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#462969 Fixes for the BiG fixpack

Posted by OneEyedPhoenix on 19 September 2009 - 12:17 AM in Mega Mod Help

Isn't this like the "True Grandmastery" components already in the BG2 Tweak Pack or whatever? If so, I'm sure it also mods the relevant strings. Seems kind of overkill for the BG2 engine though if you ask me (which is probably why they changed it from BG1 to BG2).


Something like that, yes. The problematic mod isn't BG2 Tweak Pack however, but TDD. In my game TDD is the only mod to have altered wspecial.2da, but apparently it doesn't update the relevant strings with corrected values. Since TDD is no longer supported (unless I'm mistaken) I thought this would be a natural job for the Fixpack.

I agree about the overkill part, but I think the bonuses was too nerfed with vanilla BG2. Should be something in between maybe.



#462917 Fixes for the BiG fixpack

Posted by OneEyedPhoenix on 18 September 2009 - 03:07 PM in Mega Mod Help

I haven't got the code for this but if the proficiency bonuses changes (As with TDD for instance) so should the following vanilla BG2 dialog.tlk strings (Corrected text included):

StringRef: 9588

You have been given proficiencies to start your character with. These represent the ability to effectively use weapons. You may choose from any of the selectable proficiencies available to your character class. A fighter character will be able to choose the same proficiency up to five times. This will grant additional levels of specialization with the weapon listed. Keep in mind that a character can use any weapon available to their race and class whether proficient with it or not. However, there will be a minus to the attack roll if the character attacks with a non-proficient weapon.

Proficiency Slot Table:
1 slot: none
2 slots: +1 to hit, +2 to damage, an extra half attack.
3 slots: +2 to hit, +2 to damage, an extra half attack.
4 slots: +2 to hit, +3 to damage, an extra half attack. -1 to speed
5 slots: +2 to hit, +4 to damage, an extra half attack. -3 to speed

[b]Edited:[/b]

You have been given proficiencies to start your character with. These represent the ability to effectively use weapons. You may choose from any of the selectable proficiencies available to your character class. A fighter character will be able to choose the same proficiency up to five times. This will grant additional levels of specialization with the weapon listed. Keep in mind that a character can use any weapon available to their race and class whether proficient with it or not. However, there will be a minus to the attack roll if the character attacks with a non-proficient weapon.

Proficiency Slot Table:
1 slot: none
2 slots: +1 to hit, +2 to damage, an extra half attack.
3 slots: +2 to hit, +2 to damage, an extra attack.
4 slots: +2 to hit, +3 to damage, one and a half extra attacks. -1 to speed
5 slots: +3 to hit, +3 to damage, two extra attacks. -3 to speed[/codebox]

[codebox]StringRef: 32120

Grand Mastery:  At this level the character receives +2 to hit and +3 to damage, gains an extra 1/2 attack per round, and gains a -1 to speed factor with the selected weapon.

[b]Edited:[/b]

Grand Mastery:  At this level the character receives +3 to hit and +3 to damage, gains two extra attacks per round, and gains a -3 to speed factor with the selected weapon.[/codebox]

[codebox]
StringRef: 32119

High Mastery:  At this level the character receives +2 to hit and +2 to damage, gains an extra 1/2 attack per round, and gains a -1 to speed factor with the selected weapon.

[b]Edited:[/b]

High Mastery:  At this level the character receives +2 to hit and +3 to damage, gains one and a half extra attacks per round, and gains a -1 to speed factor with the selected weapon.[/codebox]

[codebox]StringRef: 32118

Mastery:  At this level the character receives +2 to hit and +2 to damage with the selected weapon, and also gains an extra 1/2 attack per round with the selected weapon.
<strong class='bbc'>Edited:</strong>Mastery:  At this level the character receives +2 to hit and +2 to damage with the selected weapon, and also gains an extra attack per round with the selected weapon.



#463805 Fixes for the BiG fixpack

Posted by OneEyedPhoenix on 28 September 2009 - 11:57 AM in Mega Mod Help

And some fixes. :whistling: It is slow for me but I will have a present soon.


Is it Christmas already?



#465040 BiG World Setup

Posted by OneEyedPhoenix on 12 October 2009 - 02:28 PM in Mega Mod Help

The batches are not maintained by me and I have been busy scripting the stuff for the BWS that is not yet released.
So: Sorry, no. No progress.


That's right. Been a while since we discussed it so I forgot.



