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Mordekaie

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Everything posted by Mordekaie

  1. Thanks for all. It has been a real pleasure to discover most of your mods and I am also very grateful for your patience, time and dedication.
  2. It comes from SHS Forum but I didn't kept the exact sentence from Almateria answering to the question about install order. In substance, he said that he would install "Almateria's Restoration Project" after UB (he created his mod with UB in mind and tested it with UB...). IMHO, il was more like a suggestion than a strong recommendation.
  3. Did you install I4E's Sod components that "early" for any particular reason as it is recommended from the readme to install I4E's Sod components later...? Imoen 4 Ever v11.3 - Step 2/3: SoD parts (considered as an NPC mod) ⦁ I4E’s "Imoen Remains in Group in Korlasz' Dungeon" is not compatible with EBG1's "Korlasz' Dungeon is in BG1". (readme) ⦁ The SoD parts After The Boareskyr Bridge, Jastey's SoD Tweak Pack, Another fine Hell (readme) ⦁ Ini file: After = c#anotherfinehell, c#sodboabri, c#sodtweaks
  4. @Graion Dilach I should have joined the link/source of your commentary. I am sorry.
  5. Any issue between Klatu's Free Action and Spell Revisions? - GraionDilach about compatibility with Spell Revisions: "If you (plan to) use Spell Revisions, then don't, the two aren't compatible. SR already does some changes on that front and they just collide."
  6. IMHO Yes. But i have to admit that I am "quite" obsessional with the installation order
  7. Should i install Brandock before or after "Road to Discovery" main component? Or they can be installed in any order? From the readme: For Brandock to react to game events in SoD accordingly, the main component (Tracking System, 2nd component) of "Road to Discovery" needs to be installed.
  8. Just for clarification and to make it clear about new spells: - If you just install a new spell from any mod, the new spell can't be used by the ennemies ? I wasn't aware about that. In a R&P perspective, it is quite unfair. - A mod like SCS will make spells from SR an IWDification usable by ennemies.(i guess SRR is also included?)
  9. About "BG2EE - Give Imoen innnate Magic Missiles for attack scene" → Is it a permanent innate ability lasting for the whole saga? → If yes, wil Imoen keep this ability if she duals to mage later?
  10. About "140 - Use Irenicus in hell movie to restore Bhaal-spawn powers after he is defeated": - Just for confirmation: Any difference with the one from Unfinished Business (beside the fact that the restoration is triggered by a movie)? - How about compatibility? Any issue to install them both or should i stick to one? Alternatives to restore Bhaalspawn Powers in BG2: "19 - Restored Bhaalspawn Powers, by David Gaider" from Unfinished Business "40 - Restored Bhaalspawn Powers" from Ascension "Use movie of Irenicus in hell as a dream to restore all Bhaalspawn powers" from Themed Tweaks "140 - Use Irenicus in hell movie to restore Bhaal-spawn powers after he is defeated" from Transitions "218 - Regain Bhaalpowers in ToB" from atweaks
  11. - IMHO it could also be an ability granted to any thief - in P&P AD&D thieves may get the Estimation skill.
  12. Just to report: I get a "weird" message while unzipping (with 7-zip) the mod dowloaded from the Github v3-beta branch: C:\Users\Bubu\Downloads\BGGOEET-master.zip Fin de données inattendues Échec de CRC : BGGOEET-master\bggoEET\base\tbcN\BG5500\BG5500N.tbc Any idea?
  13. @jastey Thanks for your answer. About PPG, i have an account but i forgot my password. I have been trying for a while to set a new password, but i never get any email from PPG to proceed...
  14. @jastey It is all about barking first I am still digging in my EET install order. - I feel stupid to ask the following question but it is just to be sure: should i also install "Crossmod Banter Pack for BG2" After "Grey the dog" ? (to apply the recommendation from the readme: Install this mod as late as possible after all other mods that add interjections, i.e. NPC mods or mods that add content to NPCs.) I also came to an install order dilemna with "Grey the dog", "NPC Flirt Packs" and "Quest Pack by SimDing0": "NPC Flirt Packs" should be installed After "Grey the dog" From Quest Pack's readme: Quest Pack After NPC Flirt Packs to prevent flirts activating in the new Underdark area. Quest Pack (a quest mod) is usually installed before NPC mods (like Grey the dog), at least this is the case in my install order, so it makes the above recommendations almost impossible to apply together. I was planning to post the question at PPG but i can't get access to my account. Would you have any suggestion?
