Blash2
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Posts posted by Blash2
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Yes, unfortunately that tweak doesn't work in the SoD portion of EET You can't separate Minsc from Dynaheir.
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Hello!
Would you think about adding a component that allows NPCs couple to separate? Currently it is impossible to have Minsc without Dynaheir in party.
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Hello everybody!
I noticed something that maybe is not really a bug but is quite annoying. From a certain point in the game, I start scouting with an invisible character. When I enter in the field of view of some mages, they start casting all their buffs, as per SCS script. Then, I go back to my party, buff up and go back to the mages. Their buffs are expired, so they have no protection. The fight is a piece of cake.
@DavidW wouldn't be more logic if prebuff would work only when a visible character enters the field of view of a caster? Things as they are now are also quite immersion-breaking.
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That's great news! I feared it was an engine related bug. @Arthas can you report about the bug being not there anymore?
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Well, anxiously waiting for 32.8
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In very interested in knowing what causes this behavior, and remove it.
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Is experience gain on rejoin a vanilla feature? How can I disable it? If I remove an NPC from party, I'd like to find it exactly as I left it.. I think it's also in the spirit of EET NPC continuity..
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19 hours ago, czacki said:
I actually used to think the same for years, but reaching certain spells and abilities completely changes the game. Playing ANY wizard is a race to HLAs, once you get them it's like a whole different game. To lesser extent this is true for other classes. A simple example would be Kangaxx (SCS Kangaxx) which, unless you cheese him of course with 1 million anti-Kangaxx cheese strategies, provides some challenge to a pre-HLA team.. and zero to HLA team. I don't know if EE/ modern SCS changed this, but last time I played SCS years ago, he ate a Dragon's Breath and died right away. That's because you're not exactly "expected" to have HLAs here. Demilich immunity doesn't include level 0 spells which HLAs are.
If there is no cap, nothing stops you from XP farming till you HLA. Hell, with EE allowing party members to level up after you, you may as well farm XP till you hit 3 mil solo and recruit your party which will be scaled to your level (should be up to 1,250,000 in SoA 2,500,000 exp in ToB but it seems bugged and party members start going over the intended limit in SoA already). It's not even an exploit since the game naturally features respawning enemies.
I like to "powergame", but I like a set of rules to keep me in check. it's only fun to optimize your playthrough if you don't break the game with your optimization, I'd say. Hitting HLAs by early BG2 breaks it, SCS or not.
In the end, since EET caps are non-functional anyway, I just play a 6-man party that does not farm encounters, ever. This way I usually stay within reasonable bounds. For instance, I did ALL quests in BG1:EE and ended up with "only" ~280 000 exp on main char, which is obviously more than the intended 187,000, but it's usually not even enough to warrant an extra level.
SoD is the only offender with those huge, diablo-like spawns of random trash.As far as I know, SCS "Hardcore" difficulty makes so that some enemies use HLAs as well.
Do you think this would balance the problem you exposed? Do you think it would be even too dangerous having enemies with HLAs?
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Hello @jastey, is there any hope these two cool mods get resuscitated?
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Here I am again in this old topic.
There is a doubt I'm having. Let's consider Yeslick. After the transition to BG2 I will find him where I left him (in the FAI for example) but he will have no content. If I install the Yeslick for BG2 mod, the "old" Yeslick will be deleted from the game and a new one will be created. Is that right? Or I'll find two Yeslick?
My doubt is valid also for the rest of the BG1 vanilla NPCs (Xan etc.).
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Has anyone an idea about how "revised times and area visibility" works? Are there any possible issues? Any examples of travel times modifications? I searched in the mod forum and in the readme, but found nothing.
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Hello!
I'm doing the Jaheira quest, but after killing the druids around Beador he just lies there on the ground.. I checked and the variable X#JaheiraHealsB doesn not exist in my game.
Have you got any idea why?
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13 hours ago, Ulb said:
In my current installation neb_.cre (EET's Neb in the Flaming Fist compound) had DW#RND10 assigned, which doesn't exist and caused a CTD when entering the area. Changing it to an existing random treasure fixed the issue.
Just tried summoning him with CreateCreature.. no problem for me.
