Jump to content

Nathan82

Members
  • Posts

    234
  • Joined

  • Last visited

Everything posted by Nathan82

  1. @jastey I've tested it a bit more and i have a save that will reliably let me console into the area. Save is from Chapter 3, before going to Restenford to do the Bonehill mod stuff. Once in AR9001 i can send a few party members to either AR900 or AR9002 and return to AR9001. Basically as long as i have 1 party member in AR9001 i can move between areas ok. Haeball wasnt in the tower when i consoled to it. Yes its BGT and English. My weidu log is a bit mangled, as Jarno said it would be, from moving the setup.exes out of the folder to run generalised biffing with weidu 246. I thought id copied it somewhere safe before i did that but cant find it. change log for AR9001 change log for NTHAEBAL I just tried consoling party to AR9001 and the using CreateCreature to make Haeball appear and the game crashed I then tried my most recent save, consoling him in in AR9000 and game crashed again. Looks like its Haeball thats the problem not the area?
  2. @jastey I've just tried that and get the same crash. Using the console to move to AR9001 puts the party in the other doorway but same crash. I was able to console them to AR9002. Leaving that area to enter AR9001 causes the crash as well. Before the game crashes im able to see the area and the party and a terrifed hobgoblin captain but no Haeball. The green or yellow circles are displayed under each creature/party member. I tried with earlier saves and the party appear in the room but no Haeball then the crash, except once where they appeared in the tower, no crash, i was able to exit to AR9000 but on trying to re-enter AR9001 i got the crash again. Any ideas whats going wrong? Thanks
  3. Hello I've got another crash to desktop. It happens when trying to enter Haeball's tower in Larswood. The area loads, the party are displayed but then the game hangs, the Windows system busy icon shows (swirly blue thing) and then it exits the game. Im currently in chapter 5, i've tried only entering the buiilding with single character, makes no difference, tried earlier save and get same crash. No errors shown. No entries in baldur.log or baldur.err I've googled it and only found an old problem from 2006 http://www.shsforums.net/topic/18760-ctd-when-entering-haeballs-tower/ I've tried messing around with the contents of the container, as mentioned in the above link but it doesnt make any difference. I've run change-log on NTHAEBAL.CRE, AR9000.ARE, AR9001.ARE and AR9002.ARE and attached them, i extracted the files from NearInfinity as well. I cant see anything really obvious wrong with them but then im not really sure what i would be looking for in the first place. Can anyone help? Thanks Haeball tower CTD.7z
  4. @jastey Yeah it's a bit of an odd one. You could use sorcerous to describe any non specific magical gubbins. It doesn't help that its in a game with actual sorcerers. I just saw it and thought maybe they meant sorcerous as in mur'neth is a weird slime thingy that looks humanoid and sorcerous could be used to describe his weird abilities etc.
  5. Could that line have meant to say; @1 = ~Bring me Mur'Neth, the sorcerous Ghaunadan.~ ?
  6. Hello, got a few more things i thought I'd ask about. First, I've got another crash to desktop bug. This one is reproducible. I've got to Baldur's Gate and was finishing up the poisoning quest. Once i've killed Marek i tried drinking the potion he drops and it crashes the game So i googled it and found this; https://www.gibberlings3.net/forums/topic/28282-casting-bug-in-bgt-installation-with-bws/ which lead to this; http://www.shsforums.net/topic/58797-casting-bug-in-bgt-installation-with-bws/ which leads back to a post here that's no longer available. Fun times. I checked a save in shadowkeeper, after killing Marek, with potion in inventory to find out what the name of the potion is and found that there are three versions of it. Marek in my game drops - POTN47.ITM But there are also these 2; DW#PTN47.ITM POTNMARE.ITM POTN47.ITM and DW#PTN47.ITM both look the same, have same icon and description and both cause crash to desktop POTNMARE.ITM has standard antidote icon and doesn't cause a crash. Initially i thought this was breaking the game because i thought i needed to actually use the potion to complete the quest but having tested it a few times, i get the xp and journal note as soon as i talk to Marek upstairs in the Blushing Mermaid. So i don't actually need to drink it. I've tried resting for several days in the Inn and am not getting the notifications of feeling sicker or dying. Plus Coran had the bright idea of going hunting right in the middle of doing this quest so there wasn’t much time left to complete it. Im just wondering if anyone has