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Daeros_Trollkiller

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Posts posted by Daeros_Trollkiller

  1. On 8/5/2021 at 4:33 PM, Guest Item doesnt appear said:

    Hello dear Daeros(the Trollkiller),

    I installed the mod with the exe. I installed only the mod(not the dialog stuff or the cosmetic). I actually think i have done it correktly. i downloadet the https://github.com/Gibberlings3/SoD-to-BG2EE-Item-Upgrade/releases/download/v2.0.1/sod2bg2_iu-v2.0.1.exe. The i picked up the game (D:\GOG Galaxy\Games\Baldur's Gate II - Enhanced Edition) and installed it. I followed the instuctions of that black console and id said "installed succesfull". But if go to Deidre in Adventurers Mart, she has no wizard Hat to sell. I reinstalled the game and the mod, but still nothing. The wizard Hat is the only Thing i really want to be moddet(but so badly). Please help me^^ I am not that good with computers.

    thanks for your Time:D

    Did you start a new game after installing the mod?  This is necessary for everything to be where it's supposed to.

  2. On 7/18/2021 at 1:54 AM, morpheus562 said:

    I have not. I did not know there was a sister thread over there. It seems more like just something that needs to be added to the readme for install order.

    My apologies for not giving this thread the attention it deserves!  I appreciate the feedback from all of you.   TBH, after working on this mod nearly every single day for almost a year, I needed a bit of a break :)

     

    @morpheus562 

    Thank you very much for the detail on that error!  I've had several folks report that error to me in older versions, but I've never been able to replicate it, and they failed to mention anything about thrown hammers being installed.  Would you mind sharing a link to the version of thrown hammers you are using?   I would think I can put together a simple fix for this for the next update.

     

    @everyon_else : thank you!  many of the issues you reported here were also reported in the BD forum thread and I've implemented fixes for those as well for the next update

  3. 11 hours ago, Guest mike123 said:

    Looking for the Astral Crossbow, I think it's only in the starting equipment of KELDOR9.CRE. I think that Keldorn is only for players that meet him at a specific experience level. I think in order to make him always have the Astral Crossbow, you need to add it to the starting equipment of KELDOR8.CRE, KELDOR10.CRE, KELDOR12.CRE, KELDOR14.CRE

    It's only his starting equipment for SoA, this is to prevent duplicates.  Are you running an older version of my mod?  I fixed that in 2.0.  It is on all versions of keldor, except keldor14

  4. 20 hours ago, Guest Guest said:

    Thanks for the release!

     

    I'm having an issue installing the 'Add Icewind Dale items and new spells to Baldur's Gate: Enhanced Edition and Siege of Dragonspear?' component:

     

    ERROR: internal label [22] appears 2 times in processed DLG [TAEROM]
    ERROR: postprocessing [TAEROM]: Failure("cannot resolve label")
    Stopping installation because of error.
    Stopping installation because of error.

    ERROR Installing [Add Icewind Dale items and new spells to Baldur's Gate: Enhanced Edition and Siege of Dragonspear?], rolling back to previous state
    Will uninstall 1296 files for [SOD2BG2_IU/SOD2BG2_IU.TP2] component 29.
    Uninstalled    1296 files for [SOD2BG2_IU/SOD2BG2_IU.TP2] component 29.
    ERROR: Failure("cannot resolve label")
    Please make a backup of the file: SETUP-SOD2BG2_IU.DEBUG and look for support at: https://www.gibberlings3.net/forums/forum/214-sod-to-bg2ee-item-upgrade/
    Using Language [English]

     

     

    Any ideas?

    Do you have any other mods installed that change Taerom's dialogue in any way?  If so there may be a conflict.  I just did a test install on a clean BG1EE 2.6 install and didn't run into any issues.

  5. That's a nice call lightning animation!  It should still work in 2.6.  The pillars I have in SoDtoBG2 Item Upgrade work fine after the update.

     

    I haven't played 2.6 much at all, but here's what I suspect, or am able to see using IE, on the rest:

    1.  64-bit only going forward: this decision was likely made so they wouldn't have to maintain two client types.   Less overhead.  And I can't say that I blame them, the Athlon 64 and core2 duo's came out in the very early 2000's.

    2. Should still work.  Did you create your own projectiles or just replace the BAMs in existing?  If its the former, it should be fine.  From what I can see, all they did was replace the multi-sequence BAMs with a single sequence version.

    3.  I'm sure all they did here was add dice thrown/maximum and dice size/minimum level values to existing spells that were supposed to have them but didn't so that they will work as intended.

