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Daxtreme

Modders
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Everything posted by Daxtreme

  1. Something is happening at line 74 Without your tp2 file though... absolutely no way to tell!
  2. 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!
  3. Yeah I corrected that LOCALS vs GLOBAL part. IF HasItem("MINHP1",Myself) // No such index Global("TSFired","GLOBAL",1) THEN RESPONSE #100 DestroyItem("MINHP1") // No such index
  4. Thanks, works flawlessly!
  5. Thanks! Definitely what I'm gonna do. Or could I set a LOCALS variable? Does its value transfer between each version of the CRE, or applies just to 1 instance?
  6. Hey guys, I have this small problem with a creature. I gave her MINHP1.itm for quest purposes but when a certain state has been reached, I want to remove MINHP1 It's a VERY simple script and yet... it doesn't work. So first the creature is created in dimension door during a cutscene CreateCreatureDoor("mage18z",[738.419],S) Then I try to remove MINHP1 with this, which is in the OVERRIDE script for mage18z completely at the top: IF OnCreation() Global("TSFired","LOCALS",1) THEN RESPONSE #100 SetGlobal("test","GLOBAL",12) DestroyItem("MINHP1") // No such index END MINHP1 never gets removed. Now I've tried switching TSFired from local to global to check it in-game with console, and it says it's equal to 1 before mage18z gets created, so the condition should be ok. Moreover, the test global I'm setting.... it's never set to 12, ever. Which means it never gets to the RESPONSE #100 in the first place! Anyone knows what's going on? Maybe OnCreation() never runs because the creature was created in a cutscene? Thanks!
  7. Will do So if my mod simply uses the "QUEST" type marker AddJournalEntry(@101,QUEST) I think it will add the Journal entry to the current active chapter? Which, I think, will work with EET right?
  8. I was testing the cowled wizards and I noticed that when replacing Zallanora's script (MAGE18Z), you entirely removed her script that makes her time stop and teleport away if she's under 15 hp. Is it intended?
  9. Well the quest starts in SoA and continues into ToB but then you have to return back to SoA to finish it, which is impossible in BG2EE. That's why I'm making it for EET!
  10. Hey guys, Making a quest mod for EET, a quest that begins in BG2 and finishes in ToB. Can I start a new game in BG2 with EET to test for compatibility? Are there any problems that can arise from skipping BG1 when testing? My quest is purely BG2 + ToB so I don't see why but who knows, I didn't make EET! Thanks
  11. From the readme, https://rawgit.com/K4thos/EET/master/EET/readme-EET.html Home page: https://www.gibberlings3.net/eet/ "Discussion Forum": https://www.gibberlings3.net/forums/index.php?showforum=195 All lead to error pages. Also, EET can't be found in the "Downloads" tab on gibberlings3. Most google links concerning EET on g3 also lead to error pages.
  12. Thanks!! Much appreciated. Finally, what about If I give a custom script to a vanilla character, does SCS replace it or skip over? edit: it's a Class script (spellcasting AI)
  13. Awesome! So SCS parses all the CRE files in the game when it is being installed, even custom ones?
  14. Hey guys, In my mod I'm making a new enemy spellcaster, and I was wondering... I'd like for it to have vanilla scripts if the player is playing vanilla, and SCS scripts if the player is playing with SCS. But the problem is, SCS is generally installed last. It'd be lame if someone were to install SCS but then steamroll over my spellcaster because it uses the terrible vanilla scripts. Anything I can do? Does SCS overwrite general spellcaster scripts? If yes, I could assign one of those to my spellcaster and SCS would overwrite it if installed? Thanks!
  15. Daxtreme

    Progress

    This project is amazing. Can't wait to see that... and play it! Wow, BG and IWD all in one, truly mind-boggling.
  16. I have to say, David, you're amazing, and thank you for working on such a huge, complicated, and awesome mod such as this one. Truly a blessing to this community, thanks! Awesome mod. SCS is a must, and I approve of all the changes you made. I remember being visited by 5 cowled wizards with SCS 30 and instantly getting swarmed with fiends everywhere, that definitely felt dumb. Now it's fixed, one of MANY awesome fixes. This new SCS seems like ... ideal! Good job
  17. Thanks a lot David, just read this, incredibly excited, great work! Amazing even, I'm really hyped about a next playthrough now. Awesome idea. Going to wait for this eagerly.
  18. Just chiming in to say that all the work you guys are doing is much appreciated Incredible
  19. I disagree that Energy Blades is bad. And you're not "wasting" a spell slot, all HLAs are free to cast once per day once you learn them. Cast them or not, but you always have them once per day. So in a sense, your single cast of Energy Blades is free and isn't comparable to any other casting because it can't be switched for something else. It just exists. And I love Energy Blades, it's highly useful against spellcasters as unless they're protected by absolute immunity or PfMW, most of the time either the damage or the lightning damage make it through and interrupt their spells. It's also very good to wipe out those pesky summoned fiends like Cornuggons or weaker summons without much effort. Also gives you uber movespeed which is definitely useful. I'm pretty sure Spellstrike has a radius already now. In the "Arcane spells" thread pinned to this forum it says there is a 10' radius, don't know if it's still there or been removed.
  20. Well not exactly, as you still have access to all your level 9 spell slots which were previously mostly used by HLAs, so now you will actually use level 9 slots. Also, believe me, mages are still by far the most powerful class.
  21. I like how you would try to make an actual worthwhile difference between Charm and Dominate! Not sure about the feeblemind part
  22. That's very interesting! Is that something that's possible?
  23. Stone to Flesh could transform Stone Golems into Flesh Golems? Haha!
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