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About temnix
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Profile Information
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Location
Not here. Only appearing at https://www.buymeacoffee.com/temnixmods.
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Interests
My mod "The 1000" can be downloaded here: http://www.shsforums.net/files/file/1153-the-1000-the-restless-edition. Ignore the one-star rating. It's from some idiotic assholes that should be shot. "Initiative" here: http://www.shsforums.net/files/file/1156-initiative. "Charmed, I'm Sure" here: https://www.gibberlings3.net/forums/topic/30881-charmed-im-sure-mod (there is a typo in the header of the topic that frustrates searching for it); "The Dragon of Umar Hills" for some reason doesn't appear in search results, the topic is at https://www.gibberlings3.net/forums/topic/35177-the-dragon-of-umar-hills-mod-for-bg2ee; the mod for making weak creatures stronger is called "Everybody is Just So Scary," not "Everyone Is Just So Scary."
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Mods Worked On
Start to Finish; Surprise!; Crossing Paths; Out, Brief Candlekeep!; Adventurer's Miscellany; Flanks and Rear; The 1000; Charmed, I'm Sure; Initiative; Impish Makeover; Monsters Beat Enchantment; March Arrows; First Aid; Detect Magic/Intimidation; Perilous Streets; A Few Less Master Areas and Something for Traps; Mercy; Minions Tied to Summoner; Ultravision; Elements of Destruction; Some Individuals; Aftermotions; Jacob's Ladder; Ass; Replacement sounds; Hoarders; Everybody Is Just So Scary; Coup de Grace; Wrist Scribers; Privet Property; Corrected Calendar; Life in Low Relief; Sweet Pillows; Blink Dogs and Phase Spiders; Sniff; The Dragon of Umar Hills; Mages Can Specialize; Discard Armor/Book Casting; Pick Up Your Bed and Go; Animate Dead Now; Traps Hurt Everyone.
temnix's Achievements
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I am leaving this place. Finally! The links to my mods, to their downloads and discussion threads, such as there have been, on these forums, can be found at my new account on Buy Me a Coffee: https://www.buymeacoffee.com/temnixmods I don't expect to do any more modding, but if I do, the material will appear there. The page lists all of my stuff mostly so that it is visible to those who look for it or come across it. You can express your appreciation there in multiples of $5, if you like. I'm not going to visit my account here nor read messages, but I did update the profile page with links to some mods that could not be found before for one reason or another. "The 1000" and "Initiative" are two of my mods that existed on Spellhold, not here.
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With this mod area traps that are detectable and, when triggered, give the message "Trap Sprung," will respond to the passage of NPC, summoned minions and enemies, so that it is possible to use them for tactics. (Civilian casualties are also possible, if they wander around; caveat emptor.) Some monsters naturally roam, and they may end up killing themselves somewhere in another part of the map - one of the inconveniences of living in a dungeon, but, being natives, enemies and neutrals set off the trap only half of the time. On a tails toss they simply discharge it without anything else happening. If the trap resets, the party may try to lead them across again and hope they will blunder this time. Normally deaths from traps count as neutrals sorting each other out and don't give the party any experience or cause it to lose reputation, but I made it so that a generous amount of experience is given for leading someone or something into a trap to his accidental death, though only for the immediate triggerer, not for the others who may be blown by away by the same fireball. A trap has only been sprung if the message appears. If someone strides across without, he has been lucky, as sometimes happens, because the engine does not reliably catch up with those moving across regions. The trap is still primed and waiting. Most traps in the games are single-shot, but some do reset, and for this a rewinding begins as soon as any of them is triggered. A sound will be heard. The rewinding continues for a round, during which time the party or others can hope to cross. All of the resetting traps in an area are connected and part of the same grand mechanical system. They share the downtime interval, and the party can try to dash past a trap of this sort ahead by triggering one behind or sail past on a jingle bequeathed by some poor sonovabitch off screen. Triggering a minor resetting trap in the rear may let a scout sally ahead to monsters over a more dangerous tile ahead and draw them across, so it may be smarter not to disarm every trap right away. To make floor traps more respectable and more deserving these alternative methods, the trap detection difficulty has been upped by 40% and the disarming difficulty by 20%. I suggest using Find Traps more often and going slowly, if sapper-pioneers are not available. Download
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Most probably, Beamdog hasn't done anything to traps. A trap's ability to respond to creatures other than party members depends on the flags "Triggered by NPC" and "Triggered by enemies." Many traps in BGEE have the NPC flag set, and there you will be able to use summoned minions to set them off. In Durlag's tower, for instance. You probably don't remember which ones you were able to set off before. This topic gives me an idea for a mod.
