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#143217 Please tell me it's almost finished

Posted by Nebukad on 18 August 2004 - 12:23 PM in Edwin Romance

We are looking at weeks now not months. Hats off to Nebukad -- he has taken the project over from my hands while I was busy redeeming Irenicus. I am now testing the near complete version of ToB. The SoA portion has been completed some time ago.

Well, I can't take all the responsibility for coding the ToB portion, Lord E had already coded much of the dialogue when I started coding it.



#144867 XP Cap raised to 40

Posted by Nebukad on 24 August 2004 - 12:52 AM in Longer Road

I do not use an experience cap as it impedes my soloing greatness. Is it optional to have it capped at 40 or does this only apply to games that have these limits?

Well, unfortunately capping xp to 40 applies to all games. Many complained that due to his high level and stats Jon was overpowered and adjusting the xp cap was simply easier than scripting difficult battles or tinkering with his stats and trying to come up with a good explanation of why he is weaker than he was in SoA. Atleast now there should be no complaints about Irenicus in party making ToB easier.



#145853 first impressions...

Posted by Nebukad on 26 August 2004 - 07:45 AM in Longer Road

Let me take the thread just a tad off topic though and repeat a question I asked in another one that hasn't been answered.  The exp cap has been raised to 40; what does that translate to in terms of character levels?

It means that any class can reach level 40, in unmodded ToB only some classes were able to get to that high level. For mages the cap was around level 31 or so, which would have meant no levelling up for Irenicus.



#145924 first impressions...

Posted by Nebukad on 26 August 2004 - 10:54 AM in Longer Road

And some classes can go even higher?  Or eveybody hits 40 and tahts it?

Yes, that's indeed it. Of course, unless I'm mistaken, multiclass characters could reach 40/40/40.



#147141 Help with Deva quest please?.

Posted by Nebukad on 29 August 2004 - 08:34 AM in Longer Road

Are you absolutely sure that you killed all of them? There's a couple of imps (or something like that), that have this annoying tendency of being invisible all the time. Try casting True Sight or something.



#147666 Question-watchers keep

Posted by Nebukad on 30 August 2004 - 09:14 PM in Longer Road

This is answered in the ReadMe, but yes, you have to complete it to redeem him. Or atleast complete the quest added by LR.



#148127 For good girls ;)

Posted by Nebukad on 31 August 2004 - 10:00 PM in Edwin Romance

*blinks* I had no idea this was even possible. Edwin is supposed to leave the party if you have Char below 9 and go to fight Firkraag?

Yes, that seems to be a possibility. Shall I do something to fix that?



#148265 For good girls ;)

Posted by Nebukad on 01 September 2004 - 06:49 AM in Edwin Romance

What's that ? :blink: I had Edwin in my party twice and he never lived, although I had always chosen to battle Firkraag... :huh:

Perhaps Edwin was too far away. Dragons have this tendency to sometimes start dialogue with much of the party still being too far away to participate. Alternatively, perhaps you had high enough charisma, Edwin only leaves if charisma is 8 or lower.



#148929 Errors/Bugs with loading/playing

Posted by Nebukad on 02 September 2004 - 08:18 PM in Longer Road

An Assertion failed in ChSound.cpp at line number 4905


When I un-install Longer Road this doesn't happen, so I'm assuming its related.

Erm, do you have a lot of music-adding mods? It might be that there's too much stuff in the SongList.2da. Could you open it (any text editor will do) and say if there's more than 99 (well, 100, if you count 0 no music) songs.



#152308 first impressions...

Posted by Nebukad on 14 September 2004 - 08:25 AM in Longer Road

May I ask what kind of kit? What is the problem with the classical mage one? IMO it fits him perfectly, I wouldn't change it.

Well, currently it's not much of a kit, just a (non-player-selectable) mage kit that doesn't have the extra spell HLA's and it's not included in the mod yet. There was some plans of making some custom HLA's for him, but there isn't really much that works at the moment.

The original idea was to remove the three HLA's for balancing reasons, but Dorotea apparently didn't want to add something that just removes things. Also, some new abilities might be refreshing, but I suppose that unless someone has some bright ideas there won't be much in that department. I currently have any clear plans for one ability and even that seems to be pretty difficult to get to work.



#152356 first impressions...

