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Topic Summary

Posted by: Sergio1992
« on: June 29, 2019, 10:59:28 AM »

Was the conductor kit released or...?
Posted by: Miloch
« on: May 12, 2010, 10:11:52 PM »

From what I reckon, all you really need to do is switch the Win version of setup-yourmod.exe with the OSX version (though if you've got .tis or .ogg files, you need to convert the .bat files to .sh and such too).
Posted by: Zyraen
« on: May 12, 2010, 01:50:20 AM »

Don't have a Mac so can't do that. You might want to ask around though, I know at least one friend who plays my mods on a Mac and he gets it working fine. He does stuff to the mod first though, so it can install.
Posted by: lowercasea
« on: January 12, 2010, 02:25:38 PM »

Hi, I'm new to ppg and I have already got about 3 mods, but I want this one mostly for the underdark "skip".
Any chance of a mac version?
Posted by: Kulyok
« on: September 27, 2005, 10:55:55 AM »

Quote
How does that sound like? ;)

How, how... AT LAST!!!

Cool. ;)
Posted by: Zyraen
« on: September 27, 2005, 10:49:35 AM »

Thanks to the following topic at CoM
http://chosenofmystra.net/forums/viewtopic.php?t=1695

I think I'm finished to making an "automatic sale" script for BG2 :) yay (well maybe I'm the only one who can't stand clicking on all the items etc on my character to sell my stuff)

The installation takes a while though, since it basically parses through ALL the non-cursed, droppable, and sellable items ITMs in BG2, so that the script can cover all the items that are in the game :)

Basically what the script does is that when you place the script on a party member and press S, it will destroy all the items on the character one by one and award gold equivalent to the price value on the itm as it does so :)

How does that sound like? ;)
Posted by: Zyraen
« on: September 16, 2005, 12:13:34 AM »

Did some coding and SPL playing around and stuff, had some interesting results.

Apparently SpellNerf seems to react rather unpredictably, and so far the results are confusing, to say the least. I might need to I export my character, check his Hitpoints, and maybe, just maybe, I will see the reason for it.

Meantime, Reaver's obscene "Repulse Undead" ability has been set up, just needs testing.
Class Morphing Script's Thief Ability Assignment Script has been done. Fairly Random, needs testing.
Posted by: AnnabelleRose
« on: September 15, 2005, 05:31:52 PM »

The "spell nerf" is an interesting idea. As a kit (yes I know about the who mage kit thing, but it HAS been worked around, see the mod The Art of Weaving if you disbelieve me) it would appeal to me even more. It sounds alot like the "Channeler" kit from AD&D 2nd Ed (or the re-worked Wu-Jen I found in a copy of dragon magazine). They use HP to cast spells. Perhaps this could be expanded into a kit? During the install you could have the option of having this kit overwrite one of the specialty mages?
Posted by: jester
« on: September 15, 2005, 04:42:07 AM »

Tag along??? does that mean you can finally break the 5 NPC limit? Not that I would want more than two companions anyway, but it sounds interesting. :)
Posted by: Zyraen
« on: September 15, 2005, 01:04:29 AM »

As soon as someone is willing to translate and Traify it, I guess ;)
Posted by: Nastian
« on: September 14, 2005, 11:11:20 PM »

When mod will be available with TRA files? ::)
Posted by: Silk
« on: September 14, 2005, 10:31:20 PM »

NPC-Tag-Along? More NPC's in the group?  That can never hurt and I, for one, would be all for it if you can do it.
Posted by: Zyraen
« on: September 14, 2005, 08:13:44 AM »

So let's see what's on the To-Do List

Reaver
Conductor
Class Morphing / Thief AutoIncrement
SpellNerf - with knock-out SPL, probably, instead of the "die" after casting a spell SPL.
Transportation Mod - no more FedEx within a certain given area for SoA
NPC-Tag-Along - probably limited to Bioware NPCs since they're the ones that can be easily patched for
Posted by: Borsook
« on: September 12, 2005, 07:53:24 AM »

I meant non-leathal in e.g. ToEE interpretation, if you get enough such damage you become unconcious (again like trolls in bg2 just without the regeneration) and can do nothing (so potions are out). Of course such a person can be revived by magical means, but it'd take at least 3 turns, not to mention using up a spell.
Posted by: Zyraen
« on: September 12, 2005, 04:46:19 AM »

Hmm not really. Though it would be fairly easy to nerf all the HLAs MAGICFIRE damage to simply FIRE damage and stuff like that. I suppose you want something that does damage but doesn't actually kill the enemy? Or do you mean making the damage of SpellNerf do non-lethal damage to the mage? If so, I'm not really interested in effects that just do damage as a result of using spells like Time-Stop - too easy to work around. Just Heal / Regen / Drink Potion and what not...

I also looked up briefly the Balthazar bit in Ascension, it seems they just checked for him being alive to show that he is about. That means InParty probably wouldn't work. InMyArea checks should work fine, though you may experience occasional oddities of NPCs interjecting across impossible distances.

The summoning idea isn't with that much merit, since most conversations are triggered by Banters which run in the background, hence have to be addressed :( That being said though, the summoning should be achievable by using a single script to summon other NPCs along to Follow the PC. I doubt they'll actually be IN the party, but it should be doable.