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Mordekaie

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Everything posted by Mordekaie

  1. @Cahir I am working on my EET modlist and was quite getting confused about the Portrait think. Would you give a look (or anyone else who may be of any help) for recommandations and check if my assumptions are corrects. - PPE is a must have for me! I was just very surprised to notice that only speaking NPCs with a specific name (so no NPCs with "generic" attribut like "nobleman" or a "tutor" from Candlekeep) are getting a portrait from PPE. In my souvenir all NPCs were getting portraits. - I am also thinking to install The Picture Standard. But this one is not on K4thos Mod Compatibility List for EET. And this mod doesn't seem to give portrait to "generic" NPCs (or maybe i am doing somethink wrong, but in my "old" souvenirs they all added protraits) - I find The Picture Standard very confusing when it comes to select components. I can't figure out how you did it.. Even going through the sub folfers didn't help...Maybe time to tajke a nap. Q: Did you put PPE after The Picture Standard so PPE overwrites The Picture Standard where they overlap ? Q: From you playthrough did you notice any issues with The Picture Standard and would you still recommand it along with PPE ?
  2. @Graion Dilach @GwaihirI really don't know what to do to correctly "apply" this Klatupatch. I opened setup-klatu.tp2 with Notepad ++ and found //ulcaster on line 359. Then i am quite lost and instead of going blind i prefer to ask for help... Il also went on the SHS forum to look for the fix from Graion Dilach : Git diff against version 1.7 to fix Manual of War placement in TuTu and EET. diff --git a/klatu/setup-klatu.tp2 b/klatu/setup-klatu.tp2 index 6f252a0..901fe34 100644 --- a/klatu/setup-klatu.tp2 +++ b/klatu/setup-klatu.tp2 @@ -357,11 +357,28 @@ LANGUAGE ~German~ END // ulcaster - ACTION_IF (FILE_EXISTS_IN_GAME ~AR3901.bcs~) BEGIN - EXTEND_TOP ~AR3901.bcs~ ~klatu/baf/ulcasterSpawn.baf~ + ACTION_IF (GAME_IS ~bgee~) BEGIN + ACTION_IF (FILE_EXISTS_IN_GAME ~AR3901.bcs~) BEGIN + EXTEND_TOP ~AR3901.bcs~ ~klatu/baf/ulcasterSpawn.baf~ + END END - ACTION_IF (FILE_EXISTS_IN_GAME ~AR9798.bcs~) BEGIN - EXTEND_TOP ~AR9798.bcs~ ~klatu/baf/ulcasterSpawn.baf~ + + ACTION_IF (GAME_IS ~tutu tutu_totsc~) BEGIN + ACTION_IF (FILE_EXISTS_IN_GAME ~FW3901.bcs~) BEGIN + EXTEND_TOP ~FW3901.bcs~ ~klatu/baf/ulcasterSpawn.baf~ + END + END + + ACTION_IF (GAME_IS ~bgt~) BEGIN + ACTION_IF (FILE_EXISTS_IN_GAME ~AR9798.bcs~) BEGIN + EXTEND_TOP ~AR9798.bcs~ ~klatu/baf/ulcasterSpawn.baf~ + END + END + + ACTION_IF (GAME_IS ~eet~) BEGIN + ACTION_IF (FILE_EXISTS_IN_GAME ~BG3901.bcs~) BEGIN + EXTEND_TOP ~BG3901.bcs~ ~klatu/baf/ulcasterSpawn.baf~ + END END // BGT transition
  3. I am probably missing some aspects of the process (considering i am still a complete dummie in this area). I did install the "modified" mod but nothing happened : i just get all the vanilla thief kits, in particular the shadowdancer. I was hoping to get an additional "revised shadowdancer" kit with a new name to distinct this new kit from the vanilla Shadowdancer. I confrm : without installing Revised Archery, i get an Elven archer instead of the vanilla archer for an archer character (but with all the characteristics of the vanilla archer). This kit needs Revised archery (which anyway install the kit) to be installed first. And obviously, as "240- Improved Rangers" and "245- Revised Movement Bonuses (Quickstride)" are installed prior to the new Elven Archer kit, this new kit doesn't get the new abilities.
