I noticed that there arn't many mods for IWD, which is a bit of a shame.
Well, the game is a bit hard to modify, as it lacks a good dialog support, party controls ... the plot is like a train, on a track, there's no alternatives... there's actually an
NPC mod for the game, and the game is in a public beta phase of being turned into a
BGII engine Total Conversion mod, it's v7 is promised to be more finish-able... as there's a
few problems that need to be set with the Console, those are it's largest problems... so soon it should be done...
May I suggest that you add this feature to the mod you make...
BEGIN ~hitpoint setting component~
PRINT ~With what number do you want to multiply the enemies Hitpoints ?~
ACTION_READLN hp_int
OUTER_WHILE (!(IS_AN_INT %hp_int%) || (%hp_int% > 100) || (%hp_int% < 0)) BEGIN
PRINT ~With what number do you want to multiply the enemies Hitpoints ?~
ACTION_READLN hp_int
END
COPY_EXISTING_REGEXP GLOB ~^.+\.cre$~ ~override~
PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN
READ_SHORT 0x24 "hp1" ELSE 0
READ_SHORT 0x26 "hp2" ELSE 0
SET hp11 = ~hp1 * hp_int~
SET hp21 = ~hp2 * hp_int~
WRITE_SHORT 0x24 %hp11%
WRITE_SHORT 0x26 %hp21%
END
BUT_ONLY_IF_IT_CHANGES
And then you can do the same thing for the
XP(Thaco,
AC, Saves, Resistances etc.) in a different component ! The above code allows you to multiply all the enemy (and ally) Hitpoints with the factor set during the install from 1* to 99* times the original.
It's most notable on the enemies, but the characters that do not level up when they join( in
BG1&
BG2) will have the multiplied HPs cause the way this is done... of course it doesn't matter in Icewind Dale.
Edited by Jarno Mikkola, 19 December 2011 - 01:49 AM.