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Moonboy187

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Everything posted by Moonboy187

  1. Hi, Could someone explain how you can change what items a storekeeper can have for sale depending on (in this case) what chapter you are currently in? In IWD, Orrik changes the spells he has for sale depending on which chapter you are on, but as far as I know, that does not appear with any merchant in BG1. For the few merchants I would like this to apply to and judging from the dialogue that Orrik has, that is where it happens since there are 3 different store options selling different items. Thanks!
  2. Looking through different websites for mods for the Vanilla BG1, in the Drizzt Saga, the author had managed to import the Frost Giant model, Cornugon, Cylcops, animations and sounds into the game and it works perfect, so it is possible to do. I do need to figure out how he managed to do it, not sure if I can reach out to him.
  3. Hi, Is it possible to force the PC to be ambushed in a waylaid encounter? If I remember correctly, if the journey time is more than x hours then there is a higher chance of that happening, but where is that information stored and could you force an encounter if a global variable has been met? Thank you!
  4. Hi, As per the subject, would this be possible even though BG1 is the older game? I was tinkering with the idea of bring some of the creature animations which exist in IWD1 to put into BG1 to create some quest lines. Has anyone attempted to do this before? Thanks!
  5. Hi, Is it possible to add the names of the areas on the World Map like Candlekeep, Beregost etc? Most the areas have names like Valley of the Tombs (Nashkel Mines Exit), Dryad Falls (SW of Nashkel) etc. Thank you. *Edit* I found that editing the Worldmap.wmp and adding the names actually worked
  6. So I managed to sort the flickering issue, I found a site which had linked the Drawfix and that seems to have sorted it out. I do have a questions though. Firstly, is it possible when creating scripts for spellcasters in oBG1 to set interrupt to False as a variable so that all spellcasters cannot be interrupted or would I need to set it within each block? Since in BG1 pausing has a habit of cancelling spellcasting, I figured I would like to try this and see how it would go, I don't normally pause the game, but when I do I don't want spells not to trigger. Secondly, would it be possible to export oIWD1 creature animations into oBG1 following the same method of using NI to export the .BAM's etc? Since BG1 is the older game, I'm not really sure if it would work or not as I would like to bring some elements of IWD 1 into, I already own the original CD's so installing it isn't really an issue. Thank you!
  7. Would you know of a way to fix it since I do not have the GOG version? I'm reading online about some fixes, but one involves using BG TuTu, which I don't want to use as I prefer the oBG1 style of gameplay
  8. I have the DVD version which has all 5 disks in one and a seperate disk for TotSC. I installed the UK5512 patch which allowed me to install the widescreen mod as it would not install without it. The flickering was there prior to patch install and still is. Unfortunately, I don't speak German as English is my native language, but I will most certainly check the mod out. I did notice Sorcerers Place having a section for BG1 mods so I will need to check that at some point.
  9. Hi, Not sure if this has been asked before but is there a list of vanilla Baldur's Gate 1 (+Tales of the Sword Coast) mods available? I have managed to install the Widescreen mod and Tweaks Anthology, which seems to work fine, however I am getting a screen flickering issue which I cannot seem to figure out how to get rid of. I read a post on GoG which spoke about some mods, but I cannot find them available to download, either the website is down or the link to the files are broken. This was the list I saw: Gibberlings 3: BG1 Quests and Encounters - Installed BG1 Tweaks - Installed Pocket Plane Group: BG1 Unfinished Business Xan Friendship Fields of the Dead (not recommended for novice players) Black Wyrm Lair: Drizzt Saga (not recommended for novice players) Herbs and Potions Grey Clan Episode 1 (not recommended for novice players) Chosen of Mystra: Dark Horizons (not recommended for novice players) Stone of Askovar Dark Side of the Sword Coast (not recommended for novice players) Back to Baldur's Gate (not recommended for novice players) Rosenranken: Sir Ajantis for BG1 As mentioned, I was wondering if someone has access to these old mods as I was planning to go back to BG1 and do some modding of my own. If there are other mods which anyone would like to recommend, that would also be welcome. I had made a mod for it before years ago on an older system and I will need to try and dig out where it is (maybe on a USB somewhere). Thank you !
  10. Thank you for the responses. I have given them unique abilities and some are spellcasters, I do want them to be able to use their abilities/spells in certain situations/to check if the target is sucesptible to the effect and use accordingly. The idea is to have them AI controlled and follow the PC, having to micromanage multiple summons is a bit much when there is already so much going on.
  11. Hi, I was wondering if there is a tool available to help create scripts for newly created creatures. I have made several new summon spells and want them to act in a way similar to the way hostile creatures do when using SCS or other similar mods. A lot of scripts which I can see currently via NI all have actions which are solely to be used against the PC and party. The aim is to make unique scripts for creatures which are different, but the technical scale in which some of the scripts I have seen is beyond me. Any help would be appreciated. Thanks!
