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#498695 cant see sir billybob

Posted by Arkenor on 08 October 2010 - 01:54 PM in Secret of Bone Hill

If I remember rightly, and time has taken it's toll on my recollection so I may not, Sir Billybob has a Staff of the Magi. So is quite invisible. Your best bet is to remove that item from him using NearInfinity or somesuch. Or a mod that makes the staff of the Magi not make you invisible.



#498010 Mods which do not fit that easy into the BWP-standard installation

Posted by Arkenor on 29 September 2010 - 03:23 PM in Mega Mod Help

I *think* Dabus is planning to include my own mod selection in the Beta BW installer at some point.



#497268 BWP 9.4: BG1: CTD when entering Friendly Arm Inn

Posted by Arkenor on 20 September 2010 - 03:16 PM in Mega Mod Help

Nessie's a barmaid with her own dialogue. Weird she wouldn't be there. Can't think of a mod that messes with her off the top of my head.

Best thing is for you to run a changelog on NESSIE.CRE and see what you uncover.



#497223 Minecraft!

Posted by Arkenor on 20 September 2010 - 04:02 AM in General Gameplay

I've been having a lot of fun with this sandbox game, and I've even started making little videos of my adventures!

Adventuring with Ark - Minecraft Day 1

I can thoroughly recommend it to anyone who enjoys open-ended building games which also contain zombies.



#497179 Aurora's ACR and IA's ACR

Posted by Arkenor on 19 September 2010 - 09:36 AM in Mega Mod Help

For the last component of Aurora's mod (Fix area creature references) the BiG Guide says

The same component is also included in Infinity Animations and only need be installed once (in whichever of those mods you installed last)

... but when i install the mod the component installs automatically (it doesn't give me a chance to select "N"). Will this cause a problem when i get around to IA?


It'll be fine. IA'll just skip that bit.



#497144 need help with kangaxx in bgt

Posted by Arkenor on 18 September 2010 - 04:54 PM in Baldur's Gate Series

i'm playing bgt with a few mods including one that sends me to icewind dale along with drizzt (even before i reached baldur's gate). i'm only level 7,so is the rest of my party and drizzt is level 15. however its all been a cakewalk specially with drizzt by my side until i reached kangaxx. this lich apparently has an unlimited supply of lightning bolts and apparently only drizzt is able to cause any damage. given my low level party is it possible to beat this lich? if not can i come back here later in the game? this part of icewind dale seems to be separate from the rest of the world.

thx


Oh dear. If he's the same Kangaxx that you'd normally meet in BG2 I'm not surprised you're getting knocked about. I'm not familiar with that mod though, so not sure what's supposed to be happening.



#497038 Baldur's Gate Trilogy; Khalid & Jaheira leaving

Posted by Arkenor on 17 September 2010 - 01:53 AM in IE Help

That sounds Virtue-related to me. That's been known to do odd things to the joining/leaving dialogues and logic.



#497035 Masterdisorder's BigWorld Tactical installation

Posted by Arkenor on 17 September 2010 - 01:24 AM in Mega Mod Help

In the dungeon of Ulcaster, last room, where there is the Wolf of Ulcaster, has now been added a Greater Werewolf. Only it does not move, not attacks, is immune to weapons +3 (? Not remember but they were so strong...) but is vulnerable to all spells: I killed him with a wand of lightning and magic missile.

Have i to post the creature .cre? It is a bug already reported?


I think a Greater Werewolf in Ulcaster would be from the Vault mod.



#496884 Changing biffing for megamod

Posted by Arkenor on 14 September 2010 - 09:00 PM in Mega Mod Help

Should we say "YAY!"?? :D :coolthumb:

Flawless install with BWPFixpack failing for Item upgrade, DarhHorizons, SCS(I/II) (all outdated fixes) and Neh'taniel (was updated recenltly), Kitanya (this too) and spell_rev (no clue :wacko:)

Well atleast the borkpack didn't bork :lol:


Spell Rev will likely be because I'd added the latest spellrev and itemrev hotfixes myself , what with the fixpack being out of date.



#496881 Changing biffing for megamod

Posted by Arkenor on 14 September 2010 - 08:12 PM in Mega Mod Help

Here's an all-new logfile from an install using the new trimpack!

Attached Files




#496878 Kobold Captains of Doom

Posted by Arkenor on 14 September 2010 - 05:40 PM in Aurora's Shoes

I reported it there, because if I hadn't, someone would probably have found fault with me for that too.

Why? Only, possibly, if it turned out to be a BGSpawn issue, but I've conceded it's an Aurora issue.


