Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What color is grass?:
What is the seventh word in this sentence?:
What is five minus two (use the full word)?:

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: Wisp
« on: December 28, 2010, 04:54:23 AM »

Was the original aware of his cloak's Fireshield: Green? Automating his use of that would be handy and sensible if it's easy enough to accomplish.

It was not.
Scripting him to use the cloak is easy enough, but scripting him to use it appropriately (e.g. not as soon as he sees some random goblin) is more difficult. I'll see what I can come up with.
Posted by: jcompton
« on: December 27, 2010, 02:22:29 PM »

I'm not sure there is anything that doesn't require DS that is significantly different from the vanilla player scripts, so maybe omitting it is the best option.

Was the original aware of his cloak's Fireshield: Green? Automating his use of that would be handy and sensible if it's easy enough to accomplish.

Quote
Sure. I'm partial to IRC myself, but whatever works for you.

I'm usually logged into PPG's channel on Slashnet (#ppgmod) but am stupendously busy for the next day or two. We can have a brief chat if you'd like, though.
Posted by: Wisp
« on: December 27, 2010, 01:39:35 PM »

What do you want to do with kelsyai.bs (player AI for Kelsey)? It uses Kelsey's DS so de-DS-ing it, while keeping it, isn't entirely straightforward.

I'd just as soon suggest replacing it with an off-the-shelf sensible sorcerer AI file, or omitting it entirely.

I'm not sure there is anything that doesn't require DS that is significantly different from the vanilla player scripts, so maybe omitting it is the best option.

Quote
Quote
Do you want more questions like these and/or review the package I put together (or a detailed summary of the changes)?

Yes, we should discuss it in some depth, preferably in realtime.

Sure. I'm partial to IRC myself, but whatever works for you.
Posted by: jcompton
« on: December 27, 2010, 10:49:47 AM »

What do you want to do with kelsyai.bs (player AI for Kelsey)? It uses Kelsey's DS so de-DS-ing it, while keeping it, isn't entirely straightforward.

I'd just as soon suggest replacing it with an off-the-shelf sensible sorcerer AI file, or omitting it entirely.

Quote
Some scripts have cooperative elements (e.g. priests heal wounded who shout ASSIST). Do you want to keep this, or replace the entire custom script with a standard one?

Replace with standard.

Quote
Do you want to axe the banter accelerator like Bigg suggested?

Yes.

Quote
Do you want more questions like these and/or review the package I put together (or a detailed summary of the changes)?

Yes, we should discuss it in some depth, preferably in realtime.

I'll probably also want to mess with how the alternate portraits are presented (like, either bundling more of them, or bundling none at all), and probably go ahead and actually change the default to one of the clearly-superior variants. I'll probably want to mull that over a bit.
Posted by: Wisp
« on: December 27, 2010, 08:10:08 AM »

If no one else is doing this I thought I'd give it a go, with the probablydefinitely-too-hopeful goal of having it done before Jan.

Some questions:

What do you want to do with kelsyai.bs (player AI for Kelsey)? It uses Kelsey's DS so de-DS-ing it, while keeping it, isn't entirely straightforward.

Some scripts have cooperative elements (e.g. priests heal wounded who shout ASSIST). Do you want to keep this, or replace the entire custom script with a standard one?

Do you want to axe the banter accelerator like Bigg suggested?

Do you want more questions like these and/or review the package I put together (or a detailed summary of the changes)?
Posted by: Suspiria
« on: October 02, 2010, 05:55:19 PM »

Hey, remember that the very first mod romance (Solaufein) covered that territory.

So in that sense, bisexual romance NPCs are so 2001.

True enough, although by that logic, exclusively heterosexual NPCs are so 2000.  ;)   And is Solaufein really that old already?  Wow.   I guess I didn't know mods like that were already coming out a year after the game was released.   I was a late-comer to the game.  It was like late 2003 or early 2004 by the time I played the BG games.   
Posted by: Miloch
« on: September 03, 2010, 08:00:17 PM »

The biggest problem, it seems to me, would be merging the two halves of the mod in such a way that doesn't screw up the game for people who already have one or both installed.
Apart from UNINSTALL and DEPRECATED, you could make them both optional components of the same mod. That way, someone would have to explicitly install the component to UNINSTALL (for example) Kelsey ToB (if they choose the ToB component). Shouldn't really be an issue though.
Posted by: jcompton
« on: September 03, 2010, 01:43:46 PM »

If, as it sounds, that's the main change needed to prevent overwrites, I don't mind having a stab at incorporating the modern version of DS and generally cleaning up the code. It doesn't sound like a large task.

I think it would be better, as was suggested above, to just put the creatures back on generic AI. The use of DS was never really a strategic decision, it was Ghrey saying "I think this Detectable Spells thing is cool" and me saying "Okay, whatever" to give him a little freedom in the creation process. But since there are certainly better ways to make enemies in general have better AI, there's no real reason it needs to be in Kelsey.

The biggest problem, it seems to me, would be merging the two halves of the mod in such a way that doesn't screw up the game for people who already have one or both installed.
Posted by: DavidW
« on: September 03, 2010, 12:30:34 PM »

As I recall, Kelsey includes a detectable-spells package; I think most or all of the spell overwrites come from that. (It's one of the mods, along with Ascension, that SCS explicitly patches when DS is installed.)

If, as it sounds, that's the main change needed to prevent overwrites, I don't mind having a stab at incorporating the modern version of DS and generally cleaning up the code. It doesn't sound like a large task.
Posted by: jcompton
« on: September 02, 2010, 08:09:17 PM »

Hey, remember that the very first mod romance (Solaufein) covered that territory.

So in that sense, bisexual romance NPCs are so 2001.
Posted by: Suspiria
« on: September 02, 2010, 07:58:07 PM »

You should make Kelsey bisexual, that is all the rage these days.

Ha, I was wondering if this was going to be suggested. 
Posted by: Mike1072
« on: August 24, 2010, 04:45:37 PM »

Please get rid of the unnecessary spell overwriting.  It makes Kelsey incompatible with other mods unless a strict install order is followed.  Plus, the files are super ancient so it's possible that they undo Fixpack changes to the spells.
Posted by: jcompton
« on: August 24, 2010, 03:08:17 PM »

If it ain't broken, don't fix it. Kelsey has been surprisingly stable and compatible.

Seriously.

Well, the issue here is that I have to "touch" the mod anyway in order to add the new translation. So it raises the question of whether or not I should make other minor, modernizing improvements while I'm in there.
Posted by: AnnabelleRose
« on: August 24, 2010, 06:05:42 AM »

You should make Kelsey bisexual, that is all the rage these days.
Posted by: Kulyok
« on: August 24, 2010, 12:22:31 AM »

If it ain't broken, don't fix it. Kelsey has been surprisingly stable and compatible.

Seriously.