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Daeros_Trollkiller

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Posts posted by Daeros_Trollkiller

  1. 1 hour ago, stn said:

    This is a great mod. I have an idea for two items.
    1) I love the idea of Gorion's amulet from Bg1npc mod:

      Hide contents


    @ 19 = ~ Amulet of Gorion ~
    @ 20 = ~ Imoen gave this amulet <NAME> for his birthday. The centerpiece is gold
    etc


    A very joyful optimistic text, I like it. ) If this amulet cannot be imported(problem with autors etc), then Imoen(She is now a specialist in amulets) can take any amulet from SOD and make similar amulet even better and with a beautiful inscription. Good gift for charname.

    2) Dagger <Charname> from the Mages Stronghold. It is a weak dagger, but it bears the name of the Charname. Can you improve this? For example, Cromwell pair it with an SOD item or not and make it a + 2 dagger with 0.5 extra attack, or +1 int, or +1 wisdom, or some other bonus. Then Cespenar will make the dagger even better. +1 additional attack or other at your discretion.

    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 :)

  2. 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.

  3. 2 hours ago, Guest Cespenar the simp said:

    Hi, I have trouble with the "Failed to find enough lines to perform an INSERT_2DA_ROW" bug, and I am not playing on EET, just regular BG2EE.

    Is there a simple way to resolve the issue ? The old version of the mod was (and is) working well, but the latest one is not. I really would like to try using the new items ! 

    Thank you ! 

    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.

  4. Quote

    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

  5. @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!

  6. 19 hours ago, Endarire said:

    @Daeros_Trollkiller
    Greetings!

    How fares progress on the next version?  What changes should we expect?

    Thankee!

    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:

    1.  Enhanced audiovisuals for the new spells the mod adds.
    2.  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)
    3.  Reworked effects on several of the items in the mod.
    4. New/updated icons for several items.
    5. Tentative: additional items brought in from SoD and/or IWD, along with upgrade recipes for them.
    6. 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.

  7. 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.

  8. Thank you for the tips on making this mod more compatible with EET.  I am working on wrapping up a new mod, and once done, I plan to revise this one.  I've a laundry list of changes I want to make and am going to probably end up re-writing much of the TP2 to make things much more clean and hopefully address compatibility issues with EET.

  9. On 8/16/2020 at 10:26 AM, Wolfsbane said:

    Hey, thanks for the mod, this is great because there are many great sod items not included in BG2 EE particularly monk items. I was wondering if you coul add a couple of great monk items from the expansion, Bracers of the Shuttered lid   Sidestep Slippers.

    Again Thanks for the mod.

    Hello and I am glad you enjoy the mod!  I will take your suggestions into consideration for the next update.  Generally speaking, I don't add items in unless I can place them in a thoughtful, meaningful way that makes sense.

  10. 21 hours ago, Guest Bishop said:

    Please help, having trouble with install, thank you

    ERROR: [tooltip.2da] -> [override] Patching Failed (COPY) (Failure("Failed to find enough lines to perform an INSERT_2DA_ROW"))

    For the folks that have reported this issue, try installing this mod into a clean BG2EE install, then install EET and your other mods.

  11. 1 hour ago, qwerty1234567 said:

    Check SOURCE_SIZE or signature.

    Thank you for the quick response!  Would the check look something like this?

    Answered my own question, the below does indeed work.  Thank you!

    COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ ~override~
      READ_ASCII 0x0 sg (4) //Signature
      PATCH_IF (~%sg%~ STRING_EQUAL_CASE ~SPL ~ = 1) BEGIN

     

  12. I am working on one of my mods which is cross-compatible with BGEE and BG2EE and running into an annoing issue:

    I get an illegal 2-byte read error when I run the below on a clean install of BGEE w SoD (modmerge already done)

    COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ ~override~		
      READ_LONG   0x08 name
      READ_SHORT 0x98 ~proj~

    The problem occurs when it tries to read 0x98 from: cddetect.spl.    I checked the file in NI, and it appears that this was intended to be an ITM file as it has that signature so, I am fairly positive the file itself is the culprit, but I haven't been able to find a way to work around it.  Would appreciate any advice here.  

  13. IWD-ification is by far one of my favorite mods, and inspired me to become a modder last year.  I would like to contribute to the cause!  One of the things I felt was missing in this mod was that the hit visuals are still in BG-style, which for me was kinda jarring.  I put together the below code for one of my mods that I am working on.  It sets the hit visuals to IWD-style for BG games.  I'd be honored if you would consider including it as an optional component.  Please feel free to change the files from my prefix (dtk) to yours for consistency's sake.   And I certainly wouldn't be offended if you changed any of the code to make it cleaner/more compatible/efficient.  Even though I have been learning WeiDu for over a year now, I still feel like I'm a novice when I look at some of the code you guys create.

