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#91108 Noob - a lot of different questions

Posted by Caswallon on 08 February 2004 - 11:38 AM in IE Help

Heya. :)

English Summary:
1) Links. 2) Links. 3) I don't know any. :D

1) Schau mal hier rein:
http://bgforum.whcit...&threadid=25613
Da ist auch ein Link zu einem NPC-Tutorial von Maus drin:
http://fphfslinux.ph...l/tutorial.html
Und ein anderes deutsches Tutorial für NPCs:
http://home.arcor.de...1/tutorial1.htm
Deutsche Foren für Fragen zum IE-Editing, die ich kenne, sind
http://bgforum.whcity.de/
http://www.rosenranken.de/

2) Mit einem der gängigen Editoren/Viewern für BG2:
InfinityExplorer (aufgrund der Baumstruktur für Dialoge imho ziemlich gut, aber nur zum Anschauen, nicht zum Editieren geeignet):
http://infexp.sourceforge.net/
NearInfinity (für Dialoge imho wenig übersichtlich, aber als Editor gut):
http://www.idi.ntnu.no/~joh/ni
DLTCEP (Editor für alles *g*):
http://www.dragonlan...dex.php?board=9

3) Deutsch: Ganz sicher nicht. Englisch: Nicht daß ich wüßte.

Cas :)



#102647 Editing .sto files

Posted by Caswallon on 08 March 2004 - 04:06 PM in IE Help

As you might see in NI, the condition is (strangely enough) stored in a TLK string (68425).
I'd try to either just edit that string, or add a new one and adjust the store.
NI allows you to do both, and since it's a TLK string, even WeiDU should do.
Provided, that is, that changing the string really affects the condition.

Edit: I just notice that DLTCEP had recently added the option to edit PS:T store triggers as well, in the same way.
So it should be a matter of patching the TLK and setting the correct string in the store file.



#111146 Need help voicing

Posted by Caswallon on 20 April 2004 - 05:08 AM in IE Help

What exactly is it that you don't understand?
How to record a voice, or how to bring that voice into BG?



#112569 Jan

Posted by Caswallon on 26 April 2004 - 01:00 AM in Refinements

According to Xyx' Spells Reference:

Simulacrum
Another great clone spell. Not as powerful a spellcaster as Project Image, but you can act alongside your Simulacrum and it's not killed by True Sight or Dispel Magic.


Might have to try this out...
The only thing to dispose of a Simulacrum is a Death Spell, afaik.



#112571 Bugs for v1.x

Posted by Caswallon on 26 April 2004 - 01:42 AM in Refinements

Usually not.
Anath and maybe those two named ones that talk to you in Windspear dungeon seem to be the only ones; "normal" Greater Werewolves are not immune to non-cold iron.
(The immunity is granted by the Ringloup.itm, while standard GWW bear the Ringwolf.itm.)



#112898 New HLA tables

Posted by Caswallon on 27 April 2004 - 09:53 AM in Refinements

blood magic
you can cast any spell and pay instead of magic energy with blood.

Do you happen to play DSA? ;)



#113297 Jan

Posted by Caswallon on 30 April 2004 - 12:25 AM in Refinements

There is that effect 237.

#237 (0xed) Spell Effect: Puppet ID [237]
    Parameter #1: Undefined
    Parameter #2: ID Number
    Description:
    This effect seems to store information in a Projected Image/Simulacrum.


Some further observations by Knight:
"If Parameter 2 = 1, the target becomes invisible. This invisibility is not removed by aggressive actions of the target. There doesn't seem to be a duration, but it ends apparently randomly, after resting at the latest.
If Parameter 2 = 2, the symbol "Project Image" is applied to the target, and the target is rendered incapable. A hit removes the avatar of the target permanently from the game.
Other parameters appear to have no effect. Furthermore, the spell effect doesn't hit the selected target, but the target that is standing next to it. Apparently this effect is used for internal settings of effect 236."

That would probably require some more research to be useful.

Assumed that littiz meant that effect at all, that is. :D



#114765 Turn Undead

Posted by Caswallon on 06 May 2004 - 04:28 PM in IE Help

The only table detailing Turn Undead and cleric levels I ever saw was compiled by trying it out, so it's probably not easily accessible (if at all).



#114773 Help a new modder...

Posted by Caswallon on 06 May 2004 - 04:42 PM in IE Help

When you open your CRE file in NI, there is a special field for the death variable - you need to scroll down a lot. Whatever you put in there, is your CRE's death variable. For Section II of Ghrey's tutorial: Some lines below the death variable, you find the entry where you assign the dialog to your CRE.
File name and death variable can be the same, "jerikan" and "jerikan.cre" are fine. :)



#115424 Any theories on who TNO was?

Posted by Caswallon on 09 May 2004 - 05:12 PM in Planescape: Torment

Hmm... PS:T is way older than ToB.
It was discussed here just a few days ago that Lum the Mad appears in official publications.
I don't think that it makes sense to construct relative times between the various IE games. Things like Aphril's vision of TNO in BG2 are references in games, not something that establishes a timeline.
So PS:T as well as ToB throw in Lum's name... I don't think that leads us anywhere.

