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#497263 TSL Pocket Plane Mod

Posted by Ipsissimus on 20 September 2010 - 01:29 PM in KotOR Series

link

I don't have the game installed at the moment, but the idea is pretty great. I mean, Cespenar junior? :D



#497246 ApplySpell command issue's'

Posted by Ipsissimus on 20 September 2010 - 11:24 AM in IE Help

Wait, so you're having issues creating BAMs? Try BAM Batcher. It makes the whole process considerably easier - but the source images need a background image of a specific color, either pure green (hex code 00FF00) or sort of a brownish-grey, can't quite recall, but there's several sample BMPs in the BAM Batcher that use it, I think.



#496155 More Parse Errors?

Posted by Ipsissimus on 07 September 2010 - 04:48 PM in IE Help

Errors are generally a line or two above the reported error line.

Also, why do you have so many join variables?



#496129 Weird Viconia Dialogue

Posted by Ipsissimus on 07 September 2010 - 01:30 PM in Baldur's Gate Series

Reinstalling mid-game is a BAD idea. That, at least, is not the fault of the Tactics install. Reinstalling mods generally messes up Dialog.tlk strings.



#496030 Underdark Finale Conversation Error (string missing?) *spoiler*

Posted by Ipsissimus on 06 September 2010 - 06:57 PM in Baldur's Gate Series

Locate the file Weidu.log and open it in Notepad, then copy+paste it into a post - with spoiler tags, please. "Spoiler" option is under the "Other Styles" menu.

I think you mean Kuo-Toa :)

IIRC, there was a "No valid replies or links" issue with Gavin NPC - see here. It should be fixed as of the most recent version though.



#495980 Ajantis, Anomen, Keldorn... how old are they?

Posted by Ipsissimus on 06 September 2010 - 08:39 AM in Baldur's Gate Series

There are different ranks in the order, so I'd guess that Keldorn is the only full knight among the three. IMO, Ajantis is about 20-22, Anomen a bit older, and Keldorn in his early forties.



#495931 Laufey's "Cards Reshuffled"...?

Posted by Ipsissimus on 05 September 2010 - 08:33 PM in Scribbles on the Wall

And finally, the Attic's back up! Quite a different format, but a more readable one, which is nice. Unfortunately, it seems that most old links no longer work. Pity.



#495916 Ask the Betrayer

Posted by Ipsissimus on 05 September 2010 - 02:28 PM in Layers of Reality

The masks were great - recognized all but the green-haired one. Tali's, Revan's, and Sarevok's masks were the best though :D



#495905 ApplySpell command issue's'

Posted by Ipsissimus on 05 September 2010 - 10:55 AM in IE Help

Partial sample TP2, CRE-related stuff:


Spoiler



Most of the WRITE_LONG, WRITE_ASCII, and WRITE_BYTE stuff is because I'm too lazy to keep editing the CRE file. It's all in the IESDP, if you're interested. Technically a soundset should have more lines than that, but I didn't see the point in copying the whole thing.

It's pretty cool what you can do in a tp2 file, though - compile dialogues and scripts, rename existing NPCs, lock a door... The TP2 of the BG1 NPC Project has some neat stuff in it.

Any clearer?



#495823 ApplySpell command issue's'

Posted by Ipsissimus on 04 September 2010 - 09:09 AM in IE Help

You don't need to edit dialog.tlk to add names. If it's an existing CRE file, use this:

COPY_EXISTING ~mycre.cre~ ~override~
SAY NAME1 ~MyCRE~
SAY NAME2 ~MyCRE~


If it's your CRE file, use this:
COPY ~mymod/mycre.cre~ ~override~

SAY NAME1 ~MyCRE~
SAY NAME2 ~MyCRE~



To add to an existing dialogue, use APPEND.



#495635 ApplySpell command issue's'

Posted by Ipsissimus on 01 September 2010 - 09:47 AM in IE Help

Don't bother worrying about soundsets - just make sure that, when you convert the CHRs to CREs, you uncheck the "Exportable" flag. You can assign portraits in NearInfinity, or via TP2 code, like so:



COPY ~Vhersen/Character/i-VherL.bmp~ ~override~ 	// large portrait
COPY ~Vhersen/Character/i-VherM.bmp~ ~override~   // medium portrait
COPY ~Vhersen/Character/i-VherS.bmp~ ~override~   // small portrait
COPY ~Vhersen/Character/i-Vher.cre~ ~override~      // CRE file

WRITE_ASCII 0x0248 ~i-vhers~ #8                            // override script
WRITE_ASCII 0x02cc ~i-vher~ #8                              // pre-joined dialog file
WRITE_ASCII 0x0280 ~i-Vhersen~ #32                 	// Death variable, aka script name
WRITE_ASCII 0x0034  ~i-VherS~ #8                        // small portrait assignation
WRITE_ASCII 0x003c  ~i-VherM~ #8                      // medium portrait assignation



#495492 ApplySpell command issue's'

Posted by Ipsissimus on 30 August 2010 - 07:21 AM in IE Help

DisplayStringHead(Myself,'Text') should be DisplayStringHead(Myself,%Text%)

Almost all scripts need RESPONSE #100, and DisplayStringHead text needs to be in percent signs instead.



#495301 Weird Viconia Dialogue

Posted by Ipsissimus on 27 August 2010 - 06:56 AM in Baldur's Gate Series

It won't interfere with her banter, no.



#495256 Weird Viconia Dialogue

Posted by Ipsissimus on 26 August 2010 - 08:31 PM in Baldur's Gate Series

RE: Viconia's voice: "your voice sounds strange" is a string fixer added by the BG1 NPC Project. Unfortunately, it resets all her sounds to her BG1 voice...maybe there's another way.
Um, I wouldn't know about those other mods. Never tried any of them.



