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jacklhoward

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Posts posted by jacklhoward

  1. On 12/12/2023 at 9:15 AM, Bartimaeus said:

    Latest repository/master version of SRR now has a settings.ini switch called "original_lightning_bolt" that you can set to 1 to restore the original lightning bolt animation, which also affects IRR's Wand of Lightning (if it exists).

    hi. just remebered this.

    if i were to install SRR through project infinity and wanted to get the original lightning bolt. do it simply set the original_lightning_bolt"=1 in the mod resource folder (extracted mod zips used to install)? 

    or should i install the mod and change the ini within the game directory? i am not exactly sure how project infinity works. does it not touch game directory at all like mo2 for skyrim?

  2. @WanderingScholar

    Hi.

    Could you plz teach me how to change lightning bolts back to its original form?

    Do you need Near Infinity to change it?

    And if you only have SRR, and do not have IRR installed, do you get bouncy lightning bolts for wands and stormstar? if so I would just keep the spell versions as they are from SRR, but use items in later game.

  3. Does spell revision revised change the effects of wands or weapons that would cast spells upon usage?e.g. Will the lightning bolts shot from wands of lightning and storm star be kept with the same behaviour as before if spell revision is installed (without any other mods fiddle with item effects)? i really like bouncing lightning bolts in the vanilla. it works well with resistance type of spells and tanks like haer.

    nothing regarding that mentioned here

    also is spell revision revised compatible with icewind dale spells added by SCS?

     

    PS: does SCS party AI scripts component work for both spell revision spells and icewind dale spells added by scs?

    i assume scs icewind spells would work as it is packaged in the same mod? has anyone tested with the newest spell revision?

  4. for lvl 1 npc mod, regarding what would happen to their special weapons when changing NPC's classes and proficiency pts:
    "Signature items are a little more complicated; in the case of, say, Haer'Dalis's Chaos and Entropy blades, he'll keep them, and the weapons themselves will be altered so that he can use them regardless of whatever class he is (Fighter/Mage? Fine, they're Fighter/Mage usable now. Cleric? Uh... okay, he can still use them, and he'll get his special bonus star in shortswords even though Clerics can't normally use this kind of weapon.)"
    how should i inrepret this paragraph?
    if i were to give haer 0 pts in short blade but 2 pts into longsword, would he get a longsword version of chaos and entropy each or will it still be short sword version (and a proficiency star is automatically added to shortsword, giving him an illegal 1 extra proficiency pts)? or how does it work?

  5. Does spell revision change the effects of wands or weapons that would cast spells upon usage?e.g. Will the lightning bolts shot from wands of lightning and storm star be kept with the same behaviour as before if spell revision is installed (without any other mods fiddle with item effects)? i really like bouncing lightning bolts in the vanilla. it works well with resistance type of spells and tanks like haer. 

  6. which one has the better package (more stable, less bugs, and better balanced), from your experience and, work well with classic BGT? in general?

    SCS has just had an update with some changes to spells effects.

    and things like polymorph is treated differently in each mod.

    not sure which to take. i also have spell revision.

     

    ...

    also does anyone know good AI scripts that work with classic BGT, modded with spell revision+iwidification+scs? which script is more compatible? would the scripts detect and use icewind dale spells / new spells added? which is is closer to morpheus562's powergaming scripts, from how intuitive the usage feels and how easy it is to control characters (less fuss)? 

    i was told about Useries but I cannot find it. I am not sure if it is Useries or this eseries from here

    or  uscript which is on the same page (this looks outdated and unmaintained, do not know if its good for my setup)... 

  7. hi. i have level 1 npc, spell revision and iwdification, and am planning to make minsc a berserker / druid. would that work from candlekeep all the way to throne of bal? i am having trouble deiciding what weapons to give each member in my team, can anyone help?

    it's classic bgt so some ee only weapons do not exist

    for bg1

    cleric and druid multi class weapon restriction unlocked, for allowing minsc and PC to use blades. do not plan to abuse it too much.

    PC C/R, spelltable unlocked. not sure what to use, preferrably warhammer or flail, or scimitar?

    khalid (changed to f/m) /garrick / xan (support arcane caster) in the beginning--->Quayle (he throws rocks)

    alora / safana / imoen in the beginning----> coran longbow swords varscona

    Jaheira -> quarterstaff+scimitar? preferrably consistent with her old druid image (drizzt's goodies, frontliner)

    minsc -> not sure what weapon to use, preferrably bladed. frontliner (change him to berserker / druid)

    dynaheir (cannon-blaster)

    bg2

    PC Cleric / Ranger,

    jan jansen caster

    minsc

    haer needs something to boost str

    keldron 2hd avenger,

    nalia main arcane caster (backup members valygar, anomen, mazzy, jaheira, aerie swap out if necessary to balance roles and weapon distribution. except nalia as i am trying to romance her per a mod)

  8. On 11/22/2023 at 8:20 AM, Jarno Mikkola said:

    -tweak. Just Skip it with S.