The quote of the Transcendent One above doesn't refer to the life of the First Incarnation, imho, but to the many incarnations that followed.
As for Yemeth, I'm with Maurice - just names. Adahn, Yemeth... whatever.
Somewhere I even read the theory that TNO never had a name, because when he learns about it, he says, wondering, "*That* was my name all along?", or something like that.

I don't remember much, but I also thought that the Nameless One did something horrible (betraying someone, for instance - Morte?), became afraid of dying and paying the price, and went to Ravel to become immortal. I vaguely seem to recall that in the vision of his meeting with Ravel (the first one?), he was leading a group of Blood War soldiers across the Gray Wastes... though I'm not sure anymore whether that really referred to his first incarnation seeking immortality, or one of the following.



#115670 Infinity Explorer

Posted by Caswallon on 11 May 2004 - 02:24 AM in IE Help

Only for browsing.



#116277 Games comparable to Torment

Posted by Caswallon on 14 May 2004 - 09:47 AM in Planescape: Torment

And what do we get ? Morrowind.. FPS RPG .. ugh... ill just go back play Baldurs Gate 1 and Torment again ...

While I agree that Morrowind can't really compete with PS:T in character depth, I simply have to chime in here (hasn't much to do with MW, actually):
I dare say there are more roleplaying games employing first person perspective than ones using isometric view like the Infinity Engine. Quite a lot of long-standing RPG series fall into that category - Eye of the Beholder, Lands of Lore, Might&Magic, Wizardry, Elder Scrolls, Ultima Underworld, and whatnot.
First person perspective is neither new, nor has it been invented by shooter games.



#121197 Things you'd liked to have seen in a sequel

Posted by Caswallon on 04 June 2004 - 10:47 AM in Planescape: Torment

One of the Might & Magic series had something similar to that... M&M 6, I think, or 7. Essentialy, it was the Shadow Thieves/Bodhi thing, but extended through half of the game, i.e. you had to decide between joining with the good or the evil side, and then you worked for one of them for the rest of the game, beating up the opposite faction... Well, that's far easier to do in the M&M games, though, as they haven't that much dialogue.

What I'd like in a PS:T-sequel:
- A whole different story, nothing to do with the Nameless One.
- Favouring dialogue and story over combat everytime.
- "Soft" stats (INT, WIS, CHA) that matter - you don't have to be proficient in combat to "beat" the game. You can, but don't have to.
- A story where you don't have to save the world.
- Hmm, well, and all the other things which PS:T did right. :D

I couldn't care less for evil options. I never really understood why people would want to play evil...  :ph34r:



#121206 Things you'd liked to have seen in a sequel

Posted by Caswallon on 04 June 2004 - 11:17 AM in Planescape: Torment

Point taken. :P

The distinction is hard to make in MW, though...

On second thought:
[Telvanni]
We cherish knowledge, and we respect power.
Good or evil are irrelevant.
[/Telvanni]
:D



#121440 Another Items request?

Posted by Caswallon on 05 June 2004 - 07:20 AM in IE Help

For the Dart:
What happens if you just copy DART08.ITM from ToB (which is a returning dart) and adjust it as you need?



#121592 Another Items request?

Posted by Caswallon on 06 June 2004 - 05:23 AM in IE Help

Go to Edit Item -> Load Item, and type "boomerang" into the box, or browse right away to DAGG11.



#121912 Online Monstrous Manuals

Posted by Caswallon on 07 June 2004 - 11:44 AM in Delusions of the Mind

Nightmare: Got PM. :)



#126252 Species and classes.

Posted by Caswallon on 24 June 2004 - 04:26 PM in Elder Scrolls Series

Playing Dunmer - while I certainly can understand that inhabitants of Vvardenfell see me as an outlander (what with not born on the island and arriving from the Imperial City), there is no way I could justify rising in House Telvanni with another race as Dunmer... and certainly not one of the sla... err, beast races. :D

Apart from that - there is nothing less important than classes. Everyone can do everything - certain things might take a bit longer, but there's no restriction.

Currently, I'm on my 3rd run of the game, after two Dunmer now a Nord warrior of Redoran. :)



#127287 Species and classes.

Posted by Caswallon on 28 June 2004 - 09:37 AM in Elder Scrolls Series

On June 16, Bethesda announced they were looking for someone to "Design, create, and build worlds for future Elder Scrolls products. Includes concept art, creation of objects, and building of game areas."

So TES IV should be in the making, though I think that 2006 is a tad early. :D

Slightly spoilerish:
NotMrT:
With he Ending of the cammona tong
Hmm... isn't necessarily so, I think. You can (but don't have to) kill their Vvardenfell head, but that doesn't mean the CT is extinct after that. Though they definitely lost power.

