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#603585 Wilson growls at SHS!

Posted by Creepin on 26 July 2018 - 04:32 AM in Directives from the Director

Wilson Chronicles is now officially a Spellhold Studios mod. The mod includes party dialogues and some encounters to make sure those groups who will decide to travel with the BG2EE hidden bear companion won't suffer from a lack of interesting events. The added dialogue maintains the style of the original game: bears have their own language, after all, and we should all respect that.

So if you want Wilson to turn into a full NPC, install the expansion and enjoy the beary adventures!

Forum
Download




#605812 W_PackMule for BGEE

Posted by Creepin on 14 February 2019 - 05:52 AM in Mega Mod Help

 The mule looks like a man with a mushroom head.

I first read that as "a man with a mushroom beard" and almost asked for a screenshot! But sorry for offtopic :)




#605806 Various mod development questions of a first-timer

Posted by Creepin on 14 February 2019 - 12:43 AM in IE Help

I re-created kensai too and I still get the same effects ... I have BG2EE.

No, you did everything exactly as I did. Well I must say I know nothing about EE so perhaps, improbable as it may be, EE changes opcode 190 from cumulative to non-cumulative. However, let's first look at all options. If you use the link I gave you you'll learn that abilities of kensai are governed by clabfi04.2da. In my case (classic engine) attack speed improvement (opcode 190) is applied via spcl143.spl, which is listed in said clabfi04.2da as being applied at levels 1, 4 and 8 (and level 13 further which makes the whole progression inconsistent but whatever), that's why lvl10 kensai should have 3 instances of opcode 190 applied, and since it's the same spell applied 3 times it just can't have different numbers set to "amount" field. Does that implemented in the same way so far for EE?

 

It's just every humanoid creature in the game has all memorization info set, even when they can't cast spells at all. Well, I guess, it is some side effect copy-paste during original development.

Most probably. Still, what kjeron said - for EE he has 1st hand knowledge (for classic too, I reckon, but he mainly answers with EE in mind), so if he say add memorisation you add memorisation ;) Or just don't bother and "cheat" with ReallyForceSpellRES("spcl144",Myself) :whistling:




#605794 Various mod development questions of a first-timer

Posted by Creepin on 13 February 2019 - 07:26 AM in IE Help

Hello sufflaminandus! First of all, I'm long time player but only recently tried my hand in an actual mod creation, so some things are not known to me as well. Here is, however, what I know.
 

1. What is your favorite approach in creating creatures (specifically people)?

Whenever possible I'd create from nearest similar vanilla creature (or rather vanilla + BG2Fixpack). Specifically for people I'd advice to create a character ingame first, but you already know that.
 

2. How do ability modifiers get applied and how are they displayed in the NI.

NI shows base numbers before modifiers from characteristics are applied. That's 100% true for AC/Dex and for HP/Con. I was unable to come up with a simple enough test for THAC0 because I'm not sure how to check for base THAC0 ingame (whether the amount displayed in the character screen would be influenced by being a fighter with zero stars in unarmed), but I fully expect it would generally work in the same way.
Note though, that there's two fields for AC in cre file: to my tests only "effective AC" affect creature ingame, setting its base AC (counter-intuitive, I know).
 

3. Effects: is there are some tutorial about effects?

Sadly, no, I miss one dearly myself, especially in regard of targets/durations. For example I was unable so far to create an item with "while equipped" effect where the effect itself is provided through opcode 146 "cast spell". There's a trick to learn a bit on your own through observation: in NI open any effect, change the actual effect field to the effect you're interested in, and do a search for selected attribute. This will give you all instances where this effect were used, and you'll be able to learn what settings were set to attain this or that implementation of effect in question.
 

 
4. I created kensai lvl 12 and converted it to created to .CRE. When I open it I see a whole bunch of effects that (as I understand) emulate kit bonuses: x4 increase THAC0 (278), x4 increase damage(73), x4 increase speed factor(190). But there are some very confusing moments:
a) Why each THAC0 and damage effect increases corresponding stat by 1 ('value' field) but speed factor increases incrementally 1,2,3,4 ('amount' field)?
b) It's logical to assume that only last of the speed factor effect gets applied, but how is it implemented? As plausible explanation I discovered that only last of the effects has coordinates set to valid values but then why all of the THAC0 and damage effects works properly? I mean that both THAC0 and damage effect has coordinates set only in the last effect too so, consequently, I would expect to see +1 bonus in game and not + 4.
c) Some questions about "Target" field in effect structure. Specifically: when should I use "None (0)", why "Preset target (2)" is used for above effects and not "Self (1)" and what is "Self (1)" then.
d) Why MODIFYPROFICIENCY is "None (0)" and is it applied in runtime (its bonuses to THAC0, damage, etc)?
e) What is "Used internally" field?

