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Mordekaie

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Everything posted by Mordekaie

  1. Let's say i found a fantastic portrait for Solaufein (just my opinion). I already discovered two ways to change a portrait (with other mods) : Copy the portrait in the Override folder. Replace all the portraits in a portrait folder from a mod folder. ( It works fine but i don't like that way to do it). I would like to make my personal "fork" (or spoon) of your mod to include a third Portrait selection with my new fantastic portrait, for personal use only. Would you mind helping me a little to start ? Any link to clarify some very basic stuff ?
  2. Ok i get it. The party went through a one time shortcut ! I like that : i keep this component. My father always says : Never miss a shortcup !
  3. About Skip Thieves Maze once after Sarevok's Death The readme says : After Sarevok's Death, the exit of the Undercity will skip the Thieves' Maze once and lead directly into the Thieves' Guild. After going in that direction once, the normal entrances will be reactivated so that the Thieves' Maze can be visited normally after that. → So this component just changes the order ? I mean the purpose of this component is to visit the Thieves'Guild first and give acces to trhe Thieves' Maze on the return. I guess it is more content wise or logical to do that way ?
  4. This item, ANOPLAT.itm belongs to the NPC Tweak mod (along with few other Items that are probably for Anomen too : anohelm.itm, anostuff.d).
  5. I understand your recommandation to play vanilla Sod before experimenting alternative versions of SoD... On the other hand : Another fine Hell is considered by some modders as the best SoD ending ! It is worth considering even if their opinion may be biased ! Jastey's Sod Tweak seems to give ease of use to SoD (or at least correct some annoying mechanisms). Boareskyr Bridge fills up an "empty" area (where nothing happens). Road to Discovery improves SoD without minimal modifications. Thank you for the clarification. I made my decision.
  6. We end up with two install options for Weimer's ItemUpgrade : 1/ Install Weimer's ItemUpgrade mod with others Item mods (After Quests / New NPCs / Bioware NPC expansions-banters / Item mods / Spell mods ... In that case you will eventually miss some additional crossmod content (but this is not the end of the world and probably almost unoticable). 1/ Install Weimer's ItemUpgrade before Hddens Adventures for some additional crossmod content. In that case, Weimer's ItemUpgrade is installed quite early and that eventually could trigger other issues ? In my actual install order, Hidden Adventures is installed after quest mods to be after "Jasteys Ajantis for BG2"
  7. ... It is not clear that is why i asked for confirmation. That is also why i have been starting to note where my informations come from in my EET guide.
  8. Just for confirmation. The readme recommands to stick to the following install order : EBG1 - Transitions - bg1npc project - bg1re - bg1ub - Jarl's Adventure Pack (v0.7) I haven't see any install order having BG1 NPC Project before bg1re. Would you confirm bg1re after BG1 NPC Project ? And what is/was the point to install BG1 NPC Project after bg1RE ?
  9. @jastey EndlessBG1 and bg1re's "Scar's Return" : I had this dependency : "6: Duke Eltan is in the Palace" is compatible with bg1re's "Scar's Return" confirmed if installed after bg1re. Is it still valid or the order of installation for the mods doesn't matter anymore ? I am having doubts because i read in the readme that EBG1 is completely compatible with this component from bg1re v3.0 or higher.
  10. Does the kit "Acolyte of Shar" is still present in the latetest version of Faiths&Powers ? I was just testing Viconia Rewamp installed after F&P, and i got the following warning from PI : //SKIPPING: [Viconia Revamped -> Multi-class: Darkcloak of Shar] // Requires the Acolyte of Shar component from "Faiths and Powers". I am also doing some testing with F&P : It seems that Paladins and Rangers have specific spell table progressions (not the P&P, un-nerf or IWD versions). Those F&P tables seem to give access to spells earlier with a faster progression compared to the other Tables ? Am i correct ? I didn't find any infos about those tables anywhere. Where can i find those tables ? I also found out that the min CHA and Wisdom have been (partially?) suppressed from your Paladin annd ranger kits. Am i right ?
