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Acifer

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Everything posted by Acifer

  1. 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!
  2. 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).
  3. 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.
  4. 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!
  5. 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.
  6. No, it’s from Skyfire. Silverrealms is set mainly in the Underdark.
  7. @Endarire: You asked me if you should upload my mod on Github and I said no. Why is it there now?
  8. Thank you for the review of my mod! There is one thing I want to point out: I tried to stay as close as possible to the source material - the original BG2 game. When designing it, I asked myself: What would the BG developers do? That means that this mod doesn't allow for a lot of different solutions with the bad guys - much like BG2 didn't allow you to. It’s more about exploration, interaction with the environment and tough fights. I see the mod in similarity with the "Cult of the eyeless" quest from BG2, you can't cooperate with the Unseeing Eye there either. It’s the same here: The entity you encounter simply has no interest in collaborating with anyone at all. One note regarding the crystal, as I think there is a misunderstanding here: Thank you very much for your feedback!
  9. This is weird. Thanks for the report! I will take care of it as soon as I prepare a new update.
  10. Looks great! Did you convert the tis-file back and forth from the pvrz version? This would increase the horizontal lines, so you should avoid that. However, you can never completely avoid these artifacts.
  11. You need to convert the tis file (before creating the pvrz files) to the overlay version of the EE. @argent77 released a wonderful tool for this process: https://github.com/InfinityTools/tis2ovl/releases/tag/1.0 Here is a brief explanation of this tool: https://forums.beamdog.com/discussion/comment/1098742/#Comment_1098742
  12. To be honest - no. You are always free to modify another person's artwork using AI as you feel is right - which is fine for your own personal and private use. But not to then redistribute it any further.
  13. Thank you! Oh, yes. There's a variable missing. You can get rid of that "waterblade subscription" by entering the following console command: C:SetGlobal("AC#Waterblade","ar0334",10) I also uploaded a new, fixed version 1.4 Changelog: Version 1.4 - Cromwell will no longer forge endless numbers of waterblades
  14. Oh, what a nice surprise! Désolée Thank you very much for reporting! I have corrected the typos and uploaded V 1.3. Changes in Version 1.3: -Fixed typos in the english tra-files
  15. The mod updates to V 1.2. Changes: - classic BG2-ToB or BGT: added an additional animation installation routine for a certain animation (Transcendent One from PS:T) to avoid a crash in the Vanilla version of the game when Infinity Animations is installed - Enhanced Editions: added Worg soundsets
  16. Thanks! I'm going to rebuild your setup and try to figure out what could be interfering with the mod. This may take a while though.
  17. I don't think V2.5 is the cause of the problem as I have played the mod extensively on an iPad with V 2.5, so it should work fine with this EE version. I see. The area code for this area ACDT30. Unfortunately, I cannot reproduce your error. Under all circumstances, everything works fine in my installations. In the southern direction you pointed out, there is a creature that relies on the Tanarri animation from the original game. I could imagine that this animation could be corrupted in your game, for whatever reason. Do you have any mods installed that change animations?
  18. That’s weird. I have a few questions: In what area specifically does the crash occur? Could you hit X and tell me the area resref? Does the crash occur always at the same position? I assume the area loads fine and the crash happens while walking through this area, am I right? what game version (classic BG2, BG2EE, BGT or EET) do you play with?
  19. I must admit that I did not play Tower of deception. I think the similarity of both mods could be that they come from a time when editing the world map was still a distant dream, so modders had to look for other ways to add new areas. Maybe a lonely island tower is an obvious choice? At least that was my inspiration for this. I started creating the first area for this mod around 2004, but at that time I lacked good texturing skills and knowledge on how to add decent water and large background animations (like the lighthouse's beam), that's why I put the mod on hold for so long. Oh, thank you for that! I totally forgot to add the soundset. I will include it with the next update. Thank you very much!
  20. Dark Tidings is a quest mod for Baldur's Gate II. It starts in the docks district of Athkatla (in the tavern Sea's Bounty) and is playable right from the beginning of the SoA part of the trilogy. Key features: New areas to discover, completely designed in 3D from scratch New monsters to defeat New treasure to recover Playing time: 1-2 hours Languages: English, German Download Readme Mod forum: beamdog G3 Many thanks to Lava, Sirick and Morywen for their help releasing this mod!
  21. DON'T DEPEND TOO MUCH ON ANYONE IN THIS WORLD, BECAUSE EVEN YOUR OWN SHADOW LEAVES YOU WHEN YOU ARE IN DARKNESS. For thousands of years, the magical light of the Sea Tower of Irphong has been a steady guide for sailors making their passage through Asavir's Channel - until now, because the light of the Sea Tower has extinguished. There have long been rumors of pirates using the island as a hideout, as well as Dragon Turtles and Kraken that have made the shallows around the island their home. There is only one way to uncover the secret behind the darkness of the Sea Tower: You must sail to the island and search for the cause of the extinguished beacon. Dark Tidings is a quest mod for Baldur's Gate II. It starts in the docks district of Athkatla (in the tavern Sea's Bounty) and is playable right from the beginning of the SoA part of the trilogy. Key features: New areas to discover, completely designed in 3D from scratch New monsters to defeat New treasure to recover Playing time: 1-2 hours Languages: English, German You do not need to start a new game to start the quest of this mod. The Mod is intended for a well-balanced party of levels 9-12. To complete some of the optional components you will need either a mage, bard, cleric, shaman, sorcerer or druid in your party. The adventure is based on descriptions from the "Lands of Intrigue" sourcebook by Steven E. Schend and inspired by the adventure "The Darkhouse of Saerloon" (from "Faiths and Pantheons") by Eric L. Boyd and Eric Mona. Dark Tidings is compatible with the following versions of Baldur's Gate II: BG2 - ToB (the original-non-EE-Version) BG2EE - the Enhanced-Edition version of Baldur's Gate 2 Baldur's Gate Trilogy (BGT) Enhanced Edition Trilogy (EET) Please note that there are different installation requirements for the different versions of the game. See the readme for details. Download at Kerzenburgforum: https://baldurs-gate.de/index.php?resources/dark-tidings.65/ Readme: https://www.baldurs-gate.de/acifer/Dark_Tidings_Readme.pdf Screenshots: Credits: Acifer: Mod design, Graphics Sirick: English version Laura Hirsbrunner: Readme Microsoft Word template Special Thanks: @Lava: Additional help & ideas, Beta testing Morywen: Beta testing
  22. Acifer

    Progress Reports

    It's great that you regularly post updates here. I enjoy your Zakrion mod very much!
  23. The sling is too fast, too. So I had to change the A4/A4E animations for classic BG2. Now everything looks, feels and works as it is supposed to. Thank you all!
  24. That sounds great! Thank you both for your help. Is there any chance of adapting this for the classic version as well (as the RNDBASE.BMPs exist there, too), or should I stick to the EE and leave the animations for BGT / ToB untouched?
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