Item Pack v1.8
#41
Posted 14 September 2010 - 10:32 AM
Badge of the Svirfneblin
I find this item very good, but would like to know if you could be pursuaded to skip the magical cube around the person who is carrying it. I think it is the Cube of non detection
Cheers
#42
Posted 14 September 2010 - 11:19 AM
Yeah, that animation is pretty horrible, I agree. But it's bound to the immunity to Divination effect.Hi
Badge of the Svirfneblin
I find this item very good, but would like to know if you could be pursuaded to skip the magical cube around the person who is carrying it. I think it is the Cube of non detection
You can avoid it by installing the "Invisible Cloak of Mirroring / Spell Trap and Physical Mirror (Weimer)" component from BG2 Tweaks.
#43
Posted 14 September 2010 - 04:45 PM
There is a better way to do this (since IIRC that Tweaks component just overwrites the animations with blank ones): put opcode 291 (Disable Visual Effect) on your item. I think you may need to put it before your effect that triggers this animation.You can avoid it by installing the "Invisible Cloak of Mirroring / Spell Trap and Physical Mirror (Weimer)" component from BG2 Tweaks.
By coincidence, Aurora has a "ring of the svirneblin" (albeit an undroppable one) at t-ring05.itm that gives the svirfneblin their innate abilities, if you want an example.
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
#44
Posted 18 September 2010 - 02:50 PM
Daulmakan, have you been given this any thoughts?There is a better way to do this (since IIRC that Tweaks component just overwrites the animations with blank ones): put opcode 291 (Disable Visual Effect) on your item. I think you may need to put it before your effect that triggers this animation.You can avoid it by installing the "Invisible Cloak of Mirroring / Spell Trap and Physical Mirror (Weimer)" component from BG2 Tweaks.
#45
Posted 18 September 2010 - 06:02 PM
Yeah, sorry. I haven't had time to check this out. If I can get it to work, it's a go for next version.Daulmakan, have you been given this any thoughts?
There is a better way to do this (since IIRC that Tweaks component just overwrites the animations with blank ones): put opcode 291 (Disable Visual Effect) on your item. I think you may need to put it before your effect that triggers this animation.You can avoid it by installing the "Invisible Cloak of Mirroring / Spell Trap and Physical Mirror (Weimer)" component from BG2 Tweaks.
Thanks Miloch for the tip.
#46
Posted 07 October 2010 - 04:54 AM
* Version 1.4:
- Added a new item to the main component: Jester?s Bag of Holding
- Added two new items to the Tweaked Items component: the Ring of Protection - Warder?s Signet, and the Staff of Arundel
- Did some minor code optimizations
- Fixed an issue with the Dread Bond bracers, which were wrongly equippable by Kensais
- Tweaked slightly the Badge of the Svirfneblin and the Chauntea?s Vest armor
#47
Posted 07 October 2010 - 05:16 AM
#48
Posted 29 October 2010 - 05:16 AM
Might I suggest changing all instances of:
IF WEIGHT #-1 ~GlobalGT("D1Craft","AR0334",0)~ THEN BEGIN D1Craft SAY #59797 IF ~~ THEN DO ~SetGlobal("D1Craft","AR0334",0)~ EXIT ENDto
IF WEIGHT #-1 ~GlobalGT("D1Craft","AR0334",0)~ THEN BEGIN D1Craft SAY #59797 IF ~~ THEN DO ~SetGlobal("D1Craft","AR0334",0) SetGlobal("ForgeStuff","GLOBAL",0)~ EXIT END
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#49
Posted 29 October 2010 - 01:06 PM
I'm not sure this is an Item Pack issue. I can't reproduce the problem on a clean install, and I don't have a clue on megamod installs.Heya Please have a look at this (also the bit about "ForgeStuff" )
Might I suggest changing all instances of:IF WEIGHT #-1 ~GlobalGT("D1Craft","AR0334",0)~ THEN BEGIN D1Craft SAY #59797 IF ~~ THEN DO ~SetGlobal("D1Craft","AR0334",0)~ EXIT ENDtoIF WEIGHT #-1 ~GlobalGT("D1Craft","AR0334",0)~ THEN BEGIN D1Craft SAY #59797 IF ~~ THEN DO ~SetGlobal("D1Craft","AR0334",0) SetGlobal("ForgeStuff","GLOBAL",0)~ EXIT END
Glancing at that member's weidu log, it seems he's playing with the previous version of Item Pack. Current version has some optimizations to the Cromwell code, but even in the last version I didn't notice items not being given to the player, so I dunno.
