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#353788 Etiquette on resurrected mods?

Posted by Caedwyr on 17 October 2007 - 09:44 PM in Mod Resurrections

Thanks for the link.



#353782 Etiquette on resurrected mods?

Posted by Caedwyr on 17 October 2007 - 08:44 PM in Mod Resurrections

I was wondering what the etiquette on resurrected mods is with respect to making additional modifications, or producing another mod based heavily on a resurrected mod? Of course, I'd provide all the credit for the original work, but seeing as a lot of these seem to be abandoned and provided there isn't anything in the mod's readme that forbids the use of its material, would it be fair for me to do what I suggested in the first sentence?



#353780 PST Animations to BGII

Posted by Caedwyr on 17 October 2007 - 08:39 PM in IE Modding Discussion

If you can ever get the death animations to work for the "use an animation attached to a weapon instead of an animation slot" method to work, I'd suggest restricting available animate.ids slots to party joinable creature types (who obviously can't have a permanent item stuck equipped quite as easily.)

As for the death animation, could something be done similar to trolls, where they are equipped with a MINHP item, and have a script play on creature death that fires off a death animation followed by creation of a ground object (item), and this part is the sticky bit that I don't know if it is possible, that has the dead creature's corpse as it's dropped item .bam. The problem here, is that TAB would make the item highlighted and players could possibly pick the item up (how do trolls do this bit?)



#350764 Druidic Sorcerer Install Problems

Posted by Caedwyr on 03 October 2007 - 08:26 PM in Mod Resurrections

Out of curiousity, who is the current custodian/contact for this mod?



#350685 A couple of mod-packaging questions

Posted by Caedwyr on 03 October 2007 - 02:53 PM in IE Help

You are aware that SFX does the exact same thing, right? For example, the below is a screenshot I took immediately after double-clicking on the Kivan-v8.exe in the folder. Note that the file is on the E: drive, but the installer still points at the default BGII - SoA directory.

Posted Image



#350681 Custom HLA table

Posted by Caedwyr on 03 October 2007 - 02:44 PM in IE Help

This was answered at http://forums.gibber...showtopic=11825

igi wrote:

As I recall, it's applied automatically by the engine when a HLA is selected, i.e. you pick a HLA and the engines stores this effect on the character as a marker.

You can use it manually to affect the HLAs that can be selected at the HLA screen (as per my old tutorial).




#350199 Custom HLA table

Posted by Caedwyr on 01 October 2007 - 05:23 PM in IE Help

When would you want to use the following opcode when creating a HLA

#313 (0x139) High-Level Ability Denotation [313]
	Parameter #1: Undetermined
	Parameter #2: Undetermined
	Description:
	This effect denotes that the high level ability specified
	by the resource key has been gained. Used for pre-requisites/count
	limits.

I notice it isn't used on any of the default HLAs, but I've seen it used a few times in mods.



#349907 PST Animations to BGII

Posted by Caedwyr on 30 September 2007 - 01:08 PM in IE Modding Discussion

You are still going to run into the issue with a limited number of animations slots unfortunately. Still, having a nicely detailed method of bringing the PST animations over is going to be useful.

Has anyone had any further luck with getting death animations to work for the "invisible creature with a visible weapon that is the actual creature animation" method?