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Mordekaie

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Posts posted by Mordekaie

  1. On 6/14/2022 at 7:58 AM, jastey said:

    Cool, thank you! Then I know how to fix it.

    Recommendation until then: install all components with reward houses from Duke Eltan if using Transitions.

    Just saw this recommandation to install all the rewards from Transitions :

    70 - Duke Eltan's reward option: House near Ducal Palace
    71 - Duke Eltan's reward option: Cabin in High Hedge

    Used by Ascalon's Questpack and Glam's NPC Pack

    72 - Duke Eltan's reward option: Gray house in NW Beregost
    73 - Duke Eltan's reward option: House across from Flaming Fist compound

    Is it sitll relevant ?

  2. From the readme : "Anomen's extended plot" needs to be installed after "Jasteys Ajantis for BG2", "NPC Tweak", and "Weimer's Item Upgrade Mod" for the crossmod content included.

    Is it still relevant especcialy for Item Upgrade ? (b/c i usually put it in the Item section (along with other item mods).

     

    On 5/26/2022 at 3:15 PM, Mordekaie said:

    I read somewhere that the Hidden Adventures mod "should" be installed (or just some components) after Item Revisions (probably just the Store Revisions from IR?) because IR reshuffles items.

    Does anyone know something about the synergy/recommandation  between Item Revisions and Hidden Adventures ?

  3. Following a discussion with @subtledoctor (see below for the link) i open this thread to explore the components of SR (or SRR) to confirm some synergies with other mods and discuss about component (not the main component) :

    Klatu :

    2080 - Drop Equipment on Disintegration         -  @subtledoctor confirms that this component is not needed if Spell Revisions is installed.

    2090 - Drop Equipment on Petrification            -  @subtledoctor confirms that this component is not needed if Spell Revisions is installed.

    2100 - Drop Equipment on Imprisonment        -  Waiting for a confirmation to know if this component is needed with SR ?

    I don't know if other components from the Klatu mod may be irrelevant with SR / SRR installed.

     

    TotLM :

    30 - Dispel Magic Fix - Before Trials of the Luremaster (cf. TotLM readme).

    As written in TotLM readme and just confirmed by his author @argent77"Spell Revisions component "Dispel Magic Fix" interferes with the special dying behavior of revenants and trolls, making them unkillable by normal means. To work around this issue, install that component before the main component of this mod."

     

    The SR components (which ones to keep in an install order and the ones that are becoming  "irrelevant") :

    0 - Spell Revisions

    10 - Deva and Planetar Animations          - Any feedback about this component ?

    20 - Mirror Image Fix                                   - No more protection from AoE spells

    - As pointed out by @subtledoctor : Does MI still block AoE spells after eight patches from Beamdog?? It can't, can it? I would love it is someone could give a definitive answer as to whether this component is still needed, because if it's not needed then it should be disabled for the new engine.

    30 - Dispel Magic Fix                                   - Before Trials of the Luremaster (cf. TotLM readme)

    - Now there is at least a marginal chance of dispelling effects of a higher-level mage ; Also corrects problems caused by the automatic dispelling of all magically created items.

    - Does this component aslo become "irrelevant" ?

    55 - Spell Deflection blocks AoE spells

    - AoE spells like Fireball, Horrid Wilting pierce through Spell Deflection spells (b/c not knowing how to handle AoE projectiles. The patch changes that (with charges used).

    - Exception with "stationary" spells like Cloudkill and Ice Storm that trigger multiple times over a duration...

    60 - Update Spellbooks of Joinable NPCs

    65 - Revised Warrior HLAs

     

     

     

     

  4. 1 hour ago, Mordekaie said:

    30 - Dispel Magic Fix - Before Trials of the Luremaster (cf. TotLM readme).

    TotLM readme recommands to install SR before TotLM :

    "Spell Revisions component "Dispel Magic Fix" interferes with the special dying behavior of revenants and trolls, making them unkillable by normal means. To work around this issue, install that component before the main component of this mod."

    Anyway i don't know if the Dispel Magic Fix from SR is still relevant ?

  5. Planning to install your mod in my working in progress "big" EET install.

    Does the mod contain PIDS ? (At the moment i am quite worrying about NPC mods adding PIDS to Bioware NPCs (as it may lead to some problems ...; but maybe i am worrying too much about those issues where the console should fix it ?).

    Do you know if there are any issues installing Wings with other mod dealing with Aerie (whether content wise or technical incompatibility) like :

    NPC Flirt Packs

    All Things Mazzy (which has a ToB quest to restore Aerie's wings)

    OlvynSpells (which gives the fly spell)

     

  6. On 6/27/2022 at 11:39 PM, subtledoctor said:

    Are you using Spell Revisions? I didn’t think Klatu’s added any kind of Slow effect…

    Anyway if you use SR the solution is even easier: don’t install that Klatu tweak. Equipment will not be destroyed with SR. 