  12. Thank you both for the links. In regards to the sounds themselves, is it possible to only have certain spells use BG1 sounds, while the vanilla BG2 retains the original BG2 sounds? For example, as I am creating new spells and I want the spellcasting sound to be like BG1, would it be possible to do that?
  13. Hi, Does Near Infinity contain the original spellcasting chants from classic BG1? Searching through 28k.WAV files might take a bit of time. I am using EET, SCS amongst other mods, although none of them touch (as far as I am aware) soundsets. Thank you
  14. Oh, I had not heard of EEex before, I will take a look at the documentation for it. Is it a seperate .exe like NearInfinity? Thats the thing, in my mind while thinking about it technically the weapon is striking the target even though they are protected and thus the on-hit action should activate. Main reason I wanted to look into it was to prevent cheese defence against bosses, so that they had a chance to remove it with their attacks. Also, is there a description on what Power Levels do for spells ? I know from reading in another post that Power 0 allows spells to bypass Spell Deflection, is that right?
  15. Is it possible to allow a weapon a percentage chance to remove particular protections from the target? For example, modifying a sword to have a 33% to remove Absolute Immunity from the target? I have tried playing with the removal effects by opcode/resource, settings its probability to 100%, but it does not seem to work. I was thinking because they cannot land a hit in the first place, the removal effect cannot activate? Is there a way to bypass that? Thank you.
  16. Very interesting, I am assuming this will also apply to the Sequencer spells too. Why does the game crash with only these spell types though? Does it happen with other spells as well?
  17. I have created a copy of the spell, added it into Spell.ids, changed the spell type to "Innate", the ability location to "Ability" and left it at that. This was the same way I had done for other spells, e.g. StoneSkin, Lightning Bolt - and they are all worked fine.
  18. Hi, I was wanting to make a variant of Chain Contingency which acts like an Innate ability, however whenever I cast the spell the game crashes every time. I have added the spell in the SPELL.IDS just in case, but even then it still causes a crash. Is there a way around it or is there something I am missing? Thank you.
  19. So the mod in question adds Shadow Monk as a kit, and the class itself is different from normal monk progression. Each hit (depending on level) will deal magic damage and cold damage and a chance of level draining and ability score drain. There is no mention in the kit description about fist level damage etc. I had managed to find one of the .SPL files which give the Shadow Monk the effects of drain etc, when it reaches the level threshold.
  20. Hi, According to the game, "Fists are considered magical weapons at 4th level, +1 at 10th"... How does the game turn your fists into magical fists? I cannot find how the game changes them to be magical. I have seem Monkfist.2DA which shows me the different fists depending on the level, but when you level up and the changes take place, where is that stored? How does the game replace the current Fist with the updated one? I wish to alter one of the custom Monk kits which I have installed as for whatever reason they are not classed as magical and therefore it makes it impossible to hit late game creatures. Thank you.
  21. So I have made some changes to my scripting by adding in your suggestions. By incrementing the GlobalVariable I can control the creatures being spawned in which is fine because I do not want to overload the screen with enemies. The issue I am having now is with the "Exist". With what I have now, before the the next wave spawns in it checks to see if CHEVIL04 exist, even when they are still alive, the next block of script activates and still spawns in the enemies even with the Sahugain still alive. I let my PC kill some of them, but before they all get killed the next mob appears which isn't suppose to happen. If I use CombatCounter(0) instead of Exists, the next block doesn't trigger until there is nothing happening on screen, but I have the feeling that this is really not a practical thing to use. IF Global("BeginChallenge1","GLOBAL",4) GlobalTimerNotExpired("Chal1Wave1","AR4500") // Pocket Plane GlobalLT("Wave1Spawn","MYAREA",9) THEN RESPONSE #100 CreateVisualEffect("SPFLESHS",[923.433]) CreateCreature("CHEVIL04",[923.433],S) // Sahuagin IncrementGlobal("Wave1Spawn","MYAREA",1) RESPONSE #100 Wait(2) CreateVisualEffect("SPFLESHS",[1164.470]) CreateCreature("CHEVIL04",[1164.470],SE) // Sahuagin CreateVisualEffect("SPFLESHS",[661.849]) CreateCreature("CHEVIL04",[661.849],SE) // Sahuagin CreateVisualEffect("SPFLESHS",[923.433]) CreateCreature("CHEVIL04",[923.433],S) // Sahuagin IncrementGlobal("Wave1Spawn","MYAREA",1) RESPONSE #100 Wait(3) CreateVisualEffect("SPFLESHS",[638.505]) CreateCreature("CHEVIL04",[638.505],S) // Sahuagin