any ideas why its causing the game to crash? Second, CDTweaks component 4025 Allow NPC pairs to sperate, is being weird I can kick Khalid out and Jaheira stays. Khalid then re-appears in FAI I can then kick Jaheira out and she'll stand where left. If spoken to you have the options to send her to various locations. If just Jaheira is kicked out, she speaks to PC and then leaves with Khalid. If both are kicked out at the same time they go to the FAI. Khalid can then be asked to join by himself but if you ask Jaheira there's no option for just her to join, Khalid joins too. Same thing with Minsc and Dynaheir except i made Dynaheir go into a building by herself then kicked her out. Now if i kick Minsc out when i try and send him somewhere i can only send him to the Copper Coronet which isn’t much help. I havent tested this with Montaron and Xzar yet. I have no clue where to begin looking at this one. Anyone got any ideas? Third, The Merchant’s League quest, from Jarl’s Adventure pack is getting stuff in a loop. This might be fixed in the newest version though. Aldeth keeps spawning and going to the top floor then nothing happens. I’ve tried pick pocketing Zorl for the desk key and taking the letters but this doesn’t change anything. Neither does killing Irlentree or Zorl. Doppelgängers keep spawning on the ground floor and top floor but I keep being told I need to kill more. @jastey, I don’t suppose you know which variables I should check or can change to finish this? Other minor things The protection from petrification effect on the Signet ring of the Sukien, DSRNG103, added by DSOTSC, isn’t working against Basilisks, so probably isnt working against petrification at all. I’ve looked at it in NI on the view tab, under Abilities it has Magical (3). Double clicking that opens another window which has Protection from spell(206) as an effect. But if I highlight that and click view/edit the next screen shows Resource - TB#PETRI.SPL (no such index) I checked the spell Protection from Petrification (SPWI108.SPL) and that has 3 Protection from spell(206) entries which use resources SPWI604.SPL (Flesh to Stone), SPWI604D.SPL (no such index) and TB#PETRI.SPL (no such index) TB#PETRI.SPL is showing in Near Infinity but has a lot of ‘No such index’ entries There is a TB#PETRI.txt file in the overdrive folder but that doesnt seem to have anything in it. I also tried copying TB#PETRI.SPL from my extracted mods folder (\Extracted Mods\tb-tweaks\tb#tweaks\petrification) into the override folder but this isnt showing up in near infinity. Anyone got any ideas on this? Ettins wand - DSWND01.ITM only has one charge when you find it or whn added via console, but if you then sell it and buy it back it has 10 charges. Just seems bit odd. Any help greatly appreciated as always. Thanks
  7. I found this over on spellhold studios http://www.shsforums.net/topic/61024-114-1ppv4-softer-spell-effects-ctd/ One character was using the flaming longsword +1 when the crash happened in my game, but it had been used before with no crash, its really handy fpor finishing off the trolls at firewine and dread wolves. Has anyone else had similar crash?
  8. That worked fine, thanks for that. I'll test going to that area before clearing the mines with a new character in a bit and see what happens. I've just had a crash to desktop as well at Firewine Bridge An Assertion failed in ChDataTypes.cpp at line number 1591 [Sat 16 Jan 2021 18:42:48] ASSERTION FAILED! Return Address: 0x9892C8 File: ChDataTypes.cpp Line: 1591 Expression: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0) Message: (null) -----TobEx: Throne of Bhaal Extender build 0.28.0.0 (Sat 16 Jan 2021 18:43:36) It happened just after killing Meilum. Happened twice in a row but now when i try and recreate it its stopped happening.
  9. Yeah i went there after clearing the mines so its probably that. If they've disappeared/not spawned because i've cleared the mines already, that would be because of a global value being set once mulahey is dead, or after picking up the letter anyway? So setting it back, to get the xvarts to spawn, would need it setting again after killing them? Which sounds like to much dicking about to kill a few little blue gits to me, plus i'd probably balls it up and break something else in the process. I'll just have to remember to go there before the mines next time. I went back to speak to Hulrik after clearing the xvart village (i had 149 short swords in my bag of holding after id finished massacaring them so i think i've killed enough of them. There were xvart monks this time too, not seen those before, think they're from Angels quests and encounters mod). Hulrik still hadnt changed response, didnt think he would but thought id check. Do you reckon that other mod will get made/finished?