    For confirmation : I don't need to install the following components form Klat if SR is installed ? :

    2080 - Drop Equipment on Disintegration

    2090 - Drop Equipment on Petrification

    2100 - Drop Equipment on Imprisonment

     

  7. I am working on my EET install order.

    I know that Oversight is not compatible with EET. But i have been seeing posts where Oversight is installed manually on BG2EE before EET_core, and could work. At least it seems to install without warning...

    I am planning to use only two components of Oversight : Alignement Correction and Class Tweaks/Fixes.

    I would be very happy to get some feedback from anyone that has been installing Oversight along EET, to confirm if it is a viable option or a potential trouble maker decision ?

     

  8. I am in the middle of my EET install order and i have probably quite a naive interrogation :

    Can we consider certain mods to be relatively harmless (aka not supposed to interfere with other mods or bring issues) ?

    Let's take an example : Coran's BG Extended Friendship Talks.

    This mod brings 18 new banters if not in an active romance with Coran (plus one with Garrick). But there are no PIDs (from the readme : The mod is adding banters but not touching other existing dialogue states).

    So in my opinion, it is quite a small mod that shouldn't make any trouble in my install order. As i am trying to decrease the number of mods included at the moment in my install order, i came to that interrogation : if that mod is harmless there is absolutely no reason for me not to keep it.

    Am i wrong ?

     

  9. 2 hours ago, subtledoctor said:

    But all the quest and NPC mod, with rules that you could never guess just from the content of the mods… that stuff is begging for some kind of simple guide. 

    We used to have BWP, and to some extent it’s still a good resource. But its focus on pre-EE games leaves some stuff out. 

    Here is the first part of my personal guide for an EET installation (BGEE mods, UI section, early mod section, quests, the grey section). The other sections are almost done but still messy. It is all about preparing my own install order, select components, keeping track of datas about mods (links, rules, order, description,...) collected from readme and forum discussions. It is maybe time to share it with the community. It is mainly for a newcomer into modding Baldur's which i am but some infos may also be relevant for more experienced modders.

    Forgive me for my english. I have done my best. I don't mind if my wwriting is bugged as long as it is clear and useful.

    I am open to feedbacks. Let me know if it is worth consideration.

    https://www.dropbox.com/scl/fi/ds7axcstcxdxn2zcxy7o1/1-EET_Guide.doc?dl=0&rlkey=39nsvhmiber7lejteepvinosy

  10. 51 minutes ago, subtledoctor said:

    Yeah but it might just be a good place to start. Then people can make corrections in the thread and the initial post could be updated. 

    I’m not too worried about IR/RR/SCS/aTweaks etc., because there just aren’t that many before/after rules and I’ve internalized most of them. But all the quest and NPC mod, with rules that you could never guess just from the content of the mods… that stuff is begging for some kind of simple guide. 

    We used to have BWP, and to some extent it’s still a good resource. But its focus on pre-EE games leaves some stuff out. 

    I totally agree. In my experience it is really difficult to organise the quest and NPC sections.

    Any particular reason to install Test Your Mettle! late in your install order (after the quest mod section) ?

  11. @subtledoctor I am using your Install Order as a source to my EET install work in progress. :)

    I was checking your install order (and modifying mine) and i have noticed that Kelsey is intalled after Quest Pack (idem in @Graion Dilach install order).

    Quest Pack readme recommends to install Quest Pack "AFTER Kelsey and/or Keto to allow their interjections to work correctly."

      Does this recommendation is still relevant ? What do you think ?  Should i move Kelsey and Keto before Quest Pack (or move Quest Pack down in the NPCs section) ?

     

  12. 1 hour ago, morpheus562 said:

    What are people's thoughts on changing the 2 point bonus for sword and shield style from granting immunity to dragon wing buffet to instead grant resistance to physical damage (e.g. 10% bonus to resistance)?

    Or blocking one attack (or something like that) ; or/also granting a shield bashing attack... To make each fighting style equally appealing is not that simple. After thinking about it for a while, i finally go for the bonus to resistance for few reasons : clear, simple and it fulfills the main purpose of a shield to protect.

  13. 19 minutes ago, Mordekaie said:

    By the way the 1,5x extra strengh bonus to damages appears in the character "sheet" as "Ability score". I would probably change to something more appropriate (more easy to understand) like : two-handed strengh bonus, Extra strengh...