#465031 BiG World Setup

Posted by OneEyedPhoenix on 12 October 2009 - 12:58 PM in Mega Mod Help

8.0.2 (Update Package) - 12.10.2009
Updated: CD5 may contain as many alias-paths as you wish
Added: "pseudo-tests" for fixed components that should be extracted without a tp2
Added: Option to redownload the stuff with Au3Net in Au3NetTest (Suggested by OneEyedPhoenix)
Added: You can visit the homepage of the selected mod while you're in the selection-screen. (OneEyedPhoenix reminded me of adding that)
Added: Scroll to selected mods if add/remove mods by type is pressed to show that something has changed. (Suggested by Lollorian)
Fixed: Enabled Space-key in the selection-screen again
Fixed: Prevent crashes during Au3NetTest, correct archive is displayed[/code]


Great to see that you have been inspired dabus.  :)
Made any headway with the cleanup.bat problem btw? (It definitely deletes the backups of Azenmod and NSC Portraits)



#462513 BGSpawn

Posted by OneEyedPhoenix on 15 September 2009 - 01:00 AM in Miscellaneous Released Mods

As promised, here is the list of problematic creatures I have encountered so far. I have also posted this information in the new "Realistic treasure mod" thread.
Is it more convenient if I update that thread only, if I find more?


AEMERHOB.CRE
GNLCAP01.CRE
GNLELI01.CRE
GNLFLI01.CRE
GNLWAR01.CRE
HOBCAP01.CRE[/codebox]

Edit:
[codebox][quote]6. Quite a lot of the Gnolls (gnlcap01.cre, gneli.cre, gnlfli01.cre, gnlwar01.cre, and Gnoll01.cre), summoned by the BGSpawn mod (though not included with this mod), are carrying up to lvl 8 magic scrolls. These creatures are assigned level 4 random treasure (rndtre04.itm) which apparently is a bit much.
(The same kind of problem with Hobcap01.cre and aemerhob.cre)[/quote]

[quote]Just to let u know that BGSpawn uses just gnlcap01.cre and Hobcap01.cre amongst the creatures u mentioned above,mm75[/quote]

This sounds strange to me as it wouldn't explain why I would run into groups of gnolls with all of these four in them.



#464115 BiG World Project (BWP) v8.0

Posted by OneEyedPhoenix on 01 October 2009 - 02:13 PM in Mega Mod Help

After playing through BG1 BWS8.0 up to the cloackwood mines I feel I must recommend that the "remove all custom items" option in the bp-balancer mod be made standard in BWS. So far almost all of the loot items I have encountered from Ntotsc and Dsotsc have been unbalanced and badly implemented.
It's a bit disheartening to see that this haven't changed much since I last played the game three years ago (I'm the OP of the linked thread).



#464513 BiG World Project (BWP) v8.0

Posted by OneEyedPhoenix on 06 October 2009 - 06:06 AM in Mega Mod Help

im currently enjoying my first modified playthrough, most things is very entertaining well & written. But i got some notes. First what is the idea to let Kensai's wear bracers, better yet even some armors and helmets fits. I play as always a plain Kensai, and now i can wear bracers, this jyssev armor and most helmets. I just started the game, but my ac is -13. Surely he will be invincible.


You have the same problem that I had. My bet is that you are using "Item revisions" which for some reason makes bracers usable by Kensai. I manually made bracers of AC 8-3 unusable by Kensai to balance things out a bit.

The armors and helmets are another story. They are most likely just badly coded.



#464811 BiG World Project (BWP) v8.0

Posted by OneEyedPhoenix on 09 October 2009 - 02:19 PM in Mega Mod Help

Ran into a strange bug with the bws.
While trying to restore a backup the program failed to copy creatures.bif, 25creatures.bif and 25store.bif from the backup directory to the BG2/data directory.



#463782 BiG World Project (BWP) v8.0

Posted by OneEyedPhoenix on 28 September 2009 - 06:54 AM in Mega Mod Help

You can't uninstall biffed mods, you can install mods that haven't been installed, yet, yes on top of a biffed game!


Not to my experience. Not with Level1NPC mod at least. (although I might have done a cleanup first. Don't remember now.)
Anyway it is best to install mods before biffing as the contents of your mod will also get biffed, which is good for speed purposes.



#464517 BiG World Project (BWP) v8.0

Posted by OneEyedPhoenix on 06 October 2009 - 06:43 AM in Mega Mod Help

yes i use Item Revision, but its merely bec after played over and over again, its quite refreshing not to know what you get when you kill someone. But that said, many new items is imba. My lvl 9 group is all running around with +3 & +4 weapons


Let me guess... You have Dsotsc and Ntotsc as well?

Well,

u can be the one to do that (not everyone could have the same vision on the overpowering items). As i'm noticing u're particular interested in having a balanced game, u can try to create a mod to balance and change items for some Big BG1 mods (i'd really welcome the idea anyway). Unfortunately i don't have time to do it (my still first priority would we to change the encounter system of "U've been waylaid by enemies and must defend yourself"), but i'm willing to help possibly.

