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Daeros_Trollkiller

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Everything posted by Daeros_Trollkiller

  1. Cahir, I think you will like what I've done once you see the finished product
  2. The EET stuff I am doing is nothing like this. You won't miss anything by not using this mod with EET, nothing meaningful anyway. The EET stuff I am doing has more to do with fleshing out itemization to provide a different, more fun experience.
  3. There isn't an "overemphasis" on EET compatibility in the next update, and it will never be so. This mod will always be focused on the BG2 portion of the game moreso than anything else. What I am doing though, is for EET fans, I am expanding the mod to add more content into EET that is carried over from BG to BG2 for a consistent and fun experience. You will not miss anything by not playing EET. Once you all see what I am doing with the update, it will make sense
  4. I've considered the Helm of Balduran, but quite frankly it's already damned good as it is, and to me, it almost feels blasphemous messing with any of Balduran's items. One of the big considerations I keep in mind when making any upgrade for an existing item is that I want to try to stay away from making something the end-be-all item of it's type, and upgrading the helm to any meaningful degree would end up putting it in that category, imo. For Daystar, your wish was granted a loooong time ago. Weimer's original Item Upgrade mod has an upgrade for it: https://weidu.org/item.html
  5. Boy did I miss this one by a longshot...... Sorry for the very late answer, but yes, there is a component of this mod that forces all of the normally importable items to be present in their usual locations.
  6. the names are in the "itm" folder insider the main mod folder. If you are familiar with using EEKeeper, that makes finding and adding items easy. I've already made the correction in the mod for the next release. Thank you for pointing it out!
  7. Nevermind, I checked the mod and sure enough, I forgot to add the Shadow Dragon Blood somehow. It is fixed for the next update.
  8. The code you are referencing is actually the filename of the item, minus the .itm suffix The way you word it... are you using the EE Trilogy mod?
  9. Progress on the 1.3 update continues, and it's going to be a big one. Certainly more ambitious than the update I set out to do, as once I got to work, the creative juices got flowing again. In addition to my previous list for this update, I have decided to add in several of the unique items from IWD for more variety and to shore up areas that lack in options. And, to what I am sure will be many folk's liking, I am putting a *much* bigger focus on EE trilogy, both in terms of compatibility, and even item placement. I will be peppering several of the aforementioned IWD items into the BG1/SoD portion of EE trilogy. If time allows, I will add in the BG1/SoD content of the mod into a separate component that can be installed into a standalone BG1 w/SoD game as well. Currently, I am working on finishing up item placement, then I will be moving onto upgraded item changes, new recipes, a few new spells, recipe changes, and new icons. Once all that's done, I will do some compatibility testing and finally onto release. It's been a long road, but I think the end result will be well worth it.
  10. As fate would have it, I am including that, along with many more items in the next update
  11. Thank you for the feedback, I will check into it and see if I can determine what the issue is. I can tell you from experience that if you installed this mod and return to a game you previously saved prior to install, things like that can happen.
  12. Do you mean the file names of the item? Also, can you let me know some of the other items that haven't dropped for you? Some items, specifically those in containers and the force-imported SoD items that can be imported normally are done so using a script, which can have issues if something interferes with it completing, but the item you referenced is added directly to the creature's inventory. The only thing I have seen cause issues with those is if you installed the mod after you already started the game and loaded from a pre-existing save. By chance did you install this mod after you already started a playthrough and loaded a pre-existing save?
  13. While not as nice as the table Saph made, I did include a list of the recipes in the spoilers section of the readme: https://github.com/Gibberlings3/SoD-to-BG2EE-Item-Upgrade/blob/master/SPOILER-RECIPES.md
  14. That table is great! Please feel free to make a post in the main thread sharing your work. Thank you again for your compliments, and enjoyment of my mod. I am making steady progress on the next update, and I think you will enjoy it quite a bit.
  15. Greetings! The list of items is included in the spoilers section of the readme. Here is a direct link to it: https://github.com/Gibberlings3/SoD-to-BG2EE-Item-Upgrade/blob/master/SPOILER-ITEMS.md Yes, you would be able to spawn them using the console, but they are also placed in areas of the game so that they can be acquired via normal gameplay.
