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Found 5 results

  1. Greetings, all! I have a question I wish to pose to all of you modders out here, since I haven't seen it asked before, and that is is it possible to change a BGII original mod to be compatible with BGII:EE? (If so, how?) As someone who has never made their own mods before, I haven't the slightest idea of where to begin so any and all help is greatly appreciated!
  2. Hi guys, I need your help with something. I'm quite new to modding, but I've slowly learned that "hardcoded" classes cannot be much edited or multi-classed, because our hands are tied by rules of Infinity Engine. Even if we adjust the 2DA files, the main point of these classes can't be transferred to another class. I said trasferred? I tried to "transfer" monk abilities to my Fighter/Mage/Thief character and I succeed! At least it looked like it... I created a spell which permanently polymorphed my character to Balthazar (BALTH.CRE). The appearance was changed and I got some of his stats and abilities. Especially "the monk fist" worked just like I was really a monk! Naturally, there were bugs. Two-handed weapons had wrong animations, every other polymorph spell worked permanent, you couldn't cast any wizard or priest spell and so on. But I'd found at least a theoretical way how to remove these bugs, so I continued testing it. ---- That time I thought that I obtained "the monk fist" because the Balthazar (BALTH.CRE) was a monk. So, I created another CRE file with monk class and appearance, but it had my own stats and colors. I set it as the model for the polymorph spell and it worked just fine. But I didn't obtain "the monk fist"! Not only the animation, but also the damage and speed of this attack were gone! You can try it yourself, but doesn't it mean that there is something else in BALTH.CRE file which allows you to obtain "the monk fist"? Like some imitable affects? Well, I didn't find these, but you can try it yourself... ---- What I really want to ask is about "imitating" the monk class. If you are a fighter, you should be adjustable to monk trough affects. I bet the real monk is hardcoded in that way. (The important affects are hidden just like the affects transfered to you through polymorph). With that conviction I tried to create a set of SPL files that makes your fighter works like a monk and, of course, I got stuck at "the monk fist". The animation is a one thing, but how can you limit the settings just for bare hands? In Near Infinity, there is a type of effect called "Apply effect on equip type (183)" (B7 00). You can choose there the item type as "Hand-to-hand weapons (28)" (1c 00 00 00), so you should be theoretically able to limit some effects just to them. But how can you do that? There is no box for choosing the effect! In the #183, you can set only the conditions, but no input, so there is no output! Why is it even there? Does someone know how to use it? Thanks for answers.
  3. Hey there my BGEE is crashing after installing BGII Tweak Pack. This is literally my only mod. It keeps on saying that I have too many tables. These notices appear yet the game keeps on running. Then a bit later the game crashes completely and I get these attachments (one from character creation; other from opened save game) to my crash folder that are too big to show here. Help plz can't play at all!
  4. I got some questions about creating my own AIscripts: 1. I'm using RogueRebancing mod which replaced bards' HLA, Lingering Song extends the battlesong effect, is there a way to detect if a PC being effected by battlesong? except adding a new useless effect like weaponproficiency20 2. i wish a trigger for example See() is able to detect if the target object is included from a specified 2da, are there any probabilities? and how? THANKS
  5. I have been tweeting with Trent Oster, one of the lead designers on BG:EE, and I asked him about usability flags. "@IchigoRXC We've had a few conversations about the usability flags. No easy fix without reprocessing all the data and breaking mods." I wondered how badly this would break existing mods, and how easily fixed it could be. I know a lot of people have had frustration with usability flags, looking through various topics on here and many other forums focused on games such as Baldurs gate Would it be worth the hassle to fix these mods if it gave use that extra freedom to add usability to more than just 32 kits/classes. How much do you think the modding community would benefit from it. If the consensus is pro changing this from the modding community, maybe it could be brought to the designers attention. It was just a thought
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