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On 7/29/2017 at 8:29 PM, K4thos said:
What the tweak currently does:
1. sets bit4 flag to all ARE files:
COPY_EXISTING_REGEXP GLOB ~^.+\.are$~ ~override~ READ_BYTE 0x14 "flags" WRITE_BYTE 0x14 ("%flags%" BOR BIT4) BUT_ONLY
2. Adds code to global script that triggers Game Over normally if tweak is disabled, player1 is chunked or whole party dies:
IF Global("K#DISABLE_PC_CAN_DIE","GLOBAL",1) StateCheck(Player1,STATE_REALLY_DEAD) THEN RESPONSE #100 GameOver(19377) END IF OR(3) NumInPartyAlive(0) StateCheck(Player1,STATE_EXPLODING_DEATH) StateCheck(Player1,STATE_FROZEN_DEATH) THEN RESPONSE #100 GameOver(19377) END
@K4thos to remove point 2 ("2. Adds code to global script that triggers Game Over normally if tweak is disabled, player1 is chunked or whole party dies:"), how do I have to modify the tp2 file?
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Thanks Ulb, it seems it's exactly like that. As of today, I'd say the two mods are incompatible.
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What difficulty level would you suggest for a no-reload game?
I tried tactical but found it not that hard (also thanks to some mod-introduced items) and was thinking about hardcore, but I read some frightening details..
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Quite complicated. But it seems we're sorting things out. Apparently it is an installation order problem (or conflict) with Trials of the Luremaster mod (or a bug in that mod). I'll post here again as soon as I have something clearer.
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Hello @DavidW, I want to report a discussion we're having on another forum that might involve SCS. I would be glad if you participated, or if we could analyze the issue here:
http://baldursextendedworld.com/Vanilla_Forums/discussion/437/missing-spell/p1
To make it short, it seems that in certain "mega-mod" installs, IWD spells aren't correctly assigned to NPCs.
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On 8/20/2019 at 6:15 PM, argent77 said:
Game over triggering when the protagonist dies is scripted.
Before installing this mod, open BALDUR.BCS with Near Infinity and search for "GameOver". Either remove the whole block where this script action is included or add "False()" before or after the "!InParty(Player1)" trigger. Do the same in BDBALDUR.BCS and BALDUR25.BCS.
I found out something curious. After applying the tweak, the BCS files you mentioned will contain this:
IF
OR(3)
NumInPartyAlive(0)
StateCheck(Player1,STATE_EXPLODING_DEATH)
StateCheck(Player1,STATE_FROZEN_DEATH)
THEN
RESPONSE #100
GameOver(19377) // The main character has been killed. You must restart the game.
ENDI made some tests, and I found out that upon death by petrification, game ends anyway.
The game doesn't end if I modify the script into this:
IF
NumInPartyAlive(0)
THEN
RESPONSE #100
GameOver(19377) // The main character has been killed. You must restart the game.
ENDSounds right to you?
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Cause medium wounds (level 5 spell) is available to Jaheira at level one, in the level one druid spells..
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I found this inside BDANGATH.BCS:
IF
Global("BD_ANDRUS_GO","GLOBAL",0)
THEN
RESPONSE #100
SetInterrupt(FALSE)
ForceSpellRES("BDGAMEOV",Player1) // Trap the Soul
SmallWait(15)
FadeToColor([10.0],0)
GameOver(219377) // The main character has been killed. You must restart the game.
SetGlobal("BD_ANDRUS_GO","GLOBAL",1)
SetInterrupt(TRUE)
ENDDo you know what it is?
EDIT: Got an explanation on another forum.
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Sorry, I meant "EE" games, not EET
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1 minute ago, DrAzTiK said:
I use the 1.7 EET tweak and it seems to work correctly in my current game.
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3030 // Protagonist can die: 1.7
Are you using latest version of the EET games, that is 2.5?
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Well, that's amazing.
As soon as I can I'll update the various threads I wrote on with the instructions to get this tweak to work again.
Thanks again everyone!
SCS updated to 32.6 (now 32.8)
in Sword Coast Stratagems
Posted
Why don't you just nerf Carsomyr with NearInfinity?