Jump to content


Ghreyfain's Content

There have been 70 items by Ghreyfain (Search limited from 30-April 23)


By content type

See this member's


Sort by                Order  

#231978 BGT quest tweaks ideas

Posted by Ghreyfain on 14 December 2005 - 12:57 PM in BGT Archive

The file SirinesCall/Areas/Lighthouse/fw3600sr.bmp is copied over to allow the player entrance to the lighthouse areas.



#229399 BG1/TuTu/BGT Version?

Posted by Ghreyfain on 22 November 2005 - 06:06 PM in Baldur's Goth


That definitely looks totally out of character. Good job MaorTmSawyr, it'll fit right in with the rest of the mod.


You know, Ghrey, for someone who doesn't like to be told "meow" you sure make a lot of catty comments.


Please explain.



#228544 BG1/TuTu/BGT Version?

Posted by Ghreyfain on 14 November 2005 - 06:22 PM in Baldur's Goth

That definitely looks totally out of character. Good job MaorTmSawyr, it'll fit right in with the rest of the mod.



#227851 Previews of the BGEP and the BG1 Projects

Posted by Ghreyfain on 07 November 2005 - 09:29 PM in Baldur's Goth

Cernd's hair is all blurry and stuff, though.  And he has a weird ghost-hair-blob on the left side of his neck.  Or... the right side.  Our left.

Aerie's funky fur coat is pretty cool in its ridiculousness.



#227849 Split from the BGT/TuTu/BG1 Thread

Posted by Ghreyfain on 07 November 2005 - 09:26 PM in Baldur's Goth

I would like Goo to be Gotherised.

Feel free to do it to Indira and the Turnip Golem, too.

Ooh, here is the base image I would like used. I'm really not sure any editing is even necessary.

http://members.shaw....th_eyeball.jpeg



#227606 Adding songs

Posted by Ghreyfain on 05 November 2005 - 09:36 PM in IE Help

Hehehe. I don't even recall writing it. Was it actually relevant in this day and age of newfangled modding technology?



#227500 Adding songs

Posted by Ghreyfain on 04 November 2005 - 07:56 PM in IE Help

No, no, don't use slot 0 for a new song. Use slot 0 for a blank song that you can play (to essentially turn off the music), then play your mod's music as a sound.



#227497 Creating fully-customized characters

Posted by Ghreyfain on 04 November 2005 - 06:50 PM in IE Help

Set their allegiance to FAMILIAR, I believe.  Or open up a familiar's .cre file and see what they use.



#227128 Common mistakes

Posted by Ghreyfain on 31 October 2005 - 10:52 PM in IE Help

7) A note or two regarding Imoen: -
The post-Spellhold Immy's .cre is Imoen2, not Imoen!!!


Should specify that it's her DV that's 'Imoen2', not her .cre. Her .cre files are in fact imoen211.cre and imoen213.cre.



#227061 Changing paperdolls colors and making it part of a weidu installer

Posted by Ghreyfain on 31 October 2005 - 07:28 AM in IE Help

Also note that many armours in the game override the colours on the .cre, so you might not get the intended effect. That could be solved by patching every item in the game to have a 0% chance of adding their colour effects.



#226916 Crazy Celvan's lyrics

Posted by Ghreyfain on 30 October 2005 - 10:58 AM in IE Modding Discussion

"There once was a man who seemed content, (9 syllables)
until he was given a brand new intent. (11)
He left and began a simpler life, (8)
but 'twas all at the expense of his beautiful wife. (13)
Now he wonders if he can ever repent." (11)

"There once was a evil wizard of red, (10)
who inspired in others feelings of dread. (10 or 11, heh)
With fearsome magic and powerful spells, (10)

...and so on.



#226915 Druidic Sorcerer Install Problems

Posted by Ghreyfain on 30 October 2005 - 10:48 AM in Mod Resurrections

If you open up the .tp2 and find a line like this:

COPY_EXISTING_REGEXP GLOB ~.*\.itm~ ~override~

And it doesn't have a line like this after it:

PATCH_IF SOURCE_SIZE > 0x70 THEN BEGIN

Then you should add the second line. What that does is prevent WeiDU from trying to copy and modify non-existant (0-byte) files, which is causing the crash.



#226911 Crazy Celvan's lyrics

Posted by Ghreyfain on 30 October 2005 - 10:27 AM in IE Modding Discussion

Yeah, the originals are limericks that seem to be 8-8-6-6-8, so breaking that wouldn't seem right.



#226700 Interjections

Posted by Ghreyfain on 28 October 2005 - 10:42 AM in IE Help

I sort of thought InMyArea() was for traps, i.e. you're standing within the bounding box. That could be another trigger I'm thinking of, though. IsOverMe(), maybe.