    4.  I have to imagine this means that movement values are calculated instead of absolutes, so if a character with +2 movement bonus gets hit with a slow, they still move faster than a character without the bonus.  Just guessing on this one, haven't done any comparative analysis yet

    5.   This one is easy, pull it up in IE:  They added in an effect using opcode 324 - it checks to see if the creature targeted is dead.

     

    I think you might be pleasantly surprised once you start working with 2.6 more.  I *totally* understand where you are coming from though.  I've spent the last 11 months working on a HUGE update to SoD2BG2IU, and I was really worried about how much I would have to go back and fix, or if I would have to do something similar, have a 2.5-only version for awhile.

  6. On 4/19/2021 at 12:05 PM, Sam. said:

    PNGs are fine as long as you have already made the background color pure green and the shadow color (if applicable) pure black.

    Edit:  Or not and I can show you how I would correct those colors using ImageMagick.

    Sam, I went ahead and made all the frames for my animation into BAM to make things easier for you.  This animation is for a spell in which the character fires the boulder outward in a straight line.  It's 5 sequences I had planned to mirror east (reduced).  Ideally the center would be on the trailing edge of each frame, so that the boulder animation doesn't overlap the caster's avatar.

    My attempts to do this result in the animation appeared to bounce around a bit instead of rolling smoothly.

    boulder.bam

  7. On 4/14/2021 at 7:07 PM, Sam. said:

    You'll need to send me the files (either upload them to a post or send me a PM), let me know what type of BAM it should be (e.g. spell animation), and then tell me how you want the frames centered.

    Ok, I can certainly do that.  Any particular format you need them in?  PNG?  Or should I go ahead and create the BAM with all the needed sequences and send it to you that way?

  8. As I am working, and struggling, with setting the center point of some new BAMs I am creating, the thought occurred to me to ask here on the forum if others have any better methods.  For those who aren't aware - the "center" is the point of reference the game engine animates a BAM from, and it's not necessarily the actual center of the image.  For example:  If you have a BAM that spins around a character, you would want the "center" to be the actual center of the image, but for an arrow, you'd want it at the tip or the end.

    As far as I can tell, BAM workshop 1 doesn't have a tool for changing the center of frames in a BAM.

    BAM workshop 2 has a nice tool that allows setting the center with a click of the mouse, but I am running into a *major* problem in using it.  Most of the time, after I save the file, several frames are lost - by this I mean the frame is blanked out with only the transparency layer remaining.

    Near Infinty's BAM editor allows changing the center, but has to be plotted with "x" and "y" coordinates, which is accurate, but cumbersome.  Complicating this, it doesn't appear that you can use it with the image zoomed in for pixel-perfect accuracy.

     

    I would be grateful for any tips on this.

  9. 33 minutes ago, Guest Grailm said:

    Hey there, I noticed something in the "Readme" part that tells the locations of the imported items. Theres 2 Vexation, one said to be dropped by Ihtafeer and another by the pirate captain. Is that a mistake?

    Indeed it is, and thank you for pointing it out.  I've corrected it for 1.3

  10. 19 hours ago, Guest D_Guy said:

    Okay, I have a question.  If I import a character straight from BG1,  I have no trouble finding the items introduced by this mod (except for the Astral Crossbow +2). However if I import a character from that I played through SOD, several items are missing. Am I doing something wrong in the installation? 

    Spoiler

    You aren't doing anything wrong, this one is on me.  There are several "versions" of Keldorn at differing levels that will join you based upon what your current level is.  I missed placement on all but the basic one.  This will be fixed in the 1.3 update.

     

  11. On 2/27/2021 at 11:51 AM, InKal said:

    pretty  sure the op means the "talking head". impossible in BG1/2, I think.

    but it would be awesome! 

    I am not sure if there is a mod that adds portrait to Cromwell?? Dearos Trollkiller Sod Items mod gives him new outfit to make him look like a proper dwarven forge master and thats probably all.

     

    Hmmm, this isn't a bad idea at all, part of my mod's aim was to give Cromwell more personality.  A portrait could certainly be added to Cromwell simply enough, and Cespenar too, for that matter.  If anyone has any recommendations for a "fitting" portrait for Cromwell, I will see about adding it into 1.3

  12. On 1/19/2021 at 6:02 AM, JMKarlsson said:

    I would like to make three suggestions.

    1. That you include the mace glimmer of hope in the game.

    2. That you move the shield of the egons to be a reward from the temple of Lathander if you are a priest there.

    3. That you make some items that are specific for the other kitted clerics in game for when they get their strongholds.

    Thank you very much for the suggestions!  I can't promise these will make it into 1.3, but I've made a note of this.

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