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Moonboy187

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  1. Hi, Could someone explain how you can change what items a storekeeper can have for sale depending on (in this case) what chapter you are currently in? In IWD, Orrik changes the spells he has for sale depending on which chapter you are on, but as far as I know, that does not appear with any merchant in BG1. For the few merchants I would like this to apply to and judging from the dialogue that Orrik has, that is where it happens since there are 3 different store options selling different items. Thanks!
  2. Looking through different websites for mods for the Vanilla BG1, in the Drizzt Saga, the author had managed to import the Frost Giant model, Cornugon, Cylcops, animations and sounds into the game and it works perfect, so it is possible to do. I do need to figure out how he managed to do it, not sure if I can reach out to him.
  3. Hi, Is it possible to force the PC to be ambushed in a waylaid encounter? If I remember correctly, if the journey time is more than x hours then there is a higher chance of that happening, but where is that information stored and could you force an encounter if a global variable has been met? Thank you!
  4. Hi, As per the subject, would this be possible even though BG1 is the older game? I was tinkering with the idea of bring some of the creature animations which exist in IWD1 to put into BG1 to create some quest lines. Has anyone attempted to do this before? Thanks!
  5. Hi, Is it possible to add the names of the areas on the World Map like Candlekeep, Beregost etc? Most the areas have names like Valley of the Tombs (Nashkel Mines Exit), Dryad Falls (SW of Nashkel) etc. Thank you. *Edit* I found that editing the Worldmap.wmp and adding the names actually worked
  6. So I managed to sort the flickering issue, I found a site which had linked the Drawfix and that seems to have sorted it out. I do have a questions though. Firstly, is it possible when creating scripts for spellcasters in oBG1 to set interrupt to False as a variable so that all spellcasters cannot be interrupted or would I need to set it within each block? Since in BG1 pausing has a habit of cancelling spellcasting, I figured I would like to try this and see how it would go, I don't normally pause the game, but when I do I don't want spells not to trigger. Secondly, would it be possible to export oIWD1 creature animations into oBG1 following the same method of using NI to export the .BAM's etc? Since BG1 is the older game, I'm not really sure if it would work or not as I would like to bring some elements of IWD 1 into, I already own the original CD's so installing it isn't really an issue. Thank you!
  7. Would you know of a way to fix it since I do not have the GOG version? I'm reading online about some fixes, but one involves using BG TuTu, which I don't want to use as I prefer the oBG1 style of gameplay
  8. I have the DVD version which has all 5 disks in one and a seperate disk for TotSC. I installed the UK5512 patch which allowed me to install the widescreen mod as it would not install without it. The flickering was there prior to patch install and still is. Unfortunately, I don't speak German as English is my native language, but I will most certainly check the mod out. I did notice Sorcerers Place having a section for BG1 mods so I will need to check that at some point.
  9. Hi, Not sure if this has been asked before but is there a list of vanilla Baldur's Gate 1 (+Tales of the Sword Coast) mods available? I have managed to install the Widescreen mod and Tweaks Anthology, which seems to work fine, however I am getting a screen flickering issue which I cannot seem to figure out how to get rid of. I read a post on GoG which spoke about some mods, but I cannot find them available to download, either the website is down or the link to the files are broken. This was the list I saw: Gibberlings 3: BG1 Quests and Encounters - Installed BG1 Tweaks - Installed Pocket Plane Group: BG1 Unfinished Business Xan Friendship Fields of the Dead (not recommended for novice players) Black Wyrm Lair: Drizzt Saga (not recommended for novice players) Herbs and Potions Grey Clan Episode 1 (not recommended for novice players) Chosen of Mystra: Dark Horizons (not recommended for novice players) Stone of Askovar Dark Side of the Sword Coast (not recommended for novice players) Back to Baldur's Gate (not recommended for novice players) Rosenranken: Sir Ajantis for BG1 As mentioned, I was wondering if someone has access to these old mods as I was planning to go back to BG1 and do some modding of my own. If there are other mods which anyone would like to recommend, that would also be welcome. I had made a mod for it before years ago on an older system and I will need to try and dig out where it is (maybe on a USB somewhere). Thank you !
  10. Thank you for the responses. I have given them unique abilities and some are spellcasters, I do want them to be able to use their abilities/spells in certain situations/to check if the target is sucesptible to the effect and use accordingly. The idea is to have them AI controlled and follow the PC, having to micromanage multiple summons is a bit much when there is already so much going on.
  11. Hi, I was wondering if there is a tool available to help create scripts for newly created creatures. I have made several new summon spells and want them to act in a way similar to the way hostile creatures do when using SCS or other similar mods. A lot of scripts which I can see currently via NI all have actions which are solely to be used against the PC and party. The aim is to make unique scripts for creatures which are different, but the technical scale in which some of the scripts I have seen is beyond me. Any help would be appreciated. Thanks!
  12. Thank you both for the links. In regards to the sounds themselves, is it possible to only have certain spells use BG1 sounds, while the vanilla BG2 retains the original BG2 sounds? For example, as I am creating new spells and I want the spellcasting sound to be like BG1, would it be possible to do that?
  13. Hi, Does Near Infinity contain the original spellcasting chants from classic BG1? Searching through 28k.WAV files might take a bit of time. I am using EET, SCS amongst other mods, although none of them touch (as far as I am aware) soundsets. Thank you
  14. Oh, I had not heard of EEex before, I will take a look at the documentation for it. Is it a seperate .exe like NearInfinity? Thats the thing, in my mind while thinking about it technically the weapon is striking the target even though they are protected and thus the on-hit action should activate. Main reason I wanted to look into it was to prevent cheese defence against bosses, so that they had a chance to remove it with their attacks. Also, is there a description on what Power Levels do for spells ? I know from reading in another post that Power 0 allows spells to bypass Spell Deflection, is that right?
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