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Acifer

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Posts posted by Acifer

  1. 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:

    Spoiler

    You only meet an aspect of a deity, not the deity itself. Only a small shred of the supernatural being, so in that respect I believe the Luminous Crystal is indeed appropriate.

    Spoiler

    Your hints are very interesting, and I have to think about including a more selfish, evil path to the mod. I could include an alternate path regarding the Sirens as well, after all they are the ones who were first on the island before it was overrun by cultists.

    Thank you very much for your feedback!

  2. 3 hours ago, Trouveur80 said:

    I will not post it anywhere without your or Acifer's permission, but if you are interested in seeing it or maybe use it as an alternate just tell me and I will send it to you.

    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.

  3. 9 hours ago, DiesIrae said:

    Really nice quest mod.

    Thank you!

    9 hours ago, DiesIrae said:

    I have noticed one thing. everytime I up grade an item with Cromwell I get a new water blade. I know have 3.

    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

  4. 17 hours ago, JohnBob said:

    I'm in the process of translating your mod into French

    Oh, what a nice surprise! 🙂

    17 hours ago, JohnBob said:

    and see some problematic typos in the English translation.

    Désolée 😕

    Spoiler
    17 hours ago, JohnBob said:

    And maybe the same for @2061, @2062, @2063 and @2065 of item-bg2.tra and item-ee.tra, some differences not reported in english translation.

    As far as I can figure out, there are actually some differences between the German and English translations in Vanilla BG2-ToB. I have left these strings as they are for now, you should follow the English tras in the translation, not the German ones. Then it should fit.

    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

  5. 47 minutes ago, InKal said:

    I play BG2EE 2.5 which may be the cause of the crashes I think. 

    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.

    52 minutes ago, InKal said:

    I don't have the saves anymore, sorry, but the crash was always in the same area, undergruound, where you are first greeted by the cultist then you kill him and then you go to the right and there is a creature that tells you to find luminous something. and then the game will crash no matter the position but especially if I move the party down/south a little.

    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?

  6. 1 hour ago, InKal said:

    Awesome mod but keeps crashing in that cave where you meet the cultist and where some (luminous?) crystal is.

    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?
  7. 16 hours ago, Isewein said:

    Now we've got two trips to island towers - wonder how this measures up against Tower of Deception.

    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.

    19 hours ago, Graion Dilach said:

    I did notice a bug during my review against mod compat - you didn't include the IWD2 worg audio, which means the mastiffs are silent on EE, because the INI refers them, but they are also missing from the games.

    Oh, thank you for that! I totally forgot to add the soundset. I will include it with the next update. :)

    19 hours ago, Graion Dilach said:

    Great job.

    Thank you very much!

  8. 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!

  9. 1995526733_Dark_tidings_logo2.png.a1127d1963664ea95615c27c42fc3747.png

    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.

    Irphong_release.thumb.jpg.ad71f2433fcbb167292fe5170d25f6e6.jpg

    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:

    Spoiler

    dark_tidings_01_by_aciferbg_dft9zw8.thumb.jpg.cf89da2960904fa700cfbbf23bfccfdc.jpg

    dark_tidings_02_by_aciferbg_dft9zvz.thumb.jpg.42434927600ba48867df856ba77a7a1b.jpg

     

    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

  10. I am trying to add the fomorian giant's throwing boulder ability to BG2(EE). However, the animation and the projectile do not match. The projectile starts too "early" (see the attached gif below).

    Spoiler

    dftcy6q-8fd9f73f-55a0-496b-a8e4-52455d30

    I created a projectile using the boulder from IWD2.

    As a launcher, I created a short bow with the lowest weapon speed (like the one used in IWD2 as launching vehicle). But that doesn't seem to change the starting point of the launching projectile in BG2.

    Does anyone know how to delay the launching of the projectile and sync it with the animation? Otherwise I'd have to change the animation sequence. That would be a lot of work...😐

  11. It's great to hear that you enjoyed the mod! While Jastey will certainly have more to say about the majority of the issues, I would like to comment on two things that I was involved with

    9 hours ago, Lightbringer said:

    The secret area past the otyugh room was VERY cool. I love finding old forgotten places of mystery like that. Releasing what was bound was very satisfying. I hope the ritual room, its purpose, and the ID of the mage on the shelf be embellished upon in the full mod release.

    Thank you! I am glad you liked that encounter. The area was supposed to be a little sidetrack apart from all the other quests. Originally I had not planned to reveal the secret about the dead mage and leave it to the imagination of the player, but since several players have already asked about it, I will now put more thoughts into what happened in this room. If there are any suggestions, I would be happy to include them. 🙂

    9 hours ago, Lightbringer said:

    I had a hard freeze when first attempting to exit the sea caves into the smugglers den with the orc laborers. On reload, the area transition occurred without error. <shrug> Might not be anything to worry about.

    This is a bug in the Infinity Engine regarding areas that use 24bit lightmaps. I have changed the lightmaps to 8bit so that this should no longer occur in further versions of the mod.

  12. I'm not a legal expert, so I can only add my two cents here. I've been active in all things D&D for a very long time, and I've never, ever encountered any problems with using text from the AD&D sourcebooks (in a reasonable manner, of course). Entire communities (the Forgotten Realms Wiki, the Candlekeep Forum) use this source material to fuel their site. 
    What I have encountered several times, however, are copyright issues when using or altering graphics from these sourcebooks.
    Sorry for the misunderstanding with the link above, I thought it was only about the texts, not the graphics. 

    Perhaps WotC's fan content policy could shed more light on this:

    https://company.wizards.com/en/legal/fancontentpolicy

  13. Looks fantastic! This will be a great addition to the game. 

    The only thing that might cause problems is the use of graphics by the original artists (in this case the Hobgoblin image by Tony DiTerlizzi). The b/w colour tone of the image looks great though, and it would be a shame to have to drop the image due to copyright issues. 

  14. 32 minutes ago, argent77 said:

    Realization would be a challenge though.

    Moving the coordinates of the "Close location" (offsets b980 and b982 in NI) to a point "outside" the chamber should be sufficient. Maybe move the "Open location" a little bit more far away from the door, too. That should make the opening point of the door unreachable if you're inside the room.

    693068237_Door01.thumb.jpg.b14987bf8c3dd894799e6a63dd51848a.jpg

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