a) & b) I've re-created kensai lvl12 chr -> cre, and for me amount in each case of opcode 190 set to 1. Also I only got 3 opcodes 190 which is correspondent with "for every 4 levels" description while you mention 4. Can it be that you did something wrong?
c) & d) I wish to knew that as well :whistling: Experiments and testing is your best friends to get the desired effect, and dissecting other mods can help, but fundamental knowledge of targeting and duration options of effects would be of huge help if anyone care to write an essay on that :) Modify Proficiency is permanent, but the impact of that permanent effect is indeed applied runtime per wspecial.2da.
e) Huh? Can you elaborate?
 

5. Do I have to add all the memorization info (7 priest levels, 9 wizard, etc) even for non-casting creatures?

Of course not, why would you?
 

6. So in the end I need to create enemy kensai creature. Do I emulate kensai bonuses via effects or do I hardcode it into stats, if possible? Looking through game creatures I see that hardcoding is a go-for method but I still want to hear it from experienced people.

You can go either way, really, but creating kensai ingame and then turning it to cre is simpler in that you won't have to count how much of which bonus is appropriate for given level: the game will do it for you. Just don't forget to remove any protagonist innate abilities in case you originally created him in singleplayer or the 1st slot of multiplayer.
 

7. My Ray NPC is assassin so I based it upon Yoshimo creature file. When I studied yoshi10.cre I noticed that innate profession skills are not memorized but he still has them in the game. Why/How?

Engine provides these ingame: notice how when you join Yoshimo the engine says "Yoshimo - Special Snare: Yoshimo". That's because before that, as a creature, he didn't have those, which is consistent with your observation. See here to learn which abilities are applied and how, and you'll know what you had to apply/recreate for your creature.Sorry I forgot you're making an NPC, not an enemy creature. You won't be needing that for an NPC, the game will sort it itself.




#604669 Valygar Friendship v1.0 is now available

Posted by Creepin on 28 September 2018 - 07:01 AM in Directives from the Director

We are happy to announce that NPC Interaction Expansion Project (IEP), a grand endeavour to uplift non-romancing relationships with Bioware NPCs to the high quality standards set by modern mods in regard of depth and complexity, has been expanded once again now adding Valygar to its fold.

 

An old La'Valygar project got revived, enhanced, edited and renamed by fluke13, Lava Del'Vortel and Jastey, turning into a full-fledged Valygar Friendship.

With this mod installed, you should be able to experience up to 12 dialogues in SoA and up to 5 dialogues in ToB. Note that the mod has changed greatly when compared to its previous incarnation. The most prominent changes from La'Valygar project are additional proofreading and editing, new talks, and improvements to the old ones.

Download
Forum




#605752 Two questions about BWS

Posted by Creepin on 11 February 2019 - 04:48 AM in Mega Mod Help

Hopefully there's still some experts left to know the answers :)

1. Is there a functionality implemented in BWS allowing to provide backup link for a mod, which should be used when BWS decide that the main link is unavailable? Like may be
Down=http:/ /mods.pocketplane.net/AlassaNPC_v3.zip;http:/ /some.other.place/AlassaNPC_v3.zip
Save=AlassaNPC_v3.zip
Size=2129400
or
Down=http:/ /mods.pocketplane.net/AlassaNPC_v3.zip
BUDown=http:/ /some.other.place/AlassaNPC_v3.zip
Save=AlassaNPC_v3.zip
Size=2129400
or any other way to the same end.

2. There's this short and obscure remark in BWS readme:
BWS/AutoIt3 goes online
The BWS will try to update the mods data when it starts a BWP install. This is done by looking for some files hosted in the internet. The BWS (which uses the AutoIt3.exe) will attempt to fetch these files from the servers and continue.
What mechanic is behind this description, what exactly is downloaded and where from?



#605758 Two questions about BWS

Posted by Creepin on 11 February 2019 - 06:34 AM in Mega Mod Help

it won't touch any files (except downloading new mod versions) when you launch BWS via Without Update

Errm, no, wait! I've just reread carefully your reply... can you please elaborate this part?