  11. It was clear! I am also getting a little bit more comfortable with modding Baldur's Gate. I am also going forward with my EET guide, in which i keep track of all those discussions. Should i also consider Reveal Hidden Gameplay Options as a "pure UITweaks" or it belongs to an other group of mods ? From the readme, one component has to be installed after Tweak Anthology. All the other components could be intalled earlier. Reveal Hidden Gameplay Options v3.0 (Optional) (0) Not compatible with "1010 - Hidden Game Options" from EEUITweaks UI => Choose one. (1) "38 - Add in-game options for Tweak Anthology's "Create Interval Saves"" : After Tweaks Anthology component "Create interval saves" (2) 31. Add in-game option "Force Dialog Pause": This option forces the game to pause while conversations are active. This option makes TA mod component "Force All Dialogue to Pause" redundant. => Prefered over TA version because you can enable or enable it at your convenance. I really thought that Bubb's Revert Pathfinding needed EEex but there is no indication of such dependency. So, considering this is an engine hack (which is different from an engine patch like EEex), Pathfinding goes before EEex. Would you then extend this to install manually Bubb's Pathfinding mod on vanilla BG2EE prio to even install EET core.
  12. From the readme: While this mod does alter the worldmap, it does so interactively and should be fully compatible with other mods, though it should be installed after mods which alter the worldmap. How far should i dig to check what mods are adding areas to the worldmap or jus alter it, in my install order. For example i found out that Ascalon's Breagar, a New NPC mod, adds few areas to the Worldmap. Should i install The Gibberlings Three Anniversary Mod after this mod ?
  13. How about "90 - Expanded Polymorph Self" (that gives the possibility to polymorph into winter wolf, polar bear, and boring beetle) ? I did try to install this component with SR (v4b19Beta) with the following warning (i think after SR) : //WARNING: no effects added to spwi416.spl //INSTALLED WITH WARNINGS Expanded Polymorph Self Is there any incompatibility between this component an SR ? (as SR may have already done some mod. on this spell?). EDIT : Both versions add new forms to the vanilla spell, and are not compatible. In case you want to play with Spell Revisions , don't install "90 - Expanded Polymorph Self"
  14. So i could keep the beginning of the install order as shown below : Enhanced Edition Trilogy (EET) v13.4 * 1: EET Core (resource importation) EEex v0.9.7 * 0 – EEex - Before GUI like LEUI. lefreut’s enhanced UI (BG2EE Skin) v4.4.6 * (on an onother GUI like Dragonspear UI++) 0 - Core component 1 - BG2 vanilla bams for spells 2 - BG2 vanilla fonts for descriptions The UI Tweaks : EEex v0.9.7 * 1 - Enable effect menu module - (LShift-on-hover to view spells affecting creature) 2 - Enable timer module - (visual indicators for modal actions, contingency spells, and spell/item cooldowns) EEUITweaks User Interface Mods Collection v3.9 * Bubb's Spell Menu Extended (EEex) v4.5 * 0 - Bubb's Spell Menu Extended Bubb's Revert Pathfinding Tweak (EEex) v1.1 0 - Bubb's v2.5.16.6+ Pathfinding Revert Nb : i guess those UI Tweaks can go anywhere in the install order ? (or is it better to keep them here ?)
  15. It works !!! To go a litlle further, i usually "edite" an hyperlinks to modify the "visible" text. Is there a way to also do the same within G3 forum ? (I also found the Link button!) I also notice that when i past an hyperlink with a modified text like Spell Revisions i just end up with the hyperlink text (but not the link behind the text).
  16. ~HOUSERULES\SETUP-HOUSERULES.TP2~ #0 #3 // Give Sarevok a Proper Deathbringer Kit: v1.0 ~HOUSERULES\SETUP-HOUSERULES.TP2~ #0 #14 // Allow Kensai to Use Bracers: v1.0 To get the same effects (more or less) you can use the following mods : The component "1060 - Kensai Can Wear Bracers" from Item Revisions. The component "2800 - Give Sarevok a Proper Deathbringer Kit" fromNPC Kitpack. NB: How can i just copy "normal hyperlink (looking like like Item Revisions) without getting those "window" links below.
