Ardanis Posted March 3, 2009 Share Posted March 3, 2009 Well, common sense applies that plot-related mods can't really be compatible with a TC. Question - how long have you been working on it already? And how large it's meant to be? Quote Link to comment
theacefes Posted March 3, 2009 Author Share Posted March 3, 2009 We've been working on it for a couple of months literally. I couldn't tell you total game time in hours but it's going to be four chapters in terms of story. Quote Link to comment
sirthaddeus Posted March 3, 2009 Share Posted March 3, 2009 will there be any new kits within this tc? possibility of bg1 gui working with this mod? Quote Link to comment
DavidW Posted March 3, 2009 Share Posted March 3, 2009 Those who can read .tp2 files can take the knowledge that this mod will be using custom area, script, creature, item, dialogue, etc. files and reasonably determine whether certain existing mods would work with it. Unless you have an active passion to add lots of AI scripting tasks to your workload (in which case, fine) you might want to consider using either BG1 or BG2's core combat scripts. That saves you a lot of work (it also means SCS can latch onto them and be compatible out of the box, so I've got a vested interest). Quote Link to comment
Mike1072 Posted March 3, 2009 Share Posted March 3, 2009 Those who can read .tp2 files can take the knowledge that this mod will be using custom area, script, creature, item, dialogue, etc. files and reasonably determine whether certain existing mods would work with it. Unless you have an active passion to add lots of AI scripting tasks to your workload (in which case, fine) you might want to consider using either BG1 or BG2's core combat scripts. That saves you a lot of work (it also means SCS can latch onto them and be compatible out of the box, so I've got a vested interest). Ah, yes. I was more referring to area scripts and override scripts and the like. I fully intend on not writing a bunch of combat scripts, so don't worry! Quote Link to comment
Zavrian Posted March 11, 2009 Share Posted March 11, 2009 Pardon my technical ignorance, but if I have BG1 and SOA/TOB installed, I don't need to worry about getting tutu, correct? Does the relatively limited number of NPCs imply a smaller party strategy? As much as I love having evil parties, Cal's portrait is um....a little bit scary in it's familiarity....if you see what I mean.... And the music is awesome. Puts me in a BG1 frame of mind. Quote Link to comment
Jarno Mikkola Posted March 11, 2009 Share Posted March 11, 2009 Pardon my technical ignorance, but if I have BG1 and SOA/TOB installed, I don't need to worry about getting tutu, correct? Erm, well, if you have them, then in a way not... But know that, the mod only works in a EasyTutu based game, so you have to make the EasyTutu game from the unmoded BG1&BG2:SoA&ToB games, and then put the BG:SH TC into the EasyTutu -made folder, to make it work. Quote Link to comment
Guest Disproved_Alacrity Posted June 29, 2009 Share Posted June 29, 2009 Pardon my technical ignorance, but if I have BG1 and SOA/TOB installed, I don't need to worry about getting tutu, correct? Erm, well, if you have them, then in a way not... But know that, the mod only works in a EasyTutu based game, so you have to make the EasyTutu game from the unmoded BG1&BG2:SoA&ToB games, and then put the BG:SH TC into the EasyTutu -made folder, to make it work. No comprende :/ Install SoA Install ToB Install EasyTutu and then Install Shadow Hand? Quote Link to comment
Mike1072 Posted June 29, 2009 Share Posted June 29, 2009 No comprende :/ Install SoA Install ToB Install BG1 Install EasyTutu and then Install Shadow Hand? That's the current plan. The alternative would be to have a download that's a number of MB larger and contains a lot more non-original content. Quote Link to comment
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