Parameter 3 is located at offset 0x60 (EFF v2 only).
And it is also honestly marked as such in NI. Shame on me I checked embedded EFF (EFF v1), saw none of it, and decided it's a mystery to solve
There have been 114 items by Creepin (Search limited from 10-June 23)
Posted by Creepin on 26 April 2018 - 09:04 AM in IE Modding Tools
Parameter 3 is located at offset 0x60 (EFF v2 only).
And it is also honestly marked as such in NI. Shame on me I checked embedded EFF (EFF v1), saw none of it, and decided it's a mystery to solve
Posted by Creepin on 26 April 2018 - 06:20 AM in IE Modding Tools
If it is a EFF v1 : parameter is 0x4 after opcode field, and parameter 2 0x8.
If it is a EFf v2 : parameter 1 is 0x1c after signature, and parameter2 0x20.
Sadly, NI doesn't allow me to see raw data of effects, so I can't count 0x4 or any other within NI. I'm sure it will come handy in WeiDU though, so thanks for letting me know!
In fact : opcode, target, power, parameter1 (whatever the name used in NI), parameter2...
Aha, that's cool. Simply saying I should in any case use 4th field for parameter1 and 5th field for parameter2? As in, in case of the attached, I should put 1 in "value" field and 0 in "Unused" field event though it is, well, unused?
Posted by Creepin on 12 November 2018 - 06:37 AM in IE Modding Tools
Ah, I wasn't aware of that, great to know, and thanks for the explanation
Posted by Creepin on 04 February 2019 - 01:27 PM in IE Modding Tools
I have noticed that NI sometimes give me "G" in bcs files instead of "Global" and "GGT" instead of "GlobalGT" (weirdly, not in the each block of the same bcs). Is that intentional or some weird quirk?
Posted by Creepin on 12 November 2018 - 05:40 AM in IE Modding Tools
Whenever I try to put bam into resource field of #215 opcode (Graphics: Play 3D Effect), if there's vvc with the same name NI changes resource from bam to that vvc upon saving. Either a bug or intended behaviour which I disagree with
Posted by Creepin on 26 April 2018 - 05:13 AM in IE Modding Tools
It bug me for a long time that there's different names of fields for effects in NearInfinity and IESDP. In most cases I was able to draw a correlation by a guesswork, however his time I stuck.
So, # 22 Luck. IESDP says following:
#22 (0x16) Stat: Cumulative Luck Bonus
Parameter #1: Statistic Modifier
Parameter #2: Type
continuing with explanation of parameters.
IESDP on the other hand has fields like "target", "power", "value" and so on, the usual. Let's say I want to put 1 in Parameter #1 and 0 in Parameter #2, which fields in NI should I use? Or, better yet, how in general I could figure out on my own which fields should I use?
Posted by Creepin on 14 November 2018 - 12:12 AM in IE Modding Tools
Great tutorial, thanks for the link!
Posted by Creepin on 18 March 2019 - 11:53 AM in Mega Mod Help
No. As far as I remember at some point BWS will ask you to provide manually mods it can not download. At this moment for each mod you'll had to manually point BWS to a downloaded version, and upon BWS noticing that size/version/filename doesn't match you'll have the option to tell BWS "yeah whatever, install this one".
The result would be questionable though in case mod components composition was changed since last BWS update.
Posted by Creepin on 21 December 2018 - 09:46 AM in Infinity Animations
Then why post about that?
Posted by Creepin on 21 December 2018 - 04:14 AM in Infinity Animations
I can confirm that the download link is unfortunately down.
For me it asks to provide a google login to be able to download a file: surely it should not be anyone's effing business for something as trivial as file download, so if anyone have this mod stored and could upload to a more convenient place that would be really nice
Posted by Creepin on 01 May 2018 - 01:36 AM in Secret of Bone Hill
Not arguing with your personal experience I want to notice for the greater picture that I was able to finish the mod several times: apart for a nagging feeling there should been some other way to finish part 2 than by slaughtering all of duchess palace the mod was doable with the help of walkthrough.
