Making a new item with Near Infinity
#1
Posté 04 mars 2013 - 06:03
The spells that I would like to protect against are those such as Domination, Charm person, Dire Charm, Emotion and the like.
I copied and pasted the one for domination from another item.
Does anyone know where I can get the information for the other spells?
#2
Posté 04 mars 2013 - 06:32
#3
Posté 05 mars 2013 - 04:18
I had already copied part of the helmet of charm protection and that works against sirene, but was not sure if it would protect against emotion, horror and the like.
The idea is to have an amulet that has a number of benefits and also some drawbacks. e.g. It will make the character true neutral whatever their base alignment. That bit is already done.
Modifié par Grimwald the Wise, 05 mars 2013 - 04:24 .
#4
Posté 05 mars 2013 - 07:12
Is it cursed? We are talking the bg2 engine right?
#5
Posté 05 mars 2013 - 08:18
ussnorway wrote...
So does putting it on give you all these things or does our heroine still have to activate it?
Is it cursed? We are talking the bg2 engine right?
Yes we are talking BG2 Engine. (tutu actually)
I haven't tried with the greenstone amulet. With that, presumable I would have to activate it.
With what I have already done, it changes your alignment, protects from some mind spells (dire charm, charm person, domination), and raises wisdom 1 point. I tried it out with a chaotic evil Strifeleader of Cyric. A level 1 cleric was able to defeat Sil wearing it! he did however have to use good tactics.
I thought that from a gameplay point of view, he would willingly put it on to gain protections and extra wisdom, but then, becoming true neutral he would not take it off again for fear of becoming evil again.
Having it on when levelling up meant that he didn't get the beast's claw spell. I tried levelling up with it removed and he did get that spell. I still have to decide whether or not it should be cursed. Having become true neutral, he wouldn't want to take it off after all. However if he then donned another cursed item, it might come off accidentally when removing that curse. Then what would he do?
Since he is a cleric, he can protect himself from fear. I discovered that with the item he can defeat Firebead in Candlekeep.
With a paladin, would he put it on to gain power? I think not. he wouldn't want to lose his lawful good status. A votary, (lawful neutral paladin) might put it on however.
With the Strifeleader of Cyric, I thought that Gorion could give it to him as a gift in order to reduce strife in Candlekeep. He wouldn't have given him a cursed item I think. Any changes in his alignment would have to be the choice of the person putting it on.
At present my current thinking is that making the wearer immune to fear and emotion would make it a bit too powerful.
I am willing to take advice on this and the other issues however. Perhaps there should be other drawbacks as well?
Modifié par Grimwald the Wise, 05 mars 2013 - 08:25 .
#6
Posté 05 mars 2013 - 05:41
I see you're one step ahead of me though.
#7
Posté 06 mars 2013 - 03:56
I have made them weaker by causing their level to be similar to CHARNAME. I could not change the values od Drizzt. Hardcoded I think, but with Bruenor, Regis et al being at my level, I think that it will be a challenge.
With the vanilla Drizzt Sga setup, they are all well past the experience cap.
Dark Horizons has some difficult fights, but also adds powerful weapons. I am therefore thinking that I need to add further drawbacks. Any suggestions?
Modifié par Grimwald the Wise, 06 mars 2013 - 03:57 .
#8
Posté 06 mars 2013 - 04:12
#9
Posté 06 mars 2013 - 05:33
#10
Posté 06 mars 2013 - 05:47
A simple copy and paste should do the trick and I like the karma of a neutral GODs’ gift that gives Wisdom with the one hand whilst taking away Constitution with the other.
#11
Posté 06 mars 2013 - 07:08
That way, if I give it the same name as the Claw, I can copy it over into the SoA override folder and it will automatically be there. I won't have to bother with changing a cre file to have it on a dead body either.
That's always a problem if you install mods. The cre file that you have created can get overridden. That happened to me when I put items on Shank and Carbos in Candlekeep.
I think it highly unlikely that mods will change the claw.
Thanks for the advice!
Modifié par Grimwald the Wise, 06 mars 2013 - 07:14 .
#12
Posté 07 mars 2013 - 07:27
Would it cause any problems if I changed the necklace and then gave it the same name as the claw?
#13
Posté 07 mars 2013 - 10:50
If you just drop into the override folder with that name then;
The game will offer you the necklace (at Highhedge) or you can use an edit to place it in the inventory but either way the necklace (claw) will carry over into bg2 if it is also in the bg2 override folder... You can’t have the claw & your necklace at the same time (/ game save) but I assume that you already know this.
#14
Posté 08 mars 2013 - 03:55
ussnorway wrote...
There is no script connected to the claw so no... afaia no mods attach any story elements to the claw but you could do that as well if you want to go down that path.
Now there's an idea for a mod.
A dragon comes looking for revenge on all who carry any part of his/her dead mate.
Thanks for the info. Much appreciated.
#15
Posté 08 mars 2013 - 04:34
#16
Posté 11 mars 2013 - 10:00
When creating an item using Near Infinity, there is a variable called power. What does it do?
Also, in my override folder there are two versions of the claw, one with _ before the name and one without.
Which is the one that you find in B2?
Modifié par Grimwald the Wise, 12 mars 2013 - 06:24 .
#17
Posté 12 mars 2013 - 07:17
The _ is a tutu naming convention so that the bg2 files are not corrupted... in a basic bg2 install (not tutu) there should not be any _ files but if using tutu bg1 then you should use the _ item and then just copy that into your bg2 override folder for the bg2 part of your campaign.
#18
Posté 13 mars 2013 - 03:59
Modifié par Grimwald the Wise, 13 mars 2013 - 04:01 .





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