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#588734 Script Won't Work

Posted by rapsam2003 on 04 April 2016 - 10:24 AM in IE Help

ActionOverride(Player1,AddSpecialAbility("spinzr01"))
 
Would that work? 

Should yeah. Of course you need to remember to set the spell to be placed in innate abilities, in both the spells: header spelltype(offset 0x1c) and all the extended headers location(0x2)s.

Oops, you got me before my edit. Anyway, thanks for confirming that. I think it is marked innate in both headers. Will verify tonight.




#588724 Script Won't Work

Posted by rapsam2003 on 04 April 2016 - 06:57 AM in IE Help

I guess I wasn't quite sure how to activate it. The Scripting Guide I used wasn't very clear on that. It told me a lot about how to write scripts, but not how to get them running.

 

Anyway, when I get home tonight, I will try what you suggest. Thanks!




#588711 Script Won't Work

Posted by rapsam2003 on 03 April 2016 - 10:03 PM in IE Help

I am trying to use a script to fire off a spell that changes humans to tieflings. The spell itself is working, I think. But it's almost as if the script isn't even firing.

IF
  AreaCheck("AR2600")
  XPLT(Player1,2000)
  Race(Player1,Human)
THEN
  RESPONSE #100
    ReallyForceSpellRES("spinzr01",LastSummonerOf(Player1))
    DestroySelf()
END

 

 

Basically, when the character is level 1 and is a human and is in Candlekeep, I want the script to fire. And I want the character to be "remade" as a tiefling by firing off that spell.




#588676 Number of Races Hard Coded?...

Posted by rapsam2003 on 01 April 2016 - 10:59 PM in IE Help

Well, I was able to get tieflings to present on the CC. However, the game treats them as elfs. Eh. 

 

https://forums.beamd...iwd1-wip#latest

 

http://s611.photobuc...ow/Planetouched




#588673 [MOD] Shader Pack: Lighting Adjustments for the Enhanced Editions

Posted by rapsam2003 on 01 April 2016 - 07:53 AM in BG:EE Modding

The Shader Pack has been updated to v2.3! You can find the download link and more details in the first post.
 
Changes:

  • Added support for Enhanced Edition patches v2.0
  • Added check to prevent modifying files more than once

Yay! I just discovered this mod, and I'm very happy to hear it works with 2.0.




#588663 Number of Races Hard Coded?...

Posted by rapsam2003 on 01 April 2016 - 03:09 AM in IE Help

So, I managed to get the Tiefling race to display on the CC screen. (Thank you, patch 2.0!) However, it is not a selectable race. What is missing? All I did so far was edit the race relevant 2da files, edit the KITTABLE.2da, create all the K_*_*.2da, and create a new save file. Am I missing something? Shouldn't I just need to have the following files?

Capture_zpsanqeodl4.png

 

I mean, this is just to allow the player to actually be able click "Done" for that race and move on to picking class, stats, etc. ...




#588650 Number of Races Hard Coded?...

Posted by rapsam2003 on 31 March 2016 - 01:32 PM in IE Help

Ah, thanks much.




#588647 Number of Races Hard Coded?...

Posted by rapsam2003 on 31 March 2016 - 01:06 PM in IE Help

Mods that have tried to do different races in the past have basically added some dialogue/scripting post-CC that applies race and traits.

Example mods please?

Alternatively, are there any tutorials on scripting available?




#588646 Number of Races Hard Coded?...

Posted by rapsam2003 on 31 March 2016 - 01:04 PM in IE Help

Adding races is simple, yes, but there's no way to get them into character creation short of replacing another race. Even then, I suspect there's going a lot of hardcoded stuff that's going to sink you.

 

Mods that have tried to do different races in the past have basically added some dialogue/scripting post-CC that applies race and traits.

Yes, sorry. I forgot to mention that what I did was for an NPC, not for PC creation.

 

Another example is Varshoon, the mindflayer - again a joinable NPC.