 

Say, I do run BWS in "Without Update" mode and use its BWP option, and also say there exist, for the sake of example, 1PP v5.2.4.

If my local ini file says (within the same example) that BWS should go exactly to http:/ /www.shsforums.net/files/download/1006-1ppv410/ and grab there exactly 1ppv4.1.0-rel.7z file, is there any mechanic in force that will made BWS to download 5.2.4 instead of 4.1.0?




#605757 Two questions about BWS

Posted by Creepin on 11 February 2019 - 06:24 AM in Mega Mod Help

1. I see. The reason was: no one is allowed to mirror mods without authors permission. But there is also another one: maintaining links for backup location adds two times more work, especially when shsforums.net link will download new version and mirror site link points to older version of the mod.

Still not so obvious: I'm sure that for each author who forbid backup download there will be about five authors who will be glad to have one, and for workload increase it's both minuscule and optional. Even with all these limitations were there such possibility implemented we could have curbed "I can't find mod X" down in about 4 times.

 

2. The whole description is more inaccurate than I thought. No, it won't touch any files (except downloading new mod versions) when you launch BWS via Without Update". I've updated docs.

Indeed BWS readme was very nice except for that exact section, so thank you for making it as clear as the rest of readme.




#605754 Two questions about BWS

Posted by Creepin on 11 February 2019 - 05:46 AM in Mega Mod Help

That was super fast, thank you!

For #1, my concern is, obviously, providing a backup plan. Having backup download is 50% less useful if BWS can't switch to it automatically. Something akin to TheWizard's IEGMC mirrors (if you remember that ancient times). As for obvious reasons, these are not so obvious to me I'm afraid :(

 

For #2, I know that BWS will update itself if launched via "Update If Needed" option and will not update itself if launched via "Without Update" option. However that quoted snippet of readme made me think there might be another update at some later step of BWS logic because "when it starts a BWP install" is something user will select few steps after selecting which vbs file to launch BWS with. So, my concern is if it might so happen that even if I launch BWS with "Without Update" file something will be updated later as soon as I select "BWP install", erasing all my locally made changes to general or mod related ini files.




#605760 Two questions about BWS

Posted by Creepin on 11 February 2019 - 07:27 AM in Mega Mod Help

Say, I do run BWS in "Without Update" mode and use its BWP option, and also say there exist, for the sake of example, 1PP v5.2.4.

If my local ini file says (within the same example) that BWS should go exactly to http:/ /www.shsforums.net/files/download/1006-1ppv410/ and grab there exactly 1ppv4.1.0-rel.7z file, is there any mechanic in force that will made BWS to download 5.2.4 instead of 4.1.0?

It will download 1PP v5.2.4 as soon as it will be updated to 5.2.4. That's the whole purpose of stable download links: always download most recent version of the mod. The 'Version' key is only text, its's used only to display mod version and it needs to be updated manually for each new mod version.

Ahha, perhaps I finally understand. You're telling about stable download links like that "/master" on GitHub, where never version replace older version under the same link as soon as never version released? That's something happening on the host side and BWS can not be held responsible for that, of course, and given update mention in BWS readme I figured it describes something happening on BWS side, like, if BWS might download new version of a mod even if older version mentioned in that mod's ini file is still perfectly available.

 

Anyway, it's too late for discussion about BWS features.

How so? True, I am definitely not the one even distantly capable of implementing that feature, but may be there is or there will be someone both capable and interested. BWS saw a good share of maintainers suddenly happening when all seemed to be lost :)




#603993 There's a new modder in the Asylum: SHS welcomes Artemius_I

Posted by Creepin on 11 August 2018 - 12:52 AM in Directives from the Director

Today we welcome a new modder many of you may already know: Artemius_I - the author of companion mods, various tweaks, kits and many more. Many of those, who use Enhanced Edition games probably heard his name before. From now on you'll find his mods hosted here, at Spellhold Studios.


Joinable Companion Mods:

Sirene NPC for BGEE, SoD, BG2EE (forumdownload)
A lawful good female tiefling paladin of Ilmater. Banters, friendship, romance for both genders and a custom-designed kit. Sirene exhibits many of the typical qualities expected of a paladin; she is kind, dutiful and faithful. However, beneath her calm exterior lies a hidden temper owing to the fell blood which flows in her veins.

