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Jimbo7136

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About Jimbo7136

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    United States
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    Far Cry 3
  • Favourite Game
    Fallout NV

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  1. Might be best to follow the project on facebook. They have regular updates there. https://www.facebook.com/BaldursGateReloaded
  2. Yes. Work is ongoing with steady progress being achieved. Will see if I can post some screenshots later tonight.
  3. I would very much like to help with this project if anyone is monitoring this thread. I messaged through facebook and haven't heard anything back (I messaged 9/21/17). I am a comptenent scripter and familiar with the workings of the game, have some 3d modelling and importing to nwn2 experience.
  4. That's awesome! Thank you for the good news and swift reply. I've liked the facebook page.
  5. I'm hoping that work is still being done on this. Was never a big fan of BG1 but loved Shadows of Amn. Being that nothing is posted in close to a year, is it safe to say it's dead?
  6. Hello all, First let me thank you for the many mods you have produced and no doubt long hours spent figuring out the bits of information which I presume to ask you to tell me. What I'm after is this: I hope to modify the game slightly so that all the gear normally crafted after chasing down animals all over the map is unlocked. I am assuming from looking at another author's description of his mod that this is done by script? In any case I have unpacked patch.dat and am combing through it looking for an .xml or script which controls this and haven't found it yet. If any of you would be so kind as to point me in the right direction I would be most appreciative. --EDIT-- I found this http://forums.ubi.com/showthread.php/734046-Mods-for-Far-Cry-3-Forums/page125 which appears to be wha tI'm looking for. I haven't quite nailed it down yet, because when I repacked the patch.fat/.dat and started a new game, some of the stuff I edited into the script was active and some not, like the larger gear sizes for wallets, etc. Getting a lot closer thanks to Chorizosss!!! --2nd EDIT-- So, I think I can make this work easily enough with an unmodded game, and I can get part of it to work using Ziggy's mod, the problem is Ziggy's mod or some mod which he has compiled into his mod changes and indeed seems to leave out many of the types of craftables I'm trying to work with, for example: The base game (at least in the 1.05 patch I'm working with (steam edition)) has the names of the recipes as "ammo patch extra large" whereas Ziggy's has them as "Ammo Belt T1" and as I said in Ziggy's some of them appear to be missing entirely??? The ones that are merely renamed are easy enough to deal with, I just adjusted the names to match what's been changed. The problem I have now is what to do with the ones that appear to be ommited. The wallets for example don't appear in Ziggy's, so does that mean they're still using the base game names? Hmmm. Maybe I answered my own question. Back to work.
  7. Sounds like it would have to be in place at the beginning of the game to work. Thanks for the answer, maybe someone will implement a way to do this. Maybe I'll beg the FOSE guys for a minute or two.
  8. Hi, all. I'm a long time mod user and I'm dipping my toe into making a simple mod. The problem I'm running into is that I need to know if the player has a given perk, in this case swift learner and if so how many ranks, but when using player.HasPerk in a script I only get a value of 1 (for true, player has the perk, I assume) but not the correct number of ranks. I'm pretty sure I'm not the first person to have this problem, so I'm hoping someone has the solution here, thanks in advance for any help.
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