    I haven't yet gone deeper in the paladin side of your mod... So i don't know if it would fit with the system of auras. Would you consider to make "Protection from Evil" as something permanent (as it is in the P&P rules) and eventually expands "Detect evil"  which is useless in its vanilla form ?

    I would probably also consider to expand the ranger racial ennemy to a group of ennemies ?

  14. 19 minutes ago, morpheus562 said:

    So the 1.5x is on a timer and not instant. Did you have a 2h weapon equipped then once the 1.5x STR applied switch to a 1h weapon? If this is the case, then the extra 1.5x will remain for a couple seconds before dropping off.

    Correct : the 1.5x takes a while to get implemented on a 2h weapon, or disappear on a one handed weapon.

    By the way the 1,5x extra strengh bonus to damages appears in the character "sheet" as "Ability score". I would probably change to something more appropriate (more easy to understand) like : two-handed strengh bonus, Extra strengh...

    I haven't yet gone deeper in the paladin side of your mod... So i don't know if it would fit with the system of auras. Would you consider to make "Protection from Evil" as something permanent (as it is in the P&P rules) and eventually expands "Detect evil"  which is useless in its vanilla form ?

  15. Testing your mod on an EET installation. I have noticed :

    - Installing NPC_EE-5.2 and DUAL_TO_KIT v0.35 after Skills and Abilities break the proficiency system (didn't go any any further investigation).

    - The Strenght stat bonus - Two-handed attacks receive one and a half times the Strength damage bonus - was also applied to one handed weapon in my installation.

     

  16. 2 hours ago, Graion Dilach said:
    BEGIN @910900 /*Party XP for killing creatures distributed individually*/
    DESIGNATED 2080
    GROUP @910000 /*XP adjustments*/
    REQUIRE_PREDICATE FILE_EXISTS ~EEex.db~ @990005 /*This component is dependent upon EEex*/

    Checks against the wrong file. I'm not even sure which file that was because that's outright missing from the 2.6 counterpart - should've checked against a WeiDU component tbh.

    I went into the EET_Tweaks.tp2 and found those lines.

    When you write "checks against he wrong file" do you mean that it shouldn't check for EEex but for something else ?

    Should it work if i "deactivate" the line with // ?

    // REQUIRE_PREDICATE FILE_EXISTS ~EEex.db~ @990005 /*This component is dependent upon EEex*/
  17. I have EEex 0.9.7 installed right after EET core and EET_Tweaks 1.12 is installed after EET_end. It seems that component 2080 doesn't see EEex and is not installed. Any idea ?

     

    EET_Tweaks:2080;Baldur's Gate: Enhanced Edition Trilogy Tweaks (EET Tweaks) - Party XP for killing creatures distributed individually
                                       SKIPPING: [Party XP for killing creatures distributed individually]
                                       This component is dependent upon EEex

  18. 7 minutes ago, jastey said:

    That's an entry in the gtime.ids, it's the same as "1800 seconds" (or so). The installer just took it instead of writing 1800 directly inside.

    This means that the Ajantis scripts should work, though. 🤷‍♀️

    Does NI show any warnings for the ajantis.bcs?

    I don't think so

  19. 54 minutes ago, jastey said:

    Go to "BCS" in the left tree in NI. Open "ajantis.bcs". Look for the script block that contains the variable I posted. @Graion Dilach posted what it would look like if bg1npc is installed without the hickups.

    IF
        !GlobalGT("BD_PLOT","GLOBAL",0)
        InParty(Myself)
        Global("X#AjantisHasRing","GLOBAL",4)
        Global("X#AjantisRomanceActive","GLOBAL",2)
        Global("X#AjantisLoveTalk","GLOBAL",33)
        OR(2)
            Global("X#AjantisKnowBhaalTalk","GLOBAL",0)
            Global("X#AjantisKnowBhaalTalk","GLOBAL",8)
    THEN
        RESPONSE #100
            SetGlobal("X#AjantisHasRing","GLOBAL",5)
            RealSetGlobalTimer("X#AjantisRomance","GLOBAL",C#BRANDOCK_TIMERSHORT)
    END

     

    @jastey So not getting the same result as the one from @Graion Dilach ; i have the Brandock mod installed after and i am quite surprised to find him here... ?

  20. 28 minutes ago, jastey said:

    I'm not sure what exactly the scripts would look like. Could you open Ajantis' script with NI and see for example what the line for setting the romance timer after SetGlobal("X#AjantisHasRing","GLOBAL",5) looks like.

    @jastey I guess it is time to get familiar with NI (beside modifying some item properties). How do i do to reach this line ? Game/open games.../AjantisBG2 ?

    NearInfinity2.png

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