I posted the link to this thread in the BGSpawn thread at the same time that I posted the OP to this thread. So I had no idea what your response was going to be, or any certainty over what the root cause was. Even if I had known what your response would be, I would still have informed him of this thread.



#496875 Big picture - undefeatable Tolgerius

Posted by Arkenor on 14 September 2010 - 04:50 PM in Mega Mod Help

When you say he is undefeatable, is he literally immune to all damage, or just too difficult for you? If you CTRL-Y him, does he die?

Edit: The OP has added more details to his post, rendering my question unnecessary

One thing, I'm fairly sure Tortured Souls is usually installed well before BP. I don't know what the effect would be of installing it afterwards would be. Probably not related to your current problem, but all's possible.



#496868 Kobold Captains of Doom

Posted by Arkenor on 14 September 2010 - 04:23 PM in Aurora's Shoes

Honestly i'm not willing to change or touch original creatures. My mod adds those cre and in my game they don't get any arrows of detonation honestly

It's not a BGSpawn issue - don't know why it was reported there.


I reported it there, because if I hadn't, someone would probably have found fault with me for that too. And BGSpawn IS involved in the issue I was experiencing, even it if it blameless, so I don't consider that it was wrong of me to let Melkor know about it.



#496740 drop weapon effect; dialogF.tlk

Posted by Arkenor on 13 September 2010 - 01:17 PM in IE Help

(though they may already have a priest of Shar, I didn't check).

Yeah, Nightcloak of Shar - might want to check that first.

How many cleric kits are there outside of DR (and Paladins of Faerun, which uses DR rules)? Might be cool if they were all coded to use DR, or at least if that option were available.


I think TDD might have some. Would coding for DR break folks that don't use it? It's incompatible with Spell Revisions.



#496714 The IWD spell "Snilloc's Snowball Swarm" in BG2

Posted by Arkenor on 13 September 2010 - 08:40 AM in IE Help



I think Demi thought of adding it into Spell Revision a while ago... Spell Revision forum


Oh cool. It's definitely not in there yet though. That's a mod I use.

Yep, as long as I find a good spellbook bam for it, or someone who can do that for me, that spell is indeed in the relatively short list of new spells I'd like to implement within SR V4.


Huzzah! I look forward to it with a certain amount of eagerness! Snowball swarm fills a rather nice place in a wizard's arsenal. Were the IWD2 spellbook graphics not suitable? I honestly don't remember what they looked like! At any rate, it doesn't sound like much of an obstacle if you can get the spell itself working! Classic Adventures seemed to be having some problems in that post I linked. though they may have gotten it working since, for all I know.

Edit: Come to think of it, I suppose they must have gotten it working for the IWDinBG2 mod as well. Another total conversion I've never really looked at.



#496705 The IWD spell "Snilloc's Snowball Swarm" in BG2

Posted by Arkenor on 13 September 2010 - 07:33 AM in IE Help

I think Demi thought of adding it into Spell Revision a while ago... Spell Revision forum


Oh cool. It's definitely not in there yet though. That's a mod I use.

It looks like it might be in Classic Adventures (though the old post I found regarding it says they were considering removing it due to animation issues, so it may be no longer), but that doesn't really help me in my megamodding ways.



#496704 The IWD spell "Snilloc's Snowball Swarm" in BG2

Posted by Arkenor on 13 September 2010 - 07:28 AM in IE Help

I think Demi thought of adding it into Spell Revision a while ago... Spell Revision forum


Oh cool. It's definitely not in there yet though. That's a mod I use.



#496702 The IWD spell "Snilloc's Snowball Swarm" in BG2

Posted by Arkenor on 13 September 2010 - 06:55 AM in IE Help

Snilloc's Snowball Swarm is a canon FR spell. It's essentially, for those who don't know, sort of like a coldbased fireball, except it's level 2 and does a lot less damage.

It was in the Icewind Dale games. I'd be amazed if nobody had ever gotten around to converting it to BG2, but I can't seem to find it mentioned anywhere.

Is anyone aware of a mod that adds it? Or if not, is there a technical reason why it would not be possible?



#496687 Changing biffing for megamod

Posted by Arkenor on 13 September 2010 - 05:04 AM in Mega Mod Help

Ah! it's just an overwriter :D Just don't let the BWS apply the current trimpack (or borkpack) and overwrite all the files in the mods (the almost_there package isn't patchified :P)

PS: That pack MUST be applied before the BWPFixpack AND Smoothpack ... so it might require some uber-fast-copy-skeelz™ :lol:


Aye, the timing of exactly when to use it was what was worrying me. Especially with the beta client. I'd probably best leave it be then for now.



