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Acifer

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Everything posted by Acifer

  1. Great! Thank you very much! I will update the mod with all new translations as soon as I have released my Call of the Lost Goddess mod. That will most likely happen within the next two weeks.
  2. @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!
  3. 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.
  4. You should try to change the "movement type" in the overlay header of your wed file to "Alternate rendering (2)".
  5. 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.
  6. 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.
  7. "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 new areas to explore (45 that are newly designed from scratch in 3D; 1 modified area from IWD) A new city district accessible from the worldmap: Goldspires 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 version: Version 1.1 Download: Click the link below to download the English version of the mod from the German Baldur's Gate community page: Download the mod Installation: Extract the contents of the mod archive to your game's main directory (BGII:EE/EET which contains the CHITIN.KEY file). On successful extraction, there should be a "godcall" folder and a "setup-godcall.exe" file in your game folder. To install, simply double-click setupgodcall.exe and follow the instructions on screen. This mod is only compatible with BG2EE / EET, not the classic BG2 - ToB game Regarding EET: Unfortunately the new area is misaligned on some worldmaps in EET installations. Goldspires is located in the north in Icewind Dale. I will fix this in the next update. Readme: https://www.baldurs-gate.de/acifer/Godcall_Readme.pdf Trailer: Screenshots: Credits: Acifer: Graphics, design, programming @Lava : Advice, Ideas, Item graphics & design, Beta testing @morpheus562 : Enemy & encounter design, scripting @Weigo : Worldmap programming @megrimlock: English version, proofreading, Beta testing @OiseauRebelle: Beta testing Soul: Beta testing Genwa: Beta testing shadowlich: Debug test run, proofreading @Taimon - Coding help @argent77 - Coding & WeiDU help @Morywen - Beta testing @Roberciiik: Worldmap help for BP-BGT Shai Hulud, Lotus Noctus, Belryll, Danol: additional help Laura Hirsbrunner: Readme Template This mod uses many animations taken from Infinity Animations. Credits for these amazing animations go to the original creators of this mod. This mod uses animations originally created for Neverwinter Nights 1 and one songfile from NWN1. I used AI for the voiceover of this mod using the tools Elevenlabs and Replica Studios. I have used the AI in compliance with all applicable copyright regulations and have not cloned or copied voices of other artists. You can choose to not install the voiceover if you don't like this component as it's separately from the main component.
  8. 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.
  9. 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.
  10. 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.
  11. Cool idea! I am very curious about the items. Congratulations on the release!
  12. 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.
  13. 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.
  14. 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?
  15. 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!
  16. 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!
  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. Since Bhaal used some of the Seven Lost Daggers of Rdiuz to slay immortal Primordials to achieve godhood, I could think of a nice use of the dagger icon…
  21. Morpheus562 has already adjusted the difficulty level, which feels very good. The recommendation to set the basic difficulty level to that of the original game is a reasonable approach. About the items: I love your items, Lava! They fit so well into the game. If we want to satisfy all players, some items will be a very welcome addition. If we design some items that are helpful in the final battle and maybe even expand the story with the item’s descriptions would be great.
  22. That is an interesting point. I came up with the idea of the Banite Priest because some of the Primordials are described as shapeshifters, especially horned beings, some of whom are in the service of Bane. In this respect, the idea of a creature wielding Bane's shield came to my mind. As an alternative, we could use the True Shadow from PS:T:
  23. I would be very happy to have Baeloth back.
  24. Great to have you here!
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