CreateVisualEffect("SPFLESHS",[1322.729]) CreateCreature("CHEVIL04",[1322.729],S) // Sahuagin CreateVisualEffect("SPFLESHS",[561.694]) CreateCreature("CHEVIL04",[561.694],S) // Sahuagin IncrementGlobal("Wave1Spawn","MYAREA",1) RESPONSE #100 Wait(3) CreateVisualEffect("SPFLESHS",[1121.869]) CreateCreature("CHEVIL04",[1121.869],S) // Sahuagin IncrementGlobal("Wave1Spawn","MYAREA",1) RESPONSE #100 Wait(3) CreateVisualEffect("SPFLESHS",[561.694]) CreateCreature("CHEVIL04",[561.694],S) // Sahuagin IncrementGlobal("Wave1Spawn","MYAREA",1) END IF Global("BeginChallenge1","GLOBAL",4) THEN RESPONSE #100 SetGlobal("BeginChallenge1","GLOBAL",5) END IF Global("BeginChallenge1","GLOBAL",5) !Exists("CHEVIL04") THEN RESPONSE #100 SetGlobal("BeginChallenge1","GLOBAL",6) CreateVisualEffect("SPFLESHS",[923.433]) CreateCreature("chevil15",[923.433],S) Wait(1) CreateVisualEffect("SPFLESHS",[1164.470]) CreateCreature("chevil17",[1164.470],SE) Wait(1) CreateVisualEffect("SPFLESHS",[661.849]) CreateCreature("chevil18",[661.849],SE) Wait(1) CreateVisualEffect("SPFLESHS",[638.505]) CreateCreature("chevil11",[638.505],S) Wait(1) CreateVisualEffect("SPFLESHS",[1322.729]) CreateCreature("chevil16",[1322.729],S) Wait(1) CreateVisualEffect("SPFLESHS",[561.694]) CreateCreature("chevil25",[561.694],S) Wait(1) CreateVisualEffect("SPFLESHS",[1121.869]) CreateCreature("chevil13",[1121.869],S) END
  22. If I was to instead replace the Sahugain (CHEVIL04) with another creature which has the random creature.BCS attached to it, would it be possible to prevent them from over spawning as in the case with the Drow block? My understanding is that because the .BCS calls out a random creature from the list, would it even be possible to tell the script not to progress to the next Global value until all enemies are dead as the creatures called in will all have different .CRE names? I do apologies if it sounds like I am asking quite a lot, its just that I am not a really good programmer and I am still currently learning the ropes.
  23. Thank you for getting back to me. Yes, this is suppose to be a variation of the first Challenge room in Pocket Plane, My initial idea was to have a gauntlet of fights from foes from BG1 > BG2 as a sort of remembrance of past battles. I was thinking to have individual battles with a small break in between waves to allow for a quick-save which would be signalled by an NPC showing up and talking to it will trigger the next Global trigger to activate much like when Gavid dies, but I wanted to try and sort out the fights themselves first, but as I am sure you can tell I have been having trouble with it. The Sahugain I just left in as they have a bit of HP and it could stall time, I wanted to have random foes appear (I have already created scripts/creature which allow random creatures to be created in its place), but since I could not figure out a way to stop the Sahugain from spawning before the next round started, I thought there was no point in putting it in until I could figure it out. What is it you mean with using a counter instead of a timer, should I create a separate global variable which increments each time a Sahugain is created until a certain number is reached? For the fourth block, I have made alterations to the Global variables at play and by changing some of them, only once instance of the creatures spawn. For the third wave, I have added in a GlobalTimer has was previously done for the first wave to try and control the amount of creatures which were spawning, although it seems doing it with this wave causes a huge number of Drow to spawn, which is unintended. I need to take a look at that. Final wave seems to be fine so far. I did laugh a little at the at the comment about the elves, It just so happens many of the more powerful creatures in this game are elves. They were originally meant to be the final wave, but since you can possibly fight them again because of SCS, I might replace them with something else.
  24. Hi, I have been baffled with this for weeks now and I cannot seem to figure out what is happening. From my what I have done and what I understand is that the initial group which appears, there seems to be 27 units of them (Looking at the GlobalTimer which is set to 4 rounds, it recycles the creatures being created 3x, which results in 27, am I reading this right)? Once they all die, the next group should spawn in (which they do), however they seem to keep respawning infinitely. No matter how many times they die they just keep coming back and the I cannot figure out why. The other Global triggers don't activate since there is something which is looping Global 5. If I use console and SetGlobal to 5, it will spawn the group and they will keep spawning. If I set to Global 6, nothing happens, but If I do Global 7 then they spawn correctly and only once, they do not multiply. I have attached a copy of the code and I am at a complete loss. Any help would be very much appreciated. Kind regards, BCS fight script.txt
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