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The question is, is the mod so safe because it does so little? This concern can very well lead to an Utterly Inoffensive Mods list. Who is going to do a Heroic Mods list opposite it, I wonder?
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For the sake of arguing: you can also add notes with spells. Deleting them with effects... I don't think I've been able to do that. What may be a little more worth recalling, since I made you look, is that it is possible to use tokens in the text of notes, and they will retain their content after reloading. I once had a time-traveling spell that pushed the party back in the calendar by a day, and it left behind a reminder sign with a corresponding note reading "Day Six" - the content of the <GAMEDAY> token at the time of departure. Names of creatures, characters and so on are also retained, once they are fixed inside the notes, but, unfortunately, the main character has no name string, so you can't immure his name somewhere without running OnCreation-type actions that fill the token every time he enters the area etc. Still, this is nice, if you want to erect map notes with epitaphs like "Branwen died here" or "Minsc scored a critical here."
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You don't need scripts to add notes. There is a Weidu function for that, only not for deleting them. And, as I found out, in BGEE it is not necessary to feed fj_are_structure either coordinates or the text reference. The deletion works without, just by targeting the number of the structure, from note 0 onwards, but it is unreliable. In the area I had to edit there was a bunch of notes, and no matter what I tried, what numbers I repeated the function for, I could not get rid of one. It stayed there. But, being the last one, it was structure 0, so I was able to copy the ARE a second time and then run the delete again precisely for note 0, and only afterwards did I use ADD_MAP_NOTE for my replacement notes to go in the same places. I had to enter the coordinates manually. What would be good to have is a function that combined deletion with editing, with something like delete = 1 for when you want the note gone and new values for the rest when you want it changed. I am being SO constructive. What a turnaround.
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Programmers on these boards can turn their attention to these applications. First, some Weidu function for deleting automap notes would fill a real gap. There is one for adding them, but deleting them has to be done via fj_are_structure, and it requires for every note the exact x and y coordinates, to be looked up among a stack of similar numbers, and the text reference - I hope the content of the string and not its number! Getting rid of a handful of notes on a map is proving an unexpected big hassle. Second, there is a call for a tool to make Infinity Engine music tracks. it is time-consuming and dull to make them by hand. For music the engine plays lists of consecutive ACM files, which are actually OGG files, only with a different extension. They are short, a few seconds long, and to each corresponds a fade-out track from the next portion of the tune for when music is interrupted, usually by the switch to or out of combat. In my experience, 3-second long mainline cuts followed by 1.5 second-long interrupts work the best, but it is not fun to split a long OGG file this way manually. The MUS playlist files that control the sequence of play are simple enough to produce. When I cut up tunes, I name mainline tracks with numbers and their interrupts get a minus on the end: 1.OGG and 1-.OGG, and so on for all of them. Later I rename them and change the extension, and it's easy to pair off mainline tracks with their interrupts. But the cutting itself should be automated. A program could split up tunes in segments of preferred length, add tune prefix and modder prefix (or suffix) and take care of conversions.
