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CajunAzn

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  1. Has anyone encountered a problem in BG:EE where releasing the familiar from the pack, will not summon the familiar at all? Even though it isn't summoned, the familar item will disappear from inventory and you will not be able to summon another one. In BG2:EE, this problem doesn't offer. I'm trying to figure out why there's a difference.
  2. Sorry if necroing this thread breaks convention, but I thought this was relevant. I recently rediscovered the TeamBG LV 40 HLA mod for BG:EE (download link from @CamDawg's ChosenOfMystra mirror), which adds the missing HLA SPLs, but I can't get the thief traps working: "Set Spike Trap" (SPCL910), "Set Exploding Trap" (SPCL911), and "Set Time Trap" (SPCL912). The game will say "Set Snare Succeeded" after casting, but the trap indicators on the area map won't appear, the 7 trap limit will not be counted against, and the traps won't fire. Does anyone know what other files need to edited for the HLA traps to register properly when set? Thanks a lot!
  3. In the readme for the "XP for Traps, Spells and Lockpicking" component, is says: Option 4 is not the only 2e PnP implementation. In the DMG Ch. 8, under "Table 34: Individual Class Awards", there is a section for optionally granting xp for using class abilities. And to be clear, "special ability" for Rogues refers to thieving skills as described in the PHB, Ch. 3 "Rogue": So while other options are not exactly the PnP values, they still take inspiration from the original rules.
  4. Hi, I'm sorry if this has been asked before, but is it possible to add a component to make the strength damage bonus consistent (ie. add or remove it) across all throwing daggers? I noticed a lot of item mods that have custom throwing daggers (such as Thalantyr Item Upgrade), will lack the strength bonus. Alternatively, some people might find the strength bonus overpowered/unrealistic (supposed to be light throwing knives) and prefer the non-EE behaviour.
  5. Thanks for checking the .SPL in the game files. I would love to do a full EET install, but I don't have SoD, which is a requirement. Edit: Thanks to CamDawg in the Beamdog forums, I found the link to the HLA Mod for BG1:EE. You may also want the accompanying Level 40 Rules Tables too, if you don't have any other mods (like DR or RR) which add those class progression tables. Edit 2: Ok I just tested installing the HLA Mod on Patch 2.5, and I noticed two things: 1) You don't need a modified UI.MENU for the HLA selection screen in BG:EE. The game will still allow you to use the +/- buttons on blank abilities, so your game won't get stuck. 2) The HLA mod fills in those missing .SPL files for the HLAs so their icons and descriptions will appear in the HLA selection screen. All the abilities seem to be working fine, except the HLA traps ("Set Spike Trap", "Set Exploding Trap", and "Set Time Trap") which seem to do nothing after they are set. Will continue testing and see if I can get the HLA traps to work. Thanks again everyone!
  6. Hey K4thos, thanks the quick reply. I believe Lefreut's Enhanced UI already contains a patched UI.MENU with HLA selector, so really all that's needed should be the HLA tables themselves. But I understand if that's outside of scope. If I wanted to manually do it, could I take the "LU***.2DA" from BG2:EE and put them in the override folder for BG1:EE?
  7. With EE Mod Setup, you can install EET Tweaks without having BG2:EE installed (BG1:EE stand-alone mode). Since afaik BG1EE doesn't come with HLA tables, removing the XP cap would require the "LU***.2DA"s to be updated for access to HLAs in the BG1, right?
  8. Hi, first off big thanks @K4thos for maintaining this mod. I was wondering is it possible to add HLA tables to the "Total XP CAP" component? (This is mainly for BG1:EE only installs using EET Mod Setup.) Under the readme, there's no mention for editing the "LU***.2DA" for each class. Solaufein made a mod a while ago that added level 40 HLA tables (but the link is broken). If you'd like to use that, I could try asking around the Beamdog forums if someone has a copy. Otherwise maybe just pull the HLA tables from BG2:EE as baseline?
  9. Wow thanks a lot for writing that snippet of code! So if I that code block as a tp2 file and run it with WeiDU.exe it should replace all the relevant lines in the dialog.tlk? I'm guessing thats much cleaner than going into the dialog.tlk directly. Thanks a lot Mike!
  10. Hi I have a small question with regards to changing kit names and descriptions. After having installed some kit packages, I noticed some errors in the 'lower', 'mixed', and 'help' strings which are assigned to some kits: For example, I would like to change the 'lower' name from 'Bladesinger' to 'bladesinger' so it appears correctly on the Kit Selection screen. Which file would I edit to do this? Sometimes the 'help' descriptions list incorrect abilities or requirements, how would I change those descriptions so the help text appears correctly on the kit selection screen? Thanks a lot, and great guide PS. I want to edit the game files directly, rather than editing tp2 and reinstalling because I would have to redo a 6 hour BWP install, which hopefully I can avoid.
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