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Mordekaie

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Posts posted by Mordekaie

  1. @Quester Considering your big install order,

    15 minutes ago, Quester said:

    My first impression of the mod was that it looks well made, however I thought for a thieves guild it was perhaps a little too easy to stumble into their secret lair. My suggestion then would be to make some sort of longer tunnel before you reach the lair proper. Maybe even with a few traps along the way?

    Nice suggestion.

    @Quester You have quite an impressive EET install order and i am following the same path ! Where did you put this mod in your load order ? For what reason ?

  2. Just a suggestion for a futur update of Transitions  :

    I would consider a nice feature to divide the main component in two separate ones :

    • On Main component to Prevent the end of game transition to SoD after Sarevok's death (that would be required for all other components dealing with BG1/SoD).
    • A separate component to prevent the end of game transition to ToB after Irenicus's death
  3. On 7/15/2022 at 3:53 PM, Graion Dilach said:

    Regarding weidu.conf, I'd add it to the static backup.

    You see, I have a static backup of the games here locally, which are the current Steam releases of the games + NearInfinity + mod inis and this weidu.conf preplaced (it's all in a tar actually).

    Every time I reinstall, I just rename my previous folders, untar my static backup to take over the previous paths, launch Project Infinity and drop in my install order to install, with optionally deleting the previous now-renamed folder(s) in parallel. (I chose tar, because untarring is faster than a copy operation - it involves less antivirus overheads, because the source is only one file). Having a preset backup is faster to set up the config afterall.

    Regarding InfinityLoader - I think your antivirus program deleted the launcher.

    Thanks for the indications. I was just deleting the gamefolder and paste a backup copy of the unmodded uncompressed gamefolder. It also does the job.

    Is there a noticeable difference between a .zip or .7zip file over a .tar ?

    How do you do with those mod inis ? I never investigate those files.

     

  4. 26 minutes ago, TotalMilk90 said:

    Awesome, thank you! I am in desperate need of testing and feedback.

    I can only confirm my own playthrough with just EET and with EET + lots of mods and both were successful. There's 2 small issues I noticed and haven't fixed for EET yet though. A few of my new misc items have distorted description images. They are only temporary quest items so not a major concern. I think its because they stay with their original string number instead of increasing by 200000. I never figured out how to fix that.

    Another issue is an npc you talk to is supposed to stay in one spot. With EET his script gets changed to make him random walk. It doesn't cause any problems or anything but it just looks a little strange during one cutscene.

    I will definitely test your mod as my character is probably going to be a fighter/thief, but not that soon as my EET install order is still a work in progress.

  5. On 10/13/2022 at 4:59 PM, subtledoctor said:

    Why do I feel like it does? Or did? Maybe something happened and it's not working? I'll take a look.

    Part of the difficulty with paladins is that there isn't source material to work from. With clerics it's easy: grab the 2E AD&D books, check out the specialty priest of each deity, and write it up as a kit in the BG style. While other mods (ahem) might vaguely imply they are special for being based on the PnP material, the fact is that Faiths & Powers is thoroughly devoted to the source material and most of the contents here is pulled straight from the AD&D books. Literally every cleric kit description I've written here is paraphrased or copied verbatim from the original sources.

    But there are no 2E paladins of different deities. Paladins were a very singular type of class - LG heavy knights - and the AD&D paladin kits are largely just glosses on a character's background and social position. 3E had Divine Champions of different alignments and for all different deities, and so these are the broad inspiration for FnP paladin kits; but they give precious little guidance for actual  implementation in this game engine. While making cleric kits is a simple matter of translating sourcebook stats into Weidu code, paladin kits need to be created out of whole cloth, with a lot of discretionary decisions that players may or not like. That's why there are fewer paladin kits than cleric kits.

    (There is also the bigger question of really what role paladins serve when we have kitted fighter/clerics to serve in the role of divine warriors... we considered for a while whether we shouldn't remove paladins and let the multiclass serve in that role - and I still think that is something to consider.  But ultimately, the game contains both classes and players expect that, so we put in paladin kits even though the conceptual overlap is substantial.)

