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#1 |
Drow Priestess
![]() Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 55
Posts: 4,037
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Ok. I must have just crawled out of the hive because I feel like a "new bee"
![]() ![]() ------------------ An intelligent mind is the key to the universe. The most distressing thing about practicing magic is the fact that even the most learned sorcerers cannot accurately describe what magic *is*.... |
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#2 |
Ninja Storm Shadow
![]() Join Date: March 1, 2001
Location: Toronto, Canada
Posts: 3,537
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Put the files into the override folder, that should do the trick.
------------------ Long live H22A1!!!!! |
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#3 |
Manshoon
![]() Join Date: March 5, 2001
Location: Devon,UK
Posts: 234
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*Throws bucket of cold water over Azred*
Open Infinity Engine Editor Open Infinity addon patcher Browse to TBG/IAP file to import hit the button Open game open console Type: CLUAConsole:CreateItem("xxxx") Remember? ![]() |
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#4 | |
Drow Priestess
![]() Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 55
Posts: 4,037
|
Quote:
------------------ An intelligent mind is the key to the universe. The most distressing thing about practicing magic is the fact that even the most learned sorcerers cannot accurately describe what magic *is*.... |
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#5 | |
Drow Priestess
![]() Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 55
Posts: 4,037
|
Quote:
![]() ![]() ------------------ An intelligent mind is the key to the universe. The most distressing thing about practicing magic is the fact that even the most learned sorcerers cannot accurately describe what magic *is*.... |
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#6 |
Takhisis Follower
![]() Join Date: April 30, 2001
Location: szép Magyarország (well not right now)
Posts: 5,089
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You don't actually have to follow the Bioware naming convention for spells unless u wanna use them in a script. By not properly importing, do u mean that u can't choose it at the beginning of the game as a mage spell?
Otherwise if u made it u should just put it in the override directory, or make a scroll with the spell and edit a .STO file to add it to a store or just use cluaconsole to give it to yourself. BTW The only reason the .TBG format was invented was to automatically put the spell text (name and description) into the dialog.tlk and set the correct references up to the strings. U can still use other ppl's spells and items without importing them u just won;t get the ingame text. Oh yeah, I wonder how u are making that spell? Are u good with scripts? There is no spell effect for disarming traps... [This message has been edited by Vaskez (edited 05-18-2001).] |
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#7 |
Manshoon
![]() Join Date: March 5, 2001
Location: Devon,UK
Posts: 234
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*BUMP* -keepin me i on this one!
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#8 |
Drow Priestess
![]() Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 55
Posts: 4,037
|
Well, I'm about 3/4 through creating the "Trap Zap" spell. You were right, Vaskez--my spell was waiting for me to choose when creating a new mage character. The fastest way I found around the trap scripts was to have the spell create an innate ability; when you use the innate ability on a container it 1) unlocks the container for you and 2) gives the caster 1 stoneskin which will soak up any damage caused by the trap. I need to add 100%MR to that effect for 1 round, in case the trap is magical. You still see "Trap Srpung" over the character's head, but the container is now available. My problem now is to allow the spell to be cast on a trap that is not also a container....
------------------ An intelligent mind is the key to the universe. The most distressing thing about practicing magic is the fact that even the most learned sorcerers cannot accurately describe what magic *is*.... |
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