![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() ![]() |
![]() |
![]()
Post
#41
|
|
Forum Member Posts: 15 Joined: 27-April 08 ![]() |
QUOTE Is there any possibility to install ONLY the new graphics, leaving out the AI components of this mod? Just to have an alternative for the moment. SpellPack does not modify the AI, only the spells. A single spell might change AI behaviour, as with the case of the chant spell. So if you have troubles with a single spell, I recommend you uninstall that component. I'm seconding that. Is there any chance that "core" and "graphics" packages will be separated? I'm not really up to PnP conversions or changing spells, but I would like to see enhanced graphics in BG2 very much. |
|
|
![]()
Post
#42
|
|
![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
I'm seconding that. Is there any chance that "core" and "graphics" packages will be separated? I'm not really up to PnP conversions or changing spells, but I would like to see enhanced graphics in BG2 very much. From the non-modder's standpoint, the "core" files are the graphics. The name "core files" comes from various external effects and spells that I copy, that only my spells use. The core files component only overrides the following files: MSCHOOL.2da, MSECTYPE.2da, SECTYPE.ids, PROJECTL.ids, and the Raise Dead and Resurrection spells (cosmetic changes). -Galactygon -------------------- |
|
|
![]()
Post
#43
|
|
Forum Member Posts: 47 Joined: 23-July 04 ![]() |
Sorry, Galac, but due to RL onslaught, i have to cancel Spellpack v4 spanish translation indefinitely. I hope my RL situation will change in the future.
|
|
|
![]()
Post
#44
|
|
Forum Member Posts: 15 Joined: 27-April 08 ![]() |
From the non-modder's standpoint, the "core" files are the graphics. The name "core files" comes from various external effects and spells that I copy, that only my spells use. The core files component only overrides the following files: MSCHOOL.2da, MSECTYPE.2da, SECTYPE.ids, PROJECTL.ids, and the Raise Dead and Resurrection spells (cosmetic changes). -Galactygon Do you mean that I just have to copy "CommonGraphics" folder to override to see new graphics? I tried this, but some spells (bless, entangle) graphics get screwed. |
|
|
![]()
Post
#45
|
|
![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
Sorry, Galac, but due to RL onslaught, i have to cancel Spellpack v4 spanish translation indefinitely. I hope my RL situation will change in the future. I'm sorry to hear that, I hope it will go better. Glad to hear from you. Do you mean that I just have to copy "CommonGraphics" folder to override to see new graphics? I tried this, but some spells (bless, entangle) graphics get screwed. You will have to copy the "CommonProjectiles" folder as well. But it includes the MISSILE.ids and PROJECTL.ids, so you might want to watch out for them. But even this would not take care of all the graphics. If you look in the tp2 code, you will see I have done last minute bugfixing/patching. - Or - You could try and delete all of the ids and 2da files I listed a few posts ago, and comment out everything between these two lines in the tp2: CODE COMPILE ~SpellPackB4/SpellsAndEffects/CommonEffects/Scripts~ and CODE //\\ Patching and Stuff //\\ and then proceed with your install. I have never tried this, and never will, so I don't know the results. -Galactygon -------------------- |
|
|
![]()
Post
#46
|
|
![]() Forum Member Posts: 49 Joined: 20-October 06 ![]() |
Hi Galactygon,
It looks like in SpellPackB4 you've replaced the Disintegration spell with a bunch of secondary spells, one of which uses a Knock (Unlock) effect on the target. What effect exactly does this have on creatures? Then there's a lot of jumping around with other spells and effects to the point where I can't quite tell what does the actual Disintegration. Is it lcdist16.spl? This looks like it will kill but not disintegrate the target, then jump (yet again) to remvnitm which removes a bunch of specific items. The reason I'm asking is because I'm recoding a tweak that drops all items on disintegration and I want to make sure it's compatible for those who've installed this. Cheers. -------------------- "Humor is an affirmation of dignity, a declaration of man's superiority to all that befalls him." -Romain Gary, Promise at Dawn
|
|
|
![]()
Post
#47
|
|
![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
