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Mordekaie

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Posts 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. 1 hour ago, jastey said:

    I don't think so if I got right what you mean. The component does the following: Before the fight with Sarvok in the Undercity Temple, nothing is changed. After he is killed, the way back into the city is quicker by skipping the maze upon leaving the Undercity, letting the party go to the Thieves' Guild directly. But only once: the maze can now be entered again, and going back to the Undercity and back to the Thieves' Maze will go through the maze.

    This component just makes the way back quicker. It has no ingame explanation for skipping the maze, you can just head canon that the group made their way through it.

    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. 53 minutes ago, jastey said:

    @Mordekaie looking at the mod I think it's better to install it after Weimer's Item Upgrade. But the crossmod with the Ajantis BG2 is just an interjection that can easily be skipped.

    It's on my ToDo list to split the crossmod stuff in Hidden Adventure into an own component, if I'll find the time.

    I see this in the tp2. Is "ANOPLAT.itm" from the Item Upgrade mod?

      Reveal hidden contents

    ACTION_IF FILE_EXISTS_IN_GAME ~ANOPLAT.itm~ BEGIN

        COPY_EXISTING ~ANOPLAT.itm~ ~override~
            WRITE_BYTE 0x1e 227
        BUT_ONLY
        
        COPY_EXISTING ~NPSHLD.itm~ ~override~
            WRITE_BYTE 0x1e 227
        BUT_ONLY
        
        COPY_EXISTING ~ANOHELM.itm~ ~override~
            WRITE_BYTE 0x1e 227
        BUT_ONLY
        
        EXTEND_BOTTOM ~ANOMEN.bcs~ ~hiddenadventure/anomen/cross/baf/waanom.baf~
        
        COPY ~hiddenadventure/anomen/cross/spl/waanopla.spl~ ~override~
        SAY 0x9e @3027
        BUT_ONLY
        
        COPY ~hiddenadventure/anomen/cross/spl/waanohlm.spl~ ~override~
        SAY 0x9e @3029
        BUT_ONLY
        
        COPY ~hiddenadventure/anomen/cross/spl/waanoshl.spl~ ~override~
        SAY 0x9e @3030
        BUT_ONLY
        
        COPY ~hiddenadventure/anomen/cross/cre/wamess.cre~ ~override~
        SAY NAME1 @3028
        SAY NAME2 @3028
        
        
        
        COPY_EXISTING_REGEXP ~AR0[2-5]00.bcs~ ~override~
        DECOMPILE_BCS_TO_BAF
        REPLACE_TEXTUALLY ~!GlobalTimerNotExpired("G3OSTakeStuff","MYAREA")~ ~!GlobalTimerNotExpired("G3OSTakeStuff","MYAREA")
        !Global("WASpawnMess","Global",1)~
        COMPILE_BAF_TO_BCS
        
        COPY_EXISTING_REGEXP ~AR0[7-9]00.bcs~ ~override~
        DECOMPILE_BCS_TO_BAF
        REPLACE_TEXTUALLY ~!GlobalTimerNotExpired("G3OSTakeStuff","MYAREA")~ ~!GlobalTimerNotExpired("G3OSTakeStuff","MYAREA")
        !Global("WASpawnMess","Global",1)~
        COMPILE_BAF_TO_BCS
        
        COPY_EXISTING ~AR1000.bcs~ ~override~
        DECOMPILE_BCS_TO_BAF
        REPLACE_TEXTUALLY ~!GlobalTimerNotExpired("G3OSTakeStuff","MYAREA")~ ~!GlobalTimerNotExpired("G3OSTakeStuff","MYAREA")
        !Global("WASpawnMess","Global",1)~
        COMPILE_BAF_TO_BCS
        
        ACTION_IF FILE_EXISTS_IN_GAME ~C2ANOM01.itm~ BEGIN
        COMPILE ~hiddenadventure/anomen/cross/d/depends/wamess.d~
        END ELSE BEGIN
        COMPILE ~hiddenadventure/anomen/cross/d/wamess.d~
        
        COPY_EXISTING ~WSMITH01.dlg~ ~override~
        DECOMPILE_DLG_TO_D
        REPLACE_TEXTUALLY ~SetGlobal("XO#ItemUp","ar0334",30)~ ~SetGlobal("XO#ItemUp","ar0334",30)
        SetGlobal("WASHLDINProduce","Global",1)~
        COMPILE_D_TO_DLG
        END
        
    END

     

    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. 3 hours ago, jastey said:

    Another fine Hell changes the details of the flow in SoD significantly. I wouldn't install Another fine Hell for a first runthrough if you want to experience SoD originally.

    The tweak Pack changes minor details at the ending which make a huge change in the overall mood imho.

    Boareskyr Bridge Scene improves the one scene at the bridge where otherwise would be nothing.

    Road to Discovery we already talked about at BeamDog's, it also changes the details of how the game flows without changing the actual events, but it does change the spirit a lot (where otherwise would be frustration, at least for me).

    I can only repeat that I would recommend playing SoD as-is at least once. It will give you the base to add improvement mods and really appreciate what they'll change. Having said that, I did write the mods because I found SoD lacking and wanted to improve it.

    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. 3 hours ago, jastey said:

    All you'll miss is some crossmod content, so I wouldn't get out of the way to change the install order for this. I have no idea where Weimer's Item Upgrade would go in a normal install, and no clue about Revisions.

    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. 2 hours ago, jastey said:

    The install order is EndlessBg1 -bg1re and that's impotant for the "Scar' Return" bonus quest. Where did you get the dependnecy that bg1re should be installed before? It's not correct.

    ... 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. 2 hours ago, subtledoctor said:

    I hope that was clear?

    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.

     

    4 hours ago, Graion Dilach said:

    The pathfinding tweak is an engine hack and it directly changes the executable, which is why I have it above EEEx.

    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. 2 hours ago, Graion Dilach said:

    EEEx's first component is the engine patching, the other ones are UI tweaks. UI tweaks should come after UI revamps. Simple as that.

    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. 52 minutes ago, CamDawg said:

    If you just drop a link into a post, it'll fancify it--in this case, note that a black bar appears at the bottom with "Your link has been automatically embedded.  Display as a link instead"   to make it a text link. If you instead highlight some text and use the link button, you'll get inline links.

    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. 31 minutes ago, whodisseus said:

    I’ve been meaning to ask you about these House Rules as well. Totally respect your reserving some tweaks for your own personal use, but out of curiosity, can you elaborate on what they are? @Graion Dilach Same question to you, after also stalking through your Weidu logs! (And if this is too nosy, just say so.)

    ~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. 2 hours ago, Graion Dilach said:

    It's from a post and yeah, I need to sit down and review what changed. Will be a bit busy, because turned out my camping starts on Wednesday and I wanted to do some other stuff beforehand, but I'll see what can I do.

    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. On 6/14/2022 at 8:27 AM, jastey said:

    v2.4: To prevent a crash upon transition after BG1, install all components of reward houses from Duke Eltan:

    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. 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

  20. 2 hours ago, Bartimaeus said:

    More specifically, Deva and Planetar Avatars changes them to have normal demihuman animations (elven, IIRC), but with wing graphics added from 1pp: it's purely a matter of taste. I personally much prefer the original celestial animations, so I do not ever install this component (not that I uh, ever actually play ToB and see them mind you, but...)

    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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