The sigil thugs on the main maps that is; that repawn. Something like kill 10, and they don't become hostile anymore.
Could even get some floaters 'no man, not that one', if you really want to ham it up.
There have been 71 items by i30817 (Search limited from 28-April 23)
Posted by i30817 on 07 April 2013 - 12:29 PM in PS:T Tweaks
The sigil thugs on the main maps that is; that repawn. Something like kill 10, and they don't become hostile anymore.
Could even get some floaters 'no man, not that one', if you really want to ham it up.
Posted by i30817 on 09 March 2013 - 12:09 PM in Mega Mod Help
Yer-ye
Posted by i30817 on 01 March 2013 - 03:07 AM in BGT Archive
Speaking of which, would it take too much work to do the same to npcs that were dropped from the party?
Posted by i30817 on 02 February 2013 - 03:30 PM in Mod Resurrections
I have a somewhat evil suggestion for this mod...
See if it's possible to code a component to disable resting (except in inns, genies etc).
edit: lol nvm, haven't played so long i forgot this was a option on the tweakpack right?
Posted by i30817 on 25 December 2012 - 03:57 PM in ToBEx
Posted by i30817 on 19 December 2012 - 06:08 AM in ToBEx
Posted by i30817 on 03 June 2012 - 07:53 PM in ToBEx
Posted by i30817 on 03 June 2012 - 03:22 AM in ToBEx
Posted by i30817 on 27 May 2012 - 12:27 PM in ToBEx
#!/bin/bash echo "This file to changes the baldur.ini path settings to point to the current dir" echo "this is needed because bg2 is indifferent to relative paths" echo "Run this at least once before running bg2 for the first time" #For the launcher GAME_PATH=$(dirname "$(readlink -f "$0")") cd "$GAME_PATH/BGII - SoA" wine_path=$(winepath -w .) #these keys make the launcher think it is installed. But the config program exists seperatly. Fuck it. #wine reg add "HKLM\\Software\\Microsoft\\Windows\\CurrentVersion\\App Paths\\BG2Main.Exe" /t REG_SZ /d "$wine_path\BGMain.exe" #wine reg add "HKLM\\Software\\Microsoft\\Windows\\CurrentVersion\\App Paths\\BG2Main.Exe" /v "Path" /t REG_SZ /d "$wine_path" #wine reg add "HKLM\\Software\\Microsoft\\Windows\\CurrentVersion\\App Paths\\BG2Main.Exe" /v "Install" /t REG_SZ /d "$wine_path" #wine reg add "HKLM\\Software\\Microsoft\\Windows\\CurrentVersion\\App Paths\\BG2Main.Exe" /v "BG25GUID" /t REG_SZ /d "" #wine reg add "HKLM\\Software\\Microsoft\\Windows\\CurrentVersion\\App Paths\\BG2Main.Exe" /v "BG25_INSTALL" /t REG_SZ /d "true" #bug with resolutions and movies on infinity engine - only works on virtual desktop, but without the resolution mod, it won't fil #the screen, so i change and restore the resolution - if you use the resolution mod to set it to your habitual desktop #resolution you don't need to change the normal resolution. #set normal resolution to game resolution CURRENT_RESOLUTION=$(xrandr | grep \* | cut -d' ' -f4) xrandr -s 1024x768 #set a virtual destop for the game (only) on the game resolution wine reg add "HKCU\\Software\\Wine\\Appdefaults\\BGMain.exe\\Explorer" /v "Desktop" /t REG_SZ /d "BGMain.exe" wine reg add "HKCU\\Software\\Wine\\Explorer\\Desktops" /v "BGMain.exe" /t REG_SZ /d "1024x768" #bug on baldur's gate with saves in wine rm -f ./temp/default.tot ln -s ./temp/default.tot ./temp/default.tot #For the game to read the data files anywhere #fuck this sed escaping shit, in windows / behaves as \ path=$(echo "$wine_path" | tr '\\\\' '\/') sed -i "s|HD0:=.*|HD0:=${path}\r|g" baldur.ini sed -i "s|CD1:=.*|CD1:=${path}/CD\r|g" baldur.ini sed -i "s|CD2:=.*|CD2:=${path}/CD\r|g" baldur.ini sed -i "s|CD3:=.*|CD3:=${path}/CD\r|g" baldur.ini sed -i "s|CD4:=.*|CD4:=${path}/CD\r|g" baldur.ini sed -i "s|CD5:=.*|CD5:=${path}/CD|g" baldur.ini #run the game and restore the normal resolution after wine BGMain.exe && xrandr -s $CURRENT_RESOLUTION
Posted by i30817 on 25 May 2012 - 08:29 PM in ToBEx
Even in java, i tend to use the 'Maybe' functional pattern for initialization. You know, read this, but if you can't return this value i give as argument (though in the real Haskell Maybe, it's more like 'this computation').I'm willing to wait and see how people use tn[] and ts[] before I modify anything as such. I suspect modders will primarily create their own new 2DA tables for Assign() use other than use existing ones (though L1NPCs would probably use XPLEVEL.2DA a lot).
Posted by i30817 on 19 May 2012 - 03:58 AM in ToBEx
Posted by i30817 on 17 May 2012 - 05:19 AM in ToBEx
Well, a type conversion is made anyway if you use an argtype of INT when reading from 2DA tables (which are stored as CStrings), so ***** would be converted to a value of 0.
Posted by i30817 on 17 May 2012 - 03:37 AM in ToBEx
Posted by i30817 on 14 May 2012 - 07:24 AM in Mega Mod Help
Posted by i30817 on 13 May 2012 - 07:53 PM in ToBEx
Posted by i30817 on 11 May 2012 - 11:56 AM in PS:T Fixpack
Posted by i30817 on 05 May 2012 - 10:09 PM in ToBEx
Posted by i30817 on 03 May 2012 - 06:44 AM in ToBEx
reciprocal(x)doesn't inspire me with confidence if the author couldn't add unary operators to his parser.
Posted by i30817 on 02 May 2012 - 09:01 AM in ToBEx
Posted by i30817 on 02 May 2012 - 05:19 AM in ToBEx
Just making the observation that neither has strings, string operators or functions operating on strings.There is an issue with muParserSSE in that the .dll requires Visual C++ redistributables to be supplied. MathPresso requires AsmJit.dll. For this implementation, what useful features does one have over the other?
The string evaluation library would just return a error since the variable would not be recognized since it's memory location wasn't registered (since it's a string).Really just the same as my Eval("foo", INT, x). Note that even with your method, a special case needs to be made for something like your Eval("@1", x).
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