    Hi. sorry for troubling you again with questions.

    If i install

    "Alter Ranger Spell Progression Table (previously known as Rangers Use Icewind Dale-Heart of Winter Spell Tables [grogerson])" component from tweak anthology in classic BGT would I still keep the old, default c/r glitched behaviour, but with that icewind-dale ranger progression table as i want to take up a ranger  as npc? since it is hard-coded into the exe, i assume it will work without me doing anything, if i install the icewind ranger spell table from tweak anthology?

    "

    CamDawg — 11/22/2023 3:22 AM
    In the originals it's hardcoded, so you'd need a special mod that modifies the exe like TobEx to change it. SCS, BG2FP, and Tweaks won't change it.
     

    "

    I would like to just confirm if that mean c/r's spell table won't be changed no matter what without an exe patcher, even if "Alter Ranger Spell Progression Table (previously known as Rangers Use Icewind Dale-Heart of Winter Spell Tables [grogerson])" or any other "soft-coded" mod

    was chosen during installation?

     

  9. how is the compatibilty betwen IWDification and spell revision ? SR has no documentation on compatibility. and IWDIFIcation only mentions  bugs related to compatibility between them were fixed but i do not know whether that means they are compatibile now or that there could sitll be issues.

    also I understand that to use boring beetle spells for classic BGT you need this 

    skellytz/infinity-animations (github.com)

    which is WIP and not stable so safety for game file integrity during playthru is not guaranteed? 

  10. is it safe to use near infinity to edit PC and NPCs stats ane skill distribution midgame in classic bgt?

    its just too time consuming to roll for a high stats in PC creation and sometimes I would like to swap out character proficiencies. or that thieving skill distribution for npcs are really badly balanced (such as you cannot get 100find traps from either imoen or nalia despite as i will only have either of them as my thief.)

    does NI work fot classic bgt?

  11. do recurring NPCs portraits get updated in oBGT when you start bg2? or do they keep the same?

    i think people told me when you start bg2 part the game only reads and imports the NPC files of the recurring NPCs without doing anything to them? Would that imply the portrait would be the same?

    is there a way to make the portrait consistent? like always having bg 2 portraits even in bg1?

  12. 5 hours ago, Jarno Mikkola said:

    Yes... well, as the game just adds maps, the transit is just in game cinematic and a teleportation to a new/old BG2 start, there's no interface you can reset it at.

    And you don't need the Tweaks to play the original way, which is what the cleric / ranger multi class is. But there is a tweak that can adjust this in the Tweaks mod. BUT YOU DO NOT NEED TO INSTALL ANY NOR every single one of them, as everyone of them is a choise you get to make, during install. Talking about the -

    -tweak. Just Skip it with S.

    Also the G3 BG2Fixpack doesn't alter the game rules, like spell selections for classes, it just fixes a few of the originally broken scripts, and sets a few more of the creatures alignments to be a bit more lore accurate, that's the largest thing it "tweaks stuff" in.
    And SCS generally doesn't touch the players own spells, except the anti magic ones. So no R/C spell table edits either here.

    ty very much. i see it now.

    how does importaing saves / chars in oBGT / oBG2 work? if you only play through bg1 midway or just doctor a bg 1 save with all the items can be imported to bg2 will that still work? basically after saverok, before finishing up the quest to transit to bg2, can you just export the char or save, and load from bg 2 char creation menu to choose racial enemies and proficienies again, then go starting bg 2? 

  13.  

     hi, in classic bg2 cleric / ranger multi class only can cast max lvl druid spells + cleric spells. i d like to play this way, but i need some mods like sword coast stratagem, tweak anthology and bg2 fixpack. i would like to know if those mods have patched this thing. the docs dont have explicit references to patching it and i am just double-checking. does it still work with those mods?

     

     

    does the ranger's racial enemy carry over from bg1  when you transit to bg 2 contents if you play classic bgt?
     barring from importing a save, is the only way to get vamps as racial enemies in bg 2 part of classic bgt for example, by choosing them at the point of creating the character in bg1 part of the story? (so you can only have the racial enemies you chose at the beginning in candlekeep)

    if i finish the bg1 part of bgt and import the save instead of doing that transition quest to start bg2 would there be bugs or issues (like those imported weapons not appearing)?

    is it advisable to import a save you slew the final boss in bg1 instead of following that transition quest normally, so to be able to have different racial enemies in bg1 and bg2 part of classic bgt? or just use a save editor to manually craft your newly made save in bg 2 part into one that resembles being inherited from bg1

  14. On 11/9/2023 at 3:40 AM, Insomniator said:

    1) If need Innate/Ability/Spell Description Screen on Right Click, install this component before spell revision and other text mods, if this component skipped - no any relation with text mods, install with any order.

    2) Some UI components like loot panel depends on widescreen mod, so need install these components after widescren mod, this is not documentated yet, in next release will be explained what compenents affected

    3) Other components can be installed in any order, you can run installer few times and select separate components, same way as Leonardo's BiG World Project works

    4) You can change widescreen resolution without issues, weidu is smart enough installer, it reinstall "installed after" mods in auto mode

     

    Ty.

