadened their color range for variety. I think they look more dangerous as a result. I don't know how a canine could naturally have dark blue or black skin and bright yellow hair, though. Maybe magic had a hand in flinds' origins. Proper gnolls are much more realistic. Rank-and-file have absorbed all the mangy curs of my remembrance. I bet there are some dogs like this outside right now, napping with their heads on their paws. The gnolls are young, unremarkable, weak and poor, with hardly any decorations. Their weapons are adequate, though, and only a few carry bronze halberds. For those who perceive nothing but numbers in this world - they have also received a speed boost. Gnoll veterans are the same gnolls but older and with more gold about them to show for it. They have at least average-quality halberds. There is one with a golden piece here. Age shows in their darker fur, and they walk at the old speed. Why are these ambushers so white? Because slashers are - ta-da-da! - albinos. They are a separate caste, consecrated to the gnoll god. It is bad luck for other gnolls to kill an albino, or they would have been slain at birth. Their equipment is standard gnoll, a couple on the right have poor iron or cast iron halberds, but, being young, they are sprightly runners. A slasher who has lived long enough and fought long enough joins gnoll elite. These older albinos, although darkened by age and not quite as agile, are much better equipped, which shows obviously on the following picture. They also know a special tack when swinging their halberds - when they score a hit, they will slash all enemies around in a small radius. Gnoll elite summoned with spells also have this ability. The ultimate update I'm not going to surpass what I did with gnolls. Still, I took the last two creatures that could be recolored: kobolds and ogre mages. Kobolds, who have come to conquer Candlekeep in this picture, have few recolorable parts, and the only piece of clothing they wear is a vest with a little loinloth below it. It was difficult to make them diverse, but I thought information in the "Monstrous Manual" that they dress in shades of orange was interesting. This is how it is now with them, oranges and reds, sometimes phosphorescent, plus bracers - sometimes of bright bronze and sometimes of good iron, like the ones on the arms of the rearing kobold in the bottom right. The kobolds don't lack iron, and nearly all of their weapons are also good, bright solid ferrous metal. Kobold commandos are a different deal altogether - dressed in basic blacks, some with weapons of high-quality blue steel. Featuring also the rarely seen kobold captains. Ogre mage models are marvellously detailed, with many parts that can be recolored. I think I conveyed rather successfully the sumptuous vividness and contrasts of samurai armor and dress - with the poor tools here, but maybe the scantity of means actually helped. Kahrk of the jar has received a few individual touches, but every ogre mage is different, rolled up from a universe of possibilities, just like any of us. It would be vulgar to show too many examples. Download You should also apply this fix for some rare incidents, made by @eyre. 77474302_SomeIndividuals-Fixes.zip
  15. Each to his own, but I suggest listening to the tavern loop in game, outside a tavern, at night. See if it doesn't make you feel better.
  16. Super finished I have started Beegee thousands of times to test my mods, and I'm tired to death of some sounds from the interface - high-pitched, grating and just too boring by this point. For my sanity's sake I put together some replacement files, low-key for the most part, and I want to share them. This archive contains: - The main click - a lighter version of the original stone click, surprisingly fitting for the EE interface - The level-up sound - Tooltips - Rings on-off (I use rings a lot) - The misc item thumps, which were breaking my coronary vessels - Gold pick-up and a few others. Also I mixed up a loop of a tune for the tavern music ambience, the one that plays at night outside the doors to those cheery places. In this update this file, AMB_TAV, is a veritable playlist, with Irish music. Download
  17. I'll take this guy over a Steve Jobbs any day. This mod improves many special effects in the games, adding new or revamping old graphics and sounds. For the most part the changes are done by patching and should not interfere with alternative versions of spells, items and abilities that might be installed, but a few cases are wholesale replacements and there are some changes to what a few of these do, not just to how they appear. These changes are mentioned below one by one. The latest version of the module adds more effects and upgrades some of the old, touching in particular on Call Lightning, burnt ground for fireballs, bringing Chromatic Orbs of every color, redrawing Bigby's hand and replacing Color Spray and Prismatic Spray - also adds a ray for the wand of paralyzation - and brings some changes to game mechanics. It is only compatible with the Enhanced Editions. I'm leaving a link to the old version on the bottom for those without. Some of the effects may be difficult for old and weak machines, especially the ice cover and fireball aftermaths. In that case delete the