PC: Wait! Isn't there a peaceful way to settle this? Perhaps I have something you'd like - say this *dead cat*/*dead man*/*dead woman* for instance.... Yquog: Uh... Why are you carrying around a dead cat/man/woman?
Dead cat: Doesn't everybody carry around a dead cat? It's soft, and furry - well, parts of him are still furry - it's low maintenance, and the smell is rather cleansing, once you get used to it.
Dead man: Oh, him? He's my good luck charm! You see, he was my first kill, and ever since then I've been carrying him around for good luck. As you can see with my exemplary success against the Legion of the Chimera's many hordes, he works like a charm!
Dead woman: Her name is MISTY! Be polite to my Misty, she's very dear to me. It's hard enough to offer her to you, even though it was her suggestion. What? What's that, sweety? You think the lumpy demon is funny looking...?
Dead man + woman: Ha, ha, funny you should ask. You see, I'm their chaperone for their date - you know, I'm around so they don't do anything that they would later regret. It'd be a shame if I had to end their little outing by handing one of them over to you, but... Hey, wait a bit! Why don't you chaperone them?
Dead man + cat: Hey, easy on the *dead* comment - Buddy's very sensitive about that. As for Spot, well, Buddy always harped about wanting a pet, so one day I caved and gave him one. He was a tough bugger to get, but one swift *whack...*
Dead woman + cat: Hey, easy on the *dead* comment - Misty's very sensitive about that. As for Spot, well, Misty always harped about wanting a pet, so one day I caved and gave her one. He was a tough bugger to get, but one swift *whack...*
Dead man + woman + cat with less than 14 Intimidate (ironically the most boring:): They're a memento of all the slaughter I wrought during this campaign against the Legion of the Chimera.
In all above cases... Yquog: NO! What's wrong with you?! You're insane! How could an insane fleshy mortal reap such havoc on the Legion of the Chimera?! I can't eat you; you'll give me some kind of mental disease! I'll just kill you and leave the body for the rats!
Dead man + woman + cat with 14 Intimidate Yquog: You... You mean to say that you carry dead things with you wherever you go?! PC: Of course! Doesn't everyone? For me, it's kind of like a memento of all the slaughter I wrought during this campaign against the Legion of the Chimera. Yquog: You... I... But... By Iyachtu Xvim, you're SICK! You hold no concept or understanding for things alive or dead! I want no part of you, not when I'm so close to maturity! Collect all the bodies you want, sick fleshy mortal, but you'll not have mine! I'll leave this place, and you, in peace and never return, of this I swear! PC: Oh, well, okay, if you insist. Pity, though, you'd have made a fine addition to my pretty, tender collection... Yquog: AAAAAAHHHHHH!!! Yquog (in cutscene): AAAHHH! YOU'RE INSANE! SPARE THIS LOWLY BARGHEST WHELP! (flees)
PC: Wait! Isn't there a peaceful way to settle this? Perhaps I have something you'd like - say this *dead cat*/*dead man*/*dead woman* for instance.... Yquog: Uh... Why are you carrying around a dead cat/man/woman?
Dead cat: Doesn't everybody carry around a dead cat? It's soft, and furry - well, parts of him are still furry - it's low maintenance, and the smell is rather cleansing, once you get used to it.
Dead man: Oh, him? He's my good luck charm! You see, he was my first kill, and ever since then I've been carrying him around for good luck. As you can see with my exemplary success against the Legion of the Chimera's many hordes, he works like a charm!
Dead woman: Her name is MISTY! Be polite to my Misty, she's very dear to me. It's hard enough to offer her to you, even though it was her suggestion. What? What's that, sweety? You think the lumpy demon is funny looking...?
Dead man + woman: Ha, ha, funny you should ask. You see, I'm their chaperone for their date - you know, I'm around so they don't do anything that they would later regret. It'd be a shame if I had to end their little outing by handing one of them over to you, but... Hey, wait a bit! Why don't you chaperone them?
