jacklhoward
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Posts posted by jacklhoward
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43 minutes ago, Nathan82 said:
@jacklhoward yeah it is a auto mega mod installer but I use the pdf to create a sorting order to use with PI. All because I wanted multi-class grand mastery (super cheese but my game so who cares.)
Project Infinity is, I find, really useful for installing stuff. It does take a little getting used to, and you'll want to take a little time to get everything in the right folders and all set-up ready t ogo. But once you are sorted it makes things so much easier.
Once you've got the mods you want to use downloaded and extracted into a folder, point PI at it and it'll show you all the options, select what you want then apply sorting order, which can take a little while. This is your installation sequence, copy and paste that into a notepad doc.
The main issue with a BGT install is that the setup-GUI options are created by BGT itself so you'll need to split the install slightly. You install up to and including BGT then add the gui line into the remaining install sequence.
I don't think i've explained that too well. I have to go out now but i'll try and write up what i do properly later on.
Give the bwp pdf and PI a look. It takes a little while to get it all sorted but once you've got it working it is really good.
And I have sorting orders made so can upload if you want.
thanks so much. also can PI autosort mods like wyre bash does to skyrim and oblivion?
could you also elaborate on installing improved bg2 gui plz?
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37 minutes ago, Nathan82 said:
Hello
Have a look at the big world project pdf over at spell hold. The newest version, 19.2, does put the calling in an odd place though for some reason.
Are you using PI to install everything or are you doing it manually? If using PI I've got sorting orders based in the 4 most recent versiins of bwp, if that's any help.
What is the big world project? I thought it was a megamod one-button installation package. I looked up the pdf a while ago and I dont know how to look up mod order recommendations or anything like that. How do you find mod installation order in such a big list of mods?
I am doing it manually. i thought PI was for experienced players who want to have a function to store and alter their mod order more conveniently and it asuumes they already know the mod order proper? Could it help a beginner sort mod order too?
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I decided to return to classic bgt after encounter graphic glitches in bg2ee. I had a bad experience with modding bgt before tho and i wish i could borrow some of your wisdom.tobex, tobex afterlifebg2fixpackbgtascensionbg1 npc projectbg1unfinished businessunfinished businessthe caliing- exotic item pack1ppItem Revisions (main component)Spell Revisionstweak anthologytweaks and tricksAC's Miscellaneous TweaksatweaksSword Coast Stratagemschange bgt bgm to bg1'swide screen-1280x720, 1366x768, 1600x900bg2-improved-guilv1 npcsthe bigg biffing
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My game is bg2ee v2660. The visual effects of petrification and freezing won't show up in my game. When I hover over the petrified or frozen enemies the status is dead, but they just look like they are stopped in place with no hp. I tried reinstalling the game, start out a new character but nothing works. I used cone of cold, wand of cold, and chromatic orb to produce the frozen or petrification effects. No mods. Freshly installed. I have both gog and steam copies of the game they both have the issue.
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I need some more help. Visual effetcs of petrification and freezing are not shown in bg2ee. When I caused an enemy petrification or frozen death they just halt in place and behave normally only that when you hover over them the tooltip says they are dead.
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6 hours ago, argent77 said:
Hidden Gameplay Options should be installed after Tweaks Anthology if you install Tweaks Anthology component "Create interval saves". Hidden Gameplay Options and EEUI Tweaks component "Hidden Game Options" are mutually exclusive.
thx. Could I ask a question about importing SoD saves to bg2? I really like those importable items and I want my spellbook as it is at the end of SoD, but I am worried levelling up so much in SoD would cause SoA to be too easy for fun. Is it then advisable to create a fresh SoD save at the beginning, edit in importable items to the inventory and spells to the spellbook with eekeeper, and import from that save? Would there be negative consequences like some global values are wrong when you import and it messes up with bg2? Or should I import from a bg1 save and edit the global variables "''BD_HAVE_SOD" and "BD_SODIMPORT## "''with eekeeper?
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6 hours ago, subtledoctor said:
Move the five UI mods to the top. Move Tweaks Anthology to after Spell Rev.
so like this?
le UI
EEUI Tweaks
bubbs spell menu
RevealDetailsTextboxRemover
acsension
bg2 unfinished businessconvenient ee npcs
-item revision revised
-spell revision revised
tweak anthology
-swordcoast stratagems
eSeries
Enhanced Powergaming Scripts
bubb's pathfinding fix -
acsension
bg2 unfinished business
tweak anthology
convenient ee npcs
item revison revisedspell revision revised
swordcoast stratagems
le UI
EEUI Tweaks
Hidden Gameplay options
bubbs spell menu
RevealDetailsTextboxRemover*
eSeries
Enhanced Powergaming Scripts
bubb's pathfinding fix*This UI-Fix is just a transparent box2.PVRZ to disable the floating textbox
thx in advance, cheers.
