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Bryll

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About Bryll

  • Birthday 06/07/1988

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  1. Adeaphon, did you ever solve this issue? Also, is there a particular reason why you want to render at 1280x720 and scale up to 1920x1080 instead of just rendering at 1920x1080 in the first place? The actual problem is probably related to GPU scaling - those settings you were looking for in your Nvidia control panel and couldn't find. Nvidia removed them at some point. I believe there's still a way to get at them, but I don't remember off the top of my head and don't really want to spend the time researching if your problem has been solved. EDIT: I see that ATI's scaling options did not work for you. I see that you're experiencing this problem across multiple PCs, and not just your laptop like I thought. Usually I'm the one telling people to read the damn thread, but it seems this time the problem is me. I'll have a look at this in a bit when I have a windows machine up and running again - probably in a few hours. I'll post back with whether or not I can reproduce the problem.
  2. Well - the short answer is no, at least not in the way you are likely looking for. A better answer would be, it depends on how hacky you're willing to get with things. Interface buttons (Stealth, Cast, Quickslots for weapons/spells, etc) are tied as sets to their respective class/class combinations. So as a druid, you cannot have an interface button for stealth. You should, however, be able to work around this. I don't see an opcode that will cause your character to hide in shadows, so unless I'm missing it somewhere, adding innates to take care of it is out, as are items. This basically leaves scripting; you could rig up a script to allow, for instance, yourself to enter, leave or toggle stealth mode by pressing a key. So now you can control your new abilities - all well and good, and quite useless as well without modifying your hide in shadows, move silently, and backstab attributes. Backstab is hidden and the only way I know to modify it is through opcodes - you have a few options here, either make an item that for example modifies the backstab multiplier on equip, or you could be brave and try to code up a kit that modifies this on level up (take my advice and use an item to get things off the ground, if you decide to dive off the deep end into kit creation after you know everything works, feel free). The opcode for stat:Backstab is 263. Hide in Shadows and Move Silently could be modified through an editor, such as ShadowKeeper, or through the same method as backstab - the opcode for Hide in Shadows is 275, and Stealth(Move Silently?) is 59. So there you have it - unless you run into a hardcoded limitation that I'm not aware of, the above should work. Some of it is fairly complicated though depending on your level of modding skill - If you need something clarified, I'll be happy to do so. -Bryll
  3. Well, I *could* do that, I suppose...its rough, and the bonus spells would never change on level up (unless I scripted something in to upgrade the item every now and then) but it could work, and would be somewhat logical for the NPC as well. On the other hand, I'm thinking of giving up on increasing spell slots - since most of her spells will be custom made anyway, I've been thinking of increasing the quality in exchange for the desired quantity - would probably work better for my purposes anyway. Although I still want to figure out if there's a more direct solution to the problem, somewhere...
  4. Hrm. I've attempted to manually(sort of) force the spell progression I want by editing the CLAB file to add the proper spell slots on level up. I attempted to implement this in the same manner as the adjustments to hit, damage, AC, etc. for the Kensai class, through the use of opcode 62 (Priest spell slot modifier). The game, however, blissfully ignores my attempts at ordering it around and goes on its merry way keeping my spell progression at that of a normal paladin -.- I seem to recall now from experiments long past that on level up, the game will reset your spell slots to what it thinks they should be if it finds them incorrect - logic then dictates that that script runs after the ability update, yielding my present results. At this point I'm not at all sure what to try next, short of cooking up some dialog with an embedded script to fix her spell slots to where I want them to be...highly inelegant, to say the least. Am I attempting the impossible here?
  5. Hail After a few years of light modding (items, the odd spell and such) I've finally decided to take the plunge and try something rather more indepth (an NPC, necessitating creation of a custom kit). CamDawg's tutorial on kit creation with Weidu got me off to a great start, its a fine piece of work. I basically have the kit up and running, but I've hit a roadblock. Starting with the basics, here is the relevant information - This is a paladin kit. Rather than modify a paladin CLAB file, I substituted in a (slightly modified) cleric CLAB, thinking this would get me the spell progression I was going for. Well, it didn't - all the spells are properly added to my spellbook (I have DR, so these are done through the CLAB) however my slots for spells castable aren't there - they follow the normal paladin progression. I read a ways back that to alter spell progression you need to change the base table in MXSPLxx.2da, but I really don't want to alter other paladins, only my kit. I'm about ready to try perma-adding the proper spell slots through the CLAB, but I'm wondering about something first - does anyone know what the spell CDLV1NA does? For clerics and paladins, they receive AP_CDLV1NA everytime they should gain spell slots, but giving more of these to my kit doesn't change anything, nor does removing them all. Delving into the spell itself reveals several inscrutably named extended effects, all of which run into their own IDS files.... <EDIT> And upon investigation of these effects, everything runs into align.ids?? *uber confusion*</EDIT> <EDIT2> Upon further, painstaking investigation (tgf DLTECP) it would seem that CDLV1NA is removing certain divine spells (I saw things like cause serious wounds, poison, and alicorn lance)...possibly based on alignment? I'm wondering now if this is something DR whipped up to deal with spheres...and thus of little help to me here</EDIT2> And before the fairly logical suggestion that I just run a fighter/cleric rears its head, this is *not* what I'm after - the differences will become more pronounced when I begin to refine the class. Thanks in advance for your time. -Bryll
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