Jump to content

Acifer

Modders
  • Posts

    118
  • Joined

  • Last visited

Everything posted by Acifer

  1. @argent77: I have also tested this nightly NI version on several tilesets of Call of the Lost Goddess - works smoothly and delivers perfect results. And an automatic conversion from classic BG2 tiles to BG2EE is also included. Fantastic! Thank you so much for finally solving this annoying pvrz-overlay-issue!
  2. I have looked at the area, the overlay behaves completely normally. The movement of the water seems to be correct. You could try a different overlay that has less movement and therefore appears less hectic. But I think the appearance of the water is fine.
  3. You should try to change the "movement type" in the overlay header of your wed file to "Alternate rendering (2)".
  4. Yes, I need some more time before I can publish the first official version. I'm receiving extremely helpful feedback in terms of beta testing and proofreading, which is improving the mod immensely. It's amazing to be able to work with such dedicated people from the community. So it won't take too long.
  5. Thank you all for your feedback! The code for Vanilla BG2 is still present, as I had developed this mod to a certain extent for original BG2. Unfortunately I don't have the time at the moment as I want to complete my other projects first, but it would basically be possible to make the mod backwards compatible again and adapt scripts, items and some bams for the classic version of the game. It seems so.
  6. "Know that it is folly for the gods to change fate." "Call of the Lost Goddess" is a quest mod that adds new quests, areas, monsters and items to BG2. It is inspired by the pen-and-paper adventure "For Duty and Deity" by Dale Donovan. Key features: 46 totally new areas that are designed from scratch in 3D A new city district accessible from the worldmap More than 40 new unique items New monsters with new animations: Vrocks, Dretches, Nighthags and many more Challenging battles Many sidequest for a full gameplay experience Multiple different roleplaying options to solve most quests 8-10 hours playing time The mod is set in the SoA part of the trilogy The adventure and quests are playable from the beginning of the game Game engine: BG2EE and EET Recommended character level: Level 10+ Current progress: The mod version is beta V. 0.7 The English version is currently being proofread and Beta tested. As soon as this is completed I will officially release the English version of the mod and provide a download link. Trailer: Screenshots: Credits: Acifer: Graphics, design, programming @Lava : Advice, Ideas, Item graphics & design, Beta testing @morpheus562 : Enemy & encounter design, scripting @Weigo : Worldmap programming Laura Hirsbrunner: Readme Template Many thanks to: @Taimon - Coding help @argent77 - Coding & WeiDU help @Morywen - Beta testing
  7. The area is a pre-rendered image file, so you should export the relevant tis-file (it should be AR3602.tis) as a png using NI and then edit it with an image editing tool of your choice, such as Photoshop or Gimp. Then you have to convert it back to tis format using NI.
  8. You're right, the discussion is drifting. Just to add that: Between "You are not allowed to do anything" and "You are allowed to use 300 assets from another game", there is still a modest middle path that almost all modders I know follow. And this would also be my advice to stay on this path and not to overdo it.
  9. Then I expressed myself incorrectly: I'm not concerned about a gaming journalist writing something, but about the quite obvious, objective problems of this mod that he addresses. Well, it's your decision, but if I'm going to invest a lot of my free time into something, then I want to make sure that someone else can't undo my work with the snap of a finger if they feel so inclined.
  10. Cool idea! I am very curious about the items. Congratulations on the release!
  11. Well, at least for the author of the article I mentioned, a thick red line seems to have been crossed. From what I can tell, the author seems to be an experienced writer. And that's what concerns me. Or how do you explain the second headline of the article: …or that one: …or that one: I've been involved with BG modding for nearly 25 years, but I've never read an article like this. We can only hope that no one from Obsidian's (or better Microsoft's) legal department ever reads this article. I don't want to put the mod down, but I think the argument that the mod is too insignificant to cause problems is the wrong way round. Why are you doing all this work then? You want the mod to be successful! And making NWN available for BG2 is basically a good idea. I would rather recommend first putting all efforts into invalidating the criticisms mentioned in the article. Of course that takes work. You don't have to completely redo everything, but pretending that the article and the mentioned problems don’t exist and just continue as before is imho the wrong approach. The more work you put into it, the more the mod will be noticed, and the more likely it is that someone will read the article (EDIT: or he otherwise notices the issues) that could lead to trouble.
  12. Beamdog made it pretty clear that it is OK for modders to cross-use assets from their games. A quote from Dee Pennyway, former community manager: Link: https://forums.beamdog.com/discussion/comment/673869/#Comment_673869 In my question, I was referring to assets from other games.
  13. Sorry to be the person to raise this question, but now that more and more modders seem to be involved: What about copyright concerns regarding this mod? According to the article linked above in the thread, the mod is largely based on graphics taken from PoE1&2 and The Witcher 3. In the past, this approach (to base the mod largely on third-party assets) was the red line that most modders were reluctant to cross. I don't want to badmouth anything or anyone, but I do feel it's important that we address the situation openly as a forum and community. How does the community feel about this?
  14. That's awesome! Thank you very much! I will update the mod with the French version - along with the Polish translation made by Aristo, and proofread by @Roberciiik - as soon as possible! I'm currently busy preparing another mod announcement, but as soon as that's done I'll update Dark Tidings. Many thanks to you dedicated translators!
  15. Yes, that is correct. SCS does not (yet) affect the mod. This is a weird bug that could indeed be related to the script being affected by another mod. Thanks for reporting!
  16. Acifer

