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eyre

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  1. Sorcerer's Place has quite a few IWD2 Mods here. Weimer made several IWD2 mods back in the day that are available here. I'd also grab the IWD2 Fixpack. Widescreen is supported, grab the mod here. If you are using the widescreen mod I would also recommend downloading and installing the IWD2 GUI Fix. Other mods I've used that aren't covered by the above links include: One Pixel Productions Sentrizeal's Alternate Avatar Pack KC's IWD2 Modpack Thrown Hammers Tweaks Anthology There is also a Special Edition for IWD2 that I've not tried, but I may give that a go on my next playthrough. Additionally, there exists a closed beta of the Icewind Dale 2 Enhanced Edition mod that I believe is still accepting testers.
  2. Hi Salk, I've noticed an issue with the usage of various protagonist-specific string tokens (<PRO_HESHE>, <PRO_HISHER>, <PRO_HIMHER>, <PRO_MANWOMAN>, ...) that the GTU utilizes in the class descriptions. The text associated with these tokens is absent in the descriptions during character generation, though it does render properly when the user views the class descriptions after a game has begun. For the sake of consistency it may be best to revert to the wording used by the originals in these cases. EDIT: This is true for spell descriptions viewed during character generation as well. EDIT 2: Other strings appearing in character generation are affected as well, such as @9588. As an example I've attached images of the character generation vs. in game descriptions for the Totemic Druid, though other classes/kits are affected as well:
  3. Many thanks for releasing this! I have a question regarding a few particular text changes with respect to creature names:
  4. Bug Report: fixpack introduces a CTD issue with Tiernon's Sundered Shield (DNTSHD1.ITM). Line 4212 of setup-iwdfixpack.tp2 specifies an invalid modifier type for parameter2 of the CLONE_EFFECT function call: LPF CLONE_EFFECT INT_VAR match_opcode = 88 opcode = 89 parameter2 = 13 END // add missile damage reduction Changing the parameter2 argument to 0 solves the issue (and also matches modifier type for the opcode 89 effect present in the upgraded version of the shield DNTSHD2.ITM).
  5. I'm using that component in my current BGT game. I'm still in the BG portion, but it seems to be working just fine, and I've not noticed any compatibility issues with my current set of installed mods.
  6. There seems to be a couple of issues related to Edwin's amulet with respect to the Removable NPC Items component installed on BGT, as tested after recruiting level 1 Edwin in Nashkel: In the inventory screen, it appears that Edwin should not be able to use the amulet; it has a light red background surrounding the icon. The amulet is indeed droppable, but cannot be re-equipped, apparently due to his insufficient wisdom. This component appears to modify the amulet such that it grants 2 additional spell slots during the BG phase of the game. When this component is uninstalled, his amulet (BGMISC89.itm) grants only 1 additional spell slot, which is arguably more appropriate for the BG portion of the game. Weidu.log for completeness:
  7. The party remained intact; in fact I ended up with two Imoens in the party. Equipment was lost. No XP bump occurred.
  8. I just tested this on my BGT game. The party arrives at the NW corner of the area, at which point the cutscene begins, although Charname is not in the cage. After Irenicus finishes his monologue, Imoen appears and goes off in search of Charname in order to attempt initiate her dialogue. Presumably Imoen's path to Charname is blocked since dialogue is never initiated, and the game just hangs in the cutscene. If one is quick, the game can be paused just before the cutscene begins and Ctrl-J can be used to jump the party into room where Irenicus initially appears, after which the game behaves normally, the chapter is set to 1, etc.
  9. Done. The fixed .D files are in the attached zip archive. Tested in BGEE v2.6.
  10. I've been play-testing this mod on BGEE (both 2.5 and 2.6 versions), and for the most part it functions as advertised. I would like to provide feedback regarding a couple of issues I have encountered thus far. It should be noted that this is the only mod I have installed on both of the above test setups. For the hypnosis spell, none of the options for which a hypnotized subject should relinquish backpack and quickslot items are working; the items are removed from the subject, but do not materialize in the hypnotist's inventory, and apparently vanish from the game world. However, there is a workaround; I copied the modified .dlg files intended for the classic BG2 engine (from the 'Compile - Not EEs' folder) and overwrote the corresponding files intended for the EE install (the Compile - EEs folder), which at least results in said options being functional, though the party gains the subject's entire inventory instead of just the backpack/quickslot items. Minor typos: As far as general feedback is concerned, I find that this mod opens up a new set of role playing possibilities, which I appreciate. Thank you @temnix for creating it and sharing it with the community.
  11. Just for fun, I commented out the BCS processing at the end of the .tp2 that was causing the install error and re-ran the installer. This time, the mod installed successfully, but with warnings. Taking a closer look using NI it is apparent that one of the DLGs is broken. This is due to a missing closing parenthesis in the REPLACE_TEXTUALLY call in line 388 of the .tp2 file. The following line: REPLACE_TEXTUALLY "ActionOverride(\(.*\),GiveItem(\(.*\),\(.*\))" %ActionOverride(\1,DestroyItem(\2)) ActionOverride(\1,GiveItemCreate(\2,\3,0,0,0)% should be changed to this: REPLACE_TEXTUALLY "ActionOverride(\(.*\),GiveItem(\(.*\),\(.*\)))" %ActionOverride(\1,DestroyItem(\2)) ActionOverride(\1,GiveItemCreate(\2,\3,0,0,0)% After making this change, the mod installs without warnings, and the dialog file looks to be in order:
  12. @temnixI'm attempting to install this mod on a BGT game, but there is an error during the .BCS processing at the very end. Debug file snippet: Looks like a file named '+BCS.BCS' is missing. Any ideas? My weidu.log, just in case it happens to be useful:
  13. @temnix, thanks for creating this fantastic mod. It adds a bit of flavor that was missing from these games. Since you gave permission earlier in this thread, I decided to look into the issue with the hostile bandits that appear when infiltrating the bandit camp. I also encountered a similar issue with Raiken's bandit group in Peldvale. As you suspected, it was an issue with different CRE files being used by the game in these instances, and I was able to make some minor additions to the mod such that the bandits in these areas function as expected. I tested these additions in both BGEE (version 1.3) and BGT. As a side benefit, while testing in BGT I encountered a couple of crash issues related to other changes made by this mod, and was able to address those as well. The changes I made to ensure compatibility with the original BG2 engine are not applied when installing this mod to an EE game. I have not tested this mod exhaustively in BGT, but I suspect that it is, by and large, compatible with the original BG2 engine provided that the 1PP mod is also installed. I have attached a zip archive containing the fixes to this post. Anyone wishing to apply these fixes should extract this archive to the directory where the Some Individuals mod folder is located, being sure to overwrite files (only the .tp2 file is actually overwritten). For those interested, I have also included a readme file in the archive that explains the changes I made. Some Individuals - Fixes.zip
  14. Bug report: a party is unable to rest in the Vale of Shadows. Uninstalling the first component of the v7 fixpack results in the party being able to rest in the Vale of Shadows as expected. Edit: Ditto for Kuldahar Pass. Edit 2: This appears to be related to the fixpack removal of the dungeon flag from several areas. I re-added the dungeon flag to Kuldahar pass using NI, and was subsequently able to rest.
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