  17. Just for information : In one of your last Install order (probably after the one from the repository), i noticed : 1/ That the following mods are installed before CtB/Ascension : SoD to Baldur's Gate 2: Enhanced Edition Item Upgrade (i can't find out why so early ?) sod2bg2_iu:0;Sod2BG2:EE Item Upgrade - SoD to BG2:EE Item upgrade by Daeros_Trollkiller sod2bg2_iu:7;Sod2BG2:EE Item Upgrade - All importable items with randomized Voidhammer +3/Voidsword +3 Iwidification (i remenber one post where the arcane and divine spells from IWdification should be installed before CtB) iwdification:30;IWDification - IWD Arcane Spell Pack iwdification:40;IWDification - IWD Divine Spell Pack iwdification:80;IWDification - Additional Portrait Icons iwdification:10;IWDification - Icewind Dale Casting Graphics (Andyr) iwdification:130;IWDification - Use IWD Damage Animations ToLM-BG2EE (This one should be installed after "Dispel Magic Fix" from Spell Revision as stated in TotLM readme ; that is why i usually put TotLM in the spell section after SR and Iwdification) A7-TotLM-BG2EE:0;Trials of the Luremaster for Baldur's Gate - Trials of the Luremaster for Baldur's Gate A7-TotLM-BG2EE:31;Trials of the Luremaster for Baldur's Gate - Reduce by 50 percent 2/ One more question : why "encapsulating LeUI between two components of EEex ? I am thinking to move EEex far away in my install order prbably before Skill&Abilities (as done by @morpheus562)
  18. Do you mean "after EndlessBG1" ? Ascalon's Questpack and Glam's NPC Pack use the Cabin in High Hedge house (To ensure compatibility between Glam's NPC Pack and Ascalon's Questpack v4.3 * it is recommanded (from readme) to install the "Beregost" install choice for the component "Of Wolves and Men".) About the house in Beregost (72 - Duke Eltan's reward option: Gray house in NW Beregost) i don't think it is the one in Ascalon's Quests. So it may be complicate to install "Duke Eltan's reward - Cabin in High Hedge " along with Glam's NPC Pack.
  19. My mistake, i was referring to @Graion Dilach install order (i don't know if it is the one from the repository or from a post).
  20. I am coming back to my EET install. I am planning to install the whole package about SoD (AfH, SoDtweaks, and The Brdige Scene) along with Endless BG1. Is it going to dramatically change SoD ? Because i am not familiar with SoD. What i want is to experiment an SoD "improved". Considering my situation would you recommand me those mods all together ? There is also the mod "Road to Discovery". Would it also improve my experience with SoD ? Here is my install order for those mods : Another fine Hell for SoD/EET v Alpha_220123 * 0 - Another Fine Hell - Optional Ending for SoD and BGII Closure 1 - Get the Hells Out - Quest Option with Extended BGII Content 2 - PC's and Imoen's chest in Palace should have their content Jastey's SoD Tweak Pack v9.2 2 - For NPCs in Party Only 20 - Make Portal Close from Dragonspear Castle (Aun Argent survives always) 21 - Hephernaan takes Dragonspear Vault Key The Boareskyr Bridge Scene - Mod for SoD v2 0 - Scene at Boareskyr Bridge will be Acknowledged: Add NPC Reactions 1 - Add Description Text to Original Scene at Bridge 2 - Bridge Scene has Different Choices 3 - Add Stat Changes to Choices at Bridge
  21. @morpheus562 I was just looking at your EET install order. I have an old version of Bubb' Revert Pathfinding not working with 2.6.6. It seems you use a more recent version. Do you have a link ? Did you see any benefit using it ? By the way, why putting SoD2BG2 IU so early in your install order ? (and not in the item section for example) ?
  22. I was just downloading both .exe and . zip files. Until now i never thought that there could be a difference between the two versions after decompressed. The .zip contains a file "Skill and abilities" missing in .exe file. I don't know which one to consider ?
  23. It seems it is not just cosmetic. This component also adjusts their weapons: Planetar and Fallen Planetar - Vorpal Greatsword +3: 2d6+3 slashing damage, 5% chance target must save vs. death at -6 or die Deva - Heavy Mace of Disruption +3, Stunning: 1d10+3 crushing damage, 50% chance target must save vs. spell or be stunned for 2 rounds, undead creatures must save vs. death or be destroyed Fallen Deva - Flaming Long Sword +3, Bleeding: 1d8+3 slashing damage, 1d8 fire damage, 1hp/round bleeding damage for 5 rounds. At least this was is found in the readme b/c i haven't seen myself one yet too.
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