D's Enemy Upgrade
#21
Posted 24 November 2008 - 08:13 AM
#22
Posted 24 November 2008 - 08:26 AM
All you are doing is asking for a random number between 2 and 2.
Icen
Edited by Icendoan, 24 November 2008 - 08:26 AM.
#23
Posted 24 November 2008 - 09:13 AM
Sure, but it will always be 2.
All you are doing is asking for a random number between 2 and 2.
Icen
I Know.That's what i want.
#24
Posted 24 November 2008 - 10:09 AM
I was only able to install "enemy upgrade" after i removed it.
#25
Posted 24 November 2008 - 10:34 AM
Attached Files
#26
Posted 24 November 2008 - 10:36 AM
Icen
#27
Posted 24 November 2008 - 11:24 AM
You used the custom setting, right? If so, that is my problem.
Icen
I was using wuss mode.The code looks like this:
BACKUP ~enemyupgrade/backup~
AUTHOR ~Duality (dualities.shadow@gmail.com~
BEGIN ~Wuss Mode~
SUBCOMPONENT ~Enemy Upgrade~
RANDOM_SEED %seeded%
COPY_EXISTING_REGEXP GLOB ~.+.cre$~ ~override~
PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN //Protects against invalid files
READ_LONG 0x1CC "biography"
PATCH_IF ("%biography%" < 3) THEN BEGIN //Makes sure they aren't a NPC
PATCH_IF %SOURCE_REZ% !STRING_COMPARE ~charbase~ BEGIN
It's basically Duality's code with your line of code added to prevent pc modification.It's the way you have it set in the 2nd tp2 you posted on the first page of this thread.
Edited by viperdan, 24 November 2008 - 11:24 AM.
#28
Posted 24 November 2008 - 11:59 AM
So the latest version is up for download hm... I lost my copy of the tp2.
Icen
Edited by Icendoan, 24 November 2008 - 12:01 PM.
#29
Posted 24 November 2008 - 12:03 PM
Icen
#30
Posted 25 November 2008 - 06:07 PM
Charbase is no longer modified, you can no longer end up with totally immune creatures and Icendoan's "Choose Yourself" setup option is now included.
Thanks again Icen
[EDIT]
Oops, missed the whole second page of this thread. Uh, the ~charbase~ source_res thing DOESN'T work at all, it should, but it doesn't. EVERYTHING gets modified if that code is in place, which is *hopefully* the reason the NPC's were being modified. If it still happens (and it should only happen if a join-able NPC didn't have a bio, in which case there's nothing I can really do since there aren't any unique tags to differentiate join-able NPC's from normal creatures) then let me know.
And the REZ thing was your fault Icen I noticed it in the code you sent me
[/EDIT]
Edited by Duality, 25 November 2008 - 06:16 PM.
#31
Posted 26 November 2008 - 12:08 AM
I don't really understand it, and I PMed you with better code for it. As far as I know, the NPCs will have greater HP and resistances. I'll look into it later.
Icen
#32
Posted 26 November 2008 - 08:45 AM
Edit:Yes,i'm right.Joinable npc's appear in the debug file as though they have been modified but there aren't.
Edited by viperdan, 26 November 2008 - 08:47 AM.
#33
Posted 26 November 2008 - 09:17 AM
Wait a minute, try this:
At the beginning of the mod:
ALWAYS COPY_EXISTING ~charbase.cre~ ~enemyupgrade/charbase.cre~ END
And then, right at the bottom:
AT_EXIT COPY ~enemyupgrade/charbase.cre~ ~override~ END.
It removes and then replaces any modifed .cre file. The existing should work, and that should as well.
Icen
#34
Posted 26 November 2008 - 04:24 PM
#35
Posted 26 November 2008 - 04:30 PM
Icen
#36
Posted 17 October 2009 - 02:38 AM
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#37 -Borsook-
Posted 31 December 2010 - 02:24 PM