     

    The required files are attached in the .zip

     

    ///////////////////////////////////////////////////
    //Change all hit visual effects to IWD-style //////
    ///////////////////////////////////////////////////
    BEGIN @1000
    
    COPY ~iwdification_hit/bam~ ~override~
    COPY ~iwdification_hit/vvc~ ~override~
    COPY ~iwdification_hit/wav~ ~override~
    
    
    
    COPY_EXISTING ~dmgtypes.2da~ ~override~
    
      SET_2DA_ENTRY 2 1 2  ~*~
      SET_2DA_ENTRY 2 2 2  ~dtkfirhh~
      SET_2DA_ENTRY 2 3 2  ~dtkfirhl~
      	    SET_2DA_ENTRY 7 1 2  ~*~
    	    SET_2DA_ENTRY 7 2 2  ~dtkelchh~
    		SET_2DA_ENTRY 7 3 2  ~dtkelchl~
    		  SET_2DA_ENTRY 8 1 2  ~*~
    		  SET_2DA_ENTRY 8 2 2  ~coldh~
    		  SET_2DA_ENTRY 8 3 2  ~coldl~
    			    SET_2DA_ENTRY 10 1 2  ~*~
    				SET_2DA_ENTRY 10 2 2  ~dtkacihh~
     PRETTY_PRINT_2DA
     
    	
    COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ ~override~		//remove old hit visual effects to prevent conflicts
    	READ_BYTE 0x18 flags
    		PATCH_IF ((flags & BIT2) = BIT2) BEGIN // don't care if not droppable
    			LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 STR_VAR match_resource = shacid END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes
    			LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 STR_VAR match_resource = poison END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes
    				LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 2 match_opcode = 215 STR_VAR match_resource = shacid END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes
    				LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 2 match_opcode = 215 STR_VAR match_resource = poison END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes
    					LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 3 match_opcode = 215 STR_VAR match_resource = shacid END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes
    					LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 3 match_opcode = 215 STR_VAR match_resource = poison END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes
    						LPF CLONE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 12 match_parameter2 = 4194304 opcode = 215 parameter2 = 0 parameter1 = 0 timing = 0 dicenumber = 0 dicesize = 0 STR_VAR resource = dtkmaghh  END // adds IWD hit visual effect for magic to items that do magic damage
    						END
    						BUT_ONLY 
    				
    COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ ~override~		//remove old hit visual effects to prevent conflicts
    			LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 STR_VAR match_resource = shacid END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes
    			LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 STR_VAR match_resource = poison END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes
    				LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 2 match_opcode = 215 STR_VAR match_resource = shacid END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes
    				LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 2 match_opcode = 215 STR_VAR match_resource = poison END // remove manual hit visual to avoid conflict with IWD DMGTYPES.2DA changes
    					LPF CLONE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 12 match_parameter2 = 4194304 opcode = 215 parameter2 = 0 parameter1 = 0 timing = 0 dicenumber = 0 dicesize = 0 STR_VAR resource = dtkmaghh  END // adds IWD hit visual effect for magic to spells that do magic damage
    				BUT_ONLY 
    
    COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ ~override~		//Magic Missile
      READ_LONG   0x08 name
    	  PATCH_IF ((name = 12052) OR (name = 12072) OR (name = 26426) OR ( name = 25892)) BEGIN
    				LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 141 END // remove existing lighting effect from specific spells to avoid conflicts with new hit visuals
    	END
    	BUT_ONLY
    
    COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ ~override~		//Skull Trap
      READ_LONG   0x08 name
    	  PATCH_IF ((name = 12072) OR (name = 26426) OR (name = 25892)) BEGIN
    				LPF ALTER_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 STR_VAR resource = dtknechh END // modify hit visual for skull trap spells
    	END
    	BUT_ONLY
    	
    COPY_EXISTING ~spin104a.spl~ ~override~  //Larloch's Minor Drain
    	LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 END // remove existing lighting effect from specific spells to avoid conflicts with new hit visuals
    		BUT_ONLY IF_EXISTS
    
    COPY_EXISTING ~spwi119a.spl~ ~override~  //Larloch's Minor Drain
    	LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 215 END // remove existing lighting effect from specific spells to avoid conflicts with new hit visuals
    		BUT_ONLY IF_EXISTS
    
    COPY_EXISTING ~wand03.itm~ ~override~  //Wand of Magic Missiles
    	LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 141 END // remove existing lighting effect from specific spells to avoid conflicts with new hit visuals
    		BUT_ONLY IF_EXISTS
    
    COPY_EXISTING ~wand12.itm~ ~override~  //Wand of Magic Missiles (second version in BG1)
      READ_LONG   0x0c name
    	  PATCH_IF (name = 6689) BEGIN
    	LPF DELETE_EFFECT INT_VAR silent = 1 check_headers = 1 match_type = 1 match_opcode = 141 END // remove existing lighting effect from specific spells to avoid conflicts with new hit visuals
    		END
    		BUT_ONLY IF_EXISTS

