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Posts posted by Mordekaie
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On 10/8/2022 at 6:51 PM, TotoR said:
It should be enough to grab the last Divine Remix fork (https://github.com/TotoR115/Divine_Remix/archive/refs/heads/master.zip) as it is my most up to date version of this great mod.
however, it won't really matter in this case as DR kits, without installing the sphere systems, have not been updated since the hotfix.
Cheers
@TotoR I tried to unzip your fork but it proposes me to replace some existing files by other files with different names ? This is very strange ! Would you check ?
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10 minutes ago, Graion Dilach said:
Keep in mind that everything jmerry's saying only apply to the PnP restrictions variant. The other two subcomponent are rock-solid regarding compatibility and do not touch the items themselves.
Oh ! The component "Wear Multiple Protection Items" comes with 3 options : PnP restrictions / No restrictions / Allow Armor plus one protection item.
So we would only need a patch for the "PnP restrictions" option.
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On 4/11/2022 at 12:42 PM, ptifab said:
Oh, i had forgotten that part ! It should be possible to make your personal patch for it if you know a little bit about weidu coding ?
@ptifab How should i start for making that patch ? Any advice ?
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32 minutes ago, jmerry said:
They will be possible - you just might have to use the item abilities to make them work. The protection items initially come in their original form, and you can switch them back to that form whenever you want.
With Near Infinity ?
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Thanks for the clarification.
Just for confirmation : if nothing is done to correct the issue, the only problem will be that some recipes/upgrades from thalantyr Item Upgrade won't be possible i guess ?
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An Issue has been reported in Thalantyr Item Upgrade Github with the component "Wear Multiple Protection Items".
Does anyone know if this "issue" is relevant or has been adressed in the latest versions of Tweak Anthology ?
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3 hours ago, ahungry said:
I moved bg1npc and garrick-tt post EET, along with bg1ub which I had a note that it needed installation after bg1npc for some xmod - however bg1ub does not install post-eet.
Do you remind where did you get this recommandation to install bg1ub after bg1npc and for what reasons ?
Maybe you refer to https://www.gibberlings3.net/forums/topic/27859-bg1-unfinished-business-and-bg1npc-project/. Most (or maybe all) of the bg1ub components listed in that thread are skipped during installation (because already included within EE games). In my opinion, there is no more reason to install bg1UB after bg1npc project.
It was also recommanded to install bg1UB after bg1npc project because If you install BG1UB after BG1NPC, it will detect BG1NPC and skip the components that conflict (the opposite is not true due to the way bg1npc project is coded). For the same reason as above, it is not needed anymore.
It was just my opinion. For confirmation you can ask to Jastey who maintains both mods.
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Oh My mistake : both versions (Amber and Drizzt Saga) from MattyGrove's Github are not from legitimate sources.
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21 minutes ago, CamDawg said:
When it was revealed that the EEMS author lied about getting permission to update Amber, it was pulled from EEMS and deleted from Github. Only to be silently re-added to EEMS two weeks later from a brand-new Github account named MattyGroove.
EEMS ?
The V3.0.3 Drizzt Saga from https://github.com/MattyGroove/DrizztSaga/releases is indicated as "Drizzt Saga for BG2EE and EET". Does it mean that this version has a native compatibility with EET ?
Should i also consider this v5.0.5 of Amber from https://github.com/MattyGroove/Amber instead of the download link to a v5.1 provided in Amber modpage
https://www.gibberlings3.net/mods/npcs/amber/ ? -
Is Drizzt Saga hosted at G3 ?
I found two github links for Drizzt Saga :
https://github.com/MattyGroove/DrizztSaga/releases
https://github.com/Black-Wyrm-Lair/Drizzt-Saga
Which one to consider ?
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On 10/21/2022 at 9:31 PM, ahungry said:
@MordekaieI did a reinstall and now recall (with a note to self) why bg1npc is pre-eet.
Garrick Tales of a Troubador requires bg1npc to be installed first, however garrick-tt will ONLY work pre-eet itself.
Luckily bg1npc seems to work just fine whether it's done pre-eet or post-eet.
Instead, get the Native EET patch for GTotT v1.26 by @K4thos and install the patched Garrick: Tales of a Troubadour mod after EET_core along with other expansions for NPCs.
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@Frenzgyn Would you recommand to install your fork instead of the v17 until the v18 is released ?
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Your are not using the latest release of EEex; and the one you are using (v0.9.9-Alpah) had issues. Get the latest release instead : v0.9.12-Alpha.
The first component of EEex is patching the engine and is installed at the right place.