    Anyway that's a lot  of rambling. If we are going to merge paladins and zealots and uses these archetypes instead, it will result in a lot of apparent paladin options in the mod. But it will involve a lot of work in re-shaping all the  existing kits.  While I'm doing that, it should be easy enough to write something up for Torm.

    Just to share my opinion about the Paladins (from my P&P point of view) and to open the perspectives.

    There are some aspects of the Paladin class that make that class so particular and which are not or uncorrectly implemented/adapted in the Baldur's Gate games :

    • Bonded mount : When the Paladin reaches certain levels, he will attract and developp a special bond with a mount, almost acting as an NPC/party company. It could be a Giant eagle, Unicorn, War horse, Pegasus...This aspect could be rendered when outside by a charge bonus, a mouvement bonus, or even a 7 party member evolving with the paladin that the Paladin can call anytime.
    • Possessions and ressources : In my souvenir the Paladin has only few possessions BUT he can get access to ressources that would help him fullfill his missions like a small troop, finances ... Among other classes, he also attracts followers which can join him ... Maybe he is not as skilled as a fighter but he is more than a warrior : He is a war leader; never underestimate a lone Paladin not because of his fighting skills but because he will come back with ressources. :)
    • Holy sword (A holy sword is a special type of consecrated weapon that provides a paladin with unique benefits) : I consider this aspect to be quite poorly implemented with Carsomyr. In my opinion Carsomyr could be just one already consecrated weapon; one direction would be to give the possibility to a Paladin to consecrate a weapon with special abilities depending on the deity he is serving and working like an upgrade ?).

    Nb : i apologize for my english as this is not my native language.

  6. On 5/12/2022 at 4:53 PM, Frenzgyn said:

    I noticed myself :D.

    There could be possibly a problem with:

    Bristlelick:0;Bristlelick BG1EE NPC - Bristlelick—the gnoll companion for BGEE

    Try to install it before of other NPCs, particularly Aura (In my list it's just after Afaaq, Djinni companion) or remove it. Could you check if in your BG2 EET folder there are any files of mods that shouldn't? For odd reasons in my first attempt they got copied there from BGEE folder.
     

    Why do you recommand to install Bristlelick before other "new" NPCs (particularly Aura) ?

  7. 2 hours ago, jmerry said:

    Not exactly. You actually need to make the following replacement:

    COPY_EXISTING ~sppr713.spl~ ~override/J8#GRNF.SPL~
      LPF DELETE_EFFECT INT_VAR check_globals = 0 match_opcode = 93 END
    BUT_ONLY

    with

    COPY_EXISTING ~sppr713.spl~ ~override/J8#GRNF.SPL~
      LPF DELETE_EFFECT INT_VAR check_globals = 0 match_opcode = 93 END
    IF_EXISTS

    Or you could just delete code instead of adding anything, replacing

    COPY_EXISTING ~sppr713.spl~ ~override/J8#GRNF.SPL~
      LPF DELETE_EFFECT INT_VAR check_globals = 0 match_opcode = 93 END
    BUT_ONLY

    with

    COPY_EXISTING ~sppr713.spl~ ~override/J8#GRNF.SPL~
      LPF DELETE_EFFECT INT_VAR check_globals = 0 match_opcode = 93 END

    In any case, it's key that you remove the BUT_ONLY. Whether you add an IF_EXISTS check in its place is unimportant, as that's something that will always return true. The BUT_ONLY check, which I included as mindless boilerplate in the original, returns false and doesn't create the new spell if the DELETE_EFFECT function doesn't find anything to remove.

    Should i also do the same manipulation with Lesser  restoration ?