  10. Damn it. I hadnt noticed that. Thanks for pointing it out. I've just had a look on https://www.baldurs-gate.de/index.php?resources/ thanks to the wonders of google translate, and downloaded the newest version and checked other mods were up to date. I'll use it in next install. I did have a couplle of questions about JA#BGT_AdvPack too. First, the xvarts arent spawning next to Hulrik's cow. He keeps going on about them attacking it and why aren't i helping etc but there aren't any xvarts to kill. Not seen this happen before. Also, in the readme it mentions compatiblitity with Xvart caverns. I might be being extra thick today but what mod is that? I have had a look around and cant find it, is it part of something else or its own thing? Second, in black alarics cave the replacements for the flesh golems and the flesh golems are both appearing, one directly on top of the other. Another thing is, i didnt realise quite how the overlap between jarls adventure pack and north tales of the sword coast worked. I should have read the readme in JA#BGT more carefully. I thought if i missed the overlapping components out for Ntotsc they would automatically install via JA#BGT but it skips them because ntotsc is detected. I'll install them via northern tales next time as well. Always RTFM
  11. I've been poking around in NearInfinity looking at stuff and the thing where Davaeorn no longer has the River plug key has happened again,. It starts off in Inventory 1 but has ended up being replaced with RNDTRE35.ITM (No such index) I havent actually got to him in the game yet and can get round this by using the console to add the key back into the game, just wondering why its happened. It looks like ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 6100 // Potions for NPCs33.7 has caused it to change. Could it be because other mods have added more stuff to his inventory and as there's no free space the first inventory slot is just being overwritten? @DavidW any ideas? I've attached the change-log if that helps. Also i've noticved that Drassus has #attacks/round0 (0) Does that mean he would be unable to attack at all? That change looks like it happens when Darkside of the Sword coast mod adds him so items. BP-Balancer is also replacing boots of speed with worn old boots which seems odd. I've attached the log for that too. If necessary, what do i need to edit in NI to make sure he can attack, if i need to do anything. And finally, for now, so .cre files have level set to #/1/1 and some have #/0/0. Does that make any difference? Thanks Drassus attack 0.7z davaeorn missing key.7z
  12. Here's a list of all the mods that generated errors during install, they're from the PI logs. If anyone has any suggestions as to what went wrong or whether they are anything to worry about let me know. Generally, everything seems to be working OK so far, there are few little issues which I'll go through as well. BGT - The syntax of the command is incorrect. (This has happened with a few mods, i don't think its a problem as there's another log saying installation successful) VCv21 - 7 [Restored Twisted Rune Quest (by Vlad)] LostItems-0 Lost Items [vR2 BWP Fix] - The syntax of the command is incorrect. (Also installed successfully) BoM-1 Boards of Magick item pack! [v2.0 BWP Fix] - The syntax of the command is incorrect. (Also installed successfully) Heart of the Wood - Unknown argument: [System.Object[]] (Already spoken to Al|en about this one. Installed when run manually) XanBG2Voice-0 [Xan's BG2 voice for BG1, v2] - The syntax of the command is incorrect. (Also installed successfully) BG1NPCSoA-41[Kagain's Korner: -> Store w/Vanilla Items Only] [v9 BWP Fix] - The syntax of the command is incorrect. (Also installed successfully) BG1NPCSoA-60 [Kivan] [v9 BWP Fix] - The syntax of the command is incorrect. (Also installed successfully) BG1NPCSoA-70 [Xzar and Monty Murder Mysteries] [v9 BWP Fix] - The syntax of the command is incorrect. (Also installed successfully) BWL Contest-0 Unknown argument: [setup-BWL] (Already spoken to Al|en about this one. Installed when run manually) d0questpack-19 [Nazariel The Lich] [v3.4] celestials-0 [PnP Celestials] [v7] rr-7 [Additional equipment for Thieves and Bards] [v4.92] iwdification-30 [IWD Arcane Spell Pack] [Beta 6] JA#BGT_AdvPack-1 [Main Component: Jarl's BGT Adventure Pack] [0.7.0] cdtweaks-1010 [More Interjections] [v9] cdtweaks-3093 [Increase Gem and Jewelry Stacking -> Stacks of 120] [v9] cdtweaks-3113 [Increase Scroll Stacking -> Stacks of 120] [v9] @CamDawg I’ve attached the logs for these as zip file, too big to copy and paste into a