  16. Thank you for the suggestions! For the amulet - that seems a better fit for an NPC type of mod(Jastey's Imoen 4 Ever perhaps?). For the dagger: I am in the middle of a big update for this mod, and you never know what might shake out
  17. I've been hammering away at the next update, and what I had initially planned to be a minor update is ending up being *much* bigger. So, yes, it will take more time, but I think the end result will be worth it. I've done a much deeper dive into the new things that SoD brought into the game, and as many times as I've played through the campaign, I'm discovering things in the game files that I never actually found in-game. So, for a high level preview of things to come (all subject to change): 1. More spells - Both new and brought in from SoD. 2. Enhanced audiovisual effects for the new spells in previous releases. 3. More items imported from SoD. 4. A focus on more unique effects and re-play value. 5. New icons.
  18. I have never been able to reproduce this error in my testing to do any real troubleshooting. I am making adjustments to how the mod installs in the next version to hopefully resolve the issue. In the mean time, I recommend installing the mod on a clean install of BG2:EE, then installing any other mods afterwards.
  19. No worries at all. I'm not the kinda person who gets bent out of shape over things like that, and I appreciate any and all suggestions for improving the mod. I agree 100% on item progression, and sometimes, when I am working on creating a new item, or an upgrade for an exisiting item, it can be hard to *not* make something overpowered, especially if its for a class that I like playing. I am an oldschool RPG player myself as well. I cut my rpg grinding teeth on the original Dragon Warrior for the NES back when I was around 8 or 9 years old. Back then, I was able to get to the Dragonlord but never actually beat him. Why? Because I hated grinding levels, being an impatient little kid and all, so I ran like hell from most fights I did however, play and beat the original Final Fantasy when it was released, and that's the game that really sold me on RPGs. I have played through it and it's remakes countless times over the years. I got into PC gaming when I was 19 and was able to save up enough to buy my own PC. Diablo was the first CRPG I played, then the original BG when it was released. Been hooked ever since
  20. @Endaire: To me, over-saturation of items means availability of too many items in a specific area, which IMO, trivializes progression. My approach to this mod from the beginning was thoughtful placement of items in places where they made sense to be, if one goes on the assumption that most of your gear from BG1 was either stolen by the shadow thieves, and/or sold off by Irenicus to finance his capture and experimentation on the Bhaalspawn. It seems you have a penchant for monks and mages . My other goal in this mod wasn't to make god-level gear, but to provide different choices for the player, so that each playthrough could be more varied. While some of the gear you mention sounds pretty awesome, to me, they would be too overpowered. I did do something interesting with the RoV in my mod though, if you haven't already seen it. Monk robes with stat boots or other minor improvements as such I don't think would be too overpowering though. To sum it up: What I wanted to achieve with this mod is a situation where the player has to think: "If I get this item, with this property that I like, I won't be able to get this other item, with this other property that I like.....hmm, which to choose" From the feedback I have received, it seems I hit the nail on the head in that respect. I am going to be taking a break for a few days to think about how I am going to approach a few things with the update and come back fresh. I tend to work best that way. For the icons - do they make them upon request or just have a library of them that folks can use? While I do like making my own icons, it can be very tedious and time consuming, since I am no pixel artist, lol. Again, thank you for your kind words about my mod, and I am thrilled all of you enjoy it!
  21. Yeah, that's one option too. I'll have to think about how I want to approach it.
  22. Hey there and thank you for your interest in my mod! Progress is coming along on the next update, the structuring changes for the install are already completed, which will hopefully resolve any issues with EET. As far as changes: this is certainly subject to change, as my ideas tend to, when I am working on a mod, but here is an idea of what's to come: Enhanced audiovisuals for the new spells the mod adds. New spells properly added to spell.ids (doesn't impact function, but is required for a script to be able to use it, among other things) Reworked effects on several of the items in the mod. New/updated icons for several items. Tentative: additional items brought in from SoD and/or IWD, along with upgrade recipes for them. Tentative: new priest spells. I am also considering some changes to how the SoD items are obtained. I've received plenty of feedback asking for specific SoD items to be added and to avoid over-saturation of adding more items, I am considering making some of them random. For example: You kill the monster that currently drops Element's Fury +2, after the change it would be a 50% chance of obtaining either element's fury +2 or acid-etched dagger +2. You could get one or the other, but not both. I am a big fan of that type of thing to make each play-through different, though some probably don't care for it. So, if I do decide to go that route, it will likely be limited to only a few items.
  23. I am working on my next update to this mod. As part of it, I have cleaned up how it installs existing SoD items (and other files needed for the mod). It will now check to see if the SoD items and their associated effects and spells are already in the game files prior to installation, and if they are already present, it will skip them. This should help a good deal with EET. I went ahead and created a clean EET game install and tried installing the mod with the above changes. I did not receive any errors or warnings, so hopefully, this will resolve the issue. - this was with installing both prior to and after "completing" the EET install process.
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