files ICEWOL_#.PRO, ICEDRA_#.PRO, ICECON_#.PRO and CONCO2_#.PRO for ice and FIRAFT_#.PRO for fire. Onward to the powers. Arrows of fire Melf's minute meteor Fire seed Agannazar's Scorcher and the wand of fire Fireball Trying to open the gate with eyes. On its way... ...the blast... ...and the aftermath. Oil of fiery burning Messing up such a nice house. Flame Strike Incendiary Cloud Tested In Hell (TM). Wear lead trunks when walking over ground zero. Lightning Bolt The bolt is a little slower-going than before for technical reasons. Call Lightning There is a change in mechanics here. Beginning Call Lightning will now cause rain to fall in the area, and precipitation there must be possible, or the spell won't be completed. No outdoor areas in the first Baldur's Gate were so dry as for this spell to be unworkable, and I did not look into whether a storm even makes sense in Icewind Dale, so this spell performs there as it used to. In the second Baldur's Gate, however, places like the Oasis and Amkhetran, Avernus, the Abyss were excluded, even though they may be under an open sky - but that's not a normal sky. On the other hand, it is now possible to use Call Lightning in Irenicus' patch of the Elemental Plane of Air, before the grand dome in Kalah's illusion and in a couple of rooms of the Spellhold challenge, because those are clearly mini-planes of some sort. In short, where there is a normal sky and climate permits, the spell can be used. (Modders and players who want to use this mod for other worlds should notice that with these exceptions outdoor areas were all patched to enable weather. There will still be no actual rain or snow there, though, unless the percentages are set.) As for the spell itself, now everyone caught near the bolt when it descends must save vs. paralyzation or go deaf. Also the damage these bolts do is not magical - magic resistance won't stop it. Stinking Cloud and Chain Lightning Chain Lightning no longer selectively strikes only enemies. The wand of frost Cone of Cold As breathed by a winter wolf (much more dangerous now): Cast as a spell. I have updated drawing and accompanying effects, and cones of cold cover the ground with slippery ice. Magic Missile My favorite. The tails were missing in the old version, restored now. New in the EE-only update Color Spray It is a smaller cone now. Prismatic Spray Similar to Color Spray but larger, brighter, uses a variant gamma and its sequence is different. Bigby's hand Redrawn and rearranged to strike in a somewhat different manner. When it bursts everyone nearby will be splattered with this dark ectoplasmic gunk for a while. The wand of paralyzation Paralysis, stun and hold effects have been changed, more about this just below. Chromatic Orb This spell now has an orb of every color. The effects were patched, but if you have a different version of the spell, there will be no harm done, at worst nothing will happen. My changes should be compatible with mods that revise this spell completely, as I was tempted to do but refrained. As amended, the orange orb (third level) now only inflicts 1d4 fire damage, not 1d8, but this damage comes in the next round as the target is set on fire, and will interrupt any spells they might begin then. The violet orb, the one before the last, paralyzes instead of stunning. I applied a game-wide change to items and spells that stun, hold or paralyze. Now these are all different. Stun is as before, however, items and powers with "paralyzation" or "paralyze" in the name deliver on the label instead. Hold is like stun, but any Dexterity bonuses are nullified. This doesn't matter for Armor Class, because motionless creatures can be hit at will regardless, but it may matter for any stat checks. Ghouls and ghasts now inflict hold instead of paralysis, and, in accordance with AD&D rules, ghouls' touch no longer affects full-blooded elves. This applies also to the Ghoul Touch spell. Ghasts are still "it." By my fiat, paralysis is worse than Hold, it is detrimental permanently. The Dexterity drop persists even after the character can move again, and he is also slowed. Remove Paralysis, Free Action or Heal need to be cast to restore a character who was paralyzed. One creature who deserves a separate paragraph is the carrion crawler. The Monstrous Manual has some interesting information about it: it attacks with its soft tentacles, which have the power to paralyze (and with my mod for much longer than before). The crawler tries to immobilize as many creatures as it can, then proceeds to gnaw on them at leisure with its small mouth. So let it be written, so let it be done: the monster now has 5 attacks per round, the maximum number. These attacks do no damage, but the character must keep rolling saving throws. Once he is paralyzed, the monster will abandon him and go to the next enemy. It will ignore paralyzed prey for a while, but not so long as the paralysis lasts. When it comes back around, it will start eating up the victims, automatically biting for 1d2 damage a pop but not using the tentacles any more, thus the paralysis won't be getting extended again and again. As soon as the victim can move, the crawler will repeat the pattern. Spook No flying skulls. Charname simply gives people a glimpse at his inner nature. Early