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Daeros_Trollkiller

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Posts posted by Daeros_Trollkiller

  1. @Ragnarok qt

    Thank you for your feedback, and I am glad you are enjoying the mod!  I will check into correcting the bugs you reported for a future update.  Mass Exaltation is simply a party-wide version of the Priest of Tyr exclusive ability, exaltation.

    Quote

    Exaltation
    This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemind, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.

    You probably wont like this, but your responses indicate to me that my mod is working exactly as I intended :)

    I very specifically wanted to create it in such a way where the player had to pick and choose what to upgrade, because there aren't enough components to get everything, and I didn't intend for all the upgraded versions to be "best in class" necessarily, just to offer alternatives to keep things fresh on a playthrough.

    One last thing.... that Sundermaul +5?  Have you tried using the earthquake effect on it yet?  It isn't the same as the spell ;)

  2. 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 1.1.0 includes bugfixes,  imports more items from SoD (along with upgrade paths for them), new spells, and an exciting new alternate completion and upgrade path for the human flesh armor.

     

     Fixed

    - Corrected Reflection Shield +1 and Mirrored Buckler of the Fist +2 to properly reflect projectiles from Maelstrom Axe +3 and +4, Elemental Fury +3 and +4
    - Corrected Biter +3 recipe issue for Cromwell.
    - Corrected dialogue for red scale choice to upgrade dragon armor on Cespenar.
    - Corrected critical hit chance increase on Vorpal Dragon Blade +4 and +5 to 10% and 15% respectively (was incorrectly set to 25%)
    - Corrected Stonefire +5 hit effect to now effect golems, undead, and elementals

    Changed

    - New charge ability for Chromatic Crimson and Shadow Dragon armors (blue scales)

    Added

    - Crimson Dawn +2
     - Can be upgraded twice with new recipes on Cromwell and Cespenar
    - Severance +2
     - Can be upgraded twice with new recipes on Cromwell and Cespenar
    - New mage spells, craftable with new recipes on Cromwell and Cespenar:
          Trollkiller's Fireball
          Thunder Thrust
          Corrosion
          Hoar of Frost
    - Alternate completion and upgrade path for Human Flesh armor
     - New mage spell, Conjure Death, given as additional reward for completing alternate Human Flesh

     

    Read the Readme

    Project Page

    Mod Forum

    Download SoDtoBG2EE at G3

    Download at G3 GitHub Mirror

     

  3. 21 hours ago, Guest darklordspal said:

    I have used upgraded versions of weidu before (I load all my mods "manually").  I was not trying to cause insult.  To add to the last thing I posted, I had IWDEE NPC and Anthology V8 installed and I must have fouled up somehow because I was getting BG2 dialogue when first meeting the extra mod added characters. So I totally wiped (as in all files in documents and Beamdog library) IWDEE files and reinstalled IWDEEIWDEE NPC and used Anthology V9 downloaded directly form Gibberlings 3 instead of Github. Nolo problemo.

    I do appreciate all responses and hope I didn't cause too big a fuss.

    I can't speak for CamDawg, but I don't think it hurts to check things if there is a concern of malware.

     

    That being said, it sounds to me like one of two possibilities you are running into:

    1. False-positives from an overzealous anti-malware program (most likely)

    2. Your computer is already infected, and the infection is attempting to spread (less likely, but still possible)

    If I were you, and I was getting that many hits from my anti-malware, I'd be wiping my system and doing a clean install of the OS, pronto.  It's a pain in the ass, but its better than the alternative.

  4. 16 hours ago, Guest darklordspal said:

    Sorry. Multi-posted looking for answer.  Anthology V8 installed fine, but I won't be able to install any file with title from V9 in the future because of infection.  But V8 will do most of what I want so no worries.  Might want to check your Github postings though.

    It looks like you might be getting a false positive.  I just downloaded it and scanned for malware and didn't get a hit.  I sometimes get a false positive from Avast on mods that I myself created when I run the packaged EXE to install it.

  5. Version 1.1.0 of this mod has been released and contains the following changes:

     

    ### Fixed

    - Corrected Reflection Shield +1 and Mirrored Buckler of the Fist +2 to properly relfect projectiles from Maelstrom Axe +3 and +4, Elemental Fury +3 and +4
    - Corrected Biter +3 recipe issue for Cromwell.
    - Corrected dialogue for red scale choice to upgrade dragon armor on Cespenar.
    - Corrected critical hit chance increase on Vorpal Dragon Blade +4 and +5 to 10% and 15% respectively (was incorrectly set to 25%)
    - Corrected Stonefire +5 hit effect to now effect golems, undead, and elementals

    ### Changed

    - New charge ability for Chromatic Crimson and Shadow Dragon armors (blue scales)

    ### Added

    - Crimson Dawn +2
     - Can be upgraded twice with new recipes on Cromwell and Cespenar
    - Severance +2
     - Can be upgraded twice with new recipes on Cromwell and Cespenar
    - New mage spells, craftable with new recipes on Cromwell and Cespenar:
          Trollkiller's Fireball
          Thunder Thrust
          Corrosion
          Hoar of Frost
    - Alternate completion and upgrade path for Human Flesh armor
     - New mage spell, Conjure Death, given as additional reward for completing alternate Human Flesh

     

    Hope you all enjoy!