Drake NPC for BGEE, SoD (forumdownload)
A neutral good male human priest of Tyr with an irreverent and sarcastic attitude who serves the Order of the Radiant Heart, sent to investigate the iron crisis in the north. Banters, friendship and original voicing. BG2EE portion of the mod is under development.

Pai'Na NPC for BG2EE (forumdownload)
A true neutral female half-drow hivemaster. An expansion of the original BG2 minor character with banters and friendship. Personality-wise, she can be moody, unsociable and temperamental, but she isnt that bad of a person if you get on her good side.

Aura NPC for BGEE, SoD (forumdownload)
A lawful good gnome artificer thief. Banters, friendship, quest, new items and hints towards a romance with a female PC. Aura is kind and idealistic at heart. She can be rather shy and socially inept when interacting with strangers, but easily turns peppy and excitable when the topic strays into her fields of expertise. BG2EE portion of the mod is under development.

Most companions written by Artemius include crossmod banters between each other as well as with other companion mods like Fade (BG2), Verr'Sza (BGEE), Will (BG2EE), White (BG). Sirene also reacts to some quest mods, G3 Romantic Encounters and some more. You may expect even more crossmod content in the future.


Tweaks, Rule Changes and Additions:

Shadow Magic for BGEE, SoD, BG2EE (forumdownload)
Adds a new school of magic to the game. Play as a Shadow Adept with a selection of 100+ exclusive Shadow Weave spells, some with similarities with Weave magic while others are completely original. Shadow Magic is more powerful than regular magic but also dangerous as it drains the user's life force. Includes new kits with exclusive spells, items and familiars.

Artemius' Tweaks (forumdownload)
Assorted personalized tweaks that might interest many players. You'll find here components like: Expanded Racial Enemies, Expanded Shapeshifting, Expanded Racial Bonuses, Cloak of Dragomir only decreases stats in daylight, new kits and many more.


We're also happy to welcome some new kit mods written by Artemius:

The Artisan's Kitpack (threaddownload)
This mod adds a collection of custom-made kits and reworks of existing kits for various classes.

Bardic Wonders (threaddownload)
This mod adds new bard kits with specialized bard songs to the game, as well as a new merchant to Baldur's Gate II who carries new bardic items.

Warlock Mod (threaddownload)
This mod adds a version of the Warlock as a kit/pseudo-unique class.

As you can see, many new mods joined SHS today. We encourage you to check them out! Enjoy!

P.S. Spellhold has opened a new subforum dedicated for kit mods. It's a communal subforum where kit mods of various authors could be hosted, so any kits of a good quality are welcome.



#601604 The Old Gold

Posted by Creepin on 08 April 2018 - 06:20 AM in Miscellaneous Released Mods

You know, if you did actually show those 5 items the mod has to offer and maybe tell us how they are available in-game, people might be more interested in testing.

Right now, all the information you give is "this mod has 5 items". Not very much to go on...

You are correct, and thanks for the hint, but then again - what surprise would that be if I did so? And what are mods for if not to be surprised a little bit (and hopefully in a pleasant way) in a game you know inside out? :) Not to mention I have already fixed a bug of compatibility with 1PP, so I would rather have not over-exposure this until 0.2, which is 60% done by now.

 

BTW, two of these are actually shown in the logo ;)




#605543 The Old Gold

Posted by Creepin on 02 February 2019 - 02:10 PM in Miscellaneous Released Mods

I have finally finished version 0.2 of The Old Gold, and know what - it's now twice bigger! :D

 

Well someone might say it's only 10 items against 5 in previous release, but "twice bigger" got some nicer ring to it :whistling: In addition to a new content it got compatibility with 1PP fixed and got some visual bits improved here and there.




#605545 The Old Gold

Posted by Creepin on 02 February 2019 - 02:34 PM in Miscellaneous Released Mods

Yay indeed ^_^




#605548 The Old Gold

Posted by Creepin on 03 February 2019 - 01:47 AM in Miscellaneous Released Mods

Ok my english might suck but there's no way twice bigger and double the size means different things, you are pulling my leg here! :P




#604187 Test Your Mettle 1.0 released at SHS

Posted by Creepin on 25 August 2018 - 05:21 AM in Directives from the Director

We are happy to announce that the mod Test Your Mettle! is now available on SHS. This mod provides you with an adventure that has been tailor-made for the intrepid adventurer. You have the opportunity to meet exotic races, uncover a devious plot, or simply enjoy battle with an endless stream of monsters.

