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Everything posted by Pop
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Great to see MacLean's "honeycomb" idea expounded upon - when I met some of the guys back at PAX East '10 (doesn't seem that long ago!) he talked it up a bit but I forgot most of the details. Really hope it sees the light of day at some point
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Mod update!
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Heh, quite. They can also be stunned with monkfist, for some reason. The Iron / Adamantine golem (I remember an Adamantine variant as well) can be cheesed by luring it back to the entrance of its chamber, which is too small for it to fit through. Oftentimes this would cause an effect akin to the classic technique of fending off a lion with the legs of a chair - in deciding which party member to attack it becomes helpless, jittering from left to right as your fighters (usually Minsc w/ Lilarcor +3 in my case, and Jaheira with a +3 club from Trademeet if she's gone that far) hack away at it. Anyway, I've gotten quite a bit of help from the SHS forums as of late, and I've quashed quite a few bugs as well as added custom music to the mod (a Deaf Center snippet). The end of the mod in its current form is nigh. From there, I'll see if I can't throw in a quest at some point. Also been talking to a guy about adding in a custom merchant with monk-exclusive equipment, to help offset the somewhat wonky power curve of early-mid BG2 monks. We'll see.
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They just never fit in to my party composition - I guess you could call me a stat gamer, since I made sure to always have a fighter, a thief, a mage and a cleric (or Jaheira, who has her Harper raise dead spell) and he kept getting the short straw, probably because he takes the longest out of any Bio NPC to recruit.
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Version 1.3 of my mod is up! Here are the changes from last iteration: At this point I'm just about done with the NPC / Jaheira banters, I think. I don't want to go overboard. First banters are also in place for Minsc, Aerie, Jan, Yoshimo and Viconia. Adding another 3-4 banters per character plus all the ones not listed is going to be a lot of work! Not to mention that my experience playing with a few of the Bio NPCs is limited (particularly Haer'dalis and Edwin) so I'm not sure how I'll do any good writing on that front. Lots of poring over Infinity Explorer, I imagine. But yes, it's there if you want it
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The 8-character block name limit has stolen several more hours from my life. This time, it's funny. Anyway, I'm still looking for folks to give me feedback on this mod. New version (1.2) is up, here are the changes: (I also fiddled with the banter timers so they don't fire so soon - I was running through the Free Hendak quest immediately after picking Auden up and the first PC banter was starting before I finished it. Most other timers have 10+ minutes added as well) send me a PM or an email at thepopstalinist at gmail.com and let me know how I'm doing!
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The next iteration of my mod is online! Get it here: http://www.mediafire.com/?9flua7xa8h4mch7 Remember to uninstall the old version before implementing this one! As always, if you give this a spin and have any feedback at all, let me know. thepopstalinist at gmail.com
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Ack, that link didn't work. Here's the one that does! http://www.mediafire.com/?u16j1qy4b3yc27p
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The next version of the Auden Mod is completed! Here's the stuff that's been done: Here it is. Feedback appreciated! http://www.mediafire.com/?aidowv972da9558
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Sounds like a plan
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Question for the mod people: If I've set my prefix to BJ#, and my NPC's name is Auden, would I then have to set my filenames to BJ#Aude? Because BJ#Auden is 8 characters, so BBJ#Auden for the necessary banter file wouldn't work. Would a BBJ#Aude.d alongside BJ#Auden.d and BJ#Auden.baf be recognized, or would I have to change them (and all references to them) to BJ#Aude.d and BJ#Aude.baf in order for the banter file to work?
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Obsidian officially endorsing their official forums? Are you sure that's a good idea?
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No sorry, 2 digits too long, does not compile
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I spent the last 3 hours trying all sorts of coding tricks to get over this bug, which turned out to be caused by a single filename being a single letter too long (BJ#AudenP instead of BJ#AudeP). I'm a big boy now yaaaaaay ****ing goddamn mother****er
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Welp, just stumbled over IESDP. I have The Power, now.
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Resent! Also it's in the mod readme!
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Word. Have any advice on the ability coding? Once I've got that down, I will have learned pretty much all I need to in terms of coding this mod!
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I had a question actually. Considering the market for prefixes is pretty fierce I've decided to just go with BJ#. Would my banter file be BBJ#Auden? or would the game think every .d file is a banter file?
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Huh! That's not what Kat Bella's tutorial recommended, but you're probably right (and I've seen the Bxxx.d convention used elsewhere). It's been changed Sent!
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Hmm that's probably a good idea. I'll do that today.
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Okay! v1.0 is online! Have at it! Probably shouldn't call it 1.0 because it's very, very much a work in progress, but as far as I can tell you can install it and it doesn't freak out or mess anything up, so I'm calling it my first finished build! If reading readme files is not your thing, just remember to install the mod via the WeiDU module and check in that opium den in the dungeon / sewer entrance hall of the Copper Coronet. Auden* will be standing smack-dab in the middle of it. Also as it turns out, the G3 Oversight mod adds the monk HLAs that I was going to add manually! Golf claps for G3! Golf claps! Now I just need to figure out how to make interesting LLAs (right now Auden* can cast the innate equivalent of Armor of Faith once per day) Let me know what you think via email or PM or whatever. *- I realized well into coding the .d file that 1. "Auden" is just one letter away from "Auren", a fairly popular NPC mod and 2. I was using the J#* naming convention, which has been taken for about forever. Whoops! **** happens.** **- Also I'm using an IWD2 soundset and slightly altered portrait, so I probably can't host it on any of the big collectives anyway. **** it, I'm a lone wolf! Yeah!
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Thanks! I'll take you up on that once I finish up the next few banters / interjections. If you don't want to actually play BG2 you can just open up the .d files in the character's folder in Notepad or a freeware coding program. I guess at this point all I really need is the knowledge to create a functional installation package (with portraits / soundsets / all that jazz) and maybe a few of the more esoteric programming techniques. I'd be able to learn from existing code if there wasn't so much shorthand in use.
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Wish I could join the club! I'm out in the wilderness as is.
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Yeah, no romances is a rule.
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Okay I'm gonna be frank here: I registered an account on Pocketplane.net over 3 years ago and I have yet to see Admin approval. I think G3's overseers are likewise AWOL. Plus they seem to be seeing new posts site-wide on a month-to-month basis. That being the case, if anybody's around who's done this type of thing before and whose brain is available for picking, I would be most appreciative, and willing to buy them things on Amazon or whatever, cause I'm nice that way. At the moment I just need a few things elucidated, like maybe setting up innate abilities that kick into gear at certain character level thresholds. Stuff like that. The existing online tutorials are fairly thorough but there are things to be desired nonetheless. Nothing all that fancy, I just want to spruce up the dude a bit, know what I'm saying? Make him presentable. Like with a Mirror Image ability usable once per day at level 13.