#226699 Forum bug reports

Posted by Ghreyfain on 28 October 2005 - 10:40 AM in Directives from the Director

The New Posts buttons work for me, but they seem to be a bit different from the way they used to work, which was really suckily. Instead of visiting the page, reading half of it, closing the window, and coming back later to finish it off and not knowing which posts are unread because it assumes you read them all, it now keeps track of what you have and haven't read. Except it thinks I haven't read any posts in any forums until I mark them all as read.



#226580 Forum bug reports

Posted by Ghreyfain on 27 October 2005 - 01:12 PM in Directives from the Director

With the forum update, any time I click anything, it makes a series of clicking noises, which is rather irritating. I can't remember, but I think it only used to make one noise. Now it's anywhere from two to half a dozen.



#226422 Overused Ideas in BG-series

Posted by Ghreyfain on 25 October 2005 - 12:50 PM in IE Mod Ideas

Yeah, it's all pretty relative. The trouble I found was that so many of the jokes were integral parts of the plot. You *had* to talk to the Spectator Beholder. You *had* to get Bondari's band to go retrieve whatever the hell item it was you needed. With things like Larry, Daryl, and Daryl, you didn't have to meet them. Not to mention the fact that they seemed rather few and far between in BG1, while ToB--the supposed epic finale to the saga--was full of gags.



#226404 Overused Ideas in BG-series

Posted by Ghreyfain on 25 October 2005 - 10:51 AM in IE Mod Ideas

Anyway BG2 fourth wall breakage is mostly meaningless as the game has little or no social commentary to begin with.  The setting is purely fantasy, the writing should be too.  Yes there should be humour but no need to go beyond the setting.  Does it break the immersion factor for a player, well that's up to the player but it definately doesn't increase it.

Did any of that make sense?

View Post


I think so.  *BG2 isn't a game intended to comment on anything outside the game world, so any time it does, it's breaking immersion.

*And yes, just because it does comment on things outside the world and we don't know the original intent of the developers, don't try and pull a semantic argument on me.  I bought BG to have an adventure in BG, not to meet Larry, Daryl, and Daryl, or the Chinchilla.  Did you?



#226335 Idea for the future

Posted by Ghreyfain on 24 October 2005 - 05:11 PM in 1PP

OPP seems to be focused on making the graphics look more like those in BG1, though. i.e. good. I'm not sure anyone really likes the ToB graphics.



#226333 Board Maintenance

Posted by Ghreyfain on 24 October 2005 - 05:05 PM in Directives from the Director

May I request fewer smilies? I don't like the big long scroll-bar on the left-hand side of the reply window. Maybe hide it in a pop-up section or something, if possible (so the smiley people don't flip out)?



#226332 Overused Ideas in BG-series

Posted by Ghreyfain on 24 October 2005 - 05:04 PM in IE Mod Ideas


Terry Pratchett writes humorous books.
BG is an epic saga.


Why shouldn't there be humor in an epic saga?


Depends what you mean. Should there be a joke where we find a demi-god chinchilla, and laugh because the developers are telling us (the players) a joke, or is one of the in-game characters telling our in-game PC a joke? I dislike the former, but the latter would work for me in a game like BG.

As for Pratchett, humour is sort of what one expects from his books, so you won't be miffed when he breaks the somber, serious mood by having one of his characters do something outrageously hilarious because there is no serious, somber mood.



#226201 Idea for the future

Posted by Ghreyfain on 23 October 2005 - 10:30 AM in 1PP

Alrighty.. I have compiled a fair number of wonderful book covers that fit in perfectly, just need to cull them down to the ones that *really* fit in. How many do you think we would need, approximately?

View Post


There are 98 book items (excluding any with file-names other than book**.itm), and 87 of them use ibook01.bam, from a brief glance. There are also a bunch of books that are in the same series, like the History of the North and Shadowdale (which has 12!).

I'd say this gives you a lot of room to do as many graphics as you want. If you run out, changing the contrast and RGB and whatnot of existing graphics could work, too, much like with potions.



#226113 Placing joinable NPCs

Posted by Ghreyfain on 22 October 2005 - 09:55 AM in IE Help

There's a bit on area scripts in this tutorial: http://forums.pocket...topic,52.0.html



#226063 NPC Mod discussion

Posted by Ghreyfain on 21 October 2005 - 10:22 PM in IE Modding Discussion

That's a very good point. Indira was a one-day NPC who, uh, took four months. But most of that wasn't actual work. I figure about a week's worth of very slow slack work, all told.



#226021 NPC Mod discussion

Posted by Ghreyfain on 21 October 2005 - 10:12 AM in IE Modding Discussion

With some things releasing a mod in stages is a good idea. I've done this with Sirine's Call for Tutu, which is a good thing because I haven't even started on the second stage. The original idea was that having it out there would inspire me to add to it, but no go. It is, of course, a complete quest, albeit a short one.

With NPCs, the lack of banter/interjections/tree-of-life/etc. really makes it feel like it's not a finished project, so I wouldn't play it.