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#560425 Blackguard fighter kit for BG2, by x0abar

Posted by x0abar on 27 July 2013 - 10:41 AM in Miscellaneous Released Mods

thanks!

it's just my small contribution to keeping infinity engine modding alive - forever :D




#559898 Baldur's Gate Graphics Overhaul

Posted by x0abar on 10 July 2013 - 12:32 PM in BG Graphics Overhaul

Baldur's Gate Bridge (chapter 4 - before clearing Cloakwood mines)

 

The bridge appears to be lowered at night (but you cannot cross it), it is raised during the day.

The minimap shows lowered bridge both at night/day

 

 

other than that everything is looking great.




#559800 Baldur's Gate Graphics Overhaul

Posted by x0abar on 05 July 2013 - 02:19 PM in BG Graphics Overhaul

I have found a small bug - Beregost Temple area doesn't change from day to night (but minimap does).




#559753 Baldur's Gate Graphics Overhaul

Posted by x0abar on 04 July 2013 - 03:57 AM in BG Graphics Overhaul

@x0abar - it's a copy-paste error, not a duplicate and you've corrected it just fine. If you look at the fj_bam_resref line you'll see they're loading two different bams, so you'll need to uncomment the second section to get the braziers on top of the Ducal Palace to light. There should be no problem with the EasyTuTu Degreenifier - my BGTuTu testing setup uses it. You can install the mod at any point - it should play nicely with any other mods that may have already altered the .are files.

OK thanks. I haven't left Candlekeep yet, but it looks very promising. If this mod isn't a labor of love then I don't know what is :) 




#559741 Baldur's Gate Graphics Overhaul

Posted by x0abar on 03 July 2013 - 12:44 PM in BG Graphics Overhaul

First of all, great mod Yovaneth!  Keep up the good work :new_thumbs:

 

 

I tried to install the mod (I'm using Easy Tutu) but had an error:

From SETUP-BGGRAPHICS.DEBUG:

...

Copied [fw0100.are] to [override/fw0100.are]

Copying and patching 1 file ...

ERROR locating resource for 'COPY'
Resource [ar0200.are] not found in KEY file:
[./chitin.key]
Stopping installation because of error.

...

I searched inside setup-bggraphics.tp2 for ar0200.are and it looks (to me) like a misspelling and/or duplicate code

ACTION_DEFINE_ARRAY ar2xs BEGIN 941 3314 END
ACTION_DEFINE_ARRAY ar2ys BEGIN 80 207 END

ACTION_PHP_EACH ar2xs AS index => ar2x BEGIN
COPY_EXISTING "ar0200.are" override
LPF fj_are_structure
INT_VAR
fj_loc_x = $ar2xs("%index%")
fj_loc_y = $ar2ys("%index%")
fj_schedule = 0b111000000000000000111111 //Hours 22.00 - 07.00
fj_flags = 0b00000000000000000001000001000011 // Visible, blend colours, not covered by wall, don't remove in combat
STR_VAR
fj_structure_type = animation
fj_name = Brazier
fj_bam_resref = fire_3
END
BUT_ONLY
END

ACTION_DEFINE_ARRAY ar2bxs BEGIN 2056 2251 END
ACTION_DEFINE_ARRAY ar2bys BEGIN 1510 1699 END

ACTION_PHP_EACH ar2bxs AS index => ar2bx BEGIN
COPY_EXISTING "ar0200.are" override
LPF fj_are_structure
INT_VAR
fj_loc_x = $ar2bxs("%index%")
fj_loc_y = $ar2bys("%index%")
fj_schedule = 0b111000000000000000111111 //Hours 22.00 - 07.00
fj_flags = 0b00000000000000000001000001000011 // Visible, blend colours, not covered by wall, don't remove in combat
STR_VAR
fj_structure_type = animation
fj_name = Brazier
fj_bam_resref = flame2l
END
BUT_ONLY
END

I compared it to the adjacent code, and changed it to:

ACTION_DEFINE_ARRAY ar2xs BEGIN 941 3314 END
ACTION_DEFINE_ARRAY ar2ys BEGIN 80 207 END

ACTION_PHP_EACH ar2xs AS index => ar2x BEGIN
COPY_EXISTING "fw0200.are" override
LPF fj_are_structure
INT_VAR
fj_loc_x = $ar2xs("%index%")
fj_loc_y = $ar2ys("%index%")
fj_schedule = 0b111000000000000000111111 //Hours 22.00 - 07.00
fj_flags = 0b00000000000000000001000001000011 // Visible, blend colours, not covered by wall, don't remove in combat
STR_VAR
fj_structure_type = animation
fj_name = Brazier
fj_bam_resref = fire_3
END
BUT_ONLY
END
/*
ACTION_DEFINE_ARRAY ar2bxs BEGIN 2056 2251 END
ACTION_DEFINE_ARRAY ar2bys BEGIN 1510 1699 END

ACTION_PHP_EACH ar2bxs AS index => ar2bx BEGIN
COPY_EXISTING "ar0200.are" override
LPF fj_are_structure
INT_VAR
fj_loc_x = $ar2bxs("%index%")
fj_loc_y = $ar2bys("%index%")
fj_schedule = 0b111000000000000000111111 //Hours 22.00 - 07.00
fj_flags = 0b00000000000000000001000001000011 // Visible, blend colours, not covered by wall, don't remove in combat
STR_VAR
fj_structure_type = animation
fj_name = Brazier
fj_bam_resref = flame2l
END
BUT_ONLY
END
*/

 

Now it installs just fine. Have I got it right or will it break my game somewhere later?