I assume that your mod just set the NPC's race via files related to NPCs, right?




#588644 Number of Races Hard Coded?...

Posted by rapsam2003 on 31 March 2016 - 12:49 PM in IE Help

Mods that have tried to do different races in the past have basically added some dialogue/scripting post-CC that applies race and traits.

Example mods please?




#588631 Number of Races Hard Coded?...

Posted by rapsam2003 on 31 March 2016 - 08:32 AM in IE Help

 

I added githyanki to BG2EE for an EET mod - not sure if the same works for BGEE
 

They use the same engine. /shrug

 

 

Spoiler

 

you may look at examples in racetext.2da to see what the different entries refer to and if you like to fill them or not (-1)

 

Yeah, I did this. I actually used Notepad++ and NearInfinity to edit the files, but yeah. Still getting used to WeiDU. I'll likely just copy the files over using WeiDU as the install package. There's a few other things I will likely add as "options". If I can get Tieflings working, I may even add in other races, such as Githyanki/Githzerai or Aasimar or Gensai.

 

In fact, I created a Biography entry for Tieflings (the last field is Biography). The annoying thing is, by default, the game uses whatever class Bio there is.

Is there a way to tell the engine to use the race bio instead? Because it seems to me that Tieflings would likely need a race specific reason as to why Gorion would adopt them.

 

I also needed to create a bam for the inventory screen, but you can of course assign one of the existing ones for a tiefling (can be any race).

Is a bam required for the race selection screen? Because I've been testing my changes by doing the following:

1. Open BGEE and create a new character. -- Tiefling doesn't show up as a valid race yet. Missing bam?

2. Create a human. Let BGEE start and get to Candlekeep.

3. Save game.

4. Use EEKeeper to change the race to "Tiefling". 

5. See if current revision of changes is showing in the game. If not, debug why.

 

I don't know WHY Tiefling doesn't show up as a player selectable race.

 

You may encounter a problem as tieflings do only appear in BG2 not yet in BG1?

The BGEE files already contain references to Tieflings (you can verify this by looking at the BGEE racetext.2da, if you own BGEE). And there's even a bam for tieflings in BGEE (see EEKeeper). However, my intent was actually use the elf bam and then create a new colorset for tieflings. In that way, players can select whatever skin color they want (tieflings have odd skin colors), but they would still be lithe and whatnot (according to the PlaneswalkerHandbook for 2E, Tieflings are vastly varied, but tieflings are also smaller/weigh less than...Half-orcs in general). The default tiefling bam is rather awkward looking. In fact, iirc, BG2 used an elf bam for Haer'Dalis too, lol.
 

Are multiple bams required for what I want to do? Do I need a bam for each skin color? Also, is there an easy tool for converting images to bams?




#588612 Number of Races Hard Coded?...

Posted by rapsam2003 on 30 March 2016 - 04:32 PM in IE Help

I am trying to bring Tieflings into BGEE. (See here: https://forums.beamd...iwd1-wip#latest .) I'm having issues adding the race to the character screen. It's kind of a pain, because I'd hate to have to tell folks to use EEKeeper or something.




#588611 [MOD] BG:EE Kitpack

Posted by rapsam2003 on 30 March 2016 - 02:49 PM in BG:EE Modding

I need to see the .tp2 files content .. the upload didn't contain that.. :P

Apologies. Thought it did. Here it is.




#588608 [MOD] BG:EE Kitpack

Posted by rapsam2003 on 30 March 2016 - 01:26 PM in BG:EE Modding

For some reason, it still shows the kits as unselectable:

Capture_zps6russm4j.png

Files:
https://www.dropbox....kitpack.7z?dl=0




#588605 [MOD] BG:EE Kitpack

Posted by rapsam2003 on 30 March 2016 - 08:12 AM in BG:EE Modding

Thanks. (-Sam- here. Decided to make an account.)