Mod authors and supporters: Argent77 (writer, coder), typo_tilly (proofreading) and Jastey (additional help).
The mod is available for BG2:EE and EET, patched to 2.0 or higher.

Forum
Download



#602514 TDD Items are all undroppable

Posted by Creepin on 17 May 2018 - 01:11 PM in Mega Mod Help

If you reinstall with (almost) any changes to mod and component selection or install order, then your old saves are useless. If you plan to install with no changes at all it will work, but what is the benefit? :)




#602490 TDD Items are all undroppable

Posted by Creepin on 15 May 2018 - 07:08 AM in Mega Mod Help

Hello all. I feel like I am posting issues way too much here.
Not to worry, this IS place for questions :)
All items in TDD are not droppable.
Like, ALL all items? Even mundane/quest/not-owerpowered? Then this should not be the doing of a balancer of any kind. Not sure what causes it though.



#605201 Stuck at Sarevok

Posted by Creepin on 22 December 2018 - 01:55 AM in Mega Mod Help

how do I "Hide" a post so that the Weidu.log does not take up 50 pages here in the forums, please? 

Oh sorry, just noticed your previous question! Use [s.poiler] and [/s.poiler] tags (without dots of course) :)




#603414 Spellhold welcomes Argent77 and his mods!

Posted by Creepin on 15 July 2018 - 01:58 PM in Directives from the Director

We are happy to announce that halls of our dear Spellhold is now also a home of Argent77 and many of his mods. His works were available for quite some time both here and on Beamdog forum and became both renowned and praised, and are now getting well deserved personal subforums for easier access and discussions, while Argent77 himself is joining the ranks of official Spellhold modders.
 
So check out his chambers, and enjoy what he has prepared for all BG, IWD and PST fans. Here is the list of his projects now officially hosted on Spellhold:

Afaaq, the Djinni Companion: forum, download, info
A djinni and faithful traveling companion throughout BG2, BG2:EE or IWD:EE.

Golem Construction for Spellcasters (EE): forum, download, info
Allow spellcasters to build their own golems.

PS:T Unfinished Business - Reloaded: topic, download
A continuation of Qwinn's PS:T Unfinished Business that restores content cut from the game!

PS:T Varieties: forum, download
This will be a home for smaller mods from various authors, but Argent77 is the first to settle there.

Reveal Hidden Gameplay Options (EE): forum, download, info
Reveals hidden gameplay options within EE games.

Skip Chateau Irenicus: forum, download, info
Provides a sensible shortcut to quickly escape from Irenicus' Dungeon.

This is not, by any means, complete list of Argent77’s mods, both released and being developed, so stay tuned for more!




#603451 SHS Suggestions and Problems Thread

Posted by Creepin on 22 July 2018 - 12:03 PM in Directives from the Director

Giuseppe, I think I have fixed it, please check now.




#603398 SHS Suggestions and Problems Thread

Posted by Creepin on 14 July 2018 - 03:12 PM in Directives from the Director

ScuD, please check now. I think I've fixed that.




#602827 SHS Suggestions and Problems Thread

Posted by Creepin on 18 June 2018 - 07:47 AM in Directives from the Director

I am receiving email notifications about PM replies. These often come in bundles and with huge delay but I rather blame my Outlook than SHS.




#605462 SHS Suggestions and Problems Thread

Posted by Creepin on 31 January 2019 - 01:38 AM in Directives from the Director

Hey Sergio, I'm afraid removing account and all his posts will ruin integrity of discussions involved and in general will deprive audience of any knowledge contained in such posts, which is a really bad thing for community. Trust me on that, I am currently browsing a forum where one person freaked out at 2017 and removed all his posts starting from 2008 - it looks extremely ugly and make me mad to think about all the insights I have missed only because I didn't browse that thread 3 years ago.

 

If you are worried about your posts being done in the wrong place, don't hesitate to report such posts, it doesn't mean auto-ban or anything, it will just draw our attention to a place where something should be fixed, and I'm sure you aren't mistaken often enough to put a strain on us :) In fact, I already saw one of your :deleted: posts, but decided not to remove it without your request.




#605512 [done] Translation needed: (one line) in Italian!

Posted by Creepin on 01 February 2019 - 10:49 AM in Fading Promises

Russian version attached. I've even managed to make sure it's in ANSI ^_^

One thing though - I have no idea what is official translation for Graveyard District to Russian, so unless someone could let me know chances are there will be mild discrepancy about that :(

Attached Files