@Xhoblaim, Yep! Armour next. Also looking to put all/most of the previous mods made for IWDEE onto the modpack to make it easier to keep track of.
I have been looking at the avatar types around and what is it exactly you are looking for. I was able to put together an Elf painted the same colours as Drizzt, then change the look to the various available:
Mage Human Male, Mage Elf Male, same for Fighter, Thief and Cleric of the same races. All look good... Are you looking for a strong triangular type (fighter, cleric avatar) or thinner type (Mage, Thief)?
I tried woth Hexxat but it was very clumsy in the way weapons were handled and I also tried Baeloth with the same results.
I initially thought the BAM was too red and bright, but after a couple of changes, went back to the start as it made sense. Oh yeah, forgot to mention the shapechange.
@Gusinda Ok cool. The avatar can just be the regular elf cleric avatar, the chain armor look is the best (it matches one of the portraits). I have a funny idea about hexxant, how about trying in bg2ee to edit? Would it be different? I know when i move the characters, whatever was done to them in bg2ee transfers over..so maybe..
Well, lets get the items out the way so theres pess to think about lol.
@Xhoblaim, haveing a play with the armours and looking a 2 variants for chainmail as the seeder for the Heart. IWDEE's Elven Chain of the Hand and Mail of the Dead from BG. Working on the first, I have colour is mostly black with a streak of red running through. Did you want the armour to be the colour of night (all black), or all red (like the plate armour called BLOOD)?
Also, what sort of effects (am having a try to use Spell Sequencer to cast a spell when something happens but without success at the moment, baby steps) would you like it to have.
Have a think about it's stoty line as well for the description of the item.
Good news as well. I have had feedback from OlvynChuru, she has fixed the problem with the Improved HoF mods. It will be fixed in the next patch but has provided instructions on how to fix it for an install if you want. If you do, I want to wait to finish putting the previous changes into the mod. This will unfortunately probably kill all of your saved games (or at least I need to place the items back into your saved games) as I have to rename most files to conform to my modder identifier (the first two letters in the files). It only affects about 15 files but of course one is too many...
The other way to do this is to wait for the 2.6 update before using the mod to hold your changes and setup Improved HoF using the current file names for the 2.5 install...
@Gusinda ah ok cool, the armor color base should be black and if you can make the accessories of the armor like a bright puruple, would be perfect. The effect im going for with the armor is the Blood Rage spell, but only if there was a way to eliminate the loss of character control...the spell is perfect but, not in control with vlad means everything dies lmao.
The HoF is something ive been waiting a loooong time for, so hell yeah, i want that ☝️??. But whats this 2.6 stuff about? Another patch droppin soon? Crap, your right, i WILL lose everything ??. Ill be sure to back up my shit then lol. How far out is the update? If its like a week away, screw it ill wait. If its longer than a week then lets make it happen for 2.5...if you dont mind ofcourse. ?
As for the story of the items, im working on them now but was gonna hold off till we had the items made and functioning properly. The changes made with the sword after the description was done removed it from the item in the process of its creation. So i figure it would be best to save for last ?, your thoughts?
@Xhoblaim, OK, will try for those colours and spell. 2.6 was supposed to be here before the new year but it wasn't so it is in delayed mode right now. Hard to say when it is coming out but I am guessing not within the week. I will add the HoF pack to the modfile and keep the items separate for now. I will change them over when the 2.6 patch comes out. You will probably want to restart then anyway as it will come out for all the BG and IWD games at the same time, not PSTEE if you have it. Sort of like a fresh start but with less work to do as the previously modded items should still work after being reinstalled (assuming we get it all captured). I currently have all the modified files in seperate folder, just not what we did with the saved games themselves but they would be easy to do.
Sounds good for the story line. For now, I will just add a bunch of waffle in the identified item's dialog box (so don't be suprised) and it can be adjusted later.
Hi @Xhoblaim, things go well. I have been restructuring the mod template I put together originally (it was a mess), as I 'understand' a little more as to what/how happens, so making it more scalable (as a template, but it does affect this mod as we add more to it...) and easier to read. Also created a naming convention to use so that I can keep track of the files etc, and a 'readme' template.
I have managed to capture all (hopefully) of the individual IWD adjustments (except those in saved files of course) that we did into a new mod to make it easier for later, although I am in the process of changing it from a copy file to an edit file to make it a more compatible with other mods if the need exists. I thought about doing the BG2 stuff we did, but canned the idea. The game was 1.3 when we did all that, so if there is a need, we can do it again for 2.6 (depending on when it arrives), and do it properly from the start.
Still have some more structural changes to make but this will be an ongoing activity (and likley never ending while I play) but at least have a direction I am happy with.
For the armour, I have attached a file and saved game to have a look at. It is just the colour at the moment so do worry about any effects. In another saved game (not attached), I have a PC built using the colours of a Drow, but I notice that you have Vlad with purplish hair. Did you want to keep him that way?
@Gusinda Thats good to hear man. Yes, his hair i was gonna make purple because he has shadow spells and it looks good with the spellcast animation. But ive been thinking that he shouldnt have the shadow spells and instead assign specific abilities to him. I liked the way he looked with black hair and tye blk/dark red color scheme, it matched his portrait.
@Xhoblaim, there is a prob... OlvynChuru has reported back that she has found another confict and it is not fixable. This means that we wont be able to use HoF mod and Shadow Magic mod together.
@Gusinda Gooooooooooot damnit! Ofcourse this would happen...
Well.....what are our other options? Maybe theres another mod that will work (ive no idea which ?)? Ill have a look around also.
Such killer news...?
Meh, we can just continue the Vamp setup. I also have a cool idea for a "vampire killer" class (gonna combine a few class skills like f/t/m classes are). Hopefully this idea will pan out.
No rush on these as we already have alot on the plate. But if you ever redo the modfile, can you add these in? Im hoping the difficulty mod works out well, it looks promising.
@Xhoblaim, it would depend on what takes priority... Did you want the difficulty of HoF, or Shadow Magic? If the Vampire can be boosted enough with vanilla influence to suit you, then I would take the HoF mod. However, I do know how you like the Shadow Magic spells and the Vamp isn't everything.
Will have a look at the other mods. I am fairly sure that Sharman Dance works, same with Stronger Creatures. Not sure about the other two though.
@Gusinda So i been thinkin on this vampire killer that imma make and the base class for this would have to be cleric..but wont be able to cast cleric spells. Instead will get inmate skills that will give it the ability to destroy vampires and other demons with ease. I also wanna make a weapon from one of the flails, to make the vampire killer whip (yes, i love Castlevania ?). And a couple armor pieces ?.
Hi @Xhoblaim, haven't been able to touch the other armours yet but hope to get into it shortly... The cleric, will that be of a particular race? We aren't talking about Vlad here are we? A flail that has an extended reach sounds interesting (never played Castlevania, am I missing out here). I don't think the animations will support it but the imagination is a great thing.
I have gathered the additional mods together and they all appear to be IWDEE friendly, so this is good news. The will be ready for the next install.
@Gusinda Thats cool, take your time bro. Yeah the cleric will be an elf body but human race. Wait...you can extend the range on the flail!?! ????
Omfg you NEVER played Castlevania?!?!!! How?!? ???? Its like the greatest video game series ever haha. The one you wanna check out is Castlevania: Symphony of the night. Its for PS1 and hard to find a hard-copy of the game. So your best bet would be to get the ROM.
Also, you can check out the story in depth on youtube. So worth it man ?
Hi @Xhoblaim, okay worked out why I had never played it. Back in the early days, I wasn't much into side scrollers. I have played a couple since then and am not so irritated by them any more...
Yes can extend the range of the flail. Wouldn't want to take it too far. The flail has a range of 1 and the staff, a range of 2, just to give you an idea.
Attached is the updated modfile with the extra mods installed. There were some translation problems with drats kits so was only able to install 4 of them.
@Gusinda Yea the Castlevania series can be stupid hard... SoN at least gives you a fighting chance lmao.
On that flail, lets see what its like to have the range of a staff.
For the kits, i see where some classes were installed and a couple that didnt seem to make it... For example:
New classes i got are for fighters, priests, druid, ranger(?)
Hatred carrier (fighter), Preacher of Flames, Master of swarms, hunter of vermin(?)
Also, the bladesinger is a no-show and my sorcerer classes have changed to weapon desciptions ?
Stupid translation...deratiseur mod-link lied to me, it says its in english lol...
Im curious, is it possible to install the thief class anyway? I try to stay optimistic ?. I had fell in love with their class description and skills.
Edit: Correction, classes i got were Hatred C., PoF, MoS and bladesinger (BS was under fighters, not bards)
@Xhoblaim, I will have a look and see. I could try and put the thief class in, but I think it was one of the ones that refused to go any further. Perhap I can play with the files a bit... Can you read French?
Looking at the debug file, I see it also says that the Sorcerer was installed with warnings (translational) which may account for the weapons. Will see what happens if I leave it out.
@Gusinda Can i read French?? HA! I wish! Lmao. The idea is to test the skills of tge thief and see if we cant locate the files for said skill so we can copy it into tge modfile. Then (in theory), you can apply said skill to whoever ?. For example, Sheena the half dragon, even if the mod isnt installed in the game, but her shapechange files are in the modfile pack, he transfomation will still show correctly (tested this when swtching between bg2ee and iwdee).
Hi @Xhoblaim, attached is a new version of the modfile. I did a bit of playing this morning and fixed some of the translation problems (Google Translate help a lot). This increases the new kits from Drats to 8. Only 3 wouldn't install (2 weren't in the install pack and 1 was incomplete).
The Sorcerer is correct in the way it displays, you either have to select a Staff or a Dagger weilder for the bonuses. Also, the thief actually was good, it was a misread by myself with the incomplete kit.
You will see 2 x Bladesingers in the Fighter class, one by Deratiseur and one by Misdrha'al Hymmet. I am unsure whether they will conflict with each other. Only one way to find out though.
Give it a whirl and see if there are any problems your way.
Gus
@Xhoblaim - wait out on the download... I am having another try at Drats_kits as I found the other two that I thought weren't there. They have some translation problems so will take a little while.
Gus
Edit: Okay, not as bad as expected. The translation problems are only internal to one of the files. Hope Derats is ok with the changes. I will submit them to him for his thoughts. In the meanwhile, I only need to reinstall and rebuild the modfile.
Edit 2: We have just had visitors arrive so I wont be able to complete it until tomorrow. I will leave the other one there in case you want a preview.
@Xhoblaim, attached is the updated version. The only kit I couldn't get working is the French Only Gnome Shadowdancer, could installed it but it is all in french. Should pop onto the Drats_Kits link and let him know that you enjoy the kits...
Hi @Xhoblaim, unfortunately they still stand where the were. I have been trying to fix a problem in my system that just doesn't seem to want to go away. I fear I am in for a reinstall or the purchase of some new hardware... hoping not though.
Hi @Xhoblaim, bit the bullet and went and got a new memory stick... All good now!
Was playing around with the rest of the items and came upon some thoughts/problems:
Bracers: Nocturnal Vambrace
– 1-2 fire dmg, +1cold dmg
– %5 (or %2?) chance on hit to summon 1 shadow (shadow weave)
They don't really hit anything so I don't think that this is achievable.
Amulet: Chalice of Nosferatu
For the 10% Resist All - what does the 'all' mean? Did you want all of these? (oh and did I forget any)
– Magical Resistance, Cold Resistance, Fire Resistance, Acid Resistance, Electricity Resistance
– Piercing Resistance, Slashing Resistance, Crushing Resistance, Missile Resistance
Ring: Lichbone
– 2% chance to cast lichtouch on hit; same problem as above as it isn't a weapon
Flail: Castlevania's Influence
– Other than a reach of 2, do you have any other thoughts on other abilities you might want?
My thoughts were a 17 STR & 16 DEX requirement, +2/3 weapon, 5% chance of stunning yourself, 10% chance of panicing foe, treated as a Two-Handed weapon and therefore can't dual wield or hold a shield while using it.
- Of course a name change if you don't want to use this one.
Also, you have a number of spells/effects related to the Shadow Magic mod. This would mean that you will need to have it installed for any game where this is used. Have no problems with it as it is a great mod, but is this what you intend?
Anyway, the basis of the entire package is almost complete and nearly ready for an alpha release, it is a case of applying the spells to the items and fixing any of the above. Still looking at the armour though, and what it's abilities are as I don't think I can get a reaction to being at a certain state without playing with scripting (and haven't started any of that yet).
Ok, for the bracers, i thought the abilities on the items worked cuz of an item i had before that was an armor piece had an on-hit effect. Oh well, jus have it give bonus to fist dmg and thaco for fist and weapons.
For the amulet, the "all" was in refrence to all elemental resists. The physical resists would be too much imo.
That flail sounds great! Im mostly liking the reach and the 2hdr concept. +3 is good minus the stun effect lol. Panic is good also / what you think about it casting Black Rose? (With reduced damage ofcourse) Not a fan of chasing my prey ?.
For all the "on-hit" ideas that failed, can you make them skill charges? For the bacers, the summon shadows would be much cooler as shadow wolves. (If possible).
Yea the shadow spell setup is fine, dnt need anyone using my goods lol.
@Gusinda hey gus i came across somethin that i shoulda noticed a while ago. Suprised this slipped for so long but, Vlads lich touch on hit effect still overrides his shapechange unfortunately. I hope this is still fixable ?
I think i see where the issue is and its the lich touch on-hit effect. The dragon shapechange uses "fist" as the base for it attack, that being said, this i believe is the cause of the clash. Since its being read as a fist by the game, the on-hit effects from the base fist is transfering to the shapechanged fist. I thought we had it workin before but i guess it jus didnt proc.
Comments
I have been looking at the avatar types around and what is it exactly you are looking for. I was able to put together an Elf painted the same colours as Drizzt, then change the look to the various available:
Mage Human Male, Mage Elf Male, same for Fighter, Thief and Cleric of the same races. All look good... Are you looking for a strong triangular type (fighter, cleric avatar) or thinner type (Mage, Thief)?
I tried woth Hexxat but it was very clumsy in the way weapons were handled and I also tried Baeloth with the same results.
I initially thought the BAM was too red and bright, but after a couple of changes, went back to the start as it made sense. Oh yeah, forgot to mention the shapechange.
Gus
Well, lets get the items out the way so theres pess to think about lol.
Also, what sort of effects (am having a try to use Spell Sequencer to cast a spell when something happens but without success at the moment, baby steps) would you like it to have.
Have a think about it's stoty line as well for the description of the item.
Good news as well. I have had feedback from OlvynChuru, she has fixed the problem with the Improved HoF mods. It will be fixed in the next patch but has provided instructions on how to fix it for an install if you want. If you do, I want to wait to finish putting the previous changes into the mod. This will unfortunately probably kill all of your saved games (or at least I need to place the items back into your saved games) as I have to rename most files to conform to my modder identifier (the first two letters in the files). It only affects about 15 files but of course one is too many...
The other way to do this is to wait for the 2.6 update before using the mod to hold your changes and setup Improved HoF using the current file names for the 2.5 install...
Something to consider.
Gus
The HoF is something ive been waiting a loooong time for, so hell yeah, i want that ☝️??. But whats this 2.6 stuff about? Another patch droppin soon? Crap, your right, i WILL lose everything ??. Ill be sure to back up my shit then lol. How far out is the update? If its like a week away, screw it ill wait. If its longer than a week then lets make it happen for 2.5...if you dont mind ofcourse. ?
As for the story of the items, im working on them now but was gonna hold off till we had the items made and functioning properly. The changes made with the sword after the description was done removed it from the item in the process of its creation. So i figure it would be best to save for last ?, your thoughts?
Sounds good for the story line. For now, I will just add a bunch of waffle in the identified item's dialog box (so don't be suprised) and it can be adjusted later.
Gus
I have managed to capture all (hopefully) of the individual IWD adjustments (except those in saved files of course) that we did into a new mod to make it easier for later, although I am in the process of changing it from a copy file to an edit file to make it a more compatible with other mods if the need exists. I thought about doing the BG2 stuff we did, but canned the idea. The game was 1.3 when we did all that, so if there is a need, we can do it again for 2.6 (depending on when it arrives), and do it properly from the start.
Still have some more structural changes to make but this will be an ongoing activity (and likley never ending while I play) but at least have a direction I am happy with.
For the armour, I have attached a file and saved game to have a look at. It is just the colour at the moment so do worry about any effects. In another saved game (not attached), I have a PC built using the colours of a Drow, but I notice that you have Vlad with purplish hair. Did you want to keep him that way?
Gus
Gus
Well.....what are our other options? Maybe theres another mod that will work (ive no idea which ?)? Ill have a look around also.
Such killer news...?
Meh, we can just continue the Vamp setup. I also have a cool idea for a "vampire killer" class (gonna combine a few class skills like f/t/m classes are). Hopefully this idea will pan out.
https://forums.beamdog.com/discussion/58676/mod-improved-shamanic-dance/p1
https://forums.beamdog.com/discussion/60725/the-deratiseur-unused-kits-pack-for-bg2-bgt-and-all-ee-versions-in-english-v13
http://forum.baldursgate.com/discussion/34950/bgee-mod-misdrhaal-hymmets-bladesinger-kit#latest
http://forum.baldursgate.com/discussion/40026/stronger-creatures-simple-difficulty-mod#latest
No rush on these as we already have alot on the plate. But if you ever redo the modfile, can you add these in? Im hoping the difficulty mod works out well, it looks promising.
Will have a look at the other mods. I am fairly sure that Sharman Dance works, same with Stronger Creatures. Not sure about the other two though.
Gus
How goes the other armors?
I have gathered the additional mods together and they all appear to be IWDEE friendly, so this is good news. The will be ready for the next install.
Gus
Omfg you NEVER played Castlevania?!?!!! How?!? ???? Its like the greatest video game series ever haha. The one you wanna check out is Castlevania: Symphony of the night. Its for PS1 and hard to find a hard-copy of the game. So your best bet would be to get the ROM.
Also, you can check out the story in depth on youtube. So worth it man ?
Finaly, good news on the mods! Cant wait ?
Yes can extend the range of the flail. Wouldn't want to take it too far. The flail has a range of 1 and the staff, a range of 2, just to give you an idea.
Attached is the updated modfile with the extra mods installed. There were some translation problems with drats kits so was only able to install 4 of them.
Enjoy
Gus
Edit: Files deleted, update below
On that flail, lets see what its like to have the range of a staff.
For the kits, i see where some classes were installed and a couple that didnt seem to make it... For example:
New classes i got are for fighters, priests, druid, ranger(?)
Hatred carrier (fighter), Preacher of Flames, Master of swarms, hunter of vermin(?)
Also, the bladesinger is a no-show and my sorcerer classes have changed to weapon desciptions ?
Stupid translation...deratiseur mod-link lied to me, it says its in english lol...
Im curious, is it possible to install the thief class anyway? I try to stay optimistic ?. I had fell in love with their class description and skills.
Edit: Correction, classes i got were Hatred C., PoF, MoS and bladesinger (BS was under fighters, not bards)
Looking at the debug file, I see it also says that the Sorcerer was installed with warnings (translational) which may account for the weapons. Will see what happens if I leave it out.
Gus
Hmmmm ?
The Sorcerer is correct in the way it displays, you either have to select a Staff or a Dagger weilder for the bonuses. Also, the thief actually was good, it was a misread by myself with the incomplete kit.
You will see 2 x Bladesingers in the Fighter class, one by Deratiseur and one by Misdrha'al Hymmet. I am unsure whether they will conflict with each other. Only one way to find out though.
Give it a whirl and see if there are any problems your way.
Gus
Edit: Files deleted, update below
Gus
Edit: Okay, not as bad as expected. The translation problems are only internal to one of the files. Hope Derats is ok with the changes. I will submit them to him for his thoughts. In the meanwhile, I only need to reinstall and rebuild the modfile.
Edit 2: We have just had visitors arrive so I wont be able to complete it until tomorrow. I will leave the other one there in case you want a preview.
You gotta check it out, ive some evil ideas for those spells ???
Now to get back to the armour
Gus
Whatcha been up to anyway?
Gus
Hopefully everythings ok... At worse, just a reinstall.. ?
Was playing around with the rest of the items and came upon some thoughts/problems:
Bracers: Nocturnal Vambrace
– 1-2 fire dmg, +1cold dmg
– %5 (or %2?) chance on hit to summon 1 shadow (shadow weave)
They don't really hit anything so I don't think that this is achievable.
Amulet: Chalice of Nosferatu
For the 10% Resist All - what does the 'all' mean? Did you want all of these? (oh and did I forget any)
– Magical Resistance, Cold Resistance, Fire Resistance, Acid Resistance, Electricity Resistance
– Piercing Resistance, Slashing Resistance, Crushing Resistance, Missile Resistance
Ring: Lichbone
– 2% chance to cast lichtouch on hit; same problem as above as it isn't a weapon
Flail: Castlevania's Influence
– Other than a reach of 2, do you have any other thoughts on other abilities you might want?
My thoughts were a 17 STR & 16 DEX requirement, +2/3 weapon, 5% chance of stunning yourself, 10% chance of panicing foe, treated as a Two-Handed weapon and therefore can't dual wield or hold a shield while using it.
- Of course a name change if you don't want to use this one.
Also, you have a number of spells/effects related to the Shadow Magic mod. This would mean that you will need to have it installed for any game where this is used. Have no problems with it as it is a great mod, but is this what you intend?
Anyway, the basis of the entire package is almost complete and nearly ready for an alpha release, it is a case of applying the spells to the items and fixing any of the above. Still looking at the armour though, and what it's abilities are as I don't think I can get a reaction to being at a certain state without playing with scripting (and haven't started any of that yet).
Something to play around with
Gus
Back on track ?
Ok, for the bracers, i thought the abilities on the items worked cuz of an item i had before that was an armor piece had an on-hit effect. Oh well, jus have it give bonus to fist dmg and thaco for fist and weapons.
For the amulet, the "all" was in refrence to all elemental resists. The physical resists would be too much imo.
That flail sounds great! Im mostly liking the reach and the 2hdr concept. +3 is good minus the stun effect lol. Panic is good also / what you think about it casting Black Rose? (With reduced damage ofcourse) Not a fan of chasing my prey ?.
For all the "on-hit" ideas that failed, can you make them skill charges? For the bacers, the summon shadows would be much cooler as shadow wolves. (If possible).
Yea the shadow spell setup is fine, dnt need anyone using my goods lol.
I think i see where the issue is and its the lich touch on-hit effect. The dragon shapechange uses "fist" as the base for it attack, that being said, this i believe is the cause of the clash. Since its being read as a fist by the game, the on-hit effects from the base fist is transfering to the shapechanged fist. I thought we had it workin before but i guess it jus didnt proc.