Jump to content


Photo

Modding for Beginners


  • Please log in to reply
111 replies to this topic

#101 CamDawg

CamDawg

    ALL GLORY TO THE HYPNOTOAD

  • Modder
  • 1505 posts

Posted 15 August 2004 - 10:33 AM

Don't make a worthless post worse by adding two worthless responses.

Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods

The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.


#102 Sillara

Sillara

    He made me love him without looking at me.

  • Member
  • 537 posts

Posted 18 August 2004 - 05:44 AM

Is there any way to FORCE the effect of Feeblemind? I did not see a NO_SAVE version of this in the IESDP. Is there not one? If not, how can I force this effect? Is it impossible? Must I be content with the NO_SAVE choices offered?

Sillara
Check out my RPG forum!

#103 Kwiat_W

Kwiat_W
  • Modder
  • 290 posts

Posted 18 August 2004 - 07:57 AM

Create a new spell with effect of feebelmindedness (76) and set options "saving throw" to "0-none", and "resist" to "0-nomagical" in DLTCEP.

icon11.gif W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
icon11.gif W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE

icon11.gif Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA

 


#104 Sillara

Sillara

    He made me love him without looking at me.

  • Member
  • 537 posts

Posted 27 August 2004 - 09:03 PM

Kindrek--my Two-Day NPC ;) --is having a small problem.

Using NI, I created an Effect which made him immune to raise dead: specifically, I used "Immunity to Effect" then "Raise Dead."

It didn't work.

Any ideas?

Jason
Check out my RPG forum!

#105 CamDawg

CamDawg

    ALL GLORY TO THE HYPNOTOAD

  • Modder
  • 1505 posts

Posted 28 August 2004 - 04:39 AM

I think spell effects and immunities may disappear when a creature dies, though I'm not sure. You may be better off adding a script that forces him into one of the un-revivable death states or drops him from the party if he's dead--either should prevent resurrection.

Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods

The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.


#106 hlidskialf

hlidskialf

    Incarnation of the Eternal Ale Warrior

  • Modder
  • 2510 posts

Posted 20 September 2004 - 10:56 PM

I think spell effects and immunities may disappear when a creature dies, though I'm not sure.

This is correct. The same applies to local variables as well. (It's this particular fact that fubars up romances when they die or are petrified/imprisioned.)

The great wolf Fenrir gapes ever at the dwelling of the gods.


#107 Avenger_teambg

Avenger_teambg
  • Member
  • 604 posts

Posted 21 September 2004 - 11:15 AM

I think spell effects and immunities may disappear when a creature dies, though I'm not sure. You may be better off adding a script that forces him into one of the un-revivable death states or drops him from the party if he's dead--either should prevent resurrection.

I already told here that you can set effects using the 'permanent after death' timing method which won't get removed on death.
Avenger

#108 hlidskialf

hlidskialf

    Incarnation of the Eternal Ale Warrior

  • Modder
  • 2510 posts

Posted 21 September 2004 - 11:16 AM

I already told here that you can set effects using the 'permanent after death' timing method which won't get removed on death.

That's where the timing description itself comes into play 'eh? :P

The great wolf Fenrir gapes ever at the dwelling of the gods.


#109 Avenger_teambg

Avenger_teambg
  • Member
  • 604 posts

Posted 21 September 2004 - 11:17 AM

I think spell effects and immunities may disappear when a creature dies, though I'm not sure.

This is correct. The same applies to local variables as well. (It's this particular fact that fubars up romances when they die or are petrified/imprisioned.)

Hehe, check my post above, anyone ever tried to make a local variable really permanent?
(You can add a permanent local var via external effect).
Avenger

#110 Azkyroth

Azkyroth
  • Modder
  • 3496 posts

Posted 22 December 2005 - 04:54 AM

2) Bioware dialogues uses *ironic or emphatised* instead of "ironic or emphatized". it should be safe as long as there aren't /nearby, because in WeiDu /*this is a comment*/.


Huh. Is there really no way to use quotes in dialog? Eh...well, I suppose for clarity and consistency I really should stop using *action* around Arkalian stuff except as shorthand in composing dialogues...

Sillara: I'm basically in the same boat you were when you started this thread (well, as of about a week ago, I've picked up a few things) and any advice or suggestions you can give would be greatly appreciated...

Dorotea: I'd ask the same because I know you also started in on an NPC mod with very little experience...but I'll be damned if I'm gonna distract you from the next chapter of Ashes. :D


2) Bioware dialogues uses *ironic or emphatised* instead of "ironic or emphatized". it should be safe as long as there aren't /nearby, because in WeiDu /*this is a comment*/.


Huh. Is there really no way to use quotes in dialog? Eh...well, I suppose for clarity and consistency I really should stop using *action* around Arkalian stuff except as shorthand in composing dialogues...

Sillara: I'm basically in the same boat you were when you started this thread (well, as of about a week ago, I've picked up a few things) and any advice or suggestions you can give would be greatly appreciated...

Dorotea: I'd ask the same because I know you also started in on an NPC mod with very little experience...but I'll be damned if I'm gonna distract you from the next chapter of Ashes. :D


[EDIT]

I think spell effects and immunities may disappear when a creature dies, though I'm not sure.

This is correct. The same applies to local variables as well. (It's this particular fact that fubars up romances when they die or are petrified/imprisioned.)

Hehe, check my post above, anyone ever tried to make a local variable really permanent?
(You can add a permanent local var via external effect).


Um...isn't there a "permanent after death" option in the "duration" menu of DLTCEP's Effect editing form? [EDIT[ That was rhetorical, of course...

Edited by Azzathoth, 22 December 2005 - 05:10 AM.

"Tyranny is a quiet thing at first, a prim and proper lady pursing her lips and shaking her head disapprovingly, asking, well what were you doing (wearing that dress, walking home at that hour, expressing those inappropriate thoughts) anyway? It's subtle and insidious, disguised as reasonable precautions which become more and more oppressive over time, until our lives are defined by the things we must avoid. She's easy enough to agree with, after all, she's only trying to help -- and yet she's one of the most dangerous influences we face, because if she prevails, it puts the raping, robbing, axe-wielding madmen of the world in complete control. Eventually they'll barely need to wield a thing, all they'll have to do is leer menacingly and we fall all over ourselves trying to placate them." -godlizard


#111 SConrad

SConrad

    I swear to drunk I'm not God

  • Administrator
  • 11148 posts

Posted 22 December 2005 - 07:03 AM

Huh. Is there really no way to use quotes in dialog? Eh...well, I suppose for clarity and consistency I really should stop using *action* around Arkalian stuff except as shorthand in composing dialogues...

Well, you *can* use quotes in dialogue, but it's not Bioware standard. I guess it depends on if you want it to be like the dialogues already in the game or not.

And Bioware uses (action), actually. See (sigh), (sob), etc.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#112 Grim Squeaker

Grim Squeaker

    Fallen

  • Member
  • 1018 posts

Posted 22 December 2005 - 07:50 AM

Yes, the standard is:

I am talking to you

I am *really* talking to you

(She stabs you in the face.) I am talking to you and I'm not so happy with you.

(Ugh, why am I talking to you?) No, no... I wasn't muttering before I started talking to you.


As Mr Cr0mpt0n tells us, don't include actions and muttering at the same time. Tis bad.
"You alone can make my song take flight..."