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Daxtreme

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Posts posted by Daxtreme

  1. hey guys,

     

    you know that cowled wizard who has an auto-time stop when low hp?

     

    well I'm trying to give her some dialogue before she leaves.

     

    The problem is, it works... but not with Wait()

     

    Here's her script, which is SCRIPT_CLASS just under override, which are just some SHOUTS

    IF
    	HPLT(Myself,15)
    	!Global("TSFired","LOCALS",1)
    THEN
    	RESPONSE #100
    		SetGlobal("TSFired","LOCALS",1)
    		ReallyForceSpell(Myself,WIZARD_TIME_STOP)  // SPWI909.SPL (Time Stop)
    		SmallWait(10)
    		StartDialogueNoSet(LastSeenBy(Myself))
    END
    

    When I remove the wait, it works every time.

     

    When I add the wait, it works... sometimes. If she's casting a spell when the time stop procs, for instance, she just skips the dialogue part entirely and keeps on chaining nasty spells.

     

    Any way around this? Because I'd really like for it to be a delay before she starts speaking, but if the success rate is 50% then that sucks and I'll be forced to not do it :p Is Time Stop interfering with Wait()?

     

    For those who are curious, here's what I'm working on:

     

    Baldr003.png

     

     

     

    edit: Also, I'm testing with SCS on right now. My script is installed last in weidu

  2. They are hard-coded, and spell deflection and spell trap use the same effect (SPMAGGLO.BAM)

     

    Unfortunately, nowhere in their .SPL file can you change that, they will always point to SPMAGGLO.bam

     

    However, I think you can overwrite SPMAGGLO.bam as an empty effect and THEN assign a new effect to Spell Deflection and Spell Trap. That should work.

     

    I just didn't know vanilla EE replaced the original one! That's a surprise

  3. The only content in the new engine.lua is

     

    engine_name = "Baldur's Gate II - Enhanced Edition"
    engine_mode = 1 -- 0 = BGEE, 1 = BG2EE, 2 = IWDEE
    I changed the folder's name in "Documents" to something else, when I opened the game the resolution was different, and it created a new folder (different saves)
    However, the spell deflection graphics were still bugged :(
    edit: Oh, I understand now, the "engine_name" is the actual name of the folder! Really useful if you want to have your saves not shared between different mods! Thanks for that :D
    But anyway, even launching my new vanilla game on a new vanilla documents folder (0 saves present) still doesn't work. This is so weird!
    Even the hard-coded animation in the vanilla file is wrong:

    weird.jpg

    It's supposed to look like this (from an old non-EE install I have):

    weird2.jpg

  4. hey guys,

     

    quick question:

     

    I uninstalled all the mods on my BG2EE, then deleted the folder in steamapps/common. Clean folder, nothing left.

     

    Then I re-installed using steam... no mod, vanilla EE install, and my effects are bugged?

     

    20180306013704_1.jpg

     

    This is supposed to be Spell Deflection, but it's like the big white swirls are just... missing.

     

    I had spell revisions, SCS, many big mods installed but, isn't a re-install like this supposed to get rid of everything?

     

    I restarted my PC to no avail

  5.  

    not sure you understand the scrolls part entirely! :p I'm not replacing monster8 and monster9, the spells are already there, and so are summon fiend and Gate. Feel free to modify them though.

     

    I'm simply putting scrolls back into the game for summon fiend and gate so the players can learn them. Right now only the AI can cast them since you can literally never learn those spells unless you EEKeeper them to your character (no scrolls for them)

     

    > I'm not sure about planetar. Is it really that OP to warrant such a nerf? I know about their OPness in vanilla game, but never had much issues with them in SR...

     

    Well it's still only an optional component. No one forces anyone to install it. And you never died to a random planetar one-shot? I find that hard to believe, they have 2-3 atks per round, it constantly happens to me. Either that or my own planetars one-shot stuff randomly.

     

    It goes through stoneskin/mirror image by the way. Kinda lame if you ask me...

     

    But whatever I guess, it's just that I have this code ready to work on any install, and I know from reading old threads that some people around here might like it

    I've had people not only killed by planetars, but chunked by them in no-reload games, so I'm well aware of what a Planetar can do. In vanilla game however.

    Isn't that chunky part disabled with SR? The fact vorpal goes through low-level protections isn't something I can change. Also, since SR makes HLAs innates, I tought summoning one per rest isn't as crazy as summoning a new one if the first one dies.

    I'll think about it, but I see nothing wrong with adding few more options... ("make Planetars less OP"?)

    Like making (Limited) Wish a spell you can't cast in combat :p.

     

     

    No worries eh, I don't wanna sound condescending, it's just a suggestion :p

     

    I will probably post these small tweaks in here even if they aren't included in SR, in case it's helpful to someone. Like I said, they're done already so why not?

     

    And good idea about Wish, just have to rework a few of the spells though since a lot of their uses are combat-oriented.

     

    What about SCS AI with wish though? They use it mid-combat very well.

  6. not sure you understand the scrolls part entirely! :p I'm not replacing monster8 and monster9, the spells are already there, and so are summon fiend and Gate. Feel free to modify them though.

     

    I'm simply putting scrolls back into the game for summon fiend and gate so the players can learn them. Right now only the AI can cast them since you can literally never learn those spells unless you EEKeeper them to your character (no scrolls for them)

     

    > I'm not sure about planetar. Is it really that OP to warrant such a nerf? I know about their OPness in vanilla game, but never had much issues with them in SR...

     

    Well it's still only an optional component. No one forces anyone to install it. And you never died to a random planetar one-shot? I find that hard to believe, they have 2-3 atks per round, it constantly happens to me. Either that or my own planetars one-shot stuff randomly.

