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Jarno Mikkola

Member Since 06 Oct 2007
Offline Last Active Today, 05:39 PM

Posts I've Made

In Topic: Is this possible to add in BG2 Fixpack?

Today, 12:23 AM

ToBEx must be installed first.

You sure ? Cause the p5tweaks comes with one inside ...

Yes, it needs to be installed first. It doesn't matter that some mod has copy of it. You should know that.

All, I KNOW, is that the ToBEx is installed first because the version in it, is the latest one available EVERY TIME. As in, it's faster to install the LAST, rather than install version 0.1, then 0.2, then 0.3 and get lost there until you install SCS with the "latest" among mods and the ToBEx that might be the very one in SCS(it's not, but this is a supposed situation, so get on with this idea of it, as there's no 0.1 ToBEx either)
That's ALL I KNOW. And that's what you SHOULD know too. From autoinstall tools, among other things.

So it matters, if you only install that ONE tweak. As you don't need any of the others, so you DON*T need to install ToBEx first, either, as you already did in the tweak mod.

In Topic: Is this possible to add in BG2 Fixpack?

Yesterday, 11:23 PM

ToBEx must be installed first.

You sure ? Cause the p5tweaks comes with one inside ...

In Topic: Is this possible to add in BG2 Fixpack?

Yesterday, 11:22 AM

The resistance cap is there for a reason. It's there so you only can regenarate 27% of the hit damage ... and take -100%(-) damage ... which kiilllllllssss everytime. As the 8-bit value is split in the middle, so no, you can't ever be 133% fire resistant and thus get 10 hitpoint when you are hit with fireball that would normally take 30 hitpoints from you, cause the game engine won't allow that.


In Topic: SRR + A List of Problems with b15 + Fixing Them

Yesterday, 01:41 AM

SR makes it so that if you have True Seeing/Detect Invisibility currently cast, you can cast spells (anti-magic or otherwise) on Improved Invisibility enemies.

No. It makes it so that the creature gets the opcode 193 effect. The one demons and other creatures normally have ... but the char name was never awarded with it. Cause it effects mostly scripts.
For example, it doesn't go through the opcode 100.


In Topic: Mod metadata source - brainstorming

Yesterday, 01:05 AM

In what case would a mod want to include more than one metadata file? Sounds like an unnecessary complication.
 
Since you're already parsing weidu — why not store all of it there, just like author?

Good question and my answer, of course, is that you wouldn't... well, perhaps in the case of Level 1 NPCs NPC-components, you could see it, as that's per NPC, but other wise, nope to me.
I intend for the file to contain all the variables I use as the inserts ... so it needs to complete as a weidu's .tpa file, which is just a part of a .tp2 injected in, so it needs to follow the regular .tp2 coding. Dah... which is what I refered in the above post.
We don't care if another program can get something out from it.