#496684 Neverwinter MMORPG

Posted by Arkenor on 13 September 2010 - 04:53 AM in General Gameplay

No single player campaign?!  How can they even call it NWN...I know online play was big at least for the first...not sure about the 2nd...but man no single player campaign is pretty much epic fail!


Depends on how powerful the user-generated content abilities are. In theory, there's nothing stopping us creating single-player adventures that link together. In practice, it's probably going to be a puny UGC system that just assembles pre-made building blocks in not terribly interesting combinations.

MMOs are my other love, but Cryptic have dropped the ball badly on their last two releases. They're not a AAA company no matter how much they claim to be, so the chances of getting content generation capabilities of a level that the folks of this forum would be content with are minimal. UGC in an MMO is fraught with hurdles anyway, regarding balance, preventing copyrighted or grotesque content,quality-control, and outright abuse.



#496681 Changing biffing for megamod

Posted by Arkenor on 13 September 2010 - 04:42 AM in Mega Mod Help

Hmm, lots of "Patch ends prematurely"-type stuff :unsure: So I guess it's better to wait for an official BWP patch than use my hackneyed job :D (unless you wanna use the "almost-there package above the borkpack :P ... that one works)


I'll happily give that one a test, but I'm a little confused as to what's what. Is your "almost there" file another trimpack, or a fixpack? It's packaged rather differently to the "borkpack". Given the potential for breaking things, could you specify exactly what to do with it?



#496645 Changing biffing for megamod

Posted by Arkenor on 12 September 2010 - 03:19 PM in Mega Mod Help

Another one joins the ranks :devil: Exxxxxcellent!

Anyway, I tried to patchify the biffmeister (which is prolly phail) but if people are doing a new install this week, it'd be great if you could use the attached archive :) ... oh, you might need to rename it for the BWS to detect (and unpack :P) it ...

I did try it and all the patches do get applied (with some ignorable "fuzz" :lol:)

It'd be great (DOWNLOAD) if atleast (IT) someone other than (USE) me could test it out (IT) even if it's just with the megamods :cheers:



OK, all done. There's still a lot of trimpack failing going on, but less than my previous debug.

Attached Files




#496619 Brainstorming for the BWP

Posted by Arkenor on 12 September 2010 - 08:56 AM in Mega Mod Help

Oh. I can probably answer this bit. As you know I got rid of that override emptying batch file.

So, after a pretty full install, and generalised biffing, I have 395 files left in there, weighing 7.06 Megabytes. I'll even zip it up for you and attach it if anyone wants it.

It does not appear to be doing me any great harm.



#496616 Kobold Captains of Doom

Posted by Arkenor on 12 September 2010 - 08:34 AM in Aurora's Shoes

Maybe you could check to see if Undying is installed, and have a different arrows if it's not?

I guess, though if one were misguided enough to install the Undying after Aurora, you'd have the former's creatures anyhow, as it overwrites them. Must be some folks who play with BGSpawn and the Undying (but not Aurora) and get their arses handed to them...


I would say that, as a BG2 mod, it's rather unfortunate that Undying's "Harder Monsters" component is balancing BG1 monsters (that also appear in BG2) for a high level party. I guess it's not really designed to be used with BGT.

Anyhows, nothing we can do about that, but maybe you could just scrap those nasty arrows of detonation altogether if they were never intended for use on a BG1 party anyway. The BWP installer doesn't install the harder enemies component by default (according to the PDF).



#496612 Kobold Captains of Doom

Posted by Arkenor on 12 September 2010 - 08:01 AM in Aurora's Shoes

The Kobold Captains KOBCAP01.CRE and KOBCAP02.CRE are being given an AROW06.ITM and an AROW10.ITM. The problem is that in my installation AROW06.ITM is an arrow of detonation.

Some other mod prior to Aurora (the Undying's "Harder Enemies" component apparently) gives them in fact 6 arrows of detonation (arow06) and 20 arrows of piercing (arow10). So in effect, the Aurora kobold component nerfs this to 1 and 2 of those, respectively. Though, truth be told, it does this regardless of whatever other mods are installed.

I guess I could change the arow06 to a different type of arrow, like an arrow of dispelling (arow07) or biting (arow12).


Ahh. I'm not actually using the Undying. It didn't sound like my sort of mod. So it's an addition for me, rather than a subtraction.

Sadly, one arrow of detonation is all it takes when you're level 1 or 2. I can only imagine how utterly horrible it would be if they had 6 of them. Maybe you could check to see if Undying is installed, and have a different arrows if it's not?