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Daxtreme

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Everything posted by Daxtreme

  1. I'm not sure because it's been discussed a lot, but what is the actual plan as for carrying over stuff from IWD1? Will your XP and gear carry over the main BG campaign?
  2. You need to post your weidu log so we can see which mods you have installed. It is located in your main bg2 folder
  3. This mod aims to add Icewind Dale to Baldur's Gate, in the same world map. To then re-separate it is..................... why are we even discussing this?
  4. I tested and No Traps or Locks doesn't conflict with adding new "trap" areas like I did in the script above. They still work.
  5. Hey guys I want to add an effect to a spell that's attached to the caster, and lasts as long as the duration. Let's say I want to add a 3D effect to Spell Trap that follows you around, here's what I've tried so far: COPY_EXISTING ~spwi902.spl~ ~override~ LPF ADD_SPELL_EFFECT INT_VAR opcode = 215 // opcode for "Play 3D effect" target = 1 // self timing = 0 // Instant/Custom duration power = 4 // no idea what that does but it's what they used on Fireshield (Blue) resist_dispel = 3 parameter2 = 1 // Attached to self duration = 108 // 108 seconds for testing purpose ... it lasts 1 second STR_VAR insert_point = 1 resource = dx#trap // BAM resource END BUT_ONLY I've tried all sorts of permutations of the above parameters but I can't get it to work. Always just lasts like 1 second then disappears, although it pops again for a second when casting a new spell (????) Is there a more straightforward way to attach a 3D effect to a buff spell? I've checked all the buff spells in the game but it really seems like their effects are hardcoded. Stoneskin, for example, adds "Stoneskin effect" to the spell. So customizable! Thanks!
  6. You guys have great ideas, really interesting! I didn't know SoD conflicted with the Icewind Dale timeline for an IWD-IN-EET playthrough! Hmm I like the genie idea from a fair.
  7. Checking her dialog it seems to me like you should EXTEND_TOP SCROLL01 0 and not 1, because 1 is after the greeting. 0 is the greeting state. By the way when making new dialogue try to use EXTEND_BOTTOM instead since some modders rely on the vanilla answer order, which EXTEND_TOP screws with.
  8. Can you post what you tried? You have to EXTEND a specific state and it should work.
  9. you don't have any other mods installed? In your bg2 install folder there should be a file named "weidu.log". If you have it, copy-paste its content here EDIT: Also, never install any games that you intend to mod in Program Files. This could be why your install bugs out -- always install Baldur's Gate and mods in a separate Games folder you made outside of Program Files
  10. I'm not an expert but from what I've read no one should be using BigWorldSetup these days
  11. I fixed it by stating cre right from the getgo (first line) ACTION_FOR_EACH cre IN ~TANWIZ02.cre~ ~TANWIZ03.cre~ ~TANWIZ04.cre~ BEGIN ACTION_IF FILE_EXISTS_IN_GAME ~%cre%~ BEGIN COPY_EXISTING ~%cre%~ ~override~ LPF SANITIZE_CRE RET ok = ok END PATCH_IF ok BEGIN SAY NAME1 @1004 SAY NAME2 @1004 END BUT_ONLY END END
  12. Oh I definitely didn't catch that thanks!
  13. Hey guys, I made this simple script to rename 3 cre files // Rune Mage rename ACTION_FOR_EACH cre IN ~TANWIZ02~ ~TANWIZ03~ ~TANWIZ04~ BEGIN ACTION_IF FILE_EXISTS_IN_GAME ~%cre%~ BEGIN COPY_EXISTING ~%cre%~ ~override~ LPF SANITIZE_CRE RET ok = ok END PATCH_IF ok BEGIN SAY NAME1 @1004 SAY NAME2 @1004 END BUT_ONLY END END Problem is... it doesn't work. The names never get changed. Is it because SAY cannot be nested like this? I use it frequently after COPY and it always works. @1004 in tra file is @1004 = ~Rune Mage~ Or is there a better and faster way to do it? Thanks!
  14. Hey guys if I add the "trap" region above... Will the "No Traps or Locks (Weimer)" component of the Tweaks Anthology remove it? It's not even a trap it's just a trigger region to teleport the player, but I'm not sure how the mod recognizes it.
  15. Thanks for the explanation k4thos! Random suggestion as I'm nowhere near as knowledgeable as you guys but... Could there be a 2nd EET_end for the truly, truly, last-of-everything things, especially with the IWD in EET stuff coming? Like 1. Install EET2. Install most mods3. Install EET_end 4. Install SCS + Tweaks 5. Install EET_final Maybe it's a crap suggestion but who knows, just throwing it out there
  16. Hey guys, A few people in the Discord have been wondering the correct mod install order now that SCS requires EET_end to be installed before installing SCS. Basically, here's how it was before (from what I could gather): Install EET Install most mods Install SCS Install Tweaks Install EET_end (possibly invert that and Tweaks, not sure) Now SCS requires EET_end to be installed before so what becomes of the order above? New tentative order: Install EET Install most mods Install EET_end Install SCS Install Tweaks? Just wanted to discuss with you guys what should be the accepted general order going forward, because I don't think many people know that SCS has to be installed after EET_end yet.
  17. On second thought please leave it as it is - removed! I'm making a mod and since it will install before yours, it would be best that way (and nobody else cares anyway :P)
  18. In the Twisted Rune encounter, I think you tried to fix their AI of doing nothing when they don't see the player with this: DW#RUHLP.bcs IF !Dead("hlshang") // Shangalar Global("ShangalarMove","AR1008",1) !Detect(NearestEnemyOf(Myself)) !Detect(Player1) !Detect(Player2) !Detect(Player3) !Detect(Player4) !Detect(Player5) !Detect(Player6) THEN RESPONSE #100 MoveToObject(Player1) END But "ShangalarMove" global is equal to 2 after he moves, not 1. It's only equal to 1 for like... a split second (here's why if you're wondering) Fixing this is very easy: Just change the line to Global("ShangalarMove","AR1008",2) And then all the Twisted Rune members won't just forget about the PC when they're out of line of sight
  19. Hey guys, I was just wondering -- how do you add a "Waylaid by enemies" encounter in Athkatla? Like, an additional possible encounter? Where is this determined by the game? Thanks!
  20. Hey guys, I did that and it works I think but why does my region look like this? (see attachment) Here's what my code looks like: COPY_EXISTING ~AR5500.are~ ~override~ PATCH_IF SOURCE_SIZE > 0x28f BEGIN LPF ~fj_are_structure~ INT_VAR fj_type = 0 //trap fj_box_left = 112 //smallest x fj_box_top = 2280 //smallest y fj_box_right = 366 //biggest x fj_box_bottom = 2477 //biggest y fj_loc_x = 210 //between smallest and biggest x fj_loc_y = 2350 //between smallest and biggest y fj_vertex_0 = 112 + (2405 << 16) fj_vertex_1 = 149 + (2477 << 16) fj_vertex_2 = 317 + (2280 << 16) fj_vertex_3 = 366 + (2316 << 16) STR_VAR fj_structure_type = region fj_trap_detect = 0 fj_trap_active = 1 fj_trap_status = 0 fj_name = dx#am1 // script name of the trigger area fj_reg_script = dx#am1 // this would be the assigned script name END END BUT_ONLY Chosen points are: 112, 2405 149,2477 317,2280 366,2316 Is there a reason why it looks like an X instead of a rectangle? Thanks!
  21. What about vertex_1, vertex_2, etc? how many are needed?
  22. Could you point me to a tutorial that explains how to bitshift and calculate the vertex? The tutorial links in here are broken because of new forum platform Thanks!
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