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When you are in the albino wyrm cabe in area bd5100 from SoD, if you exit too quickly the dialogues by companions won't trigger. And if you go to the spot for putting down the explosive the dialogues for the eyrm cave will trigger belatedly in place of the dialogue prompt that lets you put down the explosive.
V2.660
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I was unable to get the orc vs troll waylay upon exiting coast way forest the first time as it is described here. https://baldursgate.fandom.com/wiki/Orc_vs._Troll_Waylay
Upon exiting the second time it works though.
I have v2.660 SoD.
Another trivial matter is that the rewards from freeing petrified statues in the woods due west at coast way crossing are weird. Some of them give a single magical arrow. While a guide online says the reward are a staff and potions.https://www.gamebanshee.com/baldursgate/walkthrough/sod-coastwaycrossing.php
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I have not been able to install the mod with resolution greater than 720. it fails when i try to instal the mod with a resolution of 1366x768 for example
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If you add a custom ability to PC in bg1ee and import to bg2ee. Would it cause problems? Also if you install that faster walking speed component from tweak anthology which adds an ability that's scripted to turn on and off faster movement speed outside battle, will it get bugged when you import to bg2 with that ? Would installing the same component prevent any foreseeable problems with importing from that save?
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I just looked it up but got confused. what do those 3 int values in command 'CreateItem("<string>",<int1>,<int2>,<int3>)' represent? number of item, charge and what else? which int value is for which? how do i create a robe of good archmage? how do i create a wand?
whats a good place to look up console commands, item / area codes?
thanks in advance
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4 hours ago, subtledoctor said:
They are in effects applied to the character, at the bottom of the .CRE file. Look for opcode 233.
thx i figured it out
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i am trying to edit weapon proficiencies for my pc. i cant find it tho, in creresource of *harbase of my save file, does anyone know how do i edit weapon proficiencies for bgee with the newest branch near infinity by argent07? i got into baldur.gam file, opened the *harbase which is presumably pc character, and opened creresource file which has all the stats. i cant find weapon proficiencies, the only proficiencies i see is the old bg1 classic proficiencies which are not implemented in bg1ee game
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11 hours ago, subtledoctor said:
Any reason you *didn't* install the BG1NPCProject? I have zero recollection of what the vanilla BG1 bantering looks like, because it's been decades since I played it without some mod(s) that improve discussion and characterization.
Even in BG2, which has more character interactions, there are still plenty of mods that add more. Given you're no one of these people who refuse to use mods why not use mods to increase the content in this part of the game? I.e. instead of worrying that some mods have reduced your NPC banters, why not focus on using mods to increase NPC banters?
I am quite worried about mod conflicts. I used to have problems with kagain's quest where he has odd lines upon seeing the kids body and the quest log does not update properly
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13 hours ago, Graion Dilach said:
There are very few mods which affect the BG1 banter system.
The problem is the team composition. https://gibberlings3.github.io/iesdp/files/2da/2da_bgee/interact.htm
Neera lacks BG1 bantering unless Neera Banters in installed. Jaheira can compliment Branwen and Ajantis, but this is one-sided. Minsc and Ajantis will only compliment Branwen and vice versa. And I think the internal RNG never rerolls the combination to try playing something. Eldoth should have provided a better chance to trigger this, but I think it's really just the lack of luck in this scenario.
20 hours ago, jastey said:You have no mod installed that would interfere with this.
No.
My guess is that you are experienceing the difference in oBG / EE engine behavior but i agree that it's weird there was none during such a long time. I don't know how these "ambient remarks" are triggered in EE.
thx. I did notice that some of the remarks by dissatisfied party members, e.g. edwin in a high reputation party, gets truncated. is it the effect of the happy patch? is it possible that the happy patch of some other mod components that edited soundfiles or conditions those soundfiles are used cause the native banter system to not recognise the proper lines and so impede the proper banters to appear?
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I just met a peasant who told me someone is dumping waste in the wood of sharp teeth, aplace i have never heard before. What quest is that? is it some new place introduced by the mods? also i am quite annoyed that they stash some npcs in some secluded places like wilton inside the fishermens hut whos supposed to give you a cloak of protection for helping out farmer brun in fishing village. are there more to come and where do i find them?
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9 hours ago, The Artisan said:
You didn’t install the BG1 NPC Project. The NPCs in BG1 never had full banters to begin with. They’ll occasionally make ambient comments directed at each other but they won’t talk or interject in normal dialogue. The banters and interjections for BG1 is mod content.
