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Lollorian

Member Since 17 Jan 2009
Online Last Active Today, 07:21 AM

Posts I've Made

In Topic: Infinity animations from PST

07 February 2012 - 05:00 AM

View PostaVENGER, on 06 February 2012 - 11:43 PM, said:

Furthermore, Infinity Animations is generally viewed as a cosmetic/graphical mod within the modding community, so altering creatures' race/class/stats is probably not something that the players expect from it. Perhaps it might be a better idea to move those changes to a separate (and optional) component.
Quoted for truth :D

Seeing that the fixed file now contains this block to deal with the Sonner/Jebadoh/Telman issue...
		PATCH_IF (BYTE_AT 0x273 = 0) OR (BYTE_AT 0x273 > 198) BEGIN //If invalid class
		  PATCH_IF ((~%nb%~ STRING_EQUAL ~%tsu%jebado~ = 1) OR (~%nb%~ STRING_EQUAL ~%tsu%noober~ = 1) OR (~%nb%~ STRING_EQUAL ~%tsu%sonner~ = 1) OR (~%nb%~ STRING_EQUAL ~%tsu%telmen~ = 1)) BEGIN
			WRITE_BYTE 0x273 255 //Class (no_class)
		  END
		END ELSE BEGIN
... IA could still break stuff if some mod wants a certain NPC to be NO_CLASS rather than something else to do its stuff :unsure:

In Topic: Reusing savegames from 9.x in 10.3

05 February 2012 - 05:38 PM

Yup, you'll need to dupiicate the EXACT modlist you had when you saved the game last time to play it properly again :devil: If you have the WeiDU.log file from last time, it would help in that :)

About downloading mods, maybe this helps in not hunting them down much? :P

In Topic: Infinity animations from PST

05 February 2012 - 05:32 PM

Could be fixed by individually removing each offending cre from the omgbbqpwnsauce code :D

But that still leaves problems that might not have been reported yet - does IA need to change the class/race when assigning animations? Kinda fuzzy logic there when you think just because a guy looks like a thug (aka gets the thug animation), he's implicitly a Fighter-Thief :ROFL:

A better fix imho would be removing the code that changes the classes when anims are assigned :P

In Topic: dialog script problem with aldeth sahenstar (merchanthouse)

04 February 2012 - 05:28 PM

This is the block that patches ADLETH.dlg in BGTNeJ2 :D There's a exactly same block in BGTNeJ too (yup they're different mods... somehow :unsure:) but the other one is traified :P

APPEND ~ALDETH~

IF WEIGHT #-1 ~Global("Chapter","GLOBAL",6)
Global("VP_MyBank","GLOBAL",1)
Global("HelpAldeth","GLOBAL",2)~ THEN BEGIN store
  SAY ~I'm sorry, but I have much to do in rebuilding my shattered consortium.~
  IF ~~ THEN REPLY ~Aldeth, could you show me your special merchandise?~ DO ~StartStore("aldeth",LastTalkedToBy(Myself))~ EXIT
  IF ~~ THEN REPLY #40098 EXIT
END

END

REPLACE_SAY ~ALDETH~ 27 ~I must thank you for saving my consortium! I will reward all of you greatly for what you have done for me. I hope what I give you now is reward enough. This sword is a family heirloom, and could be useful if you were ever to run into those shapeshifting creatures again. Know that if ever you are in trouble, you can come to the consortium. In addition I will suggest you to browse my personal store and take a look at my special merchandise which I show only to my very special guests. If you wish you may purchase banknotes accepted by any accredited merchant store, our exchange rate will be only 20% for you.~
Also, no mod directly overwrites Aldeth's dialogue (except BGT but that's a given lol :D)

In Topic: How to install BWP for newbies (and up)

02 February 2012 - 06:27 PM

View PostWilliam Imm, on 02 February 2012 - 05:51 AM, said:

If any of you are worried about the direction that this thread is taking, the recommended mod lists will be seperate from the noob+ guide.
Ok, I'll admit I missed that post :D
Maybe I was blinded by stupid incoherent rage :lol: (no for the record I wasn't - twas just me being lazy again :P)

In other news, a link to William Imm's modded install.bat in the OP would be great (atleast untll the BWPInstallpack updates) :cheers: