Bubb
Bubb
Reactions
-
Re: [MOD] EEex (v0.10.2-alpha)
@Raduziel: Yeah, should be doable. A daily reminder: I often get a handle on what I'm working on by typing it out. So, if I start to ramble here that's why. Now, let's talk about ignoring AC bonuses:… (View Post)4 -
Re: [MOD] EEex (v0.10.2-alpha)
I've been doing some bug fixing recently, specifically: 1) As @Ulb found, (thank you for reporting!), I, for some reason, was forbidding the engine from rendering invisibility effects unless a creatu… (View Post)5 -
Re: General mod Questions thread
I want to make sure I have a good grasp of the multiclass / dualclass systems before I screw around with them in EEex, so here's some questions / assertions: 1) As the IESDP states, dualclass charact… (View Post)1 -
Re: [MOD] EEex (v0.10.2-alpha)
I've been working on some small worker functions before I attempt to tackle some serious unhardcoding. Not enough for a release, but I've pushed them to master. I think they can prove quite useful, s… (View Post)3 -
Re: [MOD] EEex (v0.10.2-alpha)
Hi @Myrag: Weird that the error message is cut off, it should end in "Please start the game using EEex.exe". But anyways: that error occurs when you start Baldur.exe directly, instead of ru… (View Post)3