Jump to content

Mordekaie

Members
  • Posts

    240
  • Joined

  • Last visited

Posts posted by Mordekaie

  1. 13 hours ago, subtledoctor said:

    :undecided:

    Presumably, at some point some years ago I read someone say that that is where arestorationp should be placed. On the assumption that they knew what they were talking about, and given that I had no clue about it, I put it in this place and that's where I have had it ever since.

    I would love to know where this "generally recommended" thing about ub and arestorationp is.  And if there are other such general recommendations. Because clearly I lack some information in this regard.

    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.

  2. 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

     

  3. On 10/20/2022 at 3:28 AM, subtledoctor said:

    My advice is this: decide what purpose you want new spells to play in your game. If you want added spells to be a seamless part of the experience, something that you can use against enemies and that enemies can also use against you - if you want your new spells to be "fair" in this way and be treated by the game just like the original set of spells is - then you should prioritize SR and IWDification. These are the mods that are used by SCS AI. This is a conservative way to add spells to the game.

    On the other hand, if you are modding the game because you want to see crazy stuff that was never contemplated by the base game, and just want to play around with shiny new stuff in the game, then you should look at different mods like MiH or SoD Item Upgrade etc. These are more creative and maybe have more... let's say flair... but they will make for more one-sided gameplay. Which is fine! Just depends on what you want out of the game.

    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?)

  4. 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

  5. 12 hours ago, jastey said:

    @Mordekaie Grey mod and Banterpack shold be independent on each other. Install in any order.

    Grey mod and the Flirtpack could become a recommendation towards Flirtpack after Grey mod in case there is "banter" between Grey and the Flirtpack NPCs for BGII (which so far are not included in the Grey mod because the BGII part is not finished.)

    So, currently install order with regard to Grey mod is unimportant, chose whichever fits best for the other mods.

    This could maybe be added to Flirtpack, too so the install order recommendation can be reversed, since this is indeed a very unfortunate install order. I'll put it onto my list but I'm not sure when I'll have the time to update the Flirtpack.

    If you have troubles with registering at PPG let me know and I can ping @jcompton via Discord.

    @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...

  6. On 5/19/2020 at 10:23 AM, jastey said:

    Flirtpack and Grey do not conflict afaik. The reason for Grey's recommendation is so that his interjections are installed last (i.e. play first in game).

    The recommendation for Flirt Pack is so that all mod added dialogues for the BioWare romance NPCs are there and the PIDs added by flirtpack will be last in the file (to prevent stutter bugs in case a dialogue has no WEIGHT).

    So the install order Grey - Flirt Pack should be fine.

    @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?

  7. "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?

  8. @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

     

     

  9. 34 minutes ago, jastey said:

    Brage's Redemption mod adds setting of a variable and Brage reacts to the reforged cursed sword.

    It's sufficient to install the crossmod component after Thalantyr Item Upgrade, though. I guess I should take the dependency out of the ini because it probably affects the main component, too. Looking at the crossmod, I could script it so it's independent on install order altogether. takes notes

    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! :).

  10. 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?

  11. 5 hours ago, subtledoctor said:

    Messy how?

    Also, in what order did you install the two mods? Installing LeUI after Dual-to-Kit will certainly not work. Big UI overhauls should be installed at the beginning of the order.

    Does LeUI include that one tweak about showing proficiency limits? That is probably not compatible with the Dual-to-Kit mod.

    More generally, from reading Kjeron's threads about the mod, my understanding is that it involves some UI modifications to enable kits in the dual-class screens, and to enable dualled kits to choose proficiencies. Any UI mod may, or may not, alter UI.menu so much that the Dual-to-Kit UI changes fail in some way.

    Personally I've been using a small selection of individual UI tweaks from LeFreut's EEUITweaks (better record screen, better inventory screen, better journal, better portrait picker) alongside Dual-to-Kit and they work fine. I think certain components of EEUITweaks - and therefore certain parts of the overall LeUI overhaul - are probably not compatible with Dual-to-Kit.

    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.

  12. 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 ?

     

×
×
  • Create New...