I mean I only want those ambient comments. It seems broken and I am afraid its caused by my mod settings. It would suck if i cant find out why and when i play bgee 2 it might cause the bg2 native banters and interjections to disappear too. that would sting.
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Is this normal? I have bgee 2.6.60 the newest version. I installed mods like tweak anthology that might have edited interjections, and happy patch too etc.. I was really looking forward to the banter and arguments between party members but nothing happens. I remember playing the original bg where kagain and edwin antagonises each other often and i miss that very much. Also is it normal for the new npc questlines of Neera to progress to the point she tells about her leaving the high forest ALMOST 20 HOURS IN? Isnt it too slow? Could it be bugs or some patches that edit npc interactions? What should I do if i want to do the npc quests for new companion NPCs to get their items asap? I have branwen, minsc, jaheira, ajantis and neera in my party. i also travelled with eldoth in place of neera for a while. none of the banters or arguments that are supposed to happen show up.my weidu.log is attached to my postPS: are some areas like gnoll stronghold and high hedge nerfed in bgee? I remember that I used to struggle thru gnall stronghold with strategies like using montaron to do scouting and backSTABbing, edwin casting stinking cloud and fireball, and I barely manage to clear the map. are there other places where game difficulty gets nerfed?ps2; i just remembered there was a sort of banter where NPCs commented on something without any other NPC replying to it. Ajantis commented once ''I think it would be wise for you to improve your conduct while in this party'', without anyone in the party replying to him. I think I was travelling with eldoth back then but eldoth didnt say anything. is it possible that this bug is related to More Interjections component of the tweak anthology mod, in that it has changed script conditions for interjections / banter? but its supposed to be a simple in party check so i dont know how it goes wrong.
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2 hours ago, Greenhorn said:
How do I know the right mod order? It is necessary my good chap because you have ASSERTION FAILED crash to desktop and you can't play your game until you uninstall every mod and install them again in correct order. You must first find which mod cause Assertion failed. It can be simple reason like wrong install order ( should be Tobex, Fixpack, BGT + music then rest ) or something more complicated ( maybe you didn't install extended color palete from 1pp for example ). Your current install gone to hell after you reinstalled from Tobex that why I wrote you to either start from scratch or uninstall all mods and then install one by one to see which one cause that error.
how do I test whether its causing troubles? I am only crashing right now when i am creating a new game. how would i know whether its going to have assertion failed error midgame or so? also is there a way to know compatibility issues when they are not mentioned by mod readmes?
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17 minutes ago, Greenhorn said:
Yes I do. You should uninstall ( and not reinstall them) all mods in your installation by exact order you installed them first time. And then you should install Tobex again first and check if you can start the game. Which you didn't do.
does that mean i need to uninstall every mod if i want to insert another mod in my installation order?
why is that necessary? couldnt i uninstall them in reverse one by one until the one after the desired mod to be installed is removed, and then installed the desired mod - again install every othermod that comes after until its done.
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1 hour ago, Greenhorn said:
Oh? He removed it completely from TA to Calling which means that " This component also fixes a known bug in the game, in that the merchant at Gullykin and the Helm temple in Nashkel shared the same store file" is available only there if it isn't already fixed by Fixpack. Anyway Calling had some issues which were supposed to be fixed in newest version, can't guarantee that it will work 100% bug free as I didn't tried it yet but you can install Exotic pack component separately it seems. If you decide to install it ( one or all components) best to do it before Anthology.
ASSERTION FAILED! Return Address: 0x9F5B37 File: ChVidPal.cpp Line: 1415 Expression: m_pPalette != NULL Message: (null)
the same error message occured again when i uninstalled and reinstalled tweak anthology and all other mods behind in installation order and installed the calling before them. i made sure to uninstall biffing beforehand but the error still happened. any idea why?
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47 minutes ago, Greenhorn said:
Considering that you have application crush I think this would be best. You can try to uninstall mods one by one starting with Biffing ( last one) until first one, too. Then install Tobex, check if the game work, fixpack, BGT with music right after, check if game works, 1pp, check if game works, then you are good. And check if game work before and after biffing.
by the way, in view of tweak anthology removing the exotic item addition from the package, how do I go on adding those bg2 exotic items to the game? the readme of tweak anthology mentioned that that component was moved to a mod called Calling. is it safe to install that mod alongside my mods since its relatively new and there might be problems with compatibility? should i install that mod after my tweak anthology mod or before? thx
Need help, no petrification or frozen visual effects on enemies in a modded bg2ee
in General Mod Discussion
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Thx. What creatures should I test my spells on? I tried it on goblins. I would like to try other monsters with low hp but Wikia doesn't have thie codes so I can't spawn them.