Dead man + cat: Hey, easy on the *dead* comment - Buddy's very sensitive about that. As for Spot, well, Buddy always harped about wanting a pet, so one day I caved and gave him one. He was a tough bugger to get, but one swift *whack...*
Dead woman + cat: Hey, easy on the *dead* comment - Misty's very sensitive about that. As for Spot, well, Misty always harped about wanting a pet, so one day I caved and gave her one. He was a tough bugger to get, but one swift *whack...*
Dead man + woman + cat with less than 14 Intimidate (ironically the most boring:): They're a memento of all the slaughter I wrought during this campaign against the Legion of the Chimera.
In all above cases... Yquog: NO! What's wrong with you?! You're insane! How could an insane fleshy mortal reap such havoc on the Legion of the Chimera?! I can't eat you; you'll give me some kind of mental disease! I'll just kill you and leave the body for the rats!
Dead man + woman + cat with 14 Intimidate Yquog: You... You mean to say that you carry dead things with you wherever you go?! PC: Of course! Doesn't everyone? For me, it's kind of like a memento of all the slaughter I wrought during this campaign against the Legion of the Chimera. Yquog: You... I... But... By Iyachtu Xvim, you're SICK! You hold no concept or understanding for things alive or dead! I want no part of you, not when I'm so close to maturity! Collect all the bodies you want, sick fleshy mortal, but you'll not have mine! I'll leave this place, and you, in peace and never return, of this I swear! PC: Oh, well, okay, if you insist. Pity, though, you'd have made a fine addition to my pretty, tender collection... Yquog: AAAAAAHHHHHH!!! Yquog (in cutscene): AAAHHH! YOU'RE INSANE! SPARE THIS LOWLY BARGHEST WHELP! (flees)
If you find "The Justifier", a mace in Planescape: Torment, you can speak to it and ask it for advice about your companions. But if you speak to it in Baator or Carceri, it has a different, more bloodthirsty dialogue. If you speak to it later, it apologizes.
(Only TNO can speak with it, and only as a fighter.)
If you consider the outside structure of the high hall of the order of the radiant heart, the new mirrored layout is actually wrong and the original designers just made a horrible pathing to the main entrance.
I was just playing my zillionth run of Icewind Dale, and I just came a crossed something I've never seen before. While talking to the last undead lieutenant before fighting Presio, a unique dialog appeared because my speaking character was a Paladin. This exclusive dialog tree allowed me to challenge Presio to a one-to-one duel with my Paladin. All of Presio's minions went neutral, and Presio walked out to the bridge to fight. You even get a cool 1800 extra xp reward if you do indeed fight Presio one-to-one and win. While investigating this behavior in near infinity, I found out that both Paladins, (except blackguards), and mages can challenge Presio to a duel. I'm pretty sure this is due to a mod integration in the EEs, as CamDawg's modder prefix is used for the duel variables. Still, I am amazed that I can still find new things in these games, even after a dozen or so runs!
The word "vorpal", as is "vorpal sword", is not an old English word for a particularly deadly blade. It is one of the nonsense words Lewis Carroll invented for the poem "Jabberwocky" in Through the Looking Glass.
One, two! One, two! And through and through The vorpal blade went snicker-snack! He left it dead, and with its head He went galumphing back.
The word "vorpal", as is "vorpal sword", is not an old English word for a particularly deadly blade. It is one of the nonsense words Lewis Carroll invented for the poem "Jabberwocky" in Through the Looking Glass.
One, two! One, two! And through and through The vorpal blade went snicker-snack! He left it dead, and with its head He went galumphing back.
So is Montaron's sarcastic line, "Oh, Fraptous day, Kaloo Kaleigh."
Dark Side of the Sword Coast, the first ever BG mod, was released in 1999 and was done largely by hex editing. It's really very impressive when you consider that and it paved the way for a lot more to come.
Cut content reveals that before Eldoth became the self-centered slimy bard we all know and love, he was originally planned to be captain of the guard of a particular Keep led by an Ogre Mage who could join with you in fighting him.
If you open up NearInfinity and check ELDOTD.CRE's dialogue file you can see the conversation.
Cut content reveals that before Eldoth became the self-centered slimy bard we all know and love, he was originally planned to be captain of the guard of a particular Keep led by an Ogre Mage who could join with you in fighting him.
If you open up NearInfinity and check ELDOTD.CRE's dialogue file you can see the conversation.