spoiler refinements-10 [Revised High Level Abilities] [Refinements v 3.31] The syntax of the command is incorrect. refinements-30 [Shapeshifting fix -> Heal on shifting back to human (Default)] [Refinements v 3.31] The syntax of the command is incorrect. Both also installed correctly Kitpack6-0 [General Class, Kit, & Class-Combination Rebalancing] The syntax of the command is incorrect. stratagems-5900 [Initialise AI components (required for all tactical and AI components)] [33.7] stratagems-6100 [Potions for NPCs] [33.7] stratagems-6510 [Improved fiends and celestials] [33.7] @DavidW I have attached a zip of the error logs Celestiales-0 (Corrections of the animation of the weapon of devas and planetars) [v1.2] Celestiales-1 (Substitution of the creature graphics of the red devas and planetars) [v1.2] Celestiales-2 (Substitution of the creature graphics of the blue devas and planetars and the solars) [v1.2] These all gave the “The syntax of the command is incorrect.” error but then installed successfully xpmod-15 [Quest XP Reduction -> Reduce to 75%] Area_Patcher-3000 [Fix Jarl's BGT Adventure Pack - JA#C05.ARE - Trigger 0 - Door8100] [ALPHA 16] strategems error logs.7z cdtweaks error logs.7z
  13. @JMKarlsson that shows whats changed the file the scs component stops at so hopefully it'll help someone figure out the problem. Im far from an expert on this. You'll need to provide a load more info too. What game are you installing SCS on? Baldur's Gate? Baldur's Gate 2? The Enhanced editions? What version of SCS are you using? Newest is 33.7 What order did you install mods in? Because that can play a big part too. In my current install i have some of BP really early on, then some components after SCS and then BP-Series after that. But as i said im far from the expert. Post what game and version and your WeiDU.log file (it'll be in the game folder) and hopefully someone will be able to help you out more than i can.
  14. @JMKarlsson Download the smaller of the 2 files in the link Jarno gave you. Extract the the files into your game folder, ie \BGII - SOA You'll need 7zip or WinRAR or something similar. Once the contents of the zip file have been extracted into your game folder, right click on change-log.bat and select edit The lines starting with :: are commented out so wont do anything, once you have edited the file the lines without :: are the ones that will run This is the line you'll need to edit; WeiDU.exe --log nul --change-log ########.### >change-log/change-log.txt --out change-log change ######.### to whatever file you want to check. File names are case sensitive. From the screen shot above it looks like you need to check SPIN920.spl ie WeiDU.exe --log nul --change-log SPIN920.spl >change-log/change-log.txt --out change-log If you are checking multiple files make sure to change or number each change-log.txt as well something like this; WeiDU.exe --log nul --change-log SPIN920.spl >change-log/change-log.txt --out change-log WeiDU.exe --log nul --change-log SPIN123.spl >change-log/change-log1.txt --out change-log save and close the file. then double click change-log.bat a cmd.exe window will appear briefly then close again. This will have generated a .txt file per line. Now just check .txt file in the \game folder\change-log to see which other mods have affected the file. Hope that makes sense.
  15. @Jarno Mikkola @jastey Installing generalise biffing with weidu 246 has sorted it. Well, I can start a new game without a crash to desktop anyway. Now to find out what else is misbehaving Thanks for your help. @Magus i've never tried that mod, which sounds odd i know, considering the silly number of mods i try and install in one go. I'll give it a look. I did really want to get to the bottom of what was causing the problem though and it definately seems to be the lanthorn lenses component of oversight that was the problem. I'll post on the Oversight subforum about the problem in a bit. I'll post all the install warnings I had from various mods as well, there arent that many and nothing major from what i've looked at but might be helpful. I'll post an updated sorting order too in a bit, realised I should have put some of level 1npcs after generalised biffing, according to the BWP pdf. Thanks again everyone for your help
  16. @Jarno Mikkola thanks. I did Google the problem but didn't find that. So if I run generalised biffing with weidu 246 it should work? If I cut all the weidu setup exes from the game folder and then re extract generalised biffing will that stop it updating to 247 as there isn't a new version in the folder for it to update to?