#495232 Weird Viconia Dialogue

Posted by Ipsissimus on 26 August 2010 - 12:00 PM in Baldur's Gate Series

Hmm, okay. When she's in the party, try force-talking her and telling her that her voice sounds strange.



#495228 Kiyone the Archer in ToB

Posted by Ipsissimus on 26 August 2010 - 11:27 AM in Beyond the Law

I've always found Archers horribly overpowered - I agree with erik on this. Then again, there's several monsters in ToB that don't take missile damage, so I think it evens out.



#495218 Weird Viconia Dialogue

Posted by Ipsissimus on 26 August 2010 - 09:11 AM in Baldur's Gate Series

I was referring to the fact that you installed Item Revisions, 1PP, Check the Bodies, The Darkest Day, Tortured Souls, and Region of Terror before BGT itself. But I don't use the BWS, so quite possibly I'm wrong about that. Maybe you'd have more luck in the Megamod Help forum?



#495146 Weird Viconia Dialogue

Posted by Ipsissimus on 25 August 2010 - 07:14 PM in Baldur's Gate Series

1) Messed up strings from a weird installation are probably to blame for Viconia's dialogue issues. Why would you put BGT so late in the install order? Also, reinstalling mods can do very weird and unpleasant things to your game.
2) Please PLEASE use spoiler tags on your weidu log in future.



#495145 Phyldia

Posted by Ipsissimus on 25 August 2010 - 07:10 PM in Baldur's Gate Series

She complains about the "shuffling of arthritic feet," but she seems to have spent some years in Candlekeep. 40-50, maybe.



#495033 Ardenor's True Power

Posted by Ipsissimus on 24 August 2010 - 09:07 PM in Miscellaneous Released Mods

Not Chuck Norris jokes - that's left to Ardenor's defenders. This just makes Ardenor whine a bit before committing suicide.



#494829 Massive Idea Bomb!

Posted by Ipsissimus on 22 August 2010 - 03:37 PM in IE Mod Ideas

I just came up with another idea, but I'll keep that at my HD. This way I won't need to find an actual existant mage =P Although it might refer to powerful mages and such so maybe I need to ask for permission nonetheless? (It's not like I do not want to ask for permission because I'm lazy, but it's always good to have a backup plan in case of "No, you may not use this for your mod")

You don't really need specific permission for something like this. Just mention in the readme that Character X isn't yours and belongs to Wizards of the Coast/whatever author. Plus, you'd probably have a hard time contacting some of the FR authors :)


Check the Bodies just made you do chores. Actual depth and background could be a lot of fun. Preferably if it's not as buggy as CtB.


What versions are you playing lately?


It was quite a few months ago - can't recall. It was before the alchemy lesson was fixed, at any rate.



#494828 Non-Joined NPC Dialogue

Posted by Ipsissimus on 22 August 2010 - 03:33 PM in IE Help

D files compile to DLG files - no need to worry.

Can you post the whole Q!Eilthy.d file in spoiler tags? (spoiler tags are listed under the "Other Styles" menu)



#494778 Non-Joined NPC Dialogue

Posted by Ipsissimus on 21 August 2010 - 08:33 PM in IE Help

You don't use "Aidan" and "Eilthyra." You use the dialogue names. For instance, if I wanted an NPC to talk with Jan before he joined, I'd use the dialogue name JAN and MYNPC. For scripted in-party talk, it'd be JANJ and MYNPCJ. For a banter, it's JANB and MYNPCB.

Check out Berelinde's tutorials: Part 1, part 2, and part 3.

Rule: Scripts do not contain dialogue.

Edit: so the way that dialogue would run is as follows: (using AID and EIL as dialogue names)

CHAIN IF ~Global("EilthyraExists","GLOBAL",1)    // you need to register a modding prefix
  
GlobalLT("AidenTalksToEilthyra","GLOBAL",0)   // try use shorter variables.
  
See(Player1)
  
CombatCounter(0)
  
!See([ENEMY])~ THEN EIL AidenTalksToEilthyra  
~We're talking.~
DO ~SetGlobal("AidenTalksToEilthyra","GLOBAL",1)~
== ~AID~ ~Yep.~
== ~EIL~ ~We sure are!~
= ~Okay, I'
m sick of looking at you.~ // since Eilythra is still talking, you use Multisay instead. No need to reference her dialogue again.
//that EXIT was unnecessary: do this instead
DO ~EscapeArea()~


Modding prefixes can be registered at the Black Wyrm Lair, though you will need to register an account to post.

The override script is used to control your NPC's actions. What they say belongs in the various dialogue files. You can, however, use their script to ensure that banters occur only under specific circumstances, as described here.



#494776 I notice something odd.

Posted by Ipsissimus on 21 August 2010 - 07:14 PM in Baldur's Gate Series

Did you install Spell Revisions at any point? If so...well, that's kinda the point of the mod, no?



#494693 Massive Idea Bomb!

Posted by Ipsissimus on 19 August 2010 - 08:49 PM in IE Mod Ideas

Check the Bodies just made you do chores. Actual depth and background could be a lot of fun. Preferably if it's not as buggy as CtB.

About the Melf idea: what about Khelben Blackstaff instead? He was one of the original Chosen, and ultimately separated from the Harpers (forming the Moonstars instead) because of his more questionable methods. The Moonstars apparently counted a vampire among their numbers, and Khelben was also known for some of his more questionable dealings with evil groups like the Zhentarim. He could certainly be an interesting candidate for a forbidden spell :)