     

     

     

    iwdification_hit.zip

  14. @Gwendolyne - maybe I am approaching this in the wrong way.  I created a weapon, with an effect to play the damage animations (opcode 170) for fire. There are three animations.  Do you know how I could extract those into a VEF or VVC?  I think I can accomplish what I am looking to do if I can pull those out and set them to play manually using probabilities to control the "randomness" :)

     

  15. On 7/17/2020 at 12:56 PM, lynx said:

    You mean SPBURN / SPFIRIMP or something else?

    FIREBRN in this case, though now that I look SPBURN is similar.   From what I can tell, when an avatar is hit with fire dmg, a visual effect is played that plays random frames and sequences from the BAM, and is places in random spots on the avatar.  I can create a VVC easily enough, but it only plays the BAM, no random placement, etc...  I could create a custom BAM and move the center to random spots, but it would still play the exact same every time.

    I know from working with projectiles that those can be set to play BAMs starting with random sequences and frames, but I don't think that would work for what I am trying to do.

  16. Good evening all, 

                  I've been playing with visual hit effects, creating some custom effects for one of my mods.  There is one specific effect I am trying to duplicate: the small, randomly scattered flames that appear on an avatar when they are hit with fire.  Everything I have discovered so far leads me to believe it is probably a VEF, possibly hardcoded?  I'm pretty sure it's hardcoded in BG1-2 because the DMGTYPES.2DA doesnt reference a VVC or BAM for the effect.

    I've read the VEF documentation, and I've worked with BAMs enough to know that the centers can be changed to affect where they show, but I'm not really understanding how to piece one together.  Would love to hear from anyone who's worked with them.  Thanks!

  17. 15 hours ago, jastey said:

    If you have EET compatibility questions I am willing to share my knowledge, but it is restricted to NPC/Quest mods. The problem quoted I have no idea how to solve or what the problem is, either.

     

    Thank you Jastey!  When I get around to testing this mod with EET and making the changes, I will hit you up.  Even generalized EET compatibility info would be useful since I have zero experience with it at this point.

  18. 1 hour ago, Caedwyr said:

    Yeah, I'm not sure if the extra work is really worthwhile to make it able to be installed in any order.  It would be more of a headache saver for you if you did it to avoid complaints that "UR MOD R BROKEN!!!!!" because people installed it in the wrong order.  What you have works fine for me.

    I'm also trying to wrap my head around what is needed for EET compatibility.  There's a number of mods I'd love to use, but which no longer work as they used to especially with EET.  I know @jastey and @Gwendolyne both have a fair bit of experience getting things to work in EET.  I know there's some documentation in the EET forums about how to make things work/convert to EET support, but my Weidu coding is so rusty that it is mostly gibberish to me.

    Glad to hear the mod is working for you, and also glad to hear I'm not the only one having a hard time with EET :)

    The only real issue that folks have reported to me regarding EET compatibility is when my mod attempts to update the tooltip.2da.  Weidu reports an error that there isn't enough space, or something to that effect.  I've never seen the error myself in any of my testing, so I don't know what, if anything, would need to be done to fix it.

    I am going to get into some EET testing soon (hopefully).  I have another mod I am working on to get up to speed for a v.1 release, after that I am going to dvelve into EET.

    I've spent 13 months working on my mods so far, and I am really itching to actually do a playthrough with them myself, lol.

  19. On 7/10/2020 at 2:12 PM, Caedwyr said:

    Okay,  so it sounds like it will stay as an "install order" form of compatibility and it will remain on the player to install the mod early in the install stack.  Thanks for the update.  I'm trying to plan out an install and I wanted to know if it was going to become more like other item mods which can generally be installed at any point in the order unless you wanted to directly modify the items by another mod, or if it was going to stay as before.

    I'll hold off my next install attempt until the new version comes out since I'll need to install it near the start.

    You won't have to wait long, I just put up 1.2.0 late last night :)

    Don't get me wrong, I'm not opposed at all to making adjustments to the mod to make it more compatible with EET.  I am all for anything that makes it easier on the player to install and use my mod.   I just don't have any experience with EET or any nuances to mods that it brings.   I would welcome collaboration and advice from modders who have experience with EET for what changes I should make to help make it more compatible. 

    For my next update to the mod, I was considering re-arranging the TP2 such that SoD itm's and their associated files aren't copied into an EET install, since they are already there.  But that in and of itself asks another question:  Can EET be installed without SoD?  If so, then if I leave that component out, the rest of the mod wouldn't work either.