  17. It seems like generalised biffing is causing the crash to desktop. I completed the install without the Oversight component, tried to start a new game and got ctd. This affects starting both a new BG1 and BG2 game but not a new ToB game. So i started yet another install. I installed up to Oversight and then tested a new game after installing each mod. This takes ages without generalised biffing as the more mods you add the longer it takes to load the game to test it. Anyway, once i'd got to the last few mods (Creature slot fixer, Area patcher, CRE patcher, Item patcher, lolfixer, genralised biffing) I got impatient as usual and ran the install sequenece for the lot. All installed ok. Game loads nice and quickly. Start new game - crash to desktop. So i uninstalled generalised biffing and new games start fine. But are basically unplayable once you leave Candlekeep. Im really baffled by this now. Does anyone have any idea whats going wrong? This is with generalised biffing 2.4 I've attached the debug file. Thanks Setup-generalized_biffing.7z
  18. @AL|EN the mods were; Heart of the Wood http://www.shsforums.net/topic/60821-heart-of-the-wood-updated-to-v700-ee-compatible/ The mod doesnt seem to copy over from \extracted mods to the \GGII - SOA folder. If i copy it manually it installs. Ruad Ro'fhessa http://www.shsforums.net/files/file/790-ruad-rofhessa-item-upgrade/ Seems to have same issue, folder not coppying over fully but works if done manually. K'aeloree's facing the Shade Lord again http://www.blackwyrmlair.net/Contests/ShadeLord2006/submission-k'aeloree.zip I think i had to manually copy over and run it twice, it updated to newest weidu the first time and ran correctly the second. I think. Also a new version of one of Angel's mods, item pack or encounters and quests wasnt displaying properly in PI and didnt want to install so i used an older version which worked fine, i need to double check this though. I'll send you the installation logs. Thanks
  19. I've finally found the mod component causing the problem. Only taken about 6 months. The culprit is the Lanthorn Lenses from Oversight. I've tested it a few times now and im about 99% sure this is whats causing the problem. I'll continue the rest of the install now and test again but i reckon i've finally found it. I might actually get to play the game again without it driving me mental which will be nice. I've tweaked my sorting order file for Project Infinity to take into account the new version of 1PP, i'll upload it once i've tested this install, hopefully it'll be useful to someone. There are a few mods that arent installing properly with PI but only 3 so far, they install if run manually though so its not a major issue.
  20. I used the one Jastey suggested; https://baldurs-gate.de/index.php?resources/stutter-debug-tool.38/ It works, it shows a number of scripts but nothing running constantly. I can uninstall it and try the LStest one and see if that shows anything different
  21. I decided to to do a fresh install but without one mod so i could hopefully figure out whats causing the stuttering. I was unavailable to install the stutter debug tool due to a file having a .baf.bcs extension. That file was from the Spellhold Gauntlet mod, so i thought i'll leave that out, installing everything else exactly the same then hopefully i'll be able to use the debug tool and find whats causing the stuttering. Seemed reasonable. Didnt bloody work though. Modified install sequence and started everything running in project infinity but there were issues with some mods installing. I did the install over 2 days and PI updated itself during that time which has fixed the stuff not installing problems. Most things installed and the game loads. Tested stuttering by adding bag of holding and putting stuff in it - no stuttering. Checked Davaeron in Nearinfinity and he's got the key like he's supposed to have too. Great. Either it was spgaunt causing the problem, which would be weird that no one else has reported anything similar from what i can find, or the install back in July just went a bit wonky and i've been wasting my time trying to figure it out. Updated all the mods that needed it Started another install. Everything installed, few warning but mostly seems fine. Created a new character to test the stuttering, click accept, loading screen appears, crash to desktop. Awesome. Rebooted computer. Load game again, try it again, same problem. Even better. Loaded game again, started new BG2 game. Create new character, click accept, loading screen, dungeon appears, crash to desktop. What a wonderful day this is turning out to be. Try again, start new ToB game, new character etc. Game loads, seems to be working fine. New character starts with one of the preset bags of holding. Its full of stuff so take stuff out, put other stuff back in the bag. Everything fine, no stuttering, nothing, running around happy as anything. Whatshername turns up with help, fight starts, spells flying around, no stuttering. This happened in the original install too, the stuttering was only affecting BG1 and BG2. ToB unaffected. Probably should have mentioned that in an earlier post. I then tried loading a save game from earlier in the install. I tweaked the install order to take into account new 1pp and tested it at around that point. The save loads. It was right at the beginning in Candlekeep. So carried on a bit, Gorion dies etc. Grabbed scroll case from him corpse and guess what, as soon as some scrolls go in it the bloody stuttering starts up again. So installed the stutterdebug tool. Installed fine. Loaded game, went to HighHedge, bought bag of holding, stuttering starts when using it. No scripts showing as running so now im still none the wiser. Nearly out of ideas now. Anyone got any suggestions?