  6. @Cahir - I responded to you over on the BD forums, but I will here as well.   Another user here, 3ndos, reported the same error you did, but during troubleshooting it was found that the issue was due to his install of EET.  I've reached out to him  to see exactly what he did.  Admittedly, I have not tested my mod with EET, as I didn't necessarily set out for it to be compatible.   But the issue I am having with even trying to test my mod with EET is that I cant find any particular "official" method to install it.  The mod itself just seems like it's all over the place and not really finished.

     

     

  7. 1 hour ago, Guest Ear-bleach said:

    I mean I've checked Jaye, the Bridge District shop, Tarnor, Edwin etc. Nothing. And the version is 2.5.

    I also, made sure that Varscona should be the only original importable weapon that could be brought over, but I'm pretty sure that's a bug of the core game as the Cambion had a +1 Bastard Sword and the genie gave me Sarevok's sword.

    That being the case, you may want to do a clean re-install of the game and my mod.  I just did so to test, and everything is where it should be.

    The genie always gives you Sarevok's sword.  Varscona, if it was chosen as your imported weapon from BG1, would be on the table near the sewer golem.

  8. 26 minutes ago, Guest Ear-bleach said:

    Actually, could it be a problem with the game version? I didn't get Varscona either from the genie in Chateau irenicus.

    My mod doesn't touch the BG1 importables.  Is your BG2:EE at version 2.5?

    The weapon you get Irenicus' dungeon is drawn from a list, based on what you had in your imported save.   It defaults to Varscona if you didn't have any of them.  I'll see if I can pull the list from the area script.

  9. Just now, Guest Ear-bleach said:

    It's a new game. That's why I brought this up. I made sure all the necessary items were in the character's inventory too when I imported.

    If I am understanding correctly, were you expecting that the items you had in your character's inventory to be in your inventory when you started the new game?  If so, that's not how this mod works.   I will try to explain:

    The force-importable items component of this mod will force the normally import-able SoD items to be present in their normal locations in BG2, regardless of whether you have them in your inventory in your SoD save, it does not place them into your inventory.  For example, the tangled strings is in the bridge district shop, and the biter +2 is in Jaye's shop at night in Waukeen's Promenade.

     

  10. 4 hours ago, Guest Ear-bleach said:

    I'm not sure if its exactly replacing anything, but it (the joke line) happens when I either choose an NPC with the bracers or command it to move or do something. It also cuts the previous joke if it wasn't completed yet. Oh, and I'm not sure if this has anything to do with this, but I'm only getting female voice lines regardless of who is wearing them.

    Thank you for the details.  That's just how the jokes component of the bracers work, and they only recorded female voices for them.  They work the same in SoD.

    It's a "while equipped" effect, so if you remove it from a character it will stop it almost immediately, and similarly, can start as soon as you equip it on another character.

  11. 4 hours ago, Guest Ear-bleach said:

    Another thing I noticed yesterday is that the force import all component isn't importing the original importable items. I'm not getting even ones that I did actually have in my inventory. Tangled Strings or Biter for example.

    Did you start a new game after installing the mod?   It will not place them into a pre-existing playthrough.  It sounds like you are using an existing save.  That being said, it shouldn't have removed anything from your inventory in an existing playthrough.

    The only thing this component of the mod does is set the existing variable for having the item from an SoD imported save to "true", so that they will be in the same place they normally would.

  12. 3 hours ago, Guest Ear-bleach said:

    Hi. Not sure if just feels like it to me, but the Jester's Bracers' jokes seem to be coming faster and faster as time goes on and in some cases they seem to replace selection and action replies. I don't remember this happening in SoD so I'm guessing its a bug?

    Can you give me an example of a couple of the selection and action replies it is replacing?  If it's what I think it is, it should be a simple fix for the next update.

     

    In my testing, I haven't noticed them speeding up as time goes on, but if my suspicion is correct of the above, it could be a possible cause, and the fix for one should fix both.

  13. On 4/4/2020 at 7:42 PM, Guest Noober said:

    This sounds like a great mod thx!  But What's the installation order? 