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Great! Thanks. I thought I was going to have to revert to invisible minions with affixed VVCs to make my area changes. There is something about Near Infinity that prevents extraction of graphics from the bigger areas on weaker machines or on 32-bit machines. Most likely a problem with memory shortage. argent has offered a tweak, but it's ineffective. My other computer is a 64-bit system, though, and not so old, and it still won't show previews or extract them. But now the winter of my discontent is made glorious summer.
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And don't write anything else here or in the ADN thread, unless you have a question or a problem. I don't want my threads getting cluttered and confusing for people who just want the mods. This isn't a 26 page-long tweak topic case.
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By fans you mean yourself and Morgoth? Well, all of my mods are compatible with EET, as far back as the first or second year's, maybe. It only matters with respect to string references and area names, anyway.
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Well, I have never tried to use scripts to change morale. It is interesting, in principle, although I don't know where I would put those checks and changes in a working script and what results I could hope for except the same failure I can already produce by moving the breaking point with a spell. The changes to the Morale stat with scripts may be doing something different from shifting the breaking point, but nothing easily usable is peeking out of this, is it? And you do understand that the opcode change reduces morale with positive values, right? It bumps up the breaking point until it synchs with current morale, and then a failure of one of those three types (panic, fleeing, berserk) happens. Positive values bring cowardice, in other words, and the opcode works, so unless script morale can do something different, an effect-based change - over time, if you prefer - gets the job done. Ending it - well, that's a different story. I have made a spell like this, Poltroonery, for bringing up targets' breaking point by 2. That doesn't normally lead to panic and so on, but it was supposed to make a stampede more likely when morale would be checked after damage, seeing many nearby allies killed and what else may cause those breaks. I never got around to testing how useful it really was, though, which would be tricky anyway. Breaking point-fudging might work well against enemies like Tazok: his saving throws are all at 1 and morale also at 1, but saves you can't do anything about without Greater Malison. His morale total is still 18, but with a few shots of this medicine... even a golem would break and run. Also even the main character will experience the triple bouquet if his point is moved far enough, despite being excluded from routine morale failure. Go ahead, though, and look in the script function. Maybe you'll find something different there.
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Nope. Was that said here somewhere? I glanced down the discussion and the minion drop method was not mentioned for anything. Instead the talk veered off to realms remote and awkward. In my opinion, Salk should curve his expectations a little and either give the crucial item in another way than throwing it on the ground or accept that it might not be found. This engine has limitations, to say the least.
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"Animate Dead Now" is compatible with EET. It is about making zombies and things like that. Screenshots are on page 1, the latest download link is on page 5. https://www.gibberlings3.net/forums/topic/31353-animate-dead-now-mod-for-ee
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I'm having trouble extracting the PNG images of AR4900.TIS and its nighttime version, AR4900N. It's the Nashkel fair. I'll give credit, if someone can get those for me.
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Because. Something that I want to mention about sounds in this mod: zombies receive new and different voices after the transformation. These voices may clash with the sounds embedded in the INI files of their animations. This won't happen with the playable races and classes, but, long story short, monsters have default sounds that come with their animations. This was a crappy decision by Bioware, but then, they did not expect creature sounds to be changed in the course of gameplay. Thus, a wolf animated here is going to have two sets of voices: the new undead animal rattles and his old perky vociferations. It is the same for hobgoblins, xvarts and others. This can get quite jarring, and the only way to prevent this is to clean out the INI files: open them in Near Infinity and delete sound references except for idle sounds (wing flapping for wyverns, creaks for skeletons...) and body falls. This is a good idea, but doing it for every monster type is more work than I can be bothered with, and there is an additional problem: in BG2 monsters ONLY have the default sounds. Bioware has been very lazy in the sequel and simply did not assign ghouls, kobolds, animals and so on individual sounds. And I don't know how it is in Icewind Dale. A dedicated and flat-bottomed modder could clean the INIs, then go through all of the CRE files and assign the right strings to the slots for every creature type, taking stock of the exceptional NPC with unique lines. That would solve the problem once and for all, and not just for this mod. Short of that, clean your own INIs or put up with the audio confusion.