Hopefully a more tollerant morrowind will come
[Telvanni Mode]
Pfft.
[/Telvanni] :D



#128339 Fix The Plot Holes Mod

Posted by Caswallon on 01 July 2004 - 02:58 AM in IE Mod Ideas

Or by making her non-resurrectable.
(Is that possible, technically?)

As for why Imoen is needed: Irenicus uses her to lure the PC to Spellhold. You are presented two motives to go to Spellhold - to take revenge on Irenicus, or to rescue Imoen. With Imoen out of the way, only the first one stays. Assuming that every PC would side with Bodhi or the thieves, pay 20k gold to just get a revenge on someone who has already been locked away, is a far longer stretch than Immy being Bhaalspawn.
That's only a side issue, though.

I don't really think that Bodhi would be content with just a random mortal soul when her brother gets a divine one. She's not a mere sidekick, but even the more ambitious of the two, as is stated by Johnny (and maybe Ellesime?) somewhere. Their ways have parted with Bodhi's undeath, and Jon tries to ascend to godhead alone, but that doesn't make her less ambitious. We don't know what the two planned after Jon had succeeded in corrupting the Tree of Life.

I concur that the decision to make Imoen a Bhaalspawn does create some inconsistencies. I simply don't think that just writing the Bhaalspawn out of her dialogue makes the story more consistent - that would need a larger re-write.



#129236 Essentic plug-ins

Posted by Caswallon on 04 July 2004 - 03:21 PM in Elder Scrolls Series

A selection of my current list (somewhat sorted):

Bugfixing:
Morrowind Patch v1.6.2.esm

Atmospherics/Graphics:
Khalazza Visual Pack: texture replacer.
Better Heads.esm, Better Heads Bloodmoon addon.esm, Better Heads Tribunal addon.esm: NPC face replacer.
Unique Heads I-Balmora.esm: Unique heads for most NPCs in Balmora.
Better Bodies.esp: What it says. Includes nudity or not.
AtmosphericSoundEffects-3.0-Tribunal.esp: general nice sound FX.
DaedricSignposts.esp: Readable Signposts in Daedric. :D I made the colours less bright on this one. You might try Real Signposts if you're not into learning a new alphabet. ;)
VoiceAddons.esp: combining four inofficial voice addons: Dagoth Gares, Vivec, Almalexia and Barilzar (the last two from Tribunal).
P.R.E. v4.0.esp: More variety of NPC answers when you persuade them. Nicely done.
Key Replacer Trib & BM.esp: Replaces the standard keys with more elaborate ones and adds variety.
Windows Glow.esp: Windows are lighted at night; interior windows are bright at day.
RheddHeads_combine.esp: My combined plugin of Rhedd's heads for the PC.
IceBradyRobeReplacerMW.esp, IceBradyRobeReplacerTB.esp, IceBradyRobeReplacerBM.esp: replaces female robes with a new model, and all special robes with nice textures.

Quest Plugins:
TheBlackMill.esp: Huge. And good. And else.
Juniper's Twin Lamps (1.1 Tribunal).esp: A classic about the anti-slavery guild. (Note: I'm not playing Telvanni at the moment. :D)
Illuminated Order: Stunning. Best for mages.
Sorefoot Enterprizes, Inc..esp: Travel company with quests.
Beyond YsGramor: Something for higher level characters, really good quest about an anti-slavery guild.

Official:
entertainers.esp
master_index.esp: IMHO really important - an additional way to fast-travel.
AreaEffectArrows.esp: Nice, maybe slightly overpowered.
EBQ_Artifact.esp

General Tweaks and stuff:
NighttimeDoorLocks-LD 1.1a.esp: Locks doors at night.
Sixth House Advanced 2.1.esp: Slightly stronger 6th House people.
indybank-NoHouses.esp: A bank plugin. Not that you'd need one, but it's nice to have around.
Nerevarine Wears Ordinator Armor.esp: What it says.
lgnpc_Khuul.esp, lgnpc_AldVelothi.esp, lgnpc_SN.esp: "Less Generic NPC" Project, atm only for those three towns available.
Uvirith Unleashed: Stronghold expansion (only inside) for Telvanni - the only House that matters. :D

General link list:
Telesphoros' List, updated 01. 07., at the ES forums.



#129905 Light Armour.

Posted by Caswallon on 07 July 2004 - 12:52 PM in Elder Scrolls Series

It's part of the main quest; you'll get the ability to wield it late in the MQ.



#130016 GOTY Edition

Posted by Caswallon on 08 July 2004 - 02:48 AM in Elder Scrolls Series

It was added with both Bloodmoon and Tribunal. That is, if you have one of the expansions, you'll get it.



#134112 Odd discovery

Posted by Caswallon on 21 July 2004 - 01:35 AM in IE Help

Though regarding the Drow, that is kind of correct.



#134114 Parse error?

Posted by Caswallon on 21 July 2004 - 01:41 AM in IE Help

What is the e#ar0406.bcs supposed to do?
It looks like it should be an area script for AR0406?
You probably could have an area script iof that naming scheme, though AR0406 already has a script (AR0406.bcs, conveniently), you would need to append your snippet to that.