If you give Use Any Item to a monk, they can equip helmets and two-handed weapons like staffs. However, helmets and staffed aren't rigged to display properly when the monk is attacking, so if you have a monk fight with a staff and a helmet, the helmet will stay in place even while the monk's head moves around, and the staff will float in midair and swing around while the monk uses its normal unarmed attack animations.
Cut content reveals that before Eldoth became the self-centered slimy bard we all know and love, he was originally planned to be captain of the guard of a particular Keep led by an Ogre Mage who could join with you in fighting him.
If you open up NearInfinity and check ELDOTD.CRE's dialogue file you can see the conversation.
Can you post said Conversion?
And if not the conversion, then please post the conversation.
With 4 race sprites (human, elf, halfling, dwarf), 2 sex sprites (male and female), 5 class sprites (fighter, mage, priest, rogue, monk), and 54 animation types...
1. Walk left/right (can be mirrored) 2. Walk up 3. Walk down 4. Idle animation diagonal up (also can be mirrored) 5. Idle animation diagonal down 6. Hurt 7. Cast spell facing east 8. Cast spell facing northeast 9. Cast spell facing north 10. Cast spell facing northwest 11. Cast spell facing west 12. Cast spell facing southwest 13. Cast spell facing south 14. Cast spell facing southeast 15. One-handed overhand swing facing east 16. One-handed overhand swing facing northeast 17. One-handed overhand swing facing north 18. One-handed overhand swing facing northwest 19. One-handed overhand swing facing west 20. One-handed overhand swing facing southwest 21. One-handed overhand swing facing south 22. One-handed overhand swing facing southeast 23-30. Same as previous 8, but the backhand swing instead of overhand swing 31-38. Same as previous 8, but the thrust instead of the backhand swing 39-46. Same as previous 24, but with two-handed weapons instead of one-handed 47-54. Same as previous 24, but with dual-wielding instead of two-handed weapons
...plus the monk- and human-exclusive unarmed monk attack animations, there are 2,276 separate animations for all humanoid critters, each of which has 9, 10, or 14 frames. That means there are over 25,000 different image files you'd need to edit by hand if you wanted to create higher resolution sprites without the original models, not counting the weapons and armor types you'd need to factor in.
With 4 race sprites (human, elf, halfling, dwarf), 2 sex sprites (male and female), 5 class sprites (fighter, mage, priest, rogue, monk), and 54 animation types...
1. Walk left/right (can be mirrored) 2. Walk up 3. Walk down 4. Idle animation diagonal up (also can be mirrored) 5. Idle animation diagonal down 6. Hurt 7. Cast spell facing east 8. Cast spell facing northeast 9. Cast spell facing north 10. Cast spell facing northwest 11. Cast spell facing west 12. Cast spell facing southwest 13. Cast spell facing south 14. Cast spell facing southeast 15. One-handed overhand swing facing east 16. One-handed overhand swing facing northeast 17. One-handed overhand swing facing north 18. One-handed overhand swing facing northwest 19. One-handed overhand swing facing west 20. One-handed overhand swing facing southwest 21. One-handed overhand swing facing south 22. One-handed overhand swing facing southeast 23-30. Same as previous 8, but the backhand swing instead of overhand swing 31-38. Same as previous 8, but the thrust instead of the backhand swing 39-46. Same as previous 24, but with two-handed weapons instead of one-handed 47-54. Same as previous 24, but with dual-wielding instead of two-handed weapons
...plus the monk- and human-exclusive unarmed monk attack animations, there are 2,276 separate animations for all humanoid critters, each of which has 9, 10, or 14 frames. That means there are over 25,000 different image files you'd need to edit by hand if you wanted to create higher resolution sprites without the original models, not counting the weapons and armor types you'd need to factor in.
I've had the same portrait on this forum for the past 3 years.
Mine's been the same for four years now and it's relevance is that it's the traditional symbol for alchemy, signifying that I'm a Brewer by profession.
I've had the same portrait on this forum for the past 3 years.
Mine's been the same for four years now and it's relevance is that it's the traditional symbol for alchemy, signifying that I'm a Brewer by profession.
And to think, I just thought it was a picture taken through a kaleidoscope. Who knew...