     

    It goes through stoneskin/mirror image by the way. Kinda lame if you ask me...

     

    But whatever I guess, it's just that I have this code ready to work on any install, and I know from reading old Spell Revisions threads that some people around here might like it ;)

     

    edit: also, replacing insta-death with bonus dmg is actually a buff against anything that's immune to insta-death ... so not quite a nerf :p Especially since 12D6 (save for half) is no meager damage!

     

    I'm just replacing a mechanic which I think is cheesy with one that is constantly good, yet never feels cheap!

  7. hey kreso, glad to have you back! :D yay!

     

    I agree about PFMW, prismatic mantle has a different use case in SR now, and absolute immunity is completely different anyway. They all have a different flavor.

     

    I was wondering, for SR, I made a short mod for myself which does 2 things:

     

    1. Put gate and summon fiend scrolls back into a SR install (right now the spells exist but have no corresponding scrolls since Monster8 and Monster9 replaced them). The component makes it so those spells are sold by Lazarus in ToB or can drop only from very powerful spellcasters in SoA

     

    2. Replace planetar vorpal insta-kill with bonus big damage (4D6 crushing no save + 8D6 magic dmg with death save at -4), for those who don't like the cheese.

     

    Do you think they would be valuable optional components for SR?

     

    I have done all the code already, with good modding practice (patching) :) it's just a matter of including it into the main SR tp2 file.

     

    I could send the files to you in PM if you want

  8. SCS is meant to beef up the AI a bit, make them more resilient to dumb cheese strategies.

     

    Not give you the challenge of your life every single encounter

     

    And I think it accomplishes that quite well. I mean, my brother doesn't want to play with SCS anymore, he thinks it's too challenging, so it's not THAT easy :p

  9. 1. Not sure yet :p Still working on it. Duly noted on the state actions!

     

    2. That's exactly what I want, much thanks! :)

     

    Random (and last question for this thread): I created a new loot table, in which I have a random item called "RNDGRP02", with a list of random stuff, which I inserted in the random treasure table

    COPY_EXISTING ~rndtres.2da~ ~override~
        INSERT_2DA_ROW 2 12 ~RNDGRP02 amul14 amul14 amul14 amul19 amul23 brac01 brac01 brac02 brac02 brac03 brac13~
    BUT_ONLY

    Now it works all fine, I tested it, items get randomly given, but I never actually, huh, created an item called "RNDGRP02". I gave it to my NPCs in my tp2 like this:

    ADD_CRE_ITEM ~RNDGRP02~ #0 #0 #0 ~none~ ~inv~ // Random stuff

    It works but, I wonder... will there be a problem eventually if the item "RNDGRP02" doesn't exist? My theory is that the game only checks if an item named "RNDGRP02" is set to the CRE file, and then replaces it with the actual treasure in the table.

     

    But will that cause problem down the line eventually? RNDGRP02 simply does not exist in my game (and yet, the random items work!).

     

    Maybe it could bug in a non-EE install?

  10. That works wonderfully well Roxanne, wow

     

    Thanks! :D AND with good modding practice

     

    When you say though not to modify dlg files, can I change the cowled enforcers dialogue or is it too risky? Actual dialogue this time, not action scripts :p

     

    edit: I think this will work only the first time they are summoned, am I correct? Afterwards the item will be removed for good

  11. So the item works very well Roxanne and Jarno, thanks a lot! I added the effects found on the Demilich.itm to make the cre really invulnerable to status effects as well :)

     

    But now that leads to another problem, divided in 2 things:

     

    1. ActionOverride

     

    As I said in my message, I want to remove the item. Here's the thing: ActionOverride works Roxanne, thanks for that I tested it... but not for the creature I want to use it on!

     

    Here's my script. I edited "cowenf2.dlg" to remove the item after they hail you, and spawn their friend. The final action script looks like this:

     

    IncrementGlobal("CowledWarning","GLOBAL",1)
    CreateCreatureObject("COWENF1",Myself,0,0,0)
    CreateCreatureObject("COWENF4",Myself,0,0,0)
    CreateCreatureObject("COWENF3",Myself,0,0,0)
    Enemy()
    Wait(2)
    ActionOverride("COWENF1",DestroyItem("D#INVULZ"))
    ActionOverride("COWENF2",DestroyItem("D#INVULZ"))
    ActionOverride("COWENF3",DestroyItem("D#INVULZ"))
    ActionOverride("COWENF4",DestroyItem("D#INVULZ"))

    I added the "wait" and the rest.

     

    Now that should work, but it doesn't :(

     

    I replaced "cowenf2" with Player1 and it successfully removed the same item from my main character.

     

    Why isn't it working with the cowled enforcers? :(

     

    Now here's the interesting part: in NearInfinity, "cowenf2" works fine but "cowenf1", 3, and 4 don't work at all. NI returns an error, says they aren't valid "actors". I looked into their cre file and their "script name" is actually "cowenf01" , 02, and so on. When I input their script name the errors disappear. However, it still doesn't work. Item doesn't get removed.

     

    My theory is that ActionOverrides seems to require as first argument an actor, which... is different from a cre file somehow?

     

    Anyone knows what's going on here?

     

    2. second problem: How to edit the action part of a dialog?

     

    My second problem is basically that I don't know how to edit the "action" part of a dialog file. I read the weidu doc on dialog and action but it's too confusing for me. Is it even editable from my "setup-x.tp2" file?

     

    Like, for testing purposes, how would I append "cowenf2.dlg" to add the lines I added above without the need to overwrite the whole file? (for good modding practice :D)

     

    Thanks in advance guys, believe me I tried a lot of things and searched the forum, etc. The things I ask here is really if I just can't find a solution

     

    edit: sorry for double post, I waited around 24 hours between the 2!

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