It looks like in SpellPackB4 you've replaced the Disintegration spell with a bunch of secondary spells, one of which uses a Knock (Unlock) effect on the target. What effect exactly does this have on creatures? None. This simply permits the spell to be cast on doors to unlock them. Something I like to do is give more than one purpose for one spell. Because there are shortcomings of the IE (the game crashes if you use effect #146 on inanimate objects), I had to split disintegrate (and a bazillion other spells) into several subspells that all start with "SPWI616" and end with some letter of the alphabet. Then there's a lot of jumping around with other spells and effects to the point where I can't quite tell what does the actual Disintegration. To make it easier for me, I embed chains and systems of subspells for the effects, that are auto-cast rather than copying and pasting extension headers. It is very compact, and when I want to make some changes to the effects, I don't have to go back and change each and every spell that uses this effect. These subspells/"effects" are not used by ingame spells, and are installed under the "core fixes and files" component. All of these subspells bypass resistances and immunities; resistances and such are checked when the subspell is cast on the creature from the actual spell. So you might have to navigate through tricky chains/branches of subspells in order to figure things out. It took me years before figuring them out, and this is what the mod is built on. Not on single spells, but systems of spells. Is it lcdist16.spl? This looks like it will kill but not disintegrate the target, then jump (yet again) to remvnitm which removes a bunch of specific items. The reason I'm asking is because I'm recoding a tweak that drops all items on disintegration and I want to make sure it's compatible for those who've installed this. Cheers. LCDIST16.spl is the last of several subspells that are cast in succession, that ultimately kills the target (but I really don't remember). Rather than applying the disintegrate effect, I mimicked the effect with several subspells by fiddling with the avatar transparency, removing all nonmagical items (remvnitm.spl), normally killing the target, and setting the target immune to raise dead/harper's call (but not resurrection!). I think there is an invisible summoned creature, but its sole purpose is for the flashy IWD "fade out" effect. This way, (the wizard spell) disintegrate does not remove the character portrait of a party member, or destroy useful items of an opponent. I can't explain this any shorter. -Galactygon -------------------- |
|
|
![]()
Post
#48
|
|
![]() Forum Member Posts: 49 Joined: 20-October 06 ![]() |
This way, (the wizard spell) disintegrate does not remove the character portrait of a party member, or destroy useful items of an opponent. Ah, ok - cheers. In that case, I don't have to worry about it, since the whole point of the tweak is to make sure the items aren't destroyed ![]() BTW, you might be interested in our thrown hammer animations for your Spiritual Hammer spell. The next version will patch the animation into the spell (regardless of whether SP is installed). -------------------- "Humor is an affirmation of dignity, a declaration of man's superiority to all that befalls him." -Romain Gary, Promise at Dawn
|
|
|
![]()
Post
#49
|
|
![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
The hammer is used as "striking" weapon (at a distance) rather than "throwing" weapon, so, no, I don't see this one appearing in any of my releases. There are other uses for Miloch's throwing hammer mod, so I am still interested.
What I really need is an animation with a hammer fading in and out to strike a creature (in a similar manner to IWD's Mordenkainen's Sword, but not the PST animation). This could be done, but it won't be me. -Galactygon -------------------- |
|
|
![]()
Post
#50
|
|
Forum Member Posts: 15 Joined: 5-January 08 From: All over the place ![]() |
The hammer is used as "striking" weapon (at a distance) rather than "throwing" weapon, so, no, I don't see this one appearing in any of my releases. What I really need is an animation with a hammer fading in and out to strike a creature (in a similar manner to IWD's Mordenkainen's Sword, but not the PST animation). This could be done, but it won't be me. -Galactygon You do not considered the hammer as thrown, rather a "dancing" weapon, similar to Mordenkainen's Sword. Even so, do you object to the cosmetic tweak of making it appear thrown? -------------------- QUOTE People want [M. Night Shyamalan] to do what he has done before...make good movies. People want [Rob Zombie] to do what he hasn't done before...make good movies. Community Contributions * Level 1 NPCs * gMinion: expanded TP2 for MegaInstalls * PSM (PSQM): expanded scripts for Melanthium * Shar Nadal (DSotSC-BGT) revision * Weimer's-Tactics: revised TP2 for MegaInstalls * a directory of Mega-Installation Guides * |
|
|
![]()
Post
#51
|
|
![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
You do not considered the hammer as thrown, rather a "dancing" weapon, similar to Mordenkainen's Sword. That's right. Even so, do you object to the cosmetic tweak of making it appear thrown? If it's in a different mod, I don't, but I don't see myself doing it. -Galactygon -------------------- |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 3rd April 2025 - 04:57 AM |