I've had the same portrait for four years too. The significance is that I had just been trekking in Nepal. I used a photo for the backdrop, (Machchapuchare from MBC) put a bit of my wife's material over my head to make me look like a mage and fused the two images. Sadly you can't see Machchapuchare unless you go to my page. I grew the beard to help mitigate the cold. (Also because shaving and trekking don't go well together)
I got a question. How do you know which spell is the correct one to edit? For example, there are like 4 or 5 versions of charm person in my game. Which one is the right one to edit to add to an innate ability?
Edit: Or rather, how would I figure out which one is the right one to use?
@mashedtaters: Good question! Most spells in the game have one of three prefixes in their file name (the one you see in Near Infinity, not in-game). All mage spells start with SPWI, all priest spells start with SPPR, and all innate spells start with SPIN. SP means spell, WI means wizard, PR means priest, and IN means innate.
For mage and priest spells, the next number in the file name is always equal to its spell level. So, all level 5 cleric spells start with SPPR5 and then have two or three more numbers after that. As for Charm Person, I believe the code for the mage spell is SPWI104.spl. For Charm Person or Mammal, it would be something like SPPR2XX. For Domination, it would be SPWI5XX. But if you're looking for an innate spell, it could be anything from SPWI0XX to SPWI9XX.
Thanks! I have since done some more fooling around. Just using Near Infinity for the first time tonight. Typically I've used DLTCEP for very minor things, but as that hasn't been supported for a while I decided to finally make the switch. And wow, NI is so much easier. Though I'm not a big fan of JAVA, I'm kicking myself for not switching over early. (There's a few programs at work that use JAVA and it tends to be clunky and unwieldy in these particular applications.)
I notice by reading the symbolic name that some of these spells are for beholders and succubus. I expect these spells wouldn't work as well if assigned to Charname? And what is the symbolic name supposed to be?
As for charm person or mammal, there is an already existing innate one that I believe is used by one of the class kits already. It was easy enough just to follow your wonderfully illustrative instructions and copy one of those for assignment to Charname.
For a spell that shows up in both priest and wizard spellbooks, is there a specific difference to be considered when assigning those to an innate ability other than its location and type?
Comments
Spoiler Alert!
Yquog: Uh... Why are you carrying around a dead cat/man/woman?
Dead cat: Doesn't everybody carry around a dead cat? It's soft, and furry - well, parts of him are still furry - it's low maintenance, and the smell is rather cleansing, once you get used to it.
Dead man: Oh, him? He's my good luck charm! You see, he was my first kill, and ever since then I've been carrying him around for good luck. As you can see with my exemplary success against the Legion of the Chimera's many hordes, he works like a charm!
Dead woman: Her name is MISTY! Be polite to my Misty, she's very dear to me. It's hard enough to offer her to you, even though it was her suggestion. What? What's that, sweety? You think the lumpy demon is funny looking...?
Dead man + woman: Ha, ha, funny you should ask. You see, I'm their chaperone for their date - you know, I'm around so they don't do anything that they would later regret. It'd be a shame if I had to end their little outing by handing one of them over to you, but... Hey, wait a bit! Why don't you chaperone them?
Dead man + cat: Hey, easy on the *dead* comment - Buddy's very sensitive about that. As for Spot, well, Buddy always harped about wanting a pet, so one day I caved and gave him one. He was a tough bugger to get, but one swift *whack...*
Dead woman + cat: Hey, easy on the *dead* comment - Misty's very sensitive about that. As for Spot, well, Misty always harped about wanting a pet, so one day I caved and gave her one. He was a tough bugger to get, but one swift *whack...*
Dead man + woman + cat with less than 14 Intimidate (ironically the most boring:): They're a memento of all the slaughter I wrought during this campaign against the Legion of the Chimera.
In all above cases...
Yquog: NO! What's wrong with you?! You're insane! How could an insane fleshy mortal reap such havoc on the Legion of the Chimera?! I can't eat you; you'll give me some kind of mental disease! I'll just kill you and leave the body for the rats!
Dead man + woman + cat with 14 Intimidate
Yquog: You... You mean to say that you carry dead things with you wherever you go?!