  4. Continuing on my long journey to prepare my EET modlist, planning to play one day ! Just went through Faith&Powers and Faith&Powers Multiclass. As usual PI is worrying. I report those warnings to check if they are harmless or need some attention. In resume: There are some "recurrent" warnings found within many PI debug component files : WARNING: no effects added to d5shmsw.itm WARNING: Internal ability name too long [CDHLYSYM]. Skipping. From and "old" post: PI shouldn’t report the « error » :WARNING: Internal ability name too long [CDHLYSYM]. Skipping. "24 - nuFnP: a new custom sphere system (fewer spheres, more broadly balanced)" got specific warnings: WARNING: no effects altered on sppr420b.spl WARNING: no effects altered on SPPR226.spl WARNING: no effects altered on b_p3xx.spl (i haven't tried other sphere system options) I guess i shouldn't worry and consider that everythink works fine ? 30 - Give Option to Cast Like Sorcerers (do not install if planning to use 5E casting) 31 - Install Cleric kits WARNING: no effects added to d5shmsw.itm 33 - Install Druid kits WARNING: no effects added to d5shmsw.itm 35 - Install Paladin kits WARNING: no effects added to d5shmsw.itm 37 - Install Ranger kits WARNING: no effects added to d5shmsw.itm 75 - Alter priests' weapon usability and proficiency WARNING: no effects added to d5shmsw.itm 80 - Apply sphere system (REQUIRED for the sphere system to work) WARNING: no effects added to d5shmsw.itm 85 - Apply FnP kits to NPCs Faith & Powers – Multiclass 91 - Multiclass Druids WARNING: no effects added to d5shmsw.itm 92 - Multiclass Shamans WARNING: no effects added to d5shmsw.itm WARNING: no effects altered on d5shmbzb.spl WARNING: no effects altered on d5shrnzb.spl WARNING: no effects altered on d5shthzb.spl WARNING: no effects altered on d5shmazb.spl 95 - Multiclass Cleric kits (install AFTER all other kit mods!!) WARNING: no effects added to d5shmsw.itm WARNING: Internal ability name too long [CDHLYSYM]. Skipping. 99 - Apply FnP multiclass kits to NPCs
  5. Thanks for your reply and time. About "210- Bard Overhaul: Multiclass Bards" installation with warning, there is the following line in the corresponding debug file : WARNING: no effects altered on d5mcfb1.spl (i don't know if it is of any help for you) I may give a try with Bardic Wonder kits. Does thsi mod fit with your Bard overhaul I may also install Bardic Wonder. What do you think ? Are they compatible ?
  6. Warning report on components 14 and 68 (installation on clean BG2EE 2.6.6 with Project Infinity) 14 - Revised Invisibility and True Seeing WARNING: no effects added to sppr309.spl INSTALLED WITH WARNINGS Revised Invisibility and True Seeing 68 - Pooky's Mod: Imbue Familiars WARNING: no effects altered on D5L4193.SPL INSTALLED WITH WARNINGS Pooky's Mod: Imbue Familiars
  7. I was initially planning to "fully" combine Endless BG1 and Transitions in my next big EET install. After digging into the subject and checking compoments, i came to the conclusion that i rather "stick" with one instead of "wanting" both and getting none of them. For that time, i will install Endless BG1 with almost all components. Next time i full instead gives the priority to Transitions. And then install some components of Transitions that shouldn't interfere/overwrite Endless BG1 : 0 - Main component: Allow continued play after Sarevok and/or Irenicus is defeated 10- Use BGI ending movie as a dream and give new bhaal-spawn power at first rest 33 - Add Clean-Up Quests :Option 2 and use gentler Tamoko quest 200 - Close quests and rumors that can't be finished after Sarevok is defeated 70 - Duke Eltan's reward option: House near Ducal Palace 72 - Duke Eltan's reward option: Gray house in NW Beregost 73 - Duke Eltan's reward option: House across from Flaming Fist compound 140 - Use Irenicus in hell movie to restore Bhaal-spawn powers after he is defeated Would you eventually give a look and let me know if any "interferes/disturbs" with the Endless BG1 experience ?
  8. They are both fine. The third one considers Brage's Redemption as a NPC
  9. Preparing an EET install. The modlist is almost done and i have been starting ordering all that stuff. I have few questions about SoB before going further (and sorry in advance for your time): 210- Bard Overhaul: Multiclass Bards - Installation with warning in PI ? I don't know if there is a "serious" problem behind that. Do you know what makes PI to react? 220- Revised Multiclassing and Multiclass Kits - any issue with NPC_EE ? 240- Improved Rangers - will do some more "in game" testing (i like it very much; hoping it will fit/not conflict with other mods from my modlist) 245- Revised Movement Bonuses (Quickstride) - Nice component for Barbarians/monks/rangers + Scout kit 275- Revised Shadowdancer - Nice revision (especially for that HiPS replacement). I still want to keep the "standard" Shadowdancer kit for NPCs and i would like to add this Revised Shadowdancer as a "new" kit (probably for my character to make a multi fighter/revised shadowdancer). What kind of manipulations should i do to obtain this result ? I consider this as an opportunity for me to start learning how to modify a mod (instead of just installing it and being confused with conflits and load order). 322- Add the Elven Archer (ranger kit) - Planning to add this kit (without the Feat System and Revised Archery) to test the trick shots while keeping the "standard" Archer for comparaison. Is it possible ?
  10. I was just testing v5.38 of SoB and i get only the component 100 : PI only shows component 100. Idem with manual installation on a BG2EE 2.6.6
  11. I have same result with PI or with a manual install : component 22 won't install
  12. I made few more tests with a clean BGEE/SOD and with the last version of Transition (v2.4). The component 22 seems "broken".
