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#149623 What does your MW main character look like?

Posted by Caswallon on 05 September 2004 - 02:49 PM in Elder Scrolls Series

Nice one. :)

BTW, it'd be a good idea to brighten indoor and night screenshots a bit.
The screenshots don't take in-game gamma correction into account, and are rather dark to begin with.
I can't see much on your second picture, for instance...



#143234 What does your MW main character look like?

Posted by Caswallon on 18 August 2004 - 01:21 PM in Elder Scrolls Series

Shaarilla, Archmagistra of Great House Telvanni. ;)

Posted Image



#144374 WeiDU install strings Translations

Posted by Caswallon on 22 August 2004 - 05:47 AM in IE Help

note 2: nevermind! they say this doesnt work! yet?

What doesn't work yet? :)



#144408 WeiDU install strings Translations

Posted by Caswallon on 22 August 2004 - 09:58 AM in IE Help

Ah, thanks.
Could someone please post it here when it works? Thanks. :)



#145754 Want to make NPC Mod! (Last Ditch Effort)

Posted by Caswallon on 26 August 2004 - 03:18 AM in IE Help

Errm... just who used "simple" and "WeiDU" in the same sentence? :blink:
I wouldn't consider WeiDU to be simple... :D

Anyway.
For ConText to be more than NotePad without word wrap, you should install the "highlighters" that provide colour-coding for your dialogues and scripts:
TP2 files
Dialogue files
BAF files (scripts)

In your ConText folder, there is a subdirectory called "highlighters"; put the files there.

---
Sorry, I haven't seen the protrait before.



#149689 Want to make NPC Mod! (Last Ditch Effort)

Posted by Caswallon on 06 September 2004 - 01:14 AM in IE Help

Nice. :)
And congratulations for managing to learn all that stuff. :)



#150444 Want to make NPC Mod! (Last Ditch Effort)

Posted by Caswallon on 07 September 2004 - 04:03 PM in IE Help

Fading to and from black:

202 FadeToColor(P:Point*,I:Blue*)
This action, although some of its parameters are unknown, is frequently useful. It can be used in cutscene situations, and especially for masking undesirable calculations or character movements on the screen. The parameters, however, are strange. The Point parameter is still taken in the [x.y] format, but x specifies the number of AI updates rather than an actual point. For example, using FadeToColor([20.0],0) would fade to black in 20 AI updates. Parameters besides the x are undefined and could use some investigation.

203 FadeFromColor(P:Point*,I:Blue*)
See above. The only difference this has is that it fades back to normal rather than black.

Cas



#145283 Want to make NPC Mod! (Last Ditch Effort)

Posted by Caswallon on 25 August 2004 - 12:37 AM in IE Help

Name of the character and names of its scripts, dialogues and even death variable aren't really connected.
You can have a character called Lancelot, his dialogues arthurp, garethj and bginevra, and his death variable galahad... ;)

Assigning the DV: Open the CRE in NI. There is a field called "death variable" (scroll down). You just fill in what you want to have as DV, and save the CRE.
Compiling is only needed for scripts, and WeiDU-Dialogues.

How do you want to have October finding her item? You'll most probably need some form of script, yes, though it depends on what you want to do. :)

Cas



#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).



#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



#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:



#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



#143003 Species and classes.

Posted by Caswallon on 18 August 2004 - 01:41 AM in Elder Scrolls Series

on a seemingly random note aparently bethseda has anounced that it is going to do fallout 3, though a don't know how true this is

Not only apparently; they have.



#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. :)



#134299 Release #2: Items, items items :)

Posted by Caswallon on 21 July 2004 - 11:51 AM in 1PP

That's great. :)
I'll have to see how the sword BAMs look in-game - until now I had nothing against that curved katana BAM.
I don't agree with the change for that helm in tt-02 (Amkethran helm? Or that special one?) - the original inventory version looks better there, imho.

Apart from this - :turnip: :turnip: :turnip: *g*



#138651 PS:T Crashses When Going to Save\Load Menues

Posted by Caswallon on 02 August 2004 - 11:04 AM in Planescape: Torment

In their list of BG2 Assertion Errors, Bioware says:

InfScreenLoad.cpp at line 1492
Corrupt portrait bitmap. Go into the directory of the save game that is giving this error and delete all the .bmp files. Load the game and then re-save.

As that's not BG2, and the line is different, I wouldn't give too much on that "portrait bitmap" thing, but as a general impression, it seems to be caused by corrupt data.
Clean the cache of PS:T, try another savegame, or re-install, I'd say.



#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.



#121912 Online Monstrous Manuals

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

Nightmare: Got PM. :)



#142741 Of Mods and Problems

Posted by Caswallon on 17 August 2004 - 05:16 AM in Elder Scrolls Series

The "XXX.esm has changed" message is Mostly Harmless ™; I've never heard of anyone having issues because of that.
The cause is as Silver said: The plugin was created with an earlier version of Morrowind (before the latest patch, without Bloodmoon, or anything).
In 99%, plugins are compatible backwards; that is, MW-only plugins also work with Bloodmoon and/or Tribunal installed. I've never encountered a plugin of the remaining 1%, either, but it's at least theoretically possible.

Ziggy: What happens if you uncheck betterheads.esm from your launch list?
Anyway, the whole point of Better Heads is overriding the original NPC heads.



#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.



#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 :)



#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? ;)



#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?



#142743 Morrowind performance

Posted by Caswallon on 17 August 2004 - 05:23 AM in Elder Scrolls Series

Because MW's engine isn't optimized for the highest possible performance, to allow for the current plugin system.
A lot of pre-defining lines of sight and clipping invisible objects etc. that is common in shooter game levels to max out performance can't be done in MW, because the layout of the "level" can change anytime with the addition of some plugin. You basically have to render everything in-game, you can't determine level layout and visibility beforehand.

However, I run MW on a 1 GHz machine, 384 MB RAM, with a Radeon 7200 card (32 MB), and I get between 8 and 12 FPS in Balmora, view distance about 80%, Shadows off.



#156129 More Elder Scrolls IV

Posted by Caswallon on 24 September 2004 - 03:56 PM in Elder Scrolls Series

FAQ on TES IV: Oblivion:
http://morrowind.ttl...vion/ofaq.shtml

It sounds as if they took the "lifeless NPCs" critique seriously.
How it turns out, remains to be seen.

More life to NPCs is always good.
Generally, however, I'd prefer to have the "just look around, story is optional" approach of MW preserved.