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Member Since 13 Apr 2011
Offline Last Active Jul 01 2019 08:48 AM

Topics I've Started

Adding to CLEARAIR.2DA not working

01 April 2018 - 02:29 AM

Another issue.

I'm trying to make my cloud spell clear-able by the zone of sweet air op code but it just doesn't seem to work.


I'm appending Clearair.2da with this code


APPEND ~CLEARAIR.2DA~ ~Dream Dust           %UB!DWPR%~ UNLESS ~%UB!DWPR%~
(APPEND ~CLEARAIR.2DA~ ~Dream Dust          410~ UNLESS ~410~)

(Using the 410 one for testing on an installed projectile, but it shouldn't change anything)


The line gets added just fine and looks good compared to the other lines in the 2da file but the projectile doesn't get cleared by zone of sweet air anyway?


PS: I tried it with Dream_Dust and the projectile name, just in case there is some naming convetion that doesn't like spaces but that didn't help either..

Dreamwalker Shaman Kit

30 March 2018 - 07:47 AM

Updated to v1.2





Yes, another shaman kit. :shifty:


I just finished this one up and haven't played with it yet myself.

I did test it and don't expect any major bugs but balancing might be off. (I expect the kit to be rather on the strong side.)



Without further due, here is the kit description:




Custom spells:





Strange Error message regarding translation

30 March 2018 - 12:28 AM

So I'm testing a new kit and everything works fine except I get this error message when installing.
There obviously is no @91... line in my tp2 file or any other file (baf, d,..) and I get the message even when completely removing all tra references...
Anyone seen this before?
PS: this is my current wip tp2 file

Is there a good way to detect sleep?

29 March 2018 - 03:25 AM

I'm looking for a way to "detect" sleep or rather protect none-sleeping creatures from a spell effect in that very spell effect (so doing it with a script is out of question).


I never bothered with spell states before but it looks like there is only DOESNT_AWAKEN_ON_DAMAGE which is set if the sleep effect persists through damage but no equivalent for waken on damage sleep effects?

Limiting a Shaman Kit's spell slots

26 March 2018 - 01:05 AM

Heya, I'm working on a Shaman kit and I'd like to limit it to level 1-3 spells.

What would be the best way to achieve this?


Right now I'm thinking of just adding a -1 spell slot via the CLAB file when ever the shaman would receive another high level spell slot but I'm not sure whether that's the best way to do it.

If any mod tempers with the spell slots that would probably cause issues and I would assume the character would still get the spell selection on level up even though it couldn't actually cast the spells due to not having any active slots?