  15. About "Every Mod and Dog" which is listed the "Mod Compatibility List for EET", what is the version to consider ? v11 or the new unofficial v11.1
  16. "2070 - Dee's Permanent Thieving Button" doesn't seem to work. Testing the component with LeUI(BG2EE) and a cleric/thief, I get the "Thieving Button" but it is inactive. Am i doing something wrong ? I also notice while testing "3000 - Leveling Progress Bars Tweaks" on LeUI(BG2EE skin) that i don't see any difference with this component installed or not. Is it already included in LeUI? I guess it is not skipped during the installation because it is required to install "3010 - Leveling Progress Bars Options". Or maybe i am just missing something?
  17. "2070 - Dee's Permanent Thieving Button" doesn't seem to work. I get the "Thieving Button" on LeUI (BG2EE) but it is inactive.Am i doing something wrong ?
  18. @Daeros_Trollkiller I am quite confused about some components and also not so familiar with SoD stuff. I need some help. "0 - SoD to BG2:EE Item upgrade by Daeros_Trollkiller" - Does this component also include the importation of the SoD items along with two BG1 items in BG2:EE (into logical locations in BG2:EE)? - Or do i need to also install component 4 (which is optional)? "4 - Update names, appearances, icons, and lore values of existing dragonscale-based items..." -Any description of the modifications? Force all importable SoD items to be available in their normal locations - Presented as an optional component to force all import-able SoD items to be present in their normal locations... - What is the difference between "logical" locations and "normal locations? 9 - Change Cromwell's equipment to be more in-line with his forging skills - What equipement? I am quite confused. 31 - Cosmetic Enhancements for Existing Items (does not affect function) - Would you provide some hints about those enhancements(to give an idea)? Does the "Location Spoilers" provide the logical locations or the normales ones? One last question: i guess Beamdog didn't include the SoD items in BG2:EE?
  19. Thanks. I will move Brage's Redemption in the item section of my EET install order, after Thalantyr Item Upgrade (quite a long way). Do the dependencies with each NPC listed in the .INI (AjantisBG1, AjantisBG2, Finch) are also related with the crossmod component or the main component? Anyway i will follow your recommandation: the crossmod component after Thalantyr and all the rest in the "Expansion of NPCs" section of my EET install order (along with Ajantis BG1). I didn't know there were also synergies with few NPCs like Finch for example! .
  20. For confirmation: According to the INI file, Brage's Redemption should be installed after : Ascalon's Questpack, AjantisBG1, AjantisBG2, bg1re, bg1ub, bgqe, bst, c#sodboabri, c#endlessbg1, EET, FinchNPC, imoen4ever, ntotsc, thalan, transitions. It is also viable to install Brage's Redemption after BG1NPC Project (anyway BG1NPC Project comes pretty early in my install order). Following those recommandations, Brage's Redemption should be installed after all the mods listed above. Why after Thalantyr Item Upgrade?
  21. I did some testing on BG2EE 2.6.6, with LeUI 4.6 installed before Dual-to-kit 0.35 (with no other mods). I take one example: creation of a berserker human at the beginning of BG2 - if i start by giving 4 points in long sword (or any weapon), then any point given to a weapon style (like two weapon style) doesn't appear on the weapon proficiency window, and the point seems to be lost (it is not possible to undo as usual). - If instead you start by giving points to a weapon style, you can give up to 4 points in that style (which is impossible). - I went also into other messy things (when levelling-up) like : you give a point to one weapon and the point is given to the next weapon Nb : The component "showing proficiency limits" is part of the mod EEUITweaks, not LeUI.
  22. If the GUI LeUI from @lefreut https://github.com/r-e-d/LeUI/releases is installed along with Dual-to-kit mod, the weapon proficiency selection window is completely messy (when creating or levelling-up a character). I don't know if it has further impact on the game making those two mods not compatible at the moment ? The problem occurs whether or not the third component "give kits their proper weapon selection after dualling" is installed. Any idea ?
  23. Any plan or discussion around the Alignment Correction from Oversight ?
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