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PureSpirit

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  1. Hey folks, I am making an item for BG2 SoA/Tob (old school) that is supposed to summon a group of random creatures. But I do need assistance. I am using the program called DLTCEP. 1.) I am making the new creatures, but don't know how to determine what equippement they will have, the spells they will use, how they will look like, and what they will sound like. I also need to know how I can make it that, even if a friendly player would by misstake attack these summoned creatures, they would not attack back. 2.) I would like to be able to summon as many as possible. No summon limit. In one way or the other. Is that possible? 3.) I will also need to set the behaviour of these summoned creatures. Clerics to be healing, Sorcerers to be casting magic, Paladins to be guarding, and Fighters to be attacking. Any way to do this? Thank you everyone for your help in advance. Cheers!
  2. Heya! I was wondering if the following are possible in the standard BG2SOA/TOB? 1.) Able to have a spell which reacts upon when a player is hit AND when an enemy is in sight? 2.) Teleport all characters to a certain area of the map just by selecting it (like Farsight, but with teleport)?
  3. No, you don't. But if you do, be sure to take one afternoon free, make yourself a nice coffee and read each sentence carefully. But you should be perfectly fine with P5tweaks alone. All those mods should work with Unfinished business mods without problems. Hahah, it's a deal! While at it,I'll make you some too. Thank you mate. Much appriciated. Excellent, excellent. I'll be getting to it soon enough then. All the best to you!
  4. That is true but I interpreted that OP chose and meant P5tweaks without Tobex. Huh? What you guys saying? Do I have to get ToBEx first, to install this P5tweaks mod? (On a side-note, will Bg2Fixpack and these work well together with unfinished business mod? ) Thank you all in advance.
  5. oooOOOOOoooo... awesomeness indeed! Allright. I will install the BG2 Fixpacks first, and then add this. It should work, right? Thanks a bunch mate! Much appriciated! Ice-weapons, here we come. 8-)
  6. Awww... allright. Well I can live with that, as long as Ice stuff and Petrification is managle bro. Ice is my top fav of all, like I said. Thank you for clarification also on how the game engine worked. I didn't know.
  7. Howdy! I have a question regarding BG2Fixpack? I assume it is on the old original versions of SoA and ToB. One of the things I have absolutely been frustrated about BG2 in general is that no items and armor are dropped when the enemy shatters of strong ice damage/petrification. Second thing that is excruciatingly annoying is the resistance cap. You can resist an element at max 127%. Can these be altered please? Is it even possible? Water/Ice based attacks are by far my most favourite in any RPG.. and BG2 kinda killed it for me, since the cool (pun intended) death animations don't give you loot. Thanks in advance!
  8. Excellent. I will taking a look into this then. Maybe it will be of use in making unique projectiles for my Familiar Evolution mod. Thank you for your detailed explanations as always. They are very much needed. I understand. You see, I've been working on my weapon mod (custom weapons) for over 10 years now. If I choose to install Item Revision and Spell Revision mod, will they collide with my weapon mod strings somehow? Or them overall?
  9. I have a question regarding this. I am a non-EE user. And I have a weapons/spell mod which I have been working for over 10 years. It's personal stuff, so I haven't changed any of the original game content. Am I able to install this, and BG2Fixpack still, without danger of erasing my weapons, spells and their string values?
  10. Thanks man. I appriciate your help. I'll check that out soon enough. I do not have the Item Revision though. Some kind of mod for BG2? Also, can I ask you one more thing? About making custom projectiles... I made an edit of Storm of Vengeance, with a different color cloud and lightning. How am I able to use this new projectile in the spell I wish to make? I assume there must be a table list of available projectiles somewhere, from which they are read into the game? Also, do you know if there are any good DLTCEP tutorials for projectile making in this game? I tried googling but to no help. Best wishes to you!
  11. As far as I can tell, yes, if you have a familiar in SoA, when you're in ToB the game will detect that and move the familiar to your main character. You can verify that by checking BALDUR25.BCS. Hmm... BCS stuff, I am not familiar with those things. (No pun intended. xD Intentionally that is) I will check it out. If it is true that the familiar keeps the innate abilities and properties gained during SoA events with this mod, then it's excellent.
  12. Allright friend. I will do so tomorrow. Thank you.
  13. Yes friend. I did intend some debuffs. And that list is similar to what I had in mind. I've been thinking to add "Hold" or "Pause Target" on the ice section though. But I could add slow as area effect, and frozen solid on single target spell. And do something similar to the others spells too. Ahhh yes. Do you know per chance what number in the list the "acid blob" and "blue fireball" projectiles have in the list? I sincierly thank you for the input. I'll take this to Heart. Though, I have never edited projectiles myself. Is it possible to create new ones by editing existing ones? And if so, how could I do that? This would sincierly help me making some more unique spells. I really really REALLY like the Cone of Cold idea you mentioned. I want to do that for sure. It would be awesome looking indeed. Prismatic Explosion? Never heard of that one I'm afraid. What spell is that? I appriciate your input.
  14. 1.) I'm not sure how to implement xp into this. I am no coder. I do like the idea of feeding them too. You learn the "feeding" through a book. And you could feed them 3 times per day. I actually prefer the feeding to level up in combat, because in the end, it's all about you caring about your familiar, and making a bond, seeing them grow into an awesome elemental, etc. #2 and #3 - No. The familiar is the standard familiar cast with the "Familiar" level 1 spell. I am however wondering whether the skills obtained by the familiar through SoA will be transfered to ToB once the player is done with SoA and goes for the expansion. It is unknown to me at this point.
  15. Hello again I have been working on a mod for quite some time now. It is called "Familiar Evolution" and will be released for original BG2. I will require a little help and andvice from you guys to complete it. I am almost done. I just need to set up the elemental spells, and it should be A-OK. Here's a little info: What it does What I need help with What I already have Like I said, the basic spells for the familiar are all done. All I need is some tweaks. The list is as follow: GOOD =============== NEUTRAL =============== EVIL ===============
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