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#37602 IEEP help

Posted by Tyrus on 04 April 2003 - 10:57 AM in IE Help

I wouldn't mind making the items, but firstly where will he get them, will have some when he joins or will he have to fight for some.

I still think the items are too strong.



#36933 creating a monk weapon with effects

Posted by Tyrus on 02 April 2003 - 10:20 AM in IE Help

I have created many complicated weapons but I remember trying to make monk gloves that would add lightning damage to his/her attacks but it would not work no matter how many different ways I tried.



#35837 IEEP help

Posted by Tyrus on 31 March 2003 - 10:07 AM in IE Help

I must agree with Dyara and say that these items are far too strong, it will make your NPC invincible.



#35360 can you help me please?

Posted by Tyrus on 30 March 2003 - 09:29 AM in IE Help

I forgot, you have this line: LANGUAGE ~English~ ~English~ ~pymod/Setup.tra~

I'm just guessing that:
- the first english is for the name of the language
- second for directory where the .tra's are stored
- and the name of the .tra(s) where you store translations that you are using

So, your mod should work if you change:

rename "setup-pymod.tra" -> "Setup.tra"

make an "english" folder and put Setup.tra in it and then change ~pymod/Setup.tra~ -> ~pymod/English/Setup.tra~

But I'm not as expeienced as someone as Jason Compton so lets just wait and see what he has to say.



#35359 can you help me please?

Posted by Tyrus on 30 March 2003 - 09:19 AM in IE Help

Make sure that the .tra file that you're using has the right name.

In your .tp2: ~pymod/Setup.tra~

but your .tra is called "setup-pymod.tra"

it should be "Setup.tra" to work.

--------------------

If you so much as make one spelling mistake your mod may not work.



#35342 IEEP help

Posted by Tyrus on 30 March 2003 - 07:18 AM in IE Help

I started on a NPC a while back but it has been put on ice for a while and I probably won't start working on it again for a while.

I started of like this:

- made a character through mutiplayer (non-PC)
- Added Items, set XP etc.
- Exported as .chr
- used Creature maker (Team BG) to convert to .cre
- Used Near Infinity to set death variable, dialog etc. and make custom items
- Then used WeiDU to add it into the game

Making the dialog is probably this most irritating if you don't know how to.

When I have time I will eventually and I mean eventually release her (female, elven, ranger -> archer).

Cheers



#32825 using EXTEND_TOP

Posted by Tyrus on 23 March 2003 - 11:33 AM in IE Help

In the same way that I have stated it above?



#32820 using EXTEND_TOP

Posted by Tyrus on 23 March 2003 - 11:14 AM in IE Help

I know you can add a bit of script to a original .bcs file using:

EXTEND_TOP ~####.bcs~ ~mymod/scripts/****.bcs~

But can you use it like this:

EXTEND_TOP ~####.bcs~ ~mymod/scripts/****.baf~

I'm asking if you can extend a script using a .baf as indicated above, if not could Weimer add this to WeiDU.



#32818 possible WeiDU bug

Posted by Tyrus on 23 March 2003 - 11:10 AM in IE Help

So I should just make it through wordpad or something like that, save it as a .txt and then rename it to .baf



#32757 possible WeiDU bug

Posted by Tyrus on 23 March 2003 - 02:24 AM in IE Help

Then my computer is acting up again. Sorry



#32752 possible WeiDU bug

Posted by Tyrus on 23 March 2003 - 02:15 AM in IE Help

While making a mod I'm trying to keep all scripts as .baf files but it seems with every second file that I try to compile the same error message appears:

ERROR at line 1 column 0--1
Near Text:
Failure("lexing: empty token")

which means there is some sort of error at the first 'IF' which I don't believe should happen.



#32340 using REPLACE for encounters

Posted by Tyrus on 21 March 2003 - 11:07 AM in IE Help

I need some more help. Why is it when I compile certain .baf's I would get the following error:

ERROR at line 1 column 0--1
Near Text:
Failure("lexing: empty token")



#30798 using REPLACE for encounters

Posted by Tyrus on 17 March 2003 - 10:56 AM in IE Help

Thanks for the assist, Dyara.



#30121 using REPLACE for encounters

Posted by Tyrus on 15 March 2003 - 11:49 AM in IE Help

Well it didn't work for me, this is what I did:

------------------

IF
    Global("b#callmalchor","GLOBAL",1)
THEN
  RESPONSE #100
    DisplayStringHead(c6drizz,@111)
    SetGlobal("b#callmalchor","GLOBAL",2)
END

------------------

[battles/jae'llat/baf/2209.baf]  ERROR at line 5 column 34-34
Near Text: )
Not_found
ERROR: parsing [battles/jae'llat/baf/2209.baf]: Not_found

------------------



#30051 using REPLACE for encounters

Posted by Tyrus on 15 March 2003 - 08:08 AM in IE Help

In an encounter that I'm busy with I want someone to say something but I want to use the "DisplayStringHead" (or something like that) command
I can get it right by doing this placing "REPLACE ~2000001~ @111" in the .tp2 file but I will never be garanteed of the string number that I use in the script.

How can I solve this problem?



#23649 WeiDu Uninstallations

Posted by Tyrus on 23 February 2003 - 06:11 AM in IE Help

While making my Improved Drizzt mod I extracted a few things using NI, changed them installed it later uninstalled it but some files were still left and I had to manually delete them.



#23390 WeiDu Uninstallations

Posted by Tyrus on 22 February 2003 - 05:29 AM in IE Help

Over the past day whenever I uninstall something occasionally bits would be left behind. This is really irritating because I cannot check the original things that I have changed.

Correct me if I am wrong.