  13. Starting to install some mods with PI and make some tests for my next EET modded playthrough. I have some "weird" (in my opinion) transition debug. I join those debug files and my weidu files. If someone can have a look ! ProjectInfinity-WeiDU-Debug-transitions-22.log ProjectInfinity-WeiDU-Debug-transitions-33.log ProjectInfinity-WeiDU-Error-transitions-22.log WeiDU.log WeiDU-BGEE.log
  14. Just testing the last version of LeUI for my next EET playthrough. I hadn't notice the "non portrait" image when the NPC has no portrait... I will anyway use PPE at one point but is there some "option" to desactivate that "non-portrait" ? I
  15. Just for confirmation : The mod folder contains a "Mac_Weidu_Launcher_v7.app" folder. I am on windows. Am i supposed to delete this folder ?
  16. This one is also par of my next EET install and playthrough. I was initialy thinking to also add the Weimer's Solaufein but it seems that they have different philosophy. I am thinking to install the fifth component where Solaufein recognizes the PC as drow or/and the component "Install Detection for Drow PC". What kind of modification could i do (if possible) to make my charname recognised by Solaufein as a "drow". My chairmane is not going to be an elf or a drow, but a half-orc belonging to the Dark Legion (an Elite group of half orcs mostly trained and educated within the Drow sphere of influence and feeling very close to them). Nb: i may also eventually install a subrace mod. I will dig the subject later.
  17. Continuing my journey on my EET modlist and install order. I am planning to have few banter mods including IEP Banter, Banter pack, and BG1NPC Project. From IEP Banter readme :IEP Banter Accelerator will un-install any previously installed banter accelerator, including the accelerator included in BG1 NPC. I guess it is about the Jason Compton's Accelerated Banter Script included in BG1NPC Project but it is Tutu, BGT Only, so this one would be skipped in an EE install anyway. My concern is more about the Banter Timing Tweak component from BG1NPC Project (BGEE, EET Only) as IEP Banter is installed after BG1NPC Project and may eventually uninstall/conflict this BG1NPC Project ?
  18. Understood. Brage's Redemption is definitely part of my selection (as possible most of your mods anyway). By the way i just found out one more mod to include in my modlist Another fine Hell and i will probalby consulte you about it in a short while, and in the right post. Coming back to Brage's Redemption and considering that bgqe and BG1NPC are included in the modlist would you rather install : - bgqe Skipping bgqe "brage's sword" component / Brage's Redemption / BG1NPC Project - bgqe with "brage's sword" component / Brage's Redemption / BG1NPC Project - bgqe with "brage's sword" component / BG1NPC Project / Brage's Redemption
  19. I was just downloading your mod. It will be part of my next EET playthrough. I just noticed that TheBeaurinLegacy.zip and TheBeaurinLegacy-v4.0.exe are not identitical. It appears that the audio folder of TheBeaurinLegacy.zip contains one more file, an sox file. Just for information. TheBeaurinLegacy-v4.0.exe
  20. Maybe i am wrong. I am getting more confused. Probably time to stop and change my mind.
  21. Continuing on my endless journey to build an EET install order, i would need some confirmation about Brage's Redemption. If i understand well i have two options : 1/ bgqe with the component "Brage's sword" selected / brage's redemption / BG1NPC Project. (In that case the component Beginnings Quest: Brage's Sword (BG1) from Brage's Redemption will be skipped). 2/ bgqe without the component "brage's sword"/ brage's redemption / BG1NPC Project. Which one is better ?
  22. On my way for a "big" EET install. Just for confirmation, Ajantis BG1 has to be installed after Endless BG1 and Transitions to activate some crossmod contents ?
  23. @Gwaihir I am building my EET modlist and install order. I have been reading almost every post related to EET install and gathered a lot of infos. At the moment i am organising the quest mods and everything related to NPCs (New PNCs, NPC continuation/expansion, Banters, crossmod content...). And i have to admit that i have issues ordering quest and NPC mods. I checked your install order and couldn't figure out what is your philosophy. What rules did you follow ? For the quest mods, i initially ordered them like this (inspired by SRR readme) : Ascension / DSotSC / NtotSC/ BG1 content mods (including Endless BG1, Transition,...) / BG2 content mods. My quest modlist is almost identical to yours (not in the way they are ordered). I don't have those megamods (CtB and Region of Terror) and I also noticed that Unfinished Business is missing. Almost same issues with NPCs. I have more or less 3 groups : New NPCs, NPC expansion/continuation and banters/crossmod content. But it is still difficult to decide in which order i put those mods in each group. I mean i have no problem to apply readme recommandations or the before/after dynamic thing from PI (even if some mods need a special attention). But i always end up with "why not here after this one" with no particular reason.
  24. Just to report a "doublon" in the List : Baldur's Gate 1 NPCs in Shadows of Amn and BG1 NPCs for SoA & ToB refer to the same mod.
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