Posted by Nebukad on 14 September 2004 - 12:00 PM in Longer Road

Heh, if everything would have such an easy solution..! :rolleyes:  Please pay a visit and take a look at the new Mage HLa tables in the Refinements mod (if you haven't already done so for some unknown reason...). They are fine for him (just as for any other mages of course). I say either leave his HLA table as it is, or directly add him the Refinements table.


Yes, I've seen the new tables in Refinements, even though I haven't actually had time to play through the game using them. I usually prefer to use a pretty 'pure' game to avoid accidentally using something from another mod and realizing it later on, when wondering why something doesn't work.. or why some modder has appeared in the neighbourhood carrying a shotgun and asking people where I live..

Also, I already sent Dorotea the Shatter Magic innate for him. It will be a most fitting and unique addition to his character (and he also uses it in the weimeric Improved Irenicus encounter).
As for HLAs, the fact that he doesn't have any at 30th level is enough for balancing, there is no need for keepin him away from powerful magics available for every high-level mage - and it would be completely without logic too.


I just thought that with his spell selection the extra spell HLA's might not be all that noticeable, but removing them would still appear to make some difference. That is, no one would actually notice that they aren't there, but every time someone complains about Irenicus being unbalanced, the fact that he doesn't have access to 3 HLA's could be pointed out.

I wonder why you don't start with the most obvious choice: if you intend to add him some special high-level powers, well, he ALREADY HAS SOME. Simply think of Clone Spawn and Rapture of the Father for example.. but one can easily create nice special spells based on his cutscenes. The opportunity is there, it would be a great waste to drop these while working on something comlpetey unknown. ;)
BTW, if you 2 need help with this part, I'd gladly help you out ^_^ . (If I find some time, of course :D )

Well, one the one under development is actually the clone spawn. The trouble is, however, that the game only uses CreateCreatureObjectCopy() , IIRC, to create the clones and while replicating this might be possible, it wouldn't be a great solution as it only copies their appearance, not their abilities. There are ways to give the creature the wanted abilities, but mostly these seem to be somewhat unsophisticated and time consuming to implement. Not to mention that I'm not too sure that they'll work at all.

I also tried using Simulacrum for that, but the clone had a nasty tendency to think that it belongs to the target of the spell, not the caster, meaning that it only works if used on party members. Limiting the number of clones only worked when the caster tried to use the spell on himself.

I'll try to come up with a more working solution, once I have some time for it.

I suppose Rupture of the Father would be nice.. it could kill any enemy in a glass tube within the caster's line of sight.



#152368 first impressions...

Posted by Nebukad on 14 September 2004 - 12:48 PM in Longer Road

Which is no problem at all. You wouldn't expect a freshly spawned clone to have access to all of his/her special powers from start? No, and to be honest, the fact they can be used for fight is a remarkable feat in itself. Simply think on the Asylum fight with Jonny - none of the clones have access to any of the NPCs abilities, they act as mindless zombies. Still, this ability is good to create a bunch of non-summoned cannon fodders.


The trouble is that, in order to justify the spell being an 8th level one, it should be at least remotely usefull. I suppose it might be possible to make a few alternate creatures of different classes that polymorph to the target creature to make them atleast slightly resemble the original creature. This is, of course, assuming that it was possible to target a class when using the Use Eff file. I'm too tired to check right now, but I presume this to be the case.

With ome fantasy, it can easily be turned into an impressive and USEABLE 9th level spell.


The Difficult part is making it distinguishable from the Wail of Banshee, while making sure that it isn't overpowered.



#155135 How is this supposed to play out?

Posted by Nebukad on 21 September 2004 - 10:40 PM in Longer Road

'AbaDemand3' to be precise (Neb - this one is for you :P )

Oops.

With bugs made by me turning up at this rate, you should really stop increasing the version by 0.1 every time you fix one. Otherwise the end result will be something like LR v15.2.



#156888 Flaws?

Posted by Nebukad on 26 September 2004 - 11:46 PM in Longer Road

I don't know about completely removing the paperdoll, but if at all doable, I'd atleast like to see it's backround gone. That would in theory make it slightly less alien.

The trouble is that none of the paperdolls bears any resemblance to Irenicus. But one that would fit in better with the rest of them would be nice.



#156931 Flaws?