The code I use is borrowed from RR and it leaves the ForgeStuff set to 1 too.
By exploit you mean the trick of attacking the person who speaks with Cromwell and duplicating items? Isn't that vanilla behavior? Frankly, I'm not sure it's worth it. Players can police themselves.
#50
Posted 29 October 2010 - 07:52 PM
To be honest, it was something I thought up while looking over WeiItemUpgrade a couple o months back I can't seem to put a finger over the exact way ...By exploit you mean the trick of attacking the person who speaks with Cromwell and duplicating items? Isn't that vanilla behavior? Frankly, I'm not sure it's worth it.
Love it when modders say thatPlayers can police themselves.
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#51
Posted 19 February 2011 - 06:20 AM
10th
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#52
Posted 19 February 2011 - 07:03 AM
I'm not sure I understand you. Item Revisions does its own alteration to the item (both by overwriting, so there isn't room for compatibility as in both modifications at the same time), the one you end up with is the last one you install. If you want my version, install that component after Item Revisions. If you want IR's, install it after Item Pack or simply don't install the Convenient Free Action component altogether.Could you modify your 'Convenient Free Action Items' component so that it is compatible with item revisions? By that I mean not being able to install it, as blun30.itm (Flail of the ages +5) doesn't grant free action with item revisions installed.
Did that help? Or it was a different thing?
#53
Posted 19 February 2011 - 07:25 AM
10th
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#54
Posted 19 February 2011 - 07:40 AM
I don't disallow installation because someone might want the bulk of IR's modifications but my version of the items in question.It helped. I simply meant, that this component should be skipped if item revisions's main component is detected, or that you should be warned that this component overwrites existing files.
As to your second point:
This is a WeiDU mod, so it should work well along with such others. If you have other item-affecting mods, be warned that Components III & IV from this mod overwrite items, so you'll only get to see their version or mine, depending on your install order.
#55
Posted 16 March 2011 - 09:36 AM
IF ~PartyHasItem("d1sw1h00") OR(2) !PartyHasItem("MISC6Z") !PartyHasItem("MISC45") !PartyHasItem("MISC42")~ THEN GOTO d1UPGD01
10th
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#57
Posted 26 March 2011 - 03:07 PM
Component 0 "Item_Pack"
Some code is missing: After one finds a broken magic sword (D1SW1H00.ITM) on Abazigal, Cespenar sais about two (English) sentences, followed by "no valid replies or links". The broken sword doesn't get upgraded to Mantooth (D1SW1H01.ITM)
In German, not mentioning more than I said:
http://kerzenburg.ba...18&postcount=42
#58
Posted 27 March 2011 - 02:00 AM
Yeah, can reproduce. Said problem happens because of the problem 10th reported above.A player posted this on Kerzenburg forum:
Component 0 "Item_Pack"
Some code is missing: After one finds a broken magic sword (D1SW1H00.ITM) on Abazigal, Cespenar sais about two (English) sentences, followed by "no valid replies or links". The broken sword doesn't get upgraded to Mantooth (D1SW1H01.ITM)
In German, not mentioning more than I said:
http://kerzenburg.ba...18&postcount=42
Changing the OR(2) to OR(3) condition locally like stated above and reinstalling should solve the issue (this is fixed for next version). Thank you Fennek for relating Noban's post.
#59
Posted 27 March 2011 - 10:29 AM
Yeah, can reproduce. Said problem happens because of the problem 10th reported above.
Changing the OR(2) to OR(3) condition locally like stated above and reinstalling should solve the issue (this is fixed for next version). Thank you Fennek for relating Noban's post.
Great, thanks!
#60
Posted 10 May 2011 - 10:52 AM
Item Description:
Slays Constructs
I dunno how translate. Is this IWD 2 item?
Murloc-translator
Coordinator of the Russian BWP Translation Team - Arcanecoast.ru
Work with SHS, PPG, G3, CoM, Dragon's Hoard, Sorcerer's Place, RPG Dungeon