 

My second question concerns EasyTutuDegreenifier - is your mod compatible with it and what's the correct installation order?

 

Thanks




#558389 Blackguard fighter kit for BG2, by x0abar

Posted by x0abar on 20 May 2013 - 07:23 AM in Miscellaneous Released Mods

That would work, I guess I could include it as an option during the installation. But I bet even TobEx can't make paladins able to dual-class. I think I will keep the fighter kit and add a paladin kit as a second option once I figure out how to make it work.




#558384 Blackguard fighter kit for BG2, by x0abar

Posted by x0abar on 20 May 2013 - 05:32 AM in Miscellaneous Released Mods

The fallen paladin gains the CLABPA05.2da 's abilities, of course there are barely any in the default games, but ... overriding it and making the character fall by setting the flag intentionally will get you the effect you wish. Except the kit description... could get ghosted. And then you are actually reverting the character to a Fighter kit... if you set the Fallen status intentionally- if I remember correctly, I am almost sure I do actually. 

 

I've done a quick check and it looks very promising, thanks! The description and alignment don't change, and the character is called fallen paladin (or fallen inquisitor, cavalier, undead hunter). But, he keeps the paladin XP table, spellcasting and turn undead, and gets new abilities.

I will have to see what can be done with it, at the very least I can make a blackguard paladin that keeps his blackguard kit when becoming fallen. Of course then this kit would be open to humans only (or is there a way to open paladin class to non-humans?). Or I could include both a fighter and a paladin kit, so many choices...

 

Looks like it's time to start working on version 2   :D




#558347 Blackguard fighter kit for BG2, by x0abar

Posted by x0abar on 19 May 2013 - 11:00 AM in Miscellaneous Released Mods

Actually this kit could be converted to the "Fallen Paladin" kit... by just ovewriting the correct .2da file instead. Well that and some autocast spell in the case to cause the kit description overwrite.

 

But do you know which file? I checked blackguard kits made by others before making mine, and no one managed to do what you said. I always assumed that the fall is hard-coded. I didn't dig very deep though...




#558342 Blackguard fighter kit for BG2, by x0abar

Posted by x0abar on 19 May 2013 - 10:01 AM in Miscellaneous Released Mods

That's the case as far as I'm aware, it seems to be hard-coded. Of course if you turn this kit into blackguard-paladin and give it to an NPC, they get priest spells, turn undead ability, and can slaughter the whole Amn without becoming fallen. Life is unfair.

Thank you for trying my mod!




#558279 Blackguard fighter kit for BG2, by x0abar

Posted by x0abar on 17 May 2013 - 11:34 AM in Miscellaneous Released Mods

File Name: Blackguard fighter kit for BG2, by x0abar
File Submitter: x0abar
File Submitted: 17 May 2013
File Category: Miscellaneous Released Mods

Blackguard fighter kit for BG2 (BGT, BGTutu), by x0abar


This mod allows you to choose a new kit for your character when starting a new game. Its intention is to let you create a character that is as close to the idea of "evil paladin" as is possible within limits of the BG2 engine.
When making this mod, my priorities were as follows: to keep it simple, relatively bug free, avoid making it overpowered, make the kit useful from 1st level to 40th, and avoid placing too many restrictions that would limit your gameplay choices. You decide if I managed to do any or all that. I hope you'll enjoy it!
 

>>>Description<<<


BLACKGUARD: The Blackguard epitomizes evil and is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils and serving dark deities, the Blackguard is hated and feared by all. Some people call these villains "antipaladins" due to their completely evil nature.


Advantages:
- Immune to fear
- May cast Doom once per day per 3 levels, as first level priest spell of the same name (starting at 1st level with one use)
- May use Poison Weapon ability once per day per 5 levels (starting at 1st level with one use)
- May use Aura of Despair ability once per day at 2nd level and every 10 levels thereafter
- May use Life Drain ability once per day at 4th level and every 8 levels thereafter

Disadvantages:
- Must be evil
- May not specialize in weapons past normal specialization (two proficiency points)


POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target, dealing an extra 1d3 points of poison damage. Furthermore, unless a Saving Throw vs. Poison is made, the poison will be injected into the bloodstream of the victim dealing one additional point of damage for every 2 levels of the Blackguard (up to a maximum of 10 points of damage over 10 seconds).

LIFE DRAIN: Deals one point of damage per level (up to a maximum of 20) every round, healing the Blackguard the same number of Hit Points. The spell lasts for 3 rounds, and the victim is allowed a Saving Throw vs. Death at the beginning of each round to break the enchantment and avoid any further damage.

AURA OF DESPAIR: Bestows nearby enemies with penalties to hit, damage and Armor Class for one turn (no save). At higher levels, the enemies must also make a successful Saving Throw vs. Spell to avoid being slowed or paralyzed for 5 rounds.
2nd level: -1 penalty
6th level: -2 penalty; slows enemies
15th level: -4 penalty; paralyzes enemies

Click here to download this file