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Posts posted by Daxtreme
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Using a vvc worked really well thanks!
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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.
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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!
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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.
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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.
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Can you post what you tried? You have to EXTEND a specific state and it should work.
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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
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I'm not an expert but from what I've read no one should be using BigWorldSetup these days
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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
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Oh I definitely didn't catch that thanks!
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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!
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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.
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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 EET
2. Install most mods
3. Install EET_end
4. Install SCS + Tweaks
5. Install EET_finalMaybe it's a crap suggestion but who knows, just throwing it out there
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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.
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Thanks, I will check out how to edit that!
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On 7/8/2019 at 9:41 PM, DavidW said:
(Sorry for belated reply.)
Yes, it's intended... well, kind of. I was treating the teleport block just as part of Zallanora's generic combat scripting, especially given there's no guarantee it would actually fire. I guess it's harmless enough to restore it, though (well, without the instacast Timestop/Gate, which is just cheating). Will do so if I get the chance.
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)
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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)
SpoilerIF Global("ShangalarMove","AR1008",1) THEN RESPONSE #100 SetGlobal("ShangalarMove","AR1008",2) CreateVisualEffect("SPROTECT",[825.664]) CreateVisualEffect("SPROTECT",[1123.640]) CreateVisualEffect("SPROTECT",[1038.452]) CreateVisualEffect("SPROTECT",[784.558]) Wait(1) CreateVisualEffect("SPDISPMA",[825.664]) CreateVisualEffect("SPDISPMA",[1123.640]) CreateVisualEffect("SPDISPMA",[1038.452]) CreateVisualEffect("SPDISPMA",[784.558]) SmallWait(7) CreateCreature("HLREVAN",[825.664],NE) // Revanek CreateCreature("HLSHYR",[1123.640],NW) // Shyressa CreateCreature("HLLAYEN",[1038.452],SW) // Layene CreateCreature("HLVAXAL",[784.558],E) // Vaxall END
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
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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!
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Thanks a lot, it worked!
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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!
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What about vertex_1, vertex_2, etc? how many are needed?
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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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Something is happening at line 74
Without your tp2 file though... absolutely no way to tell!
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Hey guys, I've been using this great ARE-patching script by Nythrun, and showcased by Miloch in here, so thanks to the both of you, but I'm stuck on the Vertex part.
Basically I want to add a hidden trigger area. Not sure how to do it
LPF fj_add_are_structure INT_VAR fj_type = 1 // 1? not sure which one to select. 2 is Travel, not sure which one is just a trigger box fj_box_left = 786 fj_box_top = 614 fj_box_right = 845 fj_box_bottom = 595 fj_cursor_index = 30 // I think I should remove this? Since I want it invisible fj_vertex_0 = 3415 + (625 << 16) // How do you calculate Vertex? fj_vertex_1 = 3450 + (650 << 16) fj_vertex_2 = 3450 + (700 << 16) fj_vertex_3 = 3415 + (676 << 16) STR_VAR fj_structure_type = region fj_name = DX#ENT01 END
Also, are there any variables I should be assigning that I'm missing?
EDIT: I probably need to assign it a BCS script. Not sure how
Thanks!
Time of Icewind Dale Content's Availability in the BG Campaign [SoD and IWD spoilers]
in IWD-in-EET
Posted
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?