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#8628 Valen Romance

Posted by Piker on 29 October 2002 - 04:27 PM in Valen Expansion

A better question would be; Do you still have plans for adding dialoge and a hell summon for Valen in TOB?


Romance... Redemption....

As much as I enjoy Valen as a character... She's a vampire... Not only that, but she's a cold blooded killer.  In my mind, someone this evil wouldn't even consider a romance. (and the fact that your group is evil for having Valen in the party would make the PC evil as well.  If not you're just cheesing the game.)  The PC being evil would NOT trust Valen at the end of a leash let alone in a romance.  Redemption... Why?  Part of what makes Valen so interesting is the FACT she is so evil.  (and yes, I know this has been debated over long and hard, but... It's almost common sense factors at play here.  Not to mention I would rather see Valen have continued dialoge in TOB rather then nit picking the idea's of wether to romance/redeem her  :rolleyes: )  Just my opinion as always.

My PCs are usually TN or evil. I don't enjoy playing goodie-goodies, I find my options too constrained. I like that Valen ends up making her party behave more evilly ... romancing a vampire, though, has a way of being unhealthy.

So please add her to Fate Spirit so I can stop CLUAing her in ;-) Bu tI don't see a great need for a Valen romance.



#7966 Bug - please help

Posted by Piker on 23 October 2002 - 09:41 AM in Tashia

You may be stuck, then.

I am not absolutely positive that it's Tashia that caused the loops I had trouble with - one in hell, one just before tree of life, one at the end of TOB - but when I don't install Tashia, I don't have the problem.

So, much as I liked Tashia, I don't have her mod installed anymore.

I think I also did a nasty sort of workaround, and I think it worked, but I don't remember for sure. It's not nice, though: I killed her at the Tree of Life before fighting Iren.



#7953 Bug - please help

Posted by Piker on 23 October 2002 - 07:42 AM in Tashia

I had that problem, so I just ditched Tashia before going to hell. It sucked but I couldn't see another way to do it, and that worked for me.



#7952 Tahia took off :(

Posted by Piker on 23 October 2002 - 07:41 AM in Tashia

...in which it impossible to get from point A to point B without first going through points D, E, and F. ;-)

I never ever walk when my characters are in that map, it's just too annoying.



#7794 PlayDead scripting

Posted by Piker on 21 October 2002 - 09:25 AM in IE Help

Completely revamped my Feign Death spell, and made it in a innate ability as opposed to a scripted one.

There are no visible effects other than the invisibility (heh), but the (playable) NPC using the ability is rendered invisible, non-detectable, and unconscious while they regenerate a portion of their HP %. The beasties will leave them alone.

Now, I have one more question. Aside from CTRL-R, is there any way to remove all three effects from an unconscious NPC on command? I want to figure out if I can make him stand up at will from prone position.

Haven't thought of a way to do this yet.



#7004 PlayDead scripting

Posted by Piker on 10 October 2002 - 01:53 PM in IE Help

Ok, got it mostly working. It seems I have learned something about IE scripting since I first tried to write that script ;-)

Any tips on how I can remove the 3d effect of Sanctuary?



#6991 PlayDead scripting

Posted by Piker on 10 October 2002 - 10:42 AM in IE Help

Thanks for responding :-)

I tried invisibility but haven't tried sanctuary. I was trying to stay away from forcing a spell, but I might declare that battle lost.

I think I will probably end up ReallyForcing an Imm: Div with a modified Sanctuary to accomplish what I want.

Then I have to figure out how to remove the effects at the same time. Bleh.

I would really like it if the NPC would stay down, too, but I can't seem to get him to stay down no matter what value I put in his PlayDead(time). My current best guess is I need to turn off his AI with a script command, but I am not yet sure how to do that. Ideally, I'd also like to make him smart about getting up again - like he only gets up when the center of the fight is elsewhere, or he has either been healed or regenerated enough HPs to be useful again, or the only enemies near him are also badly injured - but again, not really sure how best to do so. I might know how to do this, though I haven't tried to script it fully yet.



#6985 PlayDead scripting

Posted by Piker on 10 October 2002 - 09:17 AM in IE Help

I've been playing with PlayDead(time) but I can't get it to work how I want it to, which is to have the character drop as if dead and then be ignored by the beasties.

I want to script a character to fake his own death convincingly so that he will be left alone for at least a few seconds, but can't seem to get it to happen the way I want. It doesn't bother me if the character can still be hit by area effects while playing dead, I just don't want him hit by melee or ranged weapons.

Has anyone else played with this one or have any ideas?



#6984 Making Kits

Posted by Piker on 10 October 2002 - 09:09 AM in IE Help

Since posting this I noticed that kit-making is well annotated in the Valen .baf and I think in the WeiDU package.  For the moment though I am just making a script ;)



#6489 More soundset questions

Posted by Piker on 03 October 2002 - 09:15 AM in IE Help

Downloading Goldwave right now. It looks good. It's tiny, too.

Trying Audacity too. This is going to be fun.



#6432 More soundset questions

Posted by Piker on 02 October 2002 - 06:13 PM in IE Help

I used Windows ultra vanilla Sound Recorder for recording them, so anything is an improvement :)

They sound ok to good in the game, at least I think so. Minor cleanup still to do, like removing the "click" of my mouse that starts some of them.



#6393 Making Kits

Posted by Piker on 02 October 2002 - 12:12 PM in IE Help

Anyone got anyplace to steer me to start on a new kit?  I am not sure whether I will make it playable yet.

I want to make it so I can control the innate ability progression in a new npc I am working on.

Or perhaps is this the wrong way to go about it?



#6391 More soundset questions

Posted by Piker on 02 October 2002 - 12:08 PM in IE Help

Made a soundset for kicks. It was fun, but now I want to clean it up a bit. Those of you who have done one or more before, do you have any tools to recommend?

Incidentally the soundset is for a *seriously* evil PC fighter type which I am working on when not overly busy with other stuff. I am planning - though this might not be the best way to do this - to make a kit only for him. It will basically be a port of the Shadowknight class from Everquest - not an anti-paladin, but a frontline fighter with various disabling and injurious spell-like abilites.



#5763 Soundset Numbering Question

Posted by Piker on 27 September 2002 - 07:39 PM in IE Help

Hehe >:-)

*the crowd goes wild*

yaaaaaaaaaaa

;-)



#5749 Soundset Numbering Question

Posted by Piker on 27 September 2002 - 02:06 PM in IE Help

Thanks!

Nice work on your various soundsets :-)



#5733 Soundset Numbering Question

Posted by Piker on 27 September 2002 - 12:11 PM in IE Help

I see that the soundset numbering scheme for voices goes 0-9, _, a-z.  I have a soundset that I can't listen to in Windows Media Player or mp3 player - does anyone have a how-to for voices that shows where the 'attack' 'select' 'hit', etc., sounds go in the numbering sequence so I can get actions to correspond to sounds?  Right now they are screwy.