PC: Of course! Doesn't everyone? For me, it's kind of like a memento of all the slaughter I wrought during this campaign against the Legion of the Chimera.
Yquog: You... I... But... By Iyachtu Xvim, you're SICK! You hold no concept or understanding for things alive or dead! I want no part of you, not when I'm so close to maturity! Collect all the bodies you want, sick fleshy mortal, but you'll not have mine! I'll leave this place, and you, in peace and never return, of this I swear!
PC: Oh, well, okay, if you insist. Pity, though, you'd have made a fine addition to my pretty, tender collection...
Yquog: AAAAAAHHHHHH!!!
Yquog (in cutscene): AAAHHH! YOU'RE INSANE! SPARE THIS LOWLY BARGHEST WHELP! (flees)
In Icewind Dale 2, mages can cast Aganazzar's Scorcher.
(Only TNO can speak with it, and only as a fighter.)
One, two! One, two! And through and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back.
If you open up NearInfinity and check ELDOTD.CRE's dialogue file you can see the conversation.
1. Walk left/right (can be mirrored)
2. Walk up
3. Walk down
4. Idle animation diagonal up (also can be mirrored)
5. Idle animation diagonal down
6. Hurt
7. Cast spell facing east
8. Cast spell facing northeast
9. Cast spell facing north
10. Cast spell facing northwest
11. Cast spell facing west
12. Cast spell facing southwest
13. Cast spell facing south
14. Cast spell facing southeast
15. One-handed overhand swing facing east
16. One-handed overhand swing facing northeast
17. One-handed overhand swing facing north
18. One-handed overhand swing facing northwest
19. One-handed overhand swing facing west
20. One-handed overhand swing facing southwest
21. One-handed overhand swing facing south
22. One-handed overhand swing facing southeast
23-30. Same as previous 8, but the backhand swing instead of overhand swing
31-38. Same as previous 8, but the thrust instead of the backhand swing
39-46. Same as previous 24, but with two-handed weapons instead of one-handed
47-54. Same as previous 24, but with dual-wielding instead of two-handed weapons
...plus the monk- and human-exclusive unarmed monk attack animations, there are 2,276 separate animations for all humanoid critters, each of which has 9, 10, or 14 frames. That means there are over 25,000 different image files you'd need to edit by hand if you wanted to create higher resolution sprites without the original models, not counting the weapons and armor types you'd need to factor in.
The significance is that I had just been trekking in Nepal. I used a photo for the backdrop, (Machchapuchare from MBC) put a bit of my wife's material over my head to make me look like a mage and fused the two images.
Sadly you can't see Machchapuchare unless you go to my page.
I grew the beard to help mitigate the cold. (Also because shaving and trekking don't go well together)
How do you know which spell is the correct one to edit?
For example, there are like 4 or 5 versions of charm person in my game. Which one is the right one to edit to add to an innate ability?
Edit:
Or rather, how would I figure out which one is the right one to use?
For mage and priest spells, the next number in the file name is always equal to its spell level. So, all level 5 cleric spells start with SPPR5 and then have two or three more numbers after that. As for Charm Person, I believe the code for the mage spell is SPWI104.spl. For Charm Person or Mammal, it would be something like SPPR2XX. For Domination, it would be SPWI5XX. But if you're looking for an innate spell, it could be anything from SPWI0XX to SPWI9XX.
Thanks! I have since done some more fooling around. Just using Near Infinity for the first time tonight. Typically I've used DLTCEP for very minor things, but as that hasn't been supported for a while I decided to finally make the switch. And wow, NI is so much easier. Though I'm not a big fan of JAVA, I'm kicking myself for not switching over early. (There's a few programs at work that use JAVA and it tends to be clunky and unwieldy in these particular applications.)
I notice by reading the symbolic name that some of these spells are for beholders and succubus. I expect these spells wouldn't work as well if assigned to Charname? And what is the symbolic name supposed to be?
As for charm person or mammal, there is an already existing innate one that I believe is used by one of the class kits already. It was easy enough just to follow your wonderfully illustrative instructions and copy one of those for assignment to Charname.
For a spell that shows up in both priest and wizard spellbooks, is there a specific difference to be considered when assigning those to an innate ability other than its location and type?