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temnix

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Everything posted by temnix

  1. While not being appreciated in one's lifetime is not a sufficient condition for genius, it seems to have become a necessary one. And this is not about me, it is about all those people who have original ideas, write well, challenge old-hat mechanics, do minute work on visual and auditory representation, encourage real role-playing instead of powergaming class builds and trivia. All those people who are not on these forums.
  2. I don't know what mods you look for, but this website advertises in big letters only a portion of those that get made, and not necessarily the best. Plus some people don't feel entitled to post the great, world-wowing annunciations of their releases and updates on the Modding News board.
  3. No, this is the problem. If I create my own CLABMA01, it's going to overwrite any other there. And this particular file is not connected to wizards other than the wild mage in KITLIST, the sorcerer is not on any of the lines, plus CLABBA01, as I said, is not mentioned. The engine must look somewhere else if it relates those file names to those "kits". As long as I can APPEND by name using a GLOB mask, there will be no missing-file problems, however. Or just with IF_EXISTS.
  4. Thanks for the info. The straight bard file is not listed in the guide's kit section at all, by the way. And I have no CLABMA* files at all on my unmodded BGEE, for any of the wizards. I'm patching them blindly, going by the names they are all supposed to have.
  5. What are the CLAB files for mages (wizards without specialization) and traditional bards? If there are no such files for them, how does one go about giving them new abilities?
  6. @eyreSay, take a moment off from testing and try this again. Or just remember: did the other party members get kicked out when you teleported? Did you lose the equipment? Did you get an XP bump?
  7. Thanks. That's just what I wanted to know.
  8. Suppose you are playing the first game, walking around there, and then use the console to transport the party to Irenicus' dungeon? Is that going to trigger second game starting conditions, put Charname in the cage, set chapter to 1 and so on?
  9. Of course I'm not going to "curate" (rhymes with "castrate") abilities in advance. The whole idea is to let bards learn everything they come across, even if it's potentially useless or self-destructive, like some of those pretend teleport spells that unsummon the caster in reality. It's the risk they take by not being proper wizards, which is where you get the nice, tidy, safe power list. And I want the ability to include powers and spells from other people's mods. There are a couple of criteria in place, worry not. As for making a copy of the original spell to be learned by the bard, I did that for a special ability where the visual effect had to be different when used by the monster, but there is no reason to do this for everything. Changing the spell type is not going to break any scripts. So, nobody actually knows how to select names four characters from the beginning?
  10. There are many spells in all of the games that are only used by NPC in cutscenes or special cases. Teleports, for instance. SPWI995.SPL (DRYAD_TELEPORT) is one such spell, but there are also abilities like dragon breath. All these quasi-spells have one thing in common - they have a name, unlike nameless utility spells and sub-spells that the engine or modders may use. They are not supposed to be available to the player, though, so the designers never bothered with their descriptions, icons or types. I'm going to open these up - bards will have a passive ability provisionally called Eagle Eye for picking up spells and powers used in their presence. This will include both the wizard spells that are available the usual way, on scrolls, and these other specials, none of which have any reason to be of the Wizard type (1). I would like to select all spells that are not "real" and change their type to Innate (4) and their icon location from Spell (2) to Ability (4). Is there a distinguishing feature of the named spells meant only for internal use? They usually have a Symbolic name, but so do standard spells. Maybe take this name and compare it to SPELL.IDS, and patch them only if it doesn't contain "WIZARD"? First I would need to check that file for the numbers of their SOURCE_RES after "SPWI," though. Can someone tell me how?
  11. All right. Do you want the texts read for errors? Because checking code or giving style suggestions is something else.
  12. A year is a LONG time. A year plus the time already spent is even longer. What kind of crazy timeframe people here think in? They expect to get their mods done by the time they are 50 or something?
  13. My mods are for the PC. Whether they work on another operating system is unimportant. I need testers to find bugs, spot missing code, projectiles that fly to a wrong place and so on.
  14. Bump. I am still not going to process the areas myself, but here is a reminder in case others enjoy sharpening pencils.
  15. Thanks. I'm updating the download, remove the file now to avoid confusing people. By the way, @eyre and others, I found an item I had forgotten in the tp2. It is a pumice/sponge. With this version of the mod it will be sold at inns if "Adventurer's Miscellany" is also installed and the game is an Enhanced Edition. The pumice aspect can polish plate armor to reflect gazes.
  16. I'm looking for a tester or two to try my mostly-finished mod for BGEE. I test them all in every way I can think of myself, but mistakes still creep up. Sometimes files may be missing from the installation without my knowing, because I have them in override, for example. A second opinion, on errors and parts of gameplay that definitely don't work, would be helpful. I'm working on another mod right now, so there is no rush with this one, and a portion of it is yet to be written, but having someone look into it at the same time would pull the publishing date closer. Send me a message if you are interested. The mod is being written on a 32-bit computer, so the 2.6 version of the engine is not required.
  17. A workaround isn't necessary. I'm going to look into why the items are not being taken. I did test everything myself, so there must be a reason for why they fall through the cracks. It's probably something simple. Actually, why don't you look into it? The technical detail about the transfer is that...
  18. Nothing is objectively offensive. It's all in the mind, of course. Once I was banned from RPG.net for inventing Zurich gnomes - the name might have been different. I made up a Monstrous Manual-style sheet for them, with Ecology, Society/Habitat and so on. They were greedy, small, crooked, tailcoat-wearing, leaned on diamond-studded canes and controlled most of the world's wealth. They lived on the highest peaks, where they hid their treasure, under the protection of hulking security brutes. And some moderator thought this was a caricature of Jews. Nothing could have been farther from my mind. If anything, the man from Monopoly and any number of Russian Civil War drawings of evil moneybags came together there. It was a parody of capitalists, of course, but not of Jews, although it is true that powerful Jewish clans have controlled much of the world's finance until a few decades ago. But in that moderator's mind this image was absolutely linked to Jewishness. This was the remarkable part. HE was much more anti-Semitic, by the passive inertia of his imagination, than I ever was. But could I explain this? Of course not. And to the Imp: you know, you're much smarter than a lot of your posts make a case for. If you would put some floodgates on that stream of consciousness, you could be taken seriously more often.
  19. This was formative for me. And it is by itself the most imaginative fantasy series ever made.
  20. I brought another fireball in, because you can never have too many fireballs. This one is one great blast, optional. With the option installed it will replace the cluster-explosion effect for Fireball spells, and in any event is the effect used for Delayed Blast Fireball, which was not covered up to now. There are some new sounds, highlights and rearrangements. The option is available for the old version of the mod as well, only without the followup scorch stains, as usual, and includes a file whose absence might have caused crashes: ------_#.BAM. This was probably another case of having the right files in my own override folder, the mod therefore installing, but not including them all in the archive. Having a tester other than myself would have helped find errors like this many times with the mods.
  21. The "original idea" was nobody in particular's. I had to come up with a way to scorch the ground for my improved fireball effects. I patched the spells with numerous creature-spawning EFF files. The invisible minions appeared on the spot where the fireball hit. Each one came with a self-cast Teleport field and a script that made it wait one tick and then destroy itself. The minions also had self-targeted, casting-glow-type, draw-as-background PROs - one out of three, randomly. Each of those projectiles drew a different patch of soot on the ground. The result was that the minions popped up, jumped off a short ways, drew their stain and vanished. I had to test for the right teleport distance so that the char would be grouped tightly enough, and this method required EE, or it would be impossible to save the game with those projectiles out. The result:
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