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#21 the bigg

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Posted 24 August 2008 - 07:08 AM

WTASIGHT is melee combat - there's WTARSGT which is the one used for ranged attacks (IIRC).

Also - this fix still wasn't applied to SCS1 (not hostile Branwen with tb#tweaks).

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
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#22 the bigg

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Posted 24 August 2008 - 07:49 AM

Vax&Zal (the idiot bandits who drop the Bracers of Archery) drop now a Ninja-to +1, a Wakisashi +1, 50 Poisoned Daggers, a Spear +3, and two bandit scalps each. Say Whaaaat?

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

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#23 Miloch

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Posted 24 August 2008 - 08:10 AM

L1NPCs surely sucks if bg1-style weapprofs is installed before.

Yeah, says so in the readme.

Vax&Zal (the idiot bandits who drop the Bracers of Archery) drop now a Ninja-to +1, a Wakisashi +1, 50 Poisoned Daggers, a Spear +3, and two bandit scalps each. Say Whaaaat?

The Kill Bill-style weaponry, unfortunately, is from Lost Items. I didn't get around to nerfing that in the patch but it's slated for the next release. What I did do is nuke the two ammo belts from Vax and put one on Zal instead per SoS's suggestion - that's what should've happened anyway. Not sure where the Spear +3 is from... DSotSC appears to give Vax a "Minotaur Axe."

The extra bandit scalps, I believe, are from BGT Tweaks' "More bandit scalps" component and/or possibly BG1UB. Obviously having 2 scalps each doesn't make much sense though unless they scalped other bandits.

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#24 the bigg

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Posted 24 August 2008 - 08:34 AM

The Kill Bill-style weaponry, unfortunately, is from Lost Items. I didn't get around to nerfing that in the patch but it's slated for the next release. What I did do is nuke the two ammo belts from Vax and put one on Zal instead per SoS's suggestion - that's what should've happened anyway. Not sure where the Spear +3 is from... DSotSC appears to give Vax a "Minotaur Axe."

The extra bandit scalps, I believe, are from BGT Tweaks' "More bandit scalps" component and/or possibly BG1UB. Obviously having 2 scalps each doesn't make much sense though unless they scalped other bandits.

I guess I'll have to accept while chanting my mantra of "I like to be powerful".

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#25 the bigg

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Posted 24 August 2008 - 09:14 AM

Ooook, so I can't keep both Kivan and Edwin (and evil NPCs don't make sense when CHARNAME is a paladin). Time to do more tweaking in L1NPC and restart...

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#26 cmorgan

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Posted 24 August 2008 - 10:12 AM

re: wtarsgt.bcs, confirmed -

beta17 bg1npc repaired to

WRITE_EVALUATED_ASCII 0x0268 ~%tutu_scriptw%TARSGT~ #8 // Creature script - Default

I am leaving the SCS .baf for Taimon and Salk, to toss into their "unofficial fixes", since by the time I get to it they will have already done it :)

#27 the bigg

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Posted 24 August 2008 - 11:39 AM

Anyway, since I can't play Evil properly (and totally not because of the lack of viable Evil thieves in BG2), I'm going to try again with a pretty classical Good party:
BG1: Cavalier, Minsc (Berz), Branwen (vanilla), Imoen (Swashbuckler), Kivan (Archer), Dynaheir (Sorc)
BG2: Cavalier, Minsc (Berz), Mazzy (plain Cleric), Imoen (Swashbuckler -> Mage), Valygar (vanilla), Nalia (Sorc).

A mistake during l1npc'ing means I'll have to reinstall AGAIN. I'm gonna cry :(

Edited by the bigg, 24 August 2008 - 11:51 AM.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#28 DavidWallace

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Posted 25 August 2008 - 01:14 AM

re: wtarsgt.bcs, confirmed -

beta17 bg1npc repaired to

WRITE_EVALUATED_ASCII 0x0268 ~%tutu_scriptw%TARSGT~ #8 // Creature script - Default

I am leaving the SCS .baf for Taimon and Salk, to toss into their "unofficial fixes", since by the time I get to it they will have already done it :)


I'm actually wrapping up a new SCS, so will be retiring the unofficial fixes (till the next lot), so can you let me know direct what the issue here is?

(edit: oh, you probably mean the petrification fix. Got it.)

Edited by DavidWallace, 25 August 2008 - 01:19 AM.


#29 cmorgan

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Posted 25 August 2008 - 05:38 AM

Yep, that's the one. And blast. For me, that means "wait a bit, then rebuild the install and start over".

#30 the bigg

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Posted 28 August 2008 - 09:26 AM

I've finished recruiting my group (me,Imoen,Kivan,Branwen,Minsc,Dynaheir) and did the 'core path' up to killing Nimbul (FAI/Beregost/Nashkel/Gnolls/Mines/Nashkel). So far, nothing important.

Kivan-the-Archer is an awesome DPSer, he has about 50% of the kills.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#31 the bigg

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Posted 28 August 2008 - 01:50 PM

OK, actual problem to cover the non-existing one. In AR3498 (Xvart Fortress), one of my mods adds about an hundred of Xvarts. The Xvarts cast a couple of spells and then stand there drooling while I kill them. I don't know if this is a common engine bug (E.G. it refuses to run too many scripts) or what.

