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Everything posted by Endurium

  1. COPY_EXISTING_REGEXP GLOB ~.*\.SPL~ ~override~ PATCH_IF (SOURCE_SIZE > 0x113) THEN BEGIN // protects against invalid files LPF ~ALTER_EFFECT~ INT_VAR match_opcode = 174 silent = 1 STR_VAR match_resource = ~EFF_M02~ resource = ~EFFM02_#~ END END BUT_ONLY Per the WeiDU readme you can use the "silent = 1" int var to suppress messages when you know they're only happening due to spells lacking the opcode you're trying to alter.
  2. IWD2, the oft-overlooked game, has scarves, which are equipped in the amulet slot. (00AMUL31 Yeti Skin Scarf, and 00AMUL32 Winter Wolf Scarf). Misc items are limited to the Quick Item and Inventory slots.
  3. Protection from Magic scroll?
  4. Thanks for the clarification - it makes sense because all my testing was done by creating new parties/characters that spawned on the starting map, thus no populating of the current area level at that time, if I read correctly. I checked the area INI files as well, and they use labels "area_diff_1" and "area_diff_2" for the two area level fields (pertaining to Goblin Warrens and Enchanted Forest), but these are always set to zero in the non-modded game. Of course, scripts can also control what is spawned by means of INI variables, the "old fashioned" way.
  5. I did some testing. Setting the value in the config INI only has effect when creating a new game. It is ignored for currently saved game sessions. Setting the value in the config INI to zero (disable) afterward, has no effect on HoF/Nightmare saves because of the save variable being set (below) in the saved GAM file. GAM V2.2 offset 0x6C = 1 in HoF/Nightmare Mode, 0 at all other times. Setting it to zero in a HoF save will disable HoF/Nightmare and allow modification of the Difficulty slider, but creatures spawned in areas in the associated SAV file will retain their buffed
  6. Thanks for that link; My mind was so stuck in the solo character mode from the last few months that I'd forgotten the game was designed to assume a party of six. Further testing confirms average party level is compared against the requirements in ARE fields 0x54 and 0x55, then actors are (potentially) removed if either of both of those fields' requirements are not met. interestingly, this is done regardless of Difficulty, so scaling vs. party level is handled separately, apparently. Level 1 party six characters (all level 1) - Area Level requirements not met so all actors requiring t
  7. Alright, with coffee in hand I did some testing using an area script for trigger checking and trying all difficulty settings/Nightmare. I set Area 0x54 to 31, Area 0x55 to 15, and Area 0x56 to 7 just to see if anything changed. Nothing did, and the game always sets 0x56 to 1 in the saves. The trigger CheckAreaDiffLevel() always returned 1 regardless of what I tried. The trigger Difficulty() returned a value of 1 (Easiest) through 5 (Insane) indicating which difficulty I selected, and updated as I changed it in-game. Nightmare Mode is only visible in the game UI by checking
  8. I had another look at my save, and tried another without Nightmare Mode enabled. Nightmare Mode off - goblin appears unaffected by difficulty settings. Level 1, 4 HP - easy. Nightmare Mode on - goblin scary. Level 13, CR 11, 90+ HP. Maybe the devs, since they only had within a year to complete the game if I remember, left Nightmare Mode to cover extra difficulty, and disabled the other fields rather than fix/complete their functionality. Josh Sawyer commented about development in retrospect (he posted a youtube vid in 2014 about it). As it is, if you want to have max numbe
  9. I was looking into this after remembering someone saying somewhere that area difficulty is, due to an engine bug, always set to 1. I found some other things too. In the main structure: 0x54 looks to be the Actor Level override (or maybe adder) for Hard difficulty 0x55 looks to be the Actor Level override (or maybe adder) for Insane difficulty 0x56 is only updated at run-time and seems to always be set to 1. if this is indeed "Current Difficulty Level" or similar, then that might be the bug I was remembering. In the Actor structure: 0x2F seems to be Required
  10. This video popped up randomly for me this morning. Trent mentions BG3 briefly while discussing their EE challenges. Trent Oster interview
  11. Also, this doesn't require the Cheats=1 line in order to work.
  12. He's referring to Item Instance structures that can be in creatures (inventory items) and area containers, which in turn refer to master Item resources via their resref fields. They have their own flags: Cre Item Flags copy pasta: Flags bit 0: Identified bit 1: Unstealable bit 2: Stolen bit 3: Undroppable So only one write per item instance, with bits 1 and 2 being set.
