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#21 Lollorian

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Posted 05 June 2012 - 07:21 PM

No humongous mod maintaining for me lol :D Besides... the Hoppy man might still be around... lurking... ready to POUNCE AND DO NAUGHTY THINGS... and stuff :shifty:

Also, I'm taking a look at the CtB Crom code and converting them into ItemUpgrade's new style :P Basically less checks and better dialogue paths. There are 5 recipes in CtB so gimme around 2 weeks to get me lazy ass around converting each of them :lol:

(See that's why I'm no good maintaining big shit :D)

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#22 micbaldur

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Posted 05 June 2012 - 09:31 PM

No humongous mod maintaining for me lol :D Besides... the Hoppy man might still be around... lurking... ready to POUNCE AND DO NAUGHTY THINGS... and stuff :shifty:

Heh, you never until you ask. :P I really hope that Hoppy returns one day. :new_thumbs:

Also, I'm taking a look at the CtB Crom code and converting them into ItemUpgrade's new style :P Basically less checks and better dialogue paths. There are 5 recipes in CtB so gimme around 2 weeks to get me lazy ass around converting each of them :lol:

(See that's why I'm no good maintaining big shit :D)

That's great, but sadly i'm middle of BWP game and this is going to take me few months (depends on Vecna, first try) fo finish. So no hurry for my sake. :lol:

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#23 Lollorian

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Posted 31 October 2012 - 05:28 AM

The SHS download manager is back and awesome so Rezmod v2.6d is now up here! :D

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#24 micbaldur

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Posted 25 January 2013 - 10:19 PM

I have a problem with Cromwell dialogue and "making" Masa +2 and Mune +2 to Masamune +4.

 

Here's what happens. I "make" Masamune +4 as first item and Cromwell makes it for me so no problem. Then i "make" some other item and Cromwell gives me Masamune +4 not the item i want. :o

 

If Masamune +4 is "made" after several items then when i "make" some item i get Masanume +4 and new item. :blink:

 

Also Deathbringer from Munchmod has problem. I "make" it and get it from Cromwell, after that when i "make" some other item i get both Deathbringer and new item. :wacko:

 

I hope you understand what i mean. :ermm:

 

Well i can always "make" Deathbringer and Masamune +4 as last item then isn't any problem (maybe 2 Deathbringers though). :P

 

Again this could be problem only in my BWP expert-install (I probably have one of largest BWP installs here).


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#25 Lollorian

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Posted 25 January 2013 - 11:13 PM

May I have your WeiDU.log please? :P I thought this was fixed in one of the older rezmod updates :unsure:

 

I'll try to dig up the exact globals you need to set for everything to be fine again though :)


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#26 micbaldur

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Posted 26 January 2013 - 08:28 AM

May I have your WeiDU.log please? :P I thought this was fixed in one of the older rezmod updates :unsure:

Well this is old BWP install (march 2012) so you may have fixed this. I did have problems that Mae'Var and Kangaxx didn't have Masa +2 and Mune +2, i didn't report those back then (don't remember why though). :ermm:

Here's weidu.log:

Spoiler

 

 
I'll try to dig up the exact globals you need to set for everything to be fine again though :)

That's would be nice.


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#27 micbaldur

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Posted 26 January 2013 - 08:35 PM

I find out another little problem with Cromwell dialogue.

 

I have Amber NPC mod and it add Blade of Roses +3 and Amber's Gillian's Bracelet enhancement. If i have Blade of Roses +3 in inventory Cromwell doesn't notice Shadow Dragon Scales, Red Dragon Scales, Ankheg Shell and Oak Pole (maybe some other CtB items also). If i remove Blade of Roses +3 from inventory then he notices scales,shell and Oak Pole. Be the way Oak Pole stops the item search as i mention last year. These are only minor conviencies though.

 

I made all Cromwell items and leaving last Masamune +4 and Deathbringer second last. I ended up having 2 Deathbringers this way. :P

 

Well Deathbringer, CtB items and Amber item aren't your problem only Masamune +4 is. :lol: Maybe my next BWP install work better.

 

Going to ToB now. Let's see then what happens with Cerpenar enhacements. ;)


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#28 Creepin

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Posted 01 March 2013 - 12:29 AM

Hey folks!

 

I remember from long passed playthroughs there was two mods adding different ioun stones animation (by Lollorian & SimDing0 IIRC): one with large and flashy ioun stones and another with small and dull ones. I would rather have latter as large & flashy doesn't beckon to my tastes somewhat, but I don't remember which animation comes with which mod.

 

Any help?


Edited by Creepin, 01 March 2013 - 12:33 AM.


#29 Jarno Mikkola

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Posted 01 March 2013 - 12:51 AM

 but I don't remember which animation comes with which mod.

Well, maybe the firsts posts pictures will help you...

baldr000.pnggroup2.png

 

But erhm, this mod has all of the Ioun stone animations, as the SimDing0's should only have the Worms made, and this has those and the my made negateb.jpg-d animations in the above picture ... unless I am totally off my markers and I have never seen his made once.


Edited by Jarno Mikkola, 01 March 2013 - 12:54 AM.

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#30 Creepin

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Posted 01 March 2013 - 01:30 AM

Jarno, thanks a lot!

I take it these screenshots are from Lollorian's version? Well may be I've got severe case of stupid but I don't see neither these shots nor links in first posts :)

 

Anyways, what I'm looking for are small pale-coloured hexahedrons without comet tails, I've seen such ioun stones animations some 6 years back if memory serves. Hmm, hopefully I don't confuse these with ioun stones from Dungeon Hack classics :)



#31 Azazello

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Posted 02 March 2013 - 11:02 AM

Anyways, what I'm looking for are small pale-coloured hexahedrons without comet tails, I've seen such ioun stones animations some 6 years back if memory serves. Hmm, hopefully I don't confuse these with ioun stones from Dungeon Hack classics :)

Creepin, you want the ones from the Avenger's Visual Ioun Stones component of SimD's Miscellaneous Tweak Pack.



#32 Creepin

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Posted 03 March 2013 - 09:39 PM

Thanks Azazello, I just checked and it was indeed the one I was looking for! :)



#33 Ithildur

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Posted 08 March 2015 - 05:07 AM

The above issue with duplicate MusaMune's I believe is still not fixed due to a global never being reset to 0... I think it's the Global("MasaMune", "ar0334", x) where x remains at 1 and doesn't get reset, that results in more musamune's being made with mods that add Cromwell forgeable items (RR is one for sure) using the "Forgestuff" global.

 

Haven't verified yet ingame with current install, but I've seen duplicate MusaMune's before in previous installs recently.

 

Also a suggestion... my opinion only of course, but both versions of MusaMune are over the top powerful, to a ridiculous degree. I'd suggest toning them down considerably even if they're supposed to be uber for ... reasons. As they are it gives the mod more of a 'ooh, look at the ridiculously special uber sword someone made' feel rather than a convincing 'wow, this is a special unique item' feel. :crying:


Edited by Ithildur, 08 March 2015 - 05:20 AM.




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