     Can I Just install it  on top of my other  mods and use it in my current playthrough ?

    You should be able to install it regardless of installation order, provided you are using other mods that install using WeiDu.  Things get sketchy when you install mods that just copy files into the override folder.  If you are using simple mods like that, those generally need to be installed first.

    For the mod to work properly, you will need to start a new game, otherwise things wont be where they should be, especially the forced-imported items component.

  14. On 3/20/2020 at 2:10 PM, Zelix said:

    Hi there. I absolutely love mods like this and wish there was more of them. Item Upgrades has been a long time favorites and this feels like an amazing edition to it.

    I do have some suggestions for items that could be imported from BG1.

    Cloak of Balduran
    I think it's pretty cool to keep items, or recover items from your earlier adventures. I think a cool place to hide it would be in Saerk Farrahd's Estate in the Bridge District.
    It's only really used for Anomen's Evil Quest. Saerk is also described as Filthy Rich, so I imagine he could probably be a collector of fine "antiquities". So maybe beef up the security or accessible after Chapter 6? Turning the second floor into an another Guarded Compound.


    (Golden) Sword of Balduran + Upgrades.
    Bastard Swords are criminally underutilized and I think this would be a great way to include another. And possibly make the detour to Werewolf Island in TotSC worth it.
    I imagine a SoA-level upgrade would make it a +3. I'm not sure which materials to use myself though. 
     

    Ring of Wizardry aka Double Level 1 Spells.
    I'm not sure why this wasn't included in BG2. It makes identifying easier, or just more Magic Missiles or Spooks. An idea is in the Docks District in Prebak's Home on one of the Wizards.
     
    Koveras's Ring of Protection
    This is just an idea, but it would be cool if it turns into a personal ring for CHARNAME. And you can upgrade it in both enchantment level and in features. Like a Perma Protection from Evil to even a Deathward Later one.

    Just some ideas I had.
     

    Hello and thank you for the suggestions!

    Cloak of Balduran - I considered this, but quite frankly, the amount to MR it has combined with other items in BG2 can really trivialize magic in the game.  It wasn't an issue in BG1 because there isn't much in the way of gear that has MR on it.  One of my major goals with my mod was to offer alternatives while retaining balance.  If I were to do something with it in a future update, it would end up being something like a "Sundered Cloak of Balduran" with the MR reduced by a good amount.  To me it would make more sense that way and be a better fit in terms of game balance.

    (Golden) Sword of Balduran + Upgrades - I had considered a line of upgrade for all of Balduran's items, but decided not to touch them.  Bastard swords are very under-utilized in BG2, and I may consider doing something about that in a future update.

    Ring of Wizardry aka Double Level 1 Spells - I didn't really consider this one as there are several items in my upgrade that can increase spell memorization slots already.  Mages get a quite alot of level 1 spell slots as they level through BG2-ToB.  That being said, the update I am currently working on addresses some of what I consider to be shortcomings for mages that I think you will like.

    Koveras's Ring of Protection -  I really didn't consider this one either, there's a lot of good rings already, and my mod adds another really nice one :)

  15. Thank you very much for the compliment!  Your experience with this mod, as you explained it, was exactly what I am aiming for when I created it.  I am happy you enjoyed it, and I am still actively working on it.  The next update will have some changes, fixes, and additions I think you will enjoy.

  16. On 2/29/2020 at 10:47 PM, Guest Raekith said:

    Hello!  Love the mod!  I tried upgrading the biter dart, and every time I spoke with Cromwell without all the ingredients, I got a valid dialogue of him saying he might be able to upgrade it with the parts list, but when I spoke to him with all the ingredients, I got a dialogue option that said "NO VALID DIALOGUE OPTIONS AVAILABLE" which broke his speech script.  This happens every time I speak to him and just about the dart.

    I found the issue and corrected it for the next update.  In the mean-time, you can work around this bug by having 6 or more of each of the gems and scrolls on your person when you talk to Cromwell.

  17. Good evening all, I am working on a mod component for BG2:EE that will allow for the summoning of "Drowned in Blood" creatures.  I can see in Near Infinity that the animation is there and selectable for the creature, but in game, it shows up invisible, which leads me to believe that the BAM this animation relies on is missing.

    Despite my efforts, I am unable to find any simple way to determine what BAM I need to bring over from Siege of Dragonspear (or IWD) to make them animate properly.  Looking for guidance on this one if possible, and thank you!

  18. Hello all, I am looking for feedback on this mod.  Please let me know if you run into any problems, or have any suggestions to make this mod better.

    While I didn't initially create this with EET compatibility in mind (I didn't even know EET existed when I started this), I am especially looking for any feedback from users who try to install and use this mod with EET.

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