    Lore

    Crucible relies heavily on lore from various sources. The following sourcebooks served as main sources for the backstory in this mod: Faiths & Avatars by Eric L- Boyd: A good overview of Bhaal's actions, his church and his followers https://www.dmsguild.com/product/17569/Faiths--Avatars-2e Jergal: Lord of the End of Everything by Eric L- Boyd: An ideal overview of Bhaal's time as a mortal and his path to godhood. Not an official book from WotC, but since the author was the same person who wrote Faiths& Avatars, it still counts as canon. https://www.dmsguild.com/product/346895/Jergal-Lord-of-the-End-of-Everything Murder in Baldur's Gate by Matt Sernett: Explains what happens after the Bhaalspawn crisis https://www.dmsguild.com/product/160318/Murder-in-Baldurs-Gate-5e
  17. Yes, there is a very recent approach to fixing these glitches, but I haven't been able to take a look at it yet because I'm busy finalising my next mod. Here is the relevant post: https://www.gibberlings3.net/forums/topic/29944-mod-added-area-compatability-for-bg2-and-bg2ee-in-2019/?do=findComment&comment=333290
  18. Yes, this is unfortunately a known issue with doors in the Enhanced Edition, as the graphics are no longer present as tiles, but as compressed pvrz files. I tried for a long time to overcome these glitches, but unfortunately there is no way to avoid them completely. It is caused by the character of the graphics rendering. There have been suggestions in other threads on how to fix these glitches, but it will take a while to figure out a good solution for all my areas. The only good news is that it only affects closed doors; once the doors are open the graphics will look correct.
  19. Oh, shame. I'll fix that for the next update, thanks! Thank you!
  20. I would be very happy to have Baeloth back.
  21. Oh nooo, you have foreshadowed and spoiled all our unique encounters! Jokes aside, trust me, @morpheus562 is such an experienced and creative modder that he has no need to rely on cheesy tactics or enemies. And thank you all for the feedback!
  22. Acifer

    ADD_AREA_TYPE !

    I don't think the list works very well. What should you do if an area contains a shop, an inn and a temple? Pure temple areas are very rare. This could easily be solved using AreaCheck(). The same applies to player strongholds. I think we should keep in mind that the main purpose of new areatypes should be to prevent existing quests from failing and to facilitate the life of modders who create NPC-quests. That's a great approach, especially when it comes to a few "special" areas. There are problems for the creators of NPC mods who want to include compatibility with unknown quest mods that add new areas in their scripts, though. In this case, an approach with widely useable areatypes that are approved by the community would be helpful. That's a great idea! I would therefore propose that we discuss about adding two or three new area types described below, which -in my opinion- are essential for the functioning of quests: FARAWAY: An area on Faerun, but too far away for many quest lines to continue. However, some could still take place to tie the areas closer to the maingame (example: Jaheira's romance) EXTRAPLANAR: An area even farer away, somewhere in the Multiverse and, maybe: 3. UNDERDARK: A bit selfish admittedly, but I could imagine it would be good to have an areatype that is underground, but not a dungeon, (EDIT:) especially for my work, as I am creating an adventure that is mainly set in the Underdark (the Silverrealms mod).
  23. Acifer

    ADD_AREA_TYPE !

    Important topic, I wanted to create a thread on this in the near future, too. It appears that eight additional area types can be added to AREATYPE.IDS via ADD_AREA_TYPE. The fact that mods insert mod-only area-types seems not the best idea. To be honest, I would refrain from adding specific mod-area-types and keep the AREATYPE.IDS useful for the community. My problem: I will be releasing mods with a lot of areas (+200) in the near future, and in order to keep the existing scripts of the original game running bug-free, I will probably have to integrate new area types for certain locations. Otherwise I would have to patch numerous NPC scripts and maybe the Baldur.bcs with countless (+100) !AreaCheck(xyz) in countless blocks. My idea: Add generic, so far missing area types that might be useful additions for all modders, not just one mod. My suggestions: 1. areatype WILDERNESS (or WASTELAND): an area outdoor type, like areatype FOREST, but for areas so far away that no NPCs are spawned for quests (e.g. for Jaheira's quest). 2. an areatype EXTRAPLANAR for outside locations in the Multiverse 3. And, if I may have a wish: areatype UNDERDARK (underground, but no dungeon) If there is another good way to patch the numerous scripts, I would of course be happy to use this alternative.
  24. Thanks for your feedback, that's good to know. The problem was that due to some backslashes in the setup.tp2 the tool iconv did not start properly to convert the tra files for UTF-8. This could cause the game to crash on macOS. I hope you don't run into this, but it would be safer to install the latest version. With joy!
  25. The mod updates to version 1.5: - The mod will now install correctly on macOS and Linux; many thanks to @argent77 and Shai Hulud ! This is only a technical update for macOS and Linux users. All other intended fixes that relate to game content will follow in an upcoming update. Windows users do not need to reinstall the mod with version 1.5.
×
×
  • Create New...