    Replace :

        COPY_EXISTING ~SPPR417.spl~ ~override/J8#LRNF.SPL~
            LPF DELETE_EFFECT INT_VAR match_opcode=93 END
        BUT_ONLY // Lesser restoration without fatigue

    By :

        COPY_EXISTING ~SPPR417.spl~ ~override/J8#LRNF.SPL~
            LPF DELETE_EFFECT INT_VAR check_globals = 0 match_opcode = 93 END
        IF_EXISTS // Lesser restoration without fatigue

  8. 1 hour ago, subtledoctor said:

    Three mods changing the same thing… without looking at the code or anything, and only considering these small facts: 1. aTweaks was made a looong time ago, before any other mods modified temple cures, snd had no reason to worry about compatibility; 2. the author of MiH has specifically warned the the mod is not coded with compatibility in mind (not in this specific context, but still it’s some insight into how the mod is designed)… and yeah I would not try mixing those three components. 

    The real question is, what exactly do you  hope temple service stores will look like? Can you articulate any specific benefit to installing multiple mods that cover that area? What is your goal here?

    I was focused on other aspects of my install order. Basically i definitely need the "usual" Temple services working as intended;  and i would also like more services or items/scrolls to purchases.

    It seems (from the readme) that jmerry's Tweak Collection (jtweaks) : "150 - Temple cures work better" component  just "repairs" the "vanilla" Temple services.

    On the other hand, MiH Spell Pack : 15 - Expanded Temple Services component seems to expand/restore few things. Does this component also correct the vanilla "bugs" ?

  9. On 9/23/2022 at 5:04 PM, Quester said:

    Well silly me. I didn't even realize. I have now removed that component for my next installation.

    On the temple cures topic, interestingly it seems in my game it's not J8#GRNF.spl which is faulty (which is what your fix mod fixes), but J8#LRNF.spl. Looking in NI, it doesn't have a name. I'm guessing this is due to some interaction with another mod that changes temple cures.  After looking through my weidu.log again, I realize I have two mods doing similar things to temples:

    ~MIH_SP\SETUP-MIH_SP.TP2~ #0 #15 // Expanded Temple Services: v5

    ~ATWEAKS\SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.53

    I don't know which causes the issue with jtweaks, but maybe the atweaks one since that is installed after in my install?

    Edit: So I'm removing that line with the missing spell from the relevant store in NI, I click Save. Load the game up....and still, it crashes upon trying to open the Cures page at temples. What the heck. I thought that would do it.

    My EET install order at the moment (work in progress) has those 3 components :

    • jmerry's Tweak Collection (jtweaks) : "150 - Temple cures work better"
    • Atweaks : "510 - Expanded temple services" (It expands the selection of curative spells which can be cast by NPC priests in temples).
    • MiH Spell Pack : 15 - Expanded Temple Services (it expands ... and restores things...).

    Should i just choose one and stick to it ? Or do i have other alternatives because they look quite complementary ?

    I am now thinking to just install jtweaks temple cures work better with either Atweaks or MiH Spell Pack Expanded Temple Services.

    Any recommandations or opinions ?

  10. On 9/20/2022 at 10:06 PM, subtledoctor said:

    If it is that one, I made a hotfix for it as Quester mentioned. You can install the hotfix at any time, including mid-way through your game, and temple cures will start working. (He said he applied the hotfix and still got the crash, so his issue may be different. The Hotfix is very much specific to the JMerry mod.)

    Just to be sure (as i am not playing yet)  :

    - In the extracted mod list for PI, i open jtweaks/setup-jtweaks.tp2

    - In line 1014 i replace the existing :

    COPY_EXISTING ~SPPR713.spl~ ~override/J8#GRNF.SPL~
            LPF DELETE_EFFECT INT_VAR match_opcode=93 END

    By (from fix_temple_restoration.tp2) :

    COPY_EXISTING ~sppr713.spl~ ~override/J8#GRNF.SPL~
      LPF DELETE_EFFECT INT_VAR check_globals = 0 match_opcode = 93 END
    IF_EXISTS

  11. 1 hour ago, subtledoctor said:

    ...There is a mod that lets them use quarterstaves, but I forget which mod it is and I don't remember how it works. It might remove their kicking animations altogether and just use the normal "boxing" unarmed animation.

    The Artisan's House Rules (AionZ's House Rules) mod has a component that lets monks use quarterstaves :

    4: Monk Can Use Quarterstaves

    - Gives monks the ability to use and be proficient in quarterstaves.This component enables quarterstaff and two-handed weapon style proficiency for monks, complete with semi-proper animations.