:cheers:

mm75


I have been toying with the idea but the problem is that I would have to learn weidu coding first and then commit a lot of time to the project.
Maybe if I get a lot of free time on my hands soon...



#464075 BiG World Project (BWP) v8.0

Posted by OneEyedPhoenix on 01 October 2009 - 07:11 AM in Mega Mod Help

Well, since I'm done installing and have biffed everything, I want to save even more space and delete those left over mod folders. I just wanted to be sure they aren't used by the game anymore (which they shouldn't be, but you never know)

OK, then I can delete the mod folders and tp2 files, saves me (maybe) another 500MB or so. (netbook, every MB saved is handy)


You will be unable to debug properly if you delete the modfolders...



#463777 BiG World Project (BWP) v8.0

Posted by OneEyedPhoenix on 28 September 2009 - 04:15 AM in Mega Mod Help

Got one more question:
After doing this end biff (chose the "biff all" option) can you still add more kits and can you still install the level0 npc mod?
I assume you can, since biffing doesn't really impact any mods and installing kits is advised right before it.

Am I right in this assumption?


Nope. All mods must be installed before biffing.



#463213 The Darkest Day 1.12 forum/thread

Posted by OneEyedPhoenix on 21 September 2009 - 07:29 AM in Mega Mod Help

I don't know if this has been reported before, but TDD should make the following changes to dialog.tlk to reflect the changes it does to WSPATCK.2DA and WSPECIAL.2DA.

StringRef: 9588

You have been given proficiencies to start your character with. These represent the ability to effectively use weapons. You may choose from any of the selectable proficiencies available to your character class. A fighter character will be able to choose the same proficiency up to five times. This will grant additional levels of specialization with the weapon listed. Keep in mind that a character can use any weapon available to their race and class whether proficient with it or not. However, there will be a minus to the attack roll if the character attacks with a non-proficient weapon.

Proficiency Slot Table:
1 slot: none
2 slots: +1 to hit, +2 to damage, an extra half attack.
3 slots: +2 to hit, +2 to damage, an extra half attack.
4 slots: +2 to hit, +3 to damage, an extra half attack. -1 to speed
5 slots: +2 to hit, +4 to damage, an extra half attack. -3 to speed

[b]Edited:[/b]

You have been given proficiencies to start your character with. These represent the ability to effectively use weapons. You may choose from any of the selectable proficiencies available to your character class. A fighter character will be able to choose the same proficiency up to five times. This will grant additional levels of specialization with the weapon listed. Keep in mind that a character can use any weapon available to their race and class whether proficient with it or not. However, there will be a minus to the attack roll if the character attacks with a non-proficient weapon.

Proficiency Slot Table:
1 slot: none
2 slots: +1 to hit, +2 to damage, an extra half attack.
3 slots: +2 to hit, +2 to damage, an extra attack.
4 slots: +2 to hit, +3 to damage, one and a half extra attacks. -1 to speed
5 slots: +3 to hit, +3 to damage, two extra attacks. -3 to speed[/codebox]

[codebox]StringRef: 32120

Grand Mastery:  At this level the character receives +2 to hit and +3 to damage, gains an extra 1/2 attack per round, and gains a -1 to speed factor with the selected weapon.

[b]Edited:[/b]

Grand Mastery:  At this level the character receives +3 to hit and +3 to damage, gains two extra attacks per round, and gains a -3 to speed factor with the selected weapon.[/codebox]

[codebox]
StringRef: 32119

High Mastery:  At this level the character receives +2 to hit and +2 to damage, gains an extra 1/2 attack per round, and gains a -1 to speed factor with the selected weapon.

[b]Edited:[/b]

High Mastery:  At this level the character receives +2 to hit and +3 to damage, gains one and a half extra attacks per round, and gains a -1 to speed factor with the selected weapon.[/codebox]

[codebox]StringRef: 32118

Mastery:  At this level the character receives +2 to hit and +2 to damage with the selected weapon, and also gains an extra 1/2 attack per round with the selected weapon.

[b]Edited:[/b]Mastery:  At this level the character receives +2 to hit and +2 to damage with the selected weapon, and also gains an extra attack per round with the selected weapon.



#463615 The Darkest Day 1.12 forum/thread

Posted by OneEyedPhoenix on 26 September 2009 - 02:11 AM in Mega Mod Help

Apart from that, new strings can be added but this specific thing is displayed in a CHU file I believe (character creation) so this will be a brain teaser for now. If someone can supply code for me to try than I will be more than happy to test it out.


We discussed it briefly here.

I want to make sure the tables in TDD are matching the description. If other mods alter the tables further or differently than it will be an incompatibility with TDD.


In the BWS at least it looks like TDD is the only mod allowed to modify the tables.