access, so to speak. Works quicker. The lastest update - EE only The EE version of this mod has been updated with a few last retouches. Some of these changes might actually work on the old version, but it is so far behind, I don't care to sort out what might be salvaged. Fire impact now blends, and ice impact has its own graphics and sound. Disintegration This update to all disintegrating spells and abilities removes people cleanly and permanently, leaving behind only a modest pile - multicolored, because I've always thought that a heap of assorted atoms would be. Pink there could be carbon, green oxygen or some such. The projectile is pretty hardcore in that it is made to ignore difficulty, so it will destroy characters even if you play on Easy, and it eradicates everyone on the way, not just the target. The ray fades quickly and the caster is frozen in place, so there is no running around mowing down whole battlefields, but if you shoot from just the right angle, you might be able to take out more than one creature. And this merits boldface: beholder hive mothers now use this projectile, with all its properties, for their disintegrating power, so the shield of Balduran will not help. Snares I like the bear traps, but how do they shoot arrows? Instead thieves plant clockwork devices with rotating cogs, camouflaged, that will activate and spread out in piercing chains when triggered. The trigger radius (yellow circle) is much smaller than before to avoid the situation when the first enemy to step onto the scene would set off the trap and the ones following would be untouched. The player now needs to take care to actually place the trap somewhere on the path enemies are likely to take, but the actual range of damage, shown in red, is quite large (in fact a little larger than I drew here). Special snares are of reddish metal. The second screen shows the spike trap, which now has no cheap "magicky" glow but is an all-business orb that will inject a set of darts into the interloper. All of the traps' projectiles do no damage to spectres, ghosts and wraiths of all kinds nor to will o' wisps, who are made up of energy. These creatures still trigger the traps, this is unavoidable for technical reasons, and will expend the single shot of the spike trap, but will not be harmed. This update also brings the delayed blast fireball, which I had forgotten to include. The fireball will turn around on the spot until it is triggered. The trigger radius is the same as the yellow circle, smaller than before. The same goes for skulls traps, which are now more like traps than another fireball, and they do piercing damage, not magic. Just-so update: big-blast fireball I was finally able to make the type of fireball I have always wanted: one enormous explosion. This is an optional component that will override the cluster-blast effect for Fireball spells. I injected this option into the version compatible with the "classic" engine, otherwise not updated. Delayed Blast Fireball, for its part, was not covered before and will receive this rendition even without the option. An important note: the old version now comes with a formerly missing file (------_#.BAM), whose absence might have caused crashes. This file should be in the override folder, if either version of this mod is installed. P. S. I have brought this up before and I might as well do it again: if you find my efforts enjoyable, feel free to float a few dollars in my direction. I have a PayPal account. It's up to you, but buskers on the street make a living singing and performing, and the passerby feel obliged to put something in the cap when they are delighted. Why don't modders get the same? Download - old version Download - EE-only version
  18. In Curst, during the comeback when the Nameless One has to fight through demons and restore order, there is a wonderful ambience, histerical screaming and clashing. Perfectly hellish. I don't know the name of the file, but it's got to be there on the area map. If you care to share this, I'll credit you. With galactic credits.
  19. This only shows offsets on the main page. To find out the hex number for the string reference in effect 13 in ability 12 it's still go to Raw. But Weidu does offer the ALTER_SPELL_EFFECT option, which I've been using more and more. Instead of looking up string offsets I can just edit opcode 179 with the parameter I want, or patch resources etc.
  20. Familiars, I mean creatures who follow the party between areas, still disappear after the party rests. I can't seem to prevent this. They are as gone as creatures from sleep encounters. It doesn't help that they are made global. Actions in their scripts, when they begin to load after resting, crash the game, at least some. I suspect it may be the physical actions, the ones involving the body, because I have SetSequence in this script, but other actions don't do anything at all. They can't act on the party, jump to it or display strings. These monsters probably get whisked off the light map, beyond into the dark frame around. I ended up putting DestroySelf on top of my crashing script, and this action is carried out, the crash is prevented. But have people really been losing their animal companions, monster retinues and so on after resting? How do you stop this?