    So are the EET load order

    +

     the basic rules for sorting the installation order mentioned in the "tutorial for beginners"

     

    sufficient in a modern, relatively small (7-8 major mods, classic bgt) setup?

    should I just ask on the forum about the installation order of mods that are classic BGT only (like Spellhold Studios - BG2 Improved GUI )? as I cannot find other places with info on recommended order

  15. Hi. this is for modding classic BGT

    I am trying to install the calling and lvl 1 npc. I would like to install only exotic item pack from the calling but most of the tweaks from lvl 1 npc.

    1.

    Does the exotic item pack option that come with "the calling" mod work with item and spell revision (scrolls and low lvl bg 2 weapons like katanas etc.? should it be installed before revision mods so the stats of items and types of spells inscribed to scrolls from revision mods can overwrite the ones from "the calling" like it is in Skyrim or is it the other way around?

    What other considerations should be made in arranging the mod installation order for exotic item pack option of "the calling"?

    2.

     if i only install Balanced BG1 NPC attributes  without installing BG Consistent Stats for NPCs that appear in both BG1 and BG2, would those NPCs like Edwin whose stats are not modified to BG2 values from Balanced BG1 NPC attributes  of lvl 1 NPC mod have their stats set to BG 2 values upon starting BG 2 contents? Or do I still need consistent Stats for those NPCs (by which I mean I don't mind if they have BG1 or BG2 stats in BG 1, but I would like them all to have proper BG 2 stats when BG2 starts?

     

    if i want those tweaks to joinable NPCs from lvl 1 NPC, what types of tweaks from tweak anthology should I avoid?

    Tweak weapon proficiencies for some classes 

    Joinable NPCs more closely match the PC's experience -

    1. On initial joining and rejoining

    Balanced BG1 NPC attributes 

    Dudleyfix for BG1 NPCs

    Fix BG1 NPC spells and innate abilities 

    Update game references to NPC classes/kits 

     

    (I assume the obvious ones from tweak anthology are 

    max HP on lvl up

    BGT style NPCs

    tweaks to PC weapon proficiency rules, as the tweaks from lvl 1 NPC seems to cover both PC and NPCs weapon proficiencies)

    What other considerations should be made in arranging the mod installation order for those tweaks from lvl 1 NPCs I listed and other mods?

    please help. thank you very much!

  16. On 11/9/2023 at 3:40 AM, Insomniator said:

    1) If need Innate/Ability/Spell Description Screen on Right Click, install this component before spell revision and other text mods, if this component skipped - no any relation with text mods, install with any order.

    2) Some UI components like loot panel depends on widescreen mod, so need install these components after widescren mod, this is not documentated yet, in next release will be explained what compenents affected

    3) Other components can be installed in any order, you can run installer few times and select separate components, same way as Leonardo's BiG World Project works

    4) You can change widescreen resolution without issues, weidu is smart enough installer, it reinstall "installed after" mods in auto mode

     

    thank you.

    also is the best source for mod installation order still BigWorld project?

     

  17. https://spellholdstudios.github.io/BG2_Improved_GUI/bg2improvedgui/documentation/readme.html

    for this mod meant for classic bgt, the installation notes say that it should
    ```

    Install before mods: (components: Innate/Ability/Spell Description Screen on Right Click)

    Item Revisions
    Spell Revisions
    Item Upgrade
    BG1 Textpatch Revised
    BG2 Textpatch Revised
    Cursed Items Revision
    Any other mod with item/spell text updates

    Install after mods:

    TobEx
    BG2 Fixpack
    TobEx AfterLife
    Widescreen mod
    TutuGUI
    BG2 GUI in 1280x720
    1pp
    Infinity Animations
    BGT (components: Legacy of Bhaal/Heart of Fury difficulty mode)

    ```
     does that mean the order should be like

    1. TobEx
    BG2 Fixpack ... wide screen...

    2. BG2 Improved GUI( the mod itself)

    3. Item Revisions
    Spell Revisions... ?  

    would that infer that wide screen needs to go before item revision / spell revision?

    is it good practice to install UI and wide screen mods before content mods like item and spell revisions?

    in an older tutorial that includes a recommended installtion order I read that UI mods are best installed at the very last.

    I'd imagine it would be a disaster if you are not satisfied with UI elements or resolution and want to change it midway as you would have to uninstall all the mods that come after the UI mods.



    ...also for classic BGT.  Regarding installation order, are there automatic sorting tools or an actively maintained big database?

    are there mod managers? does project infinity work for classic BGT?

    or should I just refer to The Big World Project/Big World Setup and do it manually, in addition to recommended order in the tutorial post in the forum for installation order?

    PS:

    Is near infinity a good save editor for original BGT? or is shadow keeper still needed? does shadow keeper work with win 11? 

     

     

     

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