  13. The only other thing I can think of, since I haven't spent much time with the sleep system, is perhaps employing scripted Sequences via SEQ.IDS which cause the character to perform various actions, including AWAKE.
  14. Updated my post - yay for posting from faulty memory.
  15. Hmmm, according to the IESDP the "cure sleep" effect doesn't remove the helpless state. If you look at cutscenes you'll get a good idea of what the game uses to mimic sleep (PlayDead, etc.), such as when our characters are "knocked out" during a scene, then get up and walk toward an actor, etc. Scenes involving Jon Irenicus do this as I recall.
  16. I found something in the executable that you may wish to add to the cheat codes entry for Icewind 2. [Game Options] DefaultCharGenPointsPool=48 This setting controls the number of points you have to spend on attributes (STR, INT, etc.) during character creation. Setting it to 48 (default is 16) allows you to mimic the use of EE's CTRL+8 for max attribute settings, by giving you enough points to set all attributes to 18 if your selected race allows. If for any reason you can't spend all the points, the game will let you continue to the rest of character creation.
  17. Hello, when going to the main page of the IESDP either from using the link in the top post in this forum, or from the downloadable local copy's main page, any attempt to use the "Discussion Forum" link leads to an error, " The page you requested does not exist ". Just FYI.
  18. AreaType(0) script trigger detects indoors (all bits = 0 in ARE 0x48) Or if you want to be less strict, since Dungeon is usually interior and a requires a bit be set, use !AreaType(1) where 1 = Outdoor You could put it on the default player script (Dplayer3 for protagonist, Dplayer 2 for companions, as I recall) to avoid having to modify a slew of indoor area scripts.
  19. There are some flags you could look at. "Color Adjustment" at 0x1A in the VVC has Bit 1 = Light Source, Bit 0 = not Light Source. Also the "Sequencing" flags at 0x20 have Bit 1 as special lighting, and bits 7 & 8 control the overall brightness of the effects.
  20. Probably the classic case of the frame rate dropping too low so the engine sacrifices eye candy so it can keep the script engine and whatnot running behind the scenes. Are you running the EE's default renderer? For my potato laptop, the alternate renderer cuts the framerate in half and makes movies stutter. Doesn't happen on more powerful machines though.
  21. As far as I know, breaking requires the item have an "ability" or extended header attached to it, which weapons have but non-magical armor does not. Plus it's an "iron shortage", and my understanding is that armor in the game isn't made of iron, as per the description: Plus, imagine wearing heavy iron in battle
  22. Yes @Leeux; if you look at, for example, classic BG1's rumor DLG you'll see after the state that shows you the text you see in the tavern UI, the terminating response sets a Journal Entry with a similar note. Apparently the drinking UI automatically selects that response for us.
  23. Thanks for the heads-up; turns out NI mangles strings when changing between games on my potato laptop. Also will teach me to post with a migraine coming on. I amended my post. (FYI edit: NI was'nt flushing string entries properly so I was seeing the previous game's strings in the current game's dialogs until doing a refresh. Oops)
  24. Baldur's Gate + ToSC: - RBALDU.DLG (Baldur's Gate) - RBEREG.DLG (Beregost) - RCANDL.DLG (Candlekeep) - RFRIEN.DLG (Friendly Arm Inn) - RNASHK.DLG (Nashkel) Baldur's Gate 2 + ToB - RUMORA.DLG (Athkatla) - RUMORI.DLG (Imnesvale) - RUMORP.DLG (Brynnlaw) - RUMORT.DLG (Trademeet) - RUMORU.DLG (Underdark) - RUMSAR.DLG (Saradush) Icewind Dale + HoW + TotLM - DEHRUM.DLG (Easthaven) - DLWRUM.DLG (Lonelywood) - DKURUM.DLG (Kuldahar) Icewind Dale 2 - 10SALTY.DLG (Targos) the only tavern/inn dialog in the game BG1EE (I can't check SoD but I doubt it uses any either) - Uses same files as BG1 BG2EE - U
  25. I don't know how you'd override default pickpocket behavior in the older games (been over a decade since I last modded them), but in the EE there is a 2DA file called PPBEHAVE which lets you control the default pick pocket response behavior. Turn Hostile = 1 means they'll turn hostile when you pick their pockets; set to zero to disable that. Same with the Report Failure and Break Invisibility flags. That would allow you to control things more specifically using script.
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