  22. I've looked into the disappearing key problem some more. I copied the Davaeron .cre files created by change-log into the override folder so i could have a look at them in nearinifinity. There are 17 .cre files, version 11 has the key, version 12 does not. Also its BGMISC83.ITM. MISC83.ITM exists as well amd appears to be exactly the same but they are affected by diferent mods. From the change-log results for DAVAEO.CRE; 00010: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6030 // Smarter Magesv33.2 00011: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6100 // Potions for NPCsv33.2 00012: ~SETUP-NSCPORTRAITS.TP2~ 0 0 // Portraits for BG1 (BGT or EET)v3.0 BWP Fix 3 Does this mean that 'STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6100 // Potions for NPCsv33.2' affected version 11, creating version 12? Is this what is replacing BGMISC83.ITM with RNDTRE34.ITM? I used the search function in Nearinfinity on BGMISC83.ITM and got the following. I have attached the txt file as well also, while running the search on BGMISC83.ITM i got the following errors, no idea if they are of any relevance; error reading CA#PFNM.spl error reading DWSW311.spl error reading SPWI311.spl error reading SPWI427.SPL @DavidW have you got any ideas? This is with version 33.2 of SCS. I havent tried a build with the newest version yet. Thanks edit - I tested adding the key via the console and everything works ok, the right dialogue options are available when speaking to the miner next to the plug. bgmisc83 search result.txt
  23. Hello again I got fed up witht the bags of holding causing lag and the ensuing super fun inventory management problems it was causing and wandered off to play No Man Sky and ended up playing another game with fun and exciting inventory management aspects I might have a hoarding issue. So i came back to this. And found some more issues with my current build. First up, and this might have already been sorted as i have seen posts with similar issues, there are inconsistencies with the priest heal spells. I ran change-log on the relevant files Cure light wounds SPPR103.SPL - SRR version Cure Moderate wounds SPPR216.SPL - IWDification version Cure Serious Wounds SPPR315.SPL - SRR version Any ideas why its turned out like this? I would have thought they would have all been the iwdification version. This line is in the install sequence; iwdification:40:IWD Divine Spell Pack Any ideas whats gone wrong? Its not a massive problem, just seems odd. Secondly, and more annoyingly, Davaeron in the Cloakwood mines isnt dropping the river plug key. He took some killing, well the Battle Horrors caused most of the issues. I currently have a very squishy party featuring 4 thieves, 3 multiclass and Vynd, who is very amusing. Once he had died, Xzar was dead too so i stuffed everything Davaeron and Xzar dropped in a chest and went and got Xzar reanimated and then went back to finish/flood the mines. The cut scene/end of chapter thing triggered when i left the mines but i hadnt noticed the lack of key until i got back there. I have checked journal entries from saves before and after killing him and the right entry is there. So i then checked his .cre file in NearInfinity and it doesnt look like he had the key on him, its been replaced with RNDTRE34.ITM I used NearInfinity on an unmodded back-up and he should have MISC83.ITM in inventory 1 So i used change-log on all three files. DAVAEO.CRE RNDTRE34.ITM MISC83.ITM Any idea whats gone wrong? Rill isnt by the plug either. If i use the console to add the key should that trigger Rill? Thanks in advance. On another note, i played through the first part of the Secret of Bonehill mod without any issues. I've played through it quite a few times before so know where to expect issues but it seemed to work completely fine this time. Plus a load of the over powered items have vanished too which makes it more balanced. So that was good, thanks to whoever (Jastey?) tidied it up.
  24. Hello I want to add this to my next install. Where in the install sequence should it go, for a BGT install? Would it be installed in one go or different bits at different points in the install? Thanks
  25. Hello This sounds really interesting and i'll try adding it to my next install. Two questions; 1. Where would go recommend it go in the install sequence for a BGT install? 2. Is it compatible with the Item Pack mod, that adds an extra chuck of Illithium? https://sites.google.com/site/daulmakan/home/item-pack-readme Thanks
×
×
  • Create New...