    What it boils down to, at least in my mind, is that I need to get some EET experience under my belt to better understand it.  Is there an "official" or "recommended" installation method for EET itself that you could point me to?

  20. Gibberlings Three

     

    Siege of Dragonspear to Baldur's Gate 2: Enhanced Edition Item Upgrade

     

    This mod imports many more of the new and interesting items that were introduced with the Siege of Dragonspear expansion into Baldur's Gate 2: EE.  In addition, the mod provides an upgrade path via Cromwell and Cespenar for the majority of these items, which breathes new life into your BG2:EE playthroughs.  An optional component will allow the player to force all of the normally importable SoD items that Beamdog included in BG2:EE to be present in their normal locations, regardless of whether you had them in your imported save or not, or even if you were to start a new game in BG2:EE without importing a saved game or character at all.  

     

    Version 1.2.0 includes bugfixes, changes to some item names and abilities (based on feedback I received from the community), more items imported from SoD, upgrade paths for some of them, and new upgrade options for some already existing items, new icons for several items.  The full list of changes is below.  I hope you all enjoy, and I look forward to 

     

    Fixed

    • Fixed aura of regeneration effect on trollkiller's ioun stone variants to bypass resistance and added message. The resistance check was preventing it from affecting party members as intended.
    • Corrected spelling of "strengthened" display string for Vexation +2 hit effect.
    • Corrected several minor syntax errors in dialogues and item descriptions.
    • Corrected resistances on trollkiller’s fireball spell.
    • Removed extra copy of Forest Queen’s Benediction from Enge’s Shop.

    Changed

    • Added effect description for mass exaltation and mass cure to Holy Ring of Purity.
    • Renamed Vorpal Dragon Blade +4 and +5 to Silver Dragon Blade +4 and +5 respectively, as they do not produce vorpal hits.
    • Changed equipped abilities of Severance +3 and +5.
    • Renamed Raiment of the Lich +4 and +5 to Raiment of the Lich and Raiment of the Demilich, respectively.
    • Renamed Trollkiller's Ioun Stone +1 to Trollkiller's Vigorous Ioun Stone.
    • Increased AC bonus of Bulwark of Egons +3 to 4.
    • Renamed Dragonscale Aegis +4 to +3 to better reflect it’s properties.
    • Renamed The Night's Embrace +6 to +7 to better reflect it’s properties.
    • Renamed Sourceror’s Cap to Sourcerer’s Cap and Sourceror's Cap +1 to Sourcerer's Chapeau.
    • Renamed Cloverleaf +1 to Tymora's Cinch
    • Green Dragonscale Armor +4 - new charge ability, equipped effects.
    • Reduced charge abilities on Verdant Crimson Dragon Plate and Verdant Shadow Dragonscale armor to once per day.
    • Changed icon for and recolored Umbral Viridian Dragonscale armor.
    • Changed icons for all variants of Chromatic Shadow Dragonscale armor.
    • Changed icon for Carmine Viridian Dragon Plate.
    • Scroll of Conjure Death moved to Robe of Vecna.
    • Removed unused sequences/frames from several item icons.
    • Changed equipped effects of Quicksilver Sabatons.
    • Added Combat Abilitiy descriptions to Quiver of Void-Tipped Arrows +3 and Bag of Darkness +3

    Added

    • Added new recipes for Black Dragon Scales to Cromwell and Cespenar
    • Added new recipes for Green Dragon Scales to Cromwell and Cespenar.
    • Saladrex now drops red dragon scales.
    • Martyr's Morningstar +2 added from SoD.
    • New upgrade recipes for Martyr’s Morningstar +2 on Cromwell and Cespenar.
    • Added more upgrade recipes to Cromwell and Cespenar for the "Green" Dragonscale Armor. (16 new variants)
    • Added new recipes for completing the Heartwood Ring to Cromwell and Cespenar. (4 new variants)
    • Added Bolts of Fire +1, Bolts of Ice +1, Bullets of Fire +1, Bullets of Ice +1, and Bullets of Electricity +1 to various shops.
    • Added upgrade recipe for Bolts of Fire +1 and Bolts of Ice +1 to Cromwell and Cespenar.

     

    Read the Readme

    Project Page

    Mod Forum

    Download at G3 GitHub Mirror

  21. 8 hours ago, Caedwyr said:

    I'm looking forward to the next update.  Are you looking to make any changes to how the mod is structured to give it built in EET compatibility, or are you leaving things as they currently are?

    From the feedback I have received, my mod is already compatible with EET.  Some folks have reported an issue where they run into an error when my mod tries to update the tooltip 2da, others report no issues at all.  It's been awhile since I have checked into EET, and I admittedly have not tried it out myself.  

    From the feedback I have received, the best thing to do is install this mod into BG2EE prior to installing EET.

     

    Have you tried using my mod with EET?  If so, what issues, if any, did you run into?

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