Posted by Creepin on 28 December 2018 - 01:39 AM in IE Help
That is weird. Your cre doesn't have effect #293 attached, so at this point I can't really say why does it function off screen. Unless you are making your NPC for EE and EE changed all scripts to run in the background by default (wild guess, I have no idea how EE works). BTW I find it most convenient to check stuff like this with Near Infinity, though Infinity Explorer would handle that too. Not so sure about ShadowKeeper, haven't used that for like 10 years. Still, whatever the reason for that offscreen behaviour, you could curb it by putting See(Player1) among the triggers of your dialogue initiation script snippet. Wouldn't hurt to refine his targeting as well so that he wouldn't try to chat with Viconia. Something like that:
IF See(Player1) THEN RESPONSE #100 StartDialogueNoSet(LastSeenBy()) END
Unfortunately your script afslay.bcs can't be checked unless you attach that too so this is just a general idea.
Posted by Creepin on 27 December 2018 - 02:10 PM in IE Help
Regarding scripts: can you also attach your NPC's scripts, all of them? Your area script looks just fine.
Regarding walking offscreen - there's effect #293, it might be called "Enable Offscreen AI" or "Set Persistent AI" or something along these lines depending on what utility you use to check your .cre file. Do check if you accidentally had this effect attached to your .cre?
Posted by Creepin on 21 February 2019 - 03:47 AM in Rogue Rebalancing
Tho my issue with bard spells predates this failed Song/Silence installation. Any advice in that regard?
Contrary to your second post here you still haven't attached your WeiDU log. Note that it's not enough to just browse to needed file when composing a post, after that you had to click "attach this file" button.
Posted by Creepin on 19 May 2018 - 11:38 PM in Directives from the Director
Posted by Creepin on 08 July 2018 - 02:29 PM in Almateria's Restoration Project
IF OnCreation() THEN RESPONSE #100 blah Continue() ENDwill prevent second block like that
IF OnCreation() THEN RESPONSE #100 yada ENDfrom happening? Because if not, there's no reason to not to use two OnCreation's in the adjacent blocks.
Posted by Creepin on 31 August 2018 - 02:12 AM in Almateria's Restoration Project
Posted by Creepin on 09 July 2018 - 06:17 AM in Almateria's Restoration Project
So basically any mod is free to EXTEND_TOP a block that is OnCreation() as long as it ends with a Continue() and any amount of such blocks should work fine? I don't see what's all the fuzz is about then
Posted by Creepin on 28 April 2018 - 03:35 AM in Mega Mod Help
The most worrying thing is that whenever an enemy casts Web or Entangle, the computer slows to a crawl and the spell effects refuse to end
Had that once, long ago so my memory is a bit fuzzy on the cause, but I think it was Galactygon's SpellPack. Do you have it installed?
Posted by Creepin on 23 December 2018 - 02:04 PM in Mega Mod Help
Oh. Gosh. Well, we don't need to see the dirty laundry.
What the hell are you talking about?
Posted by Creepin on 23 December 2018 - 03:55 AM in Mega Mod Help
Any idea when G3 is going to be back up? I thought SHS and G3 were on the same servers.
Not anymore. You can read more details here.
Posted by Creepin on 20 May 2018 - 03:20 AM in Mega Mod Help
Posted by Creepin on 12 November 2018 - 01:53 PM in IE Help
Starting from its latest version G3Fixpack started handling basilisk's petrifying effect, so I need to rewrite my code for it to work with both not fixpacked & fixpacked games. To do so I need to be able to adjust saving throw bonus of all effects of a given spell, like this:
COPY_EXISTING crspl005.spl override LPF ALTER_SPELL_EFFECT INT_VAR match_opcode = -1 savebonus = savebonus+2 STR_VAR END
No doubt you have noticed a line that would not work . I'll try to study tomorrow myself on how should I change this code for it to work (I feel there will be a healthy dose of dreaded "read_byte" which I understood once, about 10 years ago, and forgot completely by now ), but if someone would lend me a hand with that it would be ever so cool!
Bonus question: if I accidentally alter save bonus for an effect having no saving throw at all, I won't screw anything, right, this save bonus simply will be ignored by the engine?
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