#463562 The Darkest Day 1.12 forum/thread

Posted by OneEyedPhoenix on 25 September 2009 - 06:59 AM in Mega Mod Help

Thanks OneEyedPhoenix and I will look into how I can do it. Do you know if the change is in the TP2 like a replace textually? If not it is no big deal I am just unaware of how TDD makes the change to the text but I know it mods the tables.

I will research it 8)


Nope, I couldn't find any of this in the tp2 so I don't think it's as simple as a replace text. (Though I just did text search, so I might have missed it)



#465294 Vault v7 Released

Posted by OneEyedPhoenix on 14 October 2009 - 11:46 PM in Mod Resurrections

If you only knew someone in Baldur's Gate with the power of divination...


The only one I know is the guy in the tent, and he didn't reveal the location, only that the sword is a key to a great treasure.

I am willing to be spoiled at this point. I don't know why everyone has to be so coy about this one point.


The diviner has more to tell you after you have purchased the information from the priest of Oghma.



#466294 Vault v7 Released

Posted by OneEyedPhoenix on 25 October 2009 - 09:21 AM in Mod Resurrections

Another bug...

The "Vault Vampire" (jc_vam.cre) has a permanent level drain effect on his main weapon (jc_vam1.itm). More precisely it has a "change level" and "xp bonus" effect, where it should have a "level drain" effect. This makes any level drain effect he inflicts irreversible.

Temporary solution: Put the attached file in the override directory.

Attached Files




#466317 Vault v7 Released

Posted by OneEyedPhoenix on 25 October 2009 - 02:13 PM in Mod Resurrections

And you are certain this is not the original intended effect by what revelation...?


No, but it's stupid if it is.

It looks more like a remnant from a code designed for the BG1 engine. (I remember earlier versions of Dsotsc had the same problem)
The "level drain" effect didn't exist in vanilla BG1, unless I'm much mistaken, so modders had to code it like this.



#465207 Vault v7 Released

Posted by OneEyedPhoenix on 14 October 2009 - 02:05 PM in Mod Resurrections

Also, and maybe I'm just dumb, but where is the vault? I've talked to every priest and wizard I can find. So far I've figured out that it is on an island, but I haven't found any clues as to where this island might be or how I can get to it.


If you only knew someone in Baldur's Gate with the power of divination...



#462887 Vault v7 Released

Posted by OneEyedPhoenix on 18 September 2009 - 12:05 PM in Mod Resurrections

Suggestion for the next version of this mod:

"Elven chainmail +2" (echan01.itm), sold by Talanthyr, should have the same class restrictions as original SoA and TOB Elven chainmail.

In other words. Unusable by Druid (any), Mages, Monks, Shapeshifter, Stalker, Beastmaster, Archer, Kensai, Dwarfs, Halflings, Gnomes and half-orcs.



#463700 Vault v7 Released

Posted by OneEyedPhoenix on 27 September 2009 - 06:28 AM in Mod Resurrections

I have another bug for you Erebusant.
The problem this time is the two handed sword "Valiant" (sw2val.itm) dropped by "Khark".
First off it has no proficiency flag.
Secondly the description says it has a +1 enchantment, but it gives the wielder +2 to Thac0 so in that regard it behaves more like a +2 weapon.
Thirdly it has no backstabbing penalty.
Fourthly it's hp bonus is coded in such a way that the sword can be used to heal the characters (by equipping and de-equipping it repeatedly). To fix this you need to add a "Current HP Bonus" effect with -10 as value.

Edit: As I have already fixed it in my own game you might as well have my copy. You are free to use it as you wish.

Edit2: Looks like sw2hav.itm has exactly the same problems. Are all "vault" items this badly coded?

Edit3: Another item that needs more restrictions (platwy.itm). Seems like most of the vault items need to be coded better...

Attached Files




#462907 Vault v7 Released

Posted by OneEyedPhoenix on 18 September 2009 - 01:23 PM in Mod Resurrections

I can fix that


Great! :cheers:



#463699 Vault v7 Released

Posted by OneEyedPhoenix on 27 September 2009 - 06:22 AM in Mod Resurrections

Hello.

I would like to try this mod but I am a bit reluctant when mods add magical items to the game. Can you say me if this mod add a lot of them ? ( and if in a balanced way or not)

ty!


The ones I have encountered so far have been fairly balanced, though a bit buggy.
Hope this helps.



#464504 Mod updates for BWP v8+

Posted by OneEyedPhoenix on 06 October 2009 - 02:49 AM in Mega Mod Help

If you won't advocate yourself more than that Miloch I'll do it for you.
Aurora v2.0 should be made a recommended mod, particularly the new random treasure component. This fixes a lot of silliness with the existing random treasure system. (Like gnolls in BG1 with level 9 spell scrolls)

Great work Miloch! :cheers:

Edit: Should be installed late in the process in order to affect all mod creatures and stores.