  12. Checking the debug file from EET end, even if the component was successfully installed, showed a weird "fatal error" line :

    FATAL ERROR: Sys_error("C:\\Users\\Bubu\\Documents\\Baldur's Gate - Enhanced Edition Trilogy\\save\\saves.tra: No such file or directory")

    I also went in the safe folder to discover a save.txt (containing two lines : str_min = 271375                   str_max = 2999999

    Anyone knows what is going on ?

    saves.txt

  13. 1 hour ago, Isewein said:

    In the BGT days, at least, you had to install S&S before RR for full compatibility, while Refinements was supposed to come after most of RR save for the latter's HLA components, which were to be installed last. Has that changed? Have you run into any issues with your install?

    I am still working on my big EET install when i have 5 minutes. I think there is no more problem to install S&S after RR. Refinement is usually installed later. 

  14. @TotoR Planning to install some DR kits in my next EET install (along with SR, probably some F1P components...).

    Just to verify if i am doing the right way :

    - Should i download the Divine Remix master 8.2a/8.1 instead of the release 8 beta, and then apply (past) your hotfix ?

    - Or just grab your Divine Remix fork

  15. Does anyone still use Jim’s Fixes and Tweaks (JimFix) v3.1a with the latest version of SCS ?

    It is a small collection of fixes and tweaks for Ascension + SCS v33 install (both required).

    Especcialy the 3 following components are maybe irrelevant with SCS 34.3 (or maybe already corrected by other mods) ?

    2 - Shield of Reflection works on SCS Flame Arrows

    100 - Check for and fix incorrect spell animations

    700 - Allow Spell Shield to block Wish Breach and Mordenkainen's Disjunction (With SCS changes to the spell system, the Breach from Wish and the complete dispel from fallen solar's Mordenkainen's Disjunction are both completely unblockable. This component allows Spell Shield to block them as it would block any other anti-magic attack.)

     

    About the other components that add notifications (spell school notifications, expiration notifications for buffs and item buffs), they look interesting on paper but i don't know if they are compatible with EET and useful. Any feedback ?

     

     

  16. On 8/18/2022 at 5:50 AM, subtledoctor said:

    In general, I think yes. Best to install your preferred spell tables before installing any mods that read from them and/or alter the spellcasting system. 

    Does it also apply to NPC mods or kit mods ? For example we have Adrian, Brandock from @jastey or the Chaos Sorcerers from @argent77. I guess i should intall the spell tables for Mages or Sorcerers also before those mods ?

    On the other side, the last spell tables installed will overwrite the previews ones, i guess.

  17.  I am considering installing the Anomen component of NPC Tweak v7  with Hidden Adventures ?

    The Anomen component of NPC tweak mod is all about making both paths interesting When Anomen is disowned by his father...why does he keep his family shield? And, if he fails his knighthood test, he doesn't really get anything out of it...

    They are compatible as stated by Hidden adventures readme but are they synergizing/fitting well with each other ?

  18. On 6/14/2022 at 11:32 PM, subtledoctor said:

    Just a heads-up: I recently did a major EET install and I added the Chaos Sorcerer mod right after this one (specifically, after the "Sorcerer Spell Switching" and "Mana Sorcerer" components). Unfortunately the Chaos Sorcerer stripped out some lines of CLABMA01.2da and caused trueclass sorcerers to 1) be unable to learn spells, 2) be unable to switch spells, and 3) be unable to choose to cast with mana points.

    So if you install the Sorcerer Spell Switching and/or Mana Sorcerer components, and you want to use the Chaos Sorcerer mod, you should install the Chaos Sorcerer first.

    EDIT - and it’s already been fixed! :)

    So with the latest version of Chaos Sorcerer it can once again be installed after TnB. 

    What is the differences between installing Chaos Sorcerer before or after Tome&Blood ? I was thinking to install Chaos Sorcerer before T&B, so it can "benefit" from T&B (like Revised metamagic, Revised Familiars, Sorcerer Spell Switching...).

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