Posted by Nebukad on 27 September 2004 - 03:25 AM in Longer Road

The selection sounds seem to correspond to the texts for me, most of the time, and when they don't, it's propably due to reinstalling things in different order a few times too often.

I don't know about elven sorcerer. It just doesn't look like Irenicus in the least. In case of other NPCs the avatars at least have something in common with the paper dolls.



#158911 1st questions :D

Posted by Nebukad on 02 October 2004 - 04:42 AM in Edwin Romance

As for Valygar, I'm not entirely sure, since he's not an official NPC romance. I do know that Dorotea and Nebukad put in some checks when Edwin joins the party, such as Edwin not romancing you if the Anomen romance being set to 2, for example, but I can't say for certain if Valygar is included there since we never really discussed it. I'll have to refer that question to then.

At least, if my poor excuse for a memory is accurate, I haven't added anything to Edwin Romance to prevent concurrently romancing Valygar and Edwin and I can't remember seeing anything in the parts of the code by others that would break the romance. So, in theory it should work, unless there's something to prevent that in the Valygar Romance.



#159395 Compatibility

Posted by Nebukad on 03 October 2004 - 07:47 AM in Edwin Romance

Yes, I'd say that it's quite likely that the romance won't start if the death of Mae'Var is bypassed. The Romance might start normally once Mae'Var has been killed, but as I'm not too familiar with BGT, I really don't know.



#160123 TOB PROB

Posted by Nebukad on 05 October 2004 - 10:37 PM in Edwin Romance

ive taken a look with shadow keeper the romnace timer is set to 1 the romanceactive timer is set to 2 it also says lovetalk 44 but i cant be sure that includes the tob talks. also if it helps the explovetalk locals is 6

ToB LoveTalks are called ExpLoveTalks, the value of the local LoveTalk has no significance in ToB. Have you done all the tests avaivable in the pocket plane so far? Some of the LT's check if they are done.



#160177 TOB PROB

Posted by Nebukad on 06 October 2004 - 06:02 AM in Edwin Romance

is there anything else im supoosed to do toget the saradush talk

ive just done the third one where u meet ur innocence and im still not getting any takks from edwin

Okay, this is definately a bug and one that I think I've tracked down. I'll send Dorotea the corrected files to be uploaded later today. Untill then, you could try to set the local ExpLoveTalk to 7. Resting after that should initiate the Saradush destruction LT.



#161939 Edwin Romance SoA/ToB is now available

Posted by Nebukad on 12 October 2004 - 02:39 AM in Edwin Romance

Anyway...any idea why it does that?

At least I haven't got the faintest idea of what might cause something like this.



#161964 TOB PROB

Posted by Nebukad on 12 October 2004 - 04:46 AM in Edwin Romance

I am having the same problem with the lovetalks just stopping at the exact same point. I have tried setting the local explovetalk to 7 and resting but it didn't work for me. Has this bug been fixed yet?

Well, it should be fixed, when the next version Edwin ToB is provided for download. Has Saradush been sacked yet? And have you talked to Melissan about it?



#166931 Missing Plot Person?

Posted by Nebukad on 03 November 2004 - 11:24 AM in Edwin Romance

Don't worry, other than this little glitch, the mod is terrific  :D . And about the codes, I'll wait *swinging legs back and forth*, I have to peel myself from sitting in front of the computer the whole day so I don't fail my exams.  :P

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Isn't the encounter in the Bridge District supposed to take place in the so called fish house, are you sure you've been there? Of course, it's possible that I'm confusing some of the Dekaras encounters..



#167092 Lich Fight

Posted by Nebukad on 04 November 2004 - 05:56 AM in Edwin Romance

And... Why does Mr D just stand there and refuse to talk to my PC and the other characters until I have to mow down all of the apprentices?!

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He *should* talk to you as soon as he arrives.



#167093 Killing the Lich - HOLY CRAP

Posted by Nebukad on 04 November 2004 - 05:59 AM in Edwin Romance

Check the bodies...

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Actually, Dekaras should give a working ring in the dialogue after which he leaves. Just equip it and then use it.



#167123 Missing Plot Person?

Posted by Nebukad on 04 November 2004 - 09:30 AM in Edwin Romance

Thanks! And, no problem about the games thing, I'll just save a game where Mr. D doesn't show up no matter how long I stand about. Where do you want it sent to?

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You could send it to nebukad@hotmail.com if it's not too much trouble.