Modding questions - things that can and cannot be done...
jethro
Member Posts: 81
I'm sure there's some hard coded reason this cant be done, but I'd love to be able to actually disarm the traps I find with the monk.
Anyway, thanks for reading...
Anyway, thanks for reading...
Post edited by jethro on
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...not that that was a surprise. thanks
Basically I could do it by having a boatload of individual weapons, but it'd be a heckuva lot cleaner and faster if I could do it by type.
These, "||"
Do they function as "OR's"?
http://gemrb.org/iesdp/file_formats/ie_formats/itm_v1.htm
I'm not sure how familliar you are, but this is also useful:
http://weidu.org/WeiDU/README-WeiDU.html
...and then I went ahead and read the Readme (again, mind you; I did try before! still thank you @Grammarsalad ) and it makes a perverted sort of sense...
OK! So next question (and THANK YOU for the help! Been wracking my brain for hours trying to figure this out...) is how do I use this in my .baf/.bcs script? I assume I put what's up there into the tp2 and fill in the "..." with - well with something that links it to my script and gets it to do what I want.
Man this is awesome if it works! Going to try to figure it out...
But yeah, i'm more than a little stuck on this. This is my first attempt at modding BGEE, and I've done well over the last month working with NI and altering existing mods to suit my needs, but this is a change I can't find examples of and haven't figured out any clever work arounds...
I will definitely look at that splprot.2da and see if there's a solution there.
Also @subtledoctor you should check out the saves mod for that stat based spell. It sets a global value equal to the bonus you want (that's the tedious part) then uses a separate script to run whatever effect you want. Anyway it's cleaner and easier to change, and only runs when a stat changes.
...it's gonna take some time to script more of this (and with no template for it!) but I'm pretty confident that this could work. I'd actually post the working part of what I have, but I've been waiting to hear back from @wolpak regarding use of his mod in this - it has been INVALUABLE! - and until then I don't want to pass it around. Though if you want to take a look at anything I'll be happy to PM or email it...
And I just want to say THANK YOU to everyone who's replied for taking the time to help me on this. It's my first attempt at modding BGEE and I really appreciate the insights.
And I say it's a 5e Conversion, but maybe more like a 5e blend...I don't want to do away with kits or remake the classes yet. I don't want to give the option to pick and choose a different class at every level up. I mean I'd love to, but that's a LOT of work that I don't think would actually benefit the game or player much. But I do like the 5e systems underlying things, like proficiencies and stat bonuses and feats and such. So I'm picking and choosing, but I think what I've got going so far is pretty cool and will be better by the end...
As far as my solution to the Dex-based bonus for certain weapons the only thing I'd like to do at Level Up (and at the beginning of the game) is a CHOICE for Thieves to use Dex or use Str as their attack bonus. If they choose Dex they will be limited to Dex weapons. Perhaps this isn't a good alternative, but other than not having the option at all I can't think of another one. I could expand this to any class, of course, but again I'm not sure it'd be worth it for any class BUT thieves to undergo. Perhaps an Archer-based fighter or some rangers...i dunno if the weapon restriction would really be worth it though. Of course I'm honestly quite a ways out from that currently as well.
Opcode 117, Clairvoyance, once per area, which reveals the entire map, but does not clear fog of war.
Opcode 268, Clear Fog of War, attached to every creature file. Creature will be visible within the fog of war, excluding creatures that really are "Invisible".
Opcode 262, Visual Range Bonus, attached to each party member. Can at most double normal visual range.