  21. There are many dialogues, small ones especially, where trying to assure compatibility is so clearly pointless, it's infuriating. By compatibility I mean inserting my own states between existing replies, extending the dialogue with new branches, REPLACING_TEXTUALLY and so on, just in case someone somewhere decides to alter this particular unimportant conversation also. Considering how many people even download the mods here (my mods, anyway), the chances that NPC What's His Name will also become coveted by another, and the importance of a conflict if it does happen, are absolutely negligible. It's not that I wouldn't press a button in Weidu and have it take care of such things, if it were as easy as that, but to retool every stinking little thing? Especially if the dialogues were written off-handedly in the first place, by half-educated sophomore geeks, as so many BG dialogues and journal entries were. How many conversations there are that go literally like this: "Hi! We wondered if you had any errands we could run?" Or "No, bye now." Or "We came to torture you, ha ha." Not even "hah hah." This one is from Jhasso's dialogue at the Seven Suns, imprisoned. A great opportunity to write something spectacular, show his personality, maybe, but the whole thing is so careless, so rushed, just so inept - did I say sophomore? No, freaking high schoolers wrote so much of this stuff sitting behind their desks. And what, I'm supposed to go on tiptoe around this treasure, put in a half-dozen EXTEND_BOTTOMs and APPENDs and STRING_SETs if I want to make it better? Bend at the damn computer for a couple of hours - instead of exporting the file in a D and changing it however I want? So something might happen, in theory. Big deal! Just how old are we that we are afraid of such things? We deserve the coronavirus, to keep us in our retirement home, kissing up to a 22-year old videogame whose makers were just young guys who liked AD&D and didn't take the game, and games, seriously at all, and rightly. I don't even know what makes me so mad: that the original which we ceremonially "mod" with such care often doesn't deserve it at all, or that we could be doing something more interesting, building some different fantasy worlds, maybe, or just the realization that time has passed. For the ease and good humor with which Bioware's nerds went about their PnP adaptation! They didn't worry about jack shit, they finished this and were done with it, and their whole lives were ahead of them. And here we are. Well, I'm going to make gold of this rant: I officially declare that I'm going to rewrite the smaller dialogues completely in the editor and not EXTEND and APPEND anything. Those will probably be dialogues more obscure than Jhasso's, his is an opportunity for some quests, possibly, I'll shift a bit for such cases. But a guy in a village home somewhere? He's getting D'ed. And this is not only an issue with conversations. It's the same with many items, especially miscellaneous stuff. Are you really going to WRITE_ASCII for every field if you want to change the description image and ground icon of MISC80.ITM? Are you going to click on the bloody Raw page and squint through a wall of numbers to look for ability offsets, if there are abilities? Well, I'm not. I can put up this much integrity at least - take on blame for not caring about small collateral damage. At least I will have done the damage, that's some kind of difference.
  22. That's a good comment. We probably have too much access. Maybe all games are created this way, and it's just a normal part of the process. The lengths to which I go myself to get some of my features to work, it's bending space. But everything will look shiny with the hood closed. The problem is with being both a mechanic and a driver.
  23. I was looking through the files for the Spider's Bane quest in BG1, in Cloakwood, where the party is supposed to bring the body of the dead brother, Chelak. Glanced through the dialogue of the alive brother, Tiber. And I noticed that the last actions there, in the conclusion of the conversation, went like this: AddexperienceParty(800) ApplySpellRES("OHMISC90",Myself) TakePartyItem("MISC90") EraseJournalEntry(27486) EscapeArea() "What is that spell "OHMISC90?" I wondered. I browsed to it in Near Infinity, and it was a nameless spell doing just one thing, setting Strength permanently to 19. I was puzzled for a moment, and then - it was there to make sure Tiber could walk away with the body! I couldn't help but laugh. It brought out the patch-and-glue nature of videogame design so, these spells for the occassion and tricks. I could just imagine Bioware people running the quest and watching Tiber walk helplessly in place. And they shook their heads and put this in.
  24. Not discovered. I thought I could probably get the items dropped with an invisible minion, and it worked. I patched all creatures in STATE_DEAD or with 0 current hit points with a custom spell summoning a minion (duration should be 9, Instant/Permanent, or summons on the dead are unreliable), and the minion does ActionOverride(LastSummonerOf,DropInventory()) before destroying himself.
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