The other components of EEex are UI Tweaks and should preferrably be installer after the GUI (like Dragonspear++ or Leui...).
Let us know if it changes anything.
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Refinements and The Wizard Slayer Rebalancing :
The component "200 - Wizard Slayer High Level Ability revision - Moved after Refinements" from the WSR mod replaces (overwrites) two HLAs :
- Reflect Magic (replaces Resist Magic)
- Arcane Bane (replaces War Cry)
Just for confirmation : Does the recommandation to install this component after Refinements EE is still relevant ?
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@Graion Dilach @morpheus562I have been checking your EET Weidu log repositories about Alternatives and Quest Pack installl order.
Both of your Weidu log install Alternatives before Quest Pack by SimDing0 (especcialy component "5: Additional Shadow Thieves Content"; which is, in my opinion, the only component from this mod that could "interfere" with Alternatives ?).
There is probably a reason for this specific order, beside the fact that the Readme from Alternatives strongly recommands the opposite : "...if both mods are used (recommended), Quest Pack should be installed first." (but readme recommandations become outdated sometimes).
What would be your recommandation about the install order ?
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@ahungry I was just checking your pree-EET weidu repository and wondering why BG1 NPC Project is installed here (and not after EET_core as the mod has native compatibility with EET) ?
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9 minutes ago, jastey said:
You are right, I just checked: Ajantis BGII needs the CrossmodBanter Mod for the crossmod with Alternatives to show. Install order of Ajantis and Alternatives is indeed of no importance. Install the CBP after Ajantis BGII mod EDIT: and after Alternatives.
Thanks for the clarification.
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19 minutes ago, jastey said:
No. Well, yes, insofar as that it is always better to install NPC mods after quest and story extention mods so they can have their crossmod with it. EDIT: so please install Alternatives before Sir Ajantis BGII.
EDIT2: I don't know SimDing0's questpack well enough to answer the compatibility question.
As Sir Ajantis for BG2 is recommanded to be installed Before "Anomen's extended plot" from Hidden Adventures (cf. Hidden Adventures readme), and Alternatives is almost just above Hidden Adventures, i could easily move Sir Ajantis for BG2 just before Alternatives. What would be the benefits (so i can decide how to organise them in my install order) ?
Nb from Alternatives readme : the "Temple Thievery Alternative" from Alternatives is not installed if Jastey's Ajantis mod is detected (installed before Alternatives).
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Assuming Alternatives is installed after QuestPack by SimDing0 (as requested in the Readme), how does Alternatives fit/synergize with "5: Additional Shadow Thieves Content" ?
Do they complete with each other or is it better to stick with one ?
One more interrogation :
As indicated in the readme, the "Temple Thievery Alternative" is also incorporated in Jastey's Ajantis mod (for BG2), so if Ajantis is installed, the "Temple Thievery Alternative" component will not be installed. Does the install order between Alternatives and Sir Ajantis for BG2 matter ? Should i preferrably install Ajantis before Alternatives (so Alternatives can detect it...) ?
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I am wondering if Alternatives is compatible with the component "5: Additional Shadow Thieves Content" from Quest Pack by SimDing0 ?
I just figure out that they play on the same ground.
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20 minutes ago, morpheus562 said:
No worries. They are after SCS because SCS adds items with some components. This ensures all items in the game are updated.
Oups i completely forgot about the component "2900 - Move or modify some overpowered magic items".
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14 minutes ago, morpheus562 said:
So I have kits from skills and abilities installed earlier, but then the rest of it comes after those two forgotten Armament components. Kits will be split out into a separate mod.
I was confused. In fact the two components are installed after SCS (not Skills&Abilities) and i am still wondering why. Sorry
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3 minutes ago, morpheus562 said:
I'm sorry, I don't understand the question.
Sorry. I have been checking your last EET Weidu.log and i can't figure why the two components ("10 - NWN2 Style Weapons" and "4 - Update Items Setting an Ability Score to Increment the Increase") from Forgotten Armament are installed after Skills&Abilities. I was just asking why ? (sorry for my english)
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@morpheus562 In your last EET Weidu-log two components from Forgotten Armament ("10 - NWN2 Style Weapons" and "4 - Update Items Setting an Ability Score to Increment the Increase") were installed after S&A. Any particular reason to proceed that way ? I have been trying to figure out without success.
"Rogue Rebalancing" and "Song and Silence"
in Song and Silence
Posted
@subtledoctor Should i install S&S before or after RR ?
The S&S readme recommands to install RR before S&S, while you recommand to install RR after S&S (from your readmes).
I guess the recommandation from S&S is outdated ?