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> Jeeves for BG1 (ToSC)
Thorfinn
post Jan 24 2005, 08:17 PM
Post #1





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Jeeves 1.1

Pretty simple, really.

Consists of an item that summons a storekeep who sells only ammo. If you play with Ease of Use -- Stacking, it probably has little value, since you can fill your backpack with more missiles than one could possibly fire in one lifetime. If you are not playing with Ease of Use -- Stacking, though, in addition to the advantage of having an ammo store on the road, he also sells taller stacks.

I'm considering including the "special" missiles which will allow the player to take advantage of his strength bonus (DMG, p. 64), so as to give people a reason to take some missile weapon other than bow. Let me know if you would be interested in that, as it will impact game balance.

Don't have a good way of getting the item into the game at present. I'm in the middle of a mod in which I will place it as loot, (changed a little -- the price is absurdly low, as is the identify percentage, for testing purposes) but I wanted a little feedback about whether people would find it worth filling space on the hard drive.

Other possibilities are that I could just WeiDU in a pack of gibberlings on the road to Beregost or something like that. I don't want to diddle with existing encounters or anything like that, and I don't like the plot device of having someone wander up and give it to you, and I especially don't like having to steal the darned thing (like with Algernon's Cloak). Any other suggestions, though?

Yes, it is WeiDU, so should be compatibile with other WeiDU mods. Tested on BG and ToSC. Has not been tested on DSotSC, but I don't know any reason why it should not work, unless for some reason someone else created a store or creature with the name "JUNK"



ENOUGH ALREADY, HOW DO I GET IT INTO THE GAME?

Unzip like any other Weimer mod, extracting it into the game folder so that folders are preserved. You will know you did it right if it creates a folder named "jeeves". The setup-jeeves.exe and .tp2 should end up in the game directory. Run the exe.

CLUAConsole:CreateItem("Q#CHIM")

ks-eng@softhome.net




Revision History

1.1 As noted in discussion, BG1 has no Per Day option. Instead of being changed back into an expendable item, it is now permanent, as desired. Per feedback from playtesters, it also charges the user a small amount of gold per use.

This post has been edited by Thorfinn: Jan 26 2005, 07:27 PM
Attached File(s)
Attached File  setup_jeeves.zip ( 239.34k ) Number of downloads: 19
 
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Baronius
post Jan 25 2005, 06:59 PM
Post #2


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Thorfinn: What's the problem? You can edit your initial post and replace its file attachment as well as post the new file in a new post wink.gif

Sim's post reminds me to pay the public's attention to a certain thing (it may be nitpicking but still).
There is no such flag in BG1 as "per day". We say it does not work but that field is not used at all.
Why do we say "it does (not) work"? Because unfortunately certain parts of BG1's IE hacking (or according to the current fashion: IE description) are using the results of BG2's description. So simply we use the terms used in case of BG2 and determine if they work in BG1 or no. Theoretically this is incorrect, even if it does not cause any problem practically.


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Thorfinn   Jeeves for BG1 (ToSC)   Jan 24 2005, 08:17 PM
Baronius   NULL   Jan 24 2005, 09:28 PM
Thorfinn   NULL   Jan 25 2005, 04:00 AM
Baronius   NULL   Jan 25 2005, 02:25 PM
SimDing0   NULL   Jan 25 2005, 02:58 PM
Thorfinn   NULL   Jan 25 2005, 03:41 PM
Baronius   NULL   Jan 25 2005, 06:59 PM
Thorfinn   NULL   Jan 25 2005, 09:20 PM
jastey   NULL   Jan 26 2005, 08:18 AM
Baronius   NULL   Jan 26 2005, 01:51 PM


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