EDIT: typo in BG1NPC: bg1npc/tra/english/x#dyronpc.tra:@261 = ~Dost thou imply that mine interest in <CHARNMAE> fuels thine and vice versa?~

Edited by the bigg, 29 August 2008 - 01:52 AM.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#32 the bigg

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Posted 29 August 2008 - 05:51 AM

Alright, more oddities. Twice so far, when outside, an "Anti-Magic Cloud" appeared above my characters. according to grep, Anti-magic only appears in TDD. Either way, WTF?

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#33 Azazello

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Posted 05 September 2008 - 11:08 PM

Alright, more oddities. Twice so far, when outside, an "Anti-Magic Cloud" appeared above my characters. according to grep, Anti-magic only appears in TDD. Either way, WTF?

You make me remember: that cloud occurred several times in the BG1 portion but I don't ever remember it occurring in the BG2 areas. Perhaps it's linked to an Outdoor variable state that gets closed out before BG1 is finished. If so, would be nice to bump up the close state (and have a bit more pseudo-randomization), would make the outdoor fights more risky.

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#34 the bigg

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Posted 06 September 2008 - 03:10 AM

You make me remember: that cloud occurred several times in the BG1 portion but I don't ever remember it occurring in the BG2 areas. Perhaps it's linked to an Outdoor variable state that gets closed out before BG1 is finished. If so, would be nice to bump up the close state (and have a bit more pseudo-randomization), would make the outdoor fights more risky.

I think it would be nice to have TDD-with-spells-optional-like-the-kits. All those TDD spells make it impossible to play a sorceror or a divine caster.

EDIT - I've started doing BoneHill, but unfortunately TF2 is too good for my own time.

Edited by the bigg, 06 September 2008 - 03:28 AM.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#35 Azazello

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Posted 07 September 2008 - 02:27 PM

I think it would be nice to have TDD-with-spells-optional-like-the-kits. All those TDD spells make it impossible to play a sorceror or a divine caster.

EDIT - I've started doing BoneHill, but unfortunately TF2 is too good for my own time.

Agreed. Another member made a similar suggestion about another of the BiG Muthas. We all have to remind the mod caretakers for future releases.

#36 the bigg

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Posted 17 September 2008 - 03:24 AM

Doing Bonehill (completed rats & Bald Hill so far).

- BGT: in Tutu, the bats have no foot circle (or are missing, can't recall). In BGT, they have a human-sized foot circle, making walking in some dungeons a PITA.
- Bonehill: the loot could use some nerfing IMNSHO (and, if I call for nerfs, then it means it's pretty extreme).
- Bonehill: Almax goes on "no valid replies or links" (I didn't get around to asking about the area South).

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#37 the bigg

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Posted 17 September 2008 - 01:31 PM

Run dropped. Cause: extra spells make casters impossible to play.

TDD, CtB, DSotSC, NTotSC maintainers: please make the extra spells optional.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#38 -Avatar1138-

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Posted 07 October 2008 - 04:20 PM

Run dropped. Cause: extra spells make casters impossible to play.

TDD, CtB, DSotSC, NTotSC maintainers: please make the extra spells optional.


Bigg, could you be more specific. I'm in the process of attempting to build my first mega-mod (SoA-ToB only, on a Mac no less), and plan on including TDD, SoS, CtB, RoT and possibly TS. In my continuing process of trying to absorb as much info and experience from the Sages of IE Modification, any insight into actual game playing issues is greatly appreciated. Accordingly, when you say "impossible to play", do you mean that these mods add so many new spells that it breaks the spell casting system :blink: , or that it is just such a pain in the a$$ that you would rather listen to Cespenar shrill about your shiny ones that continue your run :crying: .

I'll also use this post as an opportunity to thank you and the other hard working modders & coders who have unknowingly help noober's like myself and countless others get the full enjoyment out of the game! :cheers:

#39 Jarno Mikkola

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Posted 07 October 2008 - 09:50 PM

Just my opinion.

Accordingly, when you say "impossible to play", do you mean that these mods add so many new spells that it breaks the spell casting system :blink: , or that it is just such a ... that you would rather listen to Cespenar shrill about your shiny ones that continue your run :crying: .

Well, I would say that as the mods add spells to the game, they do it in such extent that one need to use editors on the chars to take even the basic spells if one is using Sorcerer, which is very bad because it could be avoided by not including them in the mods. After all, the sorcerer only has so many spells to choose from because of the engine restrictions.

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#40 the bigg

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Posted 08 October 2008 - 03:35 AM

What the Imp says. Sorcerors can select from 24 spells at most when choosing their level-up spells, and clerics, druids etc. can select from a pool of max. 24 spells. Most of the big mods (TDD, CtB, DSotSC, NSotSC all do, SoBH doesn't, unsure about SoS, RoT and TS) add some spells, and, when you add many of those together, so many spells will be added that some of the original spells are hidden. The added spells usually suck so much that nobody in their right mind would take them, and, in return, you run the risk (in the early levels) of losing access to mainstays like Magic Missile, in return being able to improve your THAC0 by 10 points for two rounds (among the others). I stopped playing once I realized that Stoneskin was hidden in favor of +1 AC for 3 rounds per level.

To figure out if a mod adds spells, look for files named spwixyy.spl and/or spclxyy.spl, where x is the spell's name and yy is lower than 50 (usually in mymod/spl). While this is not definitive proof (for example, a mod might be overwriting an existing spell), it's an hint. Or, you can look for spell descriptions in the mod's translation file (look for "Level: " in mymod/(languages,tra,nothing)/english/(tp2,setup).tra).

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.