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Gwaihir

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Everything posted by Gwaihir

  1. Talk about good timing.. I'll move the SCS IWD spells components right before CtB. Thanks you for your work.
  2. Really? Do I need to do that in my install as well? Cause I totally have CtB before the SCS arcane and divine spells...
  3. Quick question: let's say i want to make Nalia a gallant. Is it enough to make her a bard using NPC_EE, and then select the kit in-game? Or does she need to be a fighter-mage?
  4. Sorry, I wasn't very clear. Thing is, Ascension has metadata for install order, and in Project infinity is showed as going 'before Iylos': The readme states the opposite. I just wanted to point out this discrepancy that might confuse other players like it confused me.
  5. ...Huh. You know, I totally downloaded Skitia's package days ago, and then forgot to extract it into PI's folder. And then forgot that I forgot. I was certain it was already there. Nice catch, thanks!
  6. The list in the first post has been updated following @jastey's and @Graion Dilach's suggestions. Thank you guys!
  7. The Ascension readme, updated as of the 10th of december, still pretty clearly states that Iylos should be installed before Ascension.
  8. I'm not sure if I want that, but i'll install it anyway, and report any bug in the process Thing is, it's probably going to be a while before I can start and get to Sod. There's a couple of mods i'm waiting for (Endless bg1 v9, for instance), so maybe I won't be able to report anything before the next version comes through. Fair enough. Now that you mention it, I think I looked up a couple of things too, it just didn't bother me much. Good to know! Just to be sure: the manual of war part of setup.klatu.tp2 now looks like this: // ulcaster ACTION_IF (FILE_EXISTS_IN_GAME ~AR3901.bcs~) BEGIN EXTEND_TOP ~AR3901.bcs~ ~klatu/baf/ulcasterSpawn.baf~ END ACTION_IF (FILE_EXISTS_IN_GAME ~AR9798.bcs~) BEGIN EXTEND_TOP ~AR9798.bcs~ ~klatu/baf/ulcasterSpawn.baf~ END ACTION_IF (GAME_IS ~eet~) BEGIN ACTION_IF (FILE_EXISTS_IN_GAME ~BG3901.bcs~) BEGIN EXTEND_TOP ~BG3901.bcs~ ~klatu/baf/ulcasterSpawn.baf~ END END correct?
  9. That's probably why it's not on the list, i guess I was scared Anyway, i put component 0 right after transitions; does component 2 do anything? Isn't there already an option for the personal chest in Endless Bg1?
  10. Ok. Here's the deal: I know about Roxanne's 'behaviour' after reading many posts here on G3. I didn't two years ago, when I first discovered the existence of EET. I actually had a lot of her mods 'versions' in my list. Not anymore. Bonehill is the last one, and as far as I remember, it worked with a single fixable issue and I was able to complete it, and I kind of liked it. Maybe I was lucky. We'll see how it goes this time. Yeah.. I don't know anything about Ascension, I guess it's time to go check it out Msfm worked in my old EET install after adding a different .tp2 file that is still sitting in my main BG folder, so hopefully it will again. As Sod2bg2 is concerned, there is not a lot of info in the forums, but the readme says it should be compatible. Dang it. That's precisely why I wrote this post. Thank you. Well, i read your posts on the Tome and blood thread, and also checked the chaos sorcerer readme, where is stated it's not compatible with Tnb (as of last january, at least). So I did a little test: BGEE with: cdtweaks unnerfed spell progression, tnb, chaos sor, convenient eenpcs - neera, scales of balance. And the kit worked well in all aspects, neera had the correct amount of casting slots. (6 5 5 4 at level 9, IIRC). So I was like: ok, I hope this will be true in a mega EET install as well Can you tell me something more from your experience? I'll gladly check it out, thanks. Well, yeah, but the reason for that is to easily make changes without uninstalling/reinstalling a lot of stuff. The few classes I changed, I'm sure about. Is there any other reason I'm not aware about? Anyway, Thank you Graion that was a lot of advice.
  11. According to the readme, it's compatible and should go after EET core. Got it. Done. Honestly, there's no particular reason. I tend to group mods following Project Infinity categories, so i have all the NPC mods together followed by the 'NPC related' mods. I figured since Bg1npc goes after EET, I might as well put it there. Is there an ideal positions? Like, right after BG quest extender? I was actually considering it, and will add to the list. Thank you Jastey!
  12. Greetings everyone, it's that time of the year again. I've been sitting in front of my laptop planning a new EET run (this will be my second), and I would like to ask anyone who will be kind enough to read through my list (it's a rather extensive one) and provide any kind of tip that may come to mind, either regarding install order or content. I took my old 2019 EET list and heavily updated it, based on my previous experience and following the efforts of fellow players @Cahir, @Caedwyr and @4udr4n (thank you guys for writing down everything!); the plan is to paste everything into Project Infiinity, and let it roll. EDIT: I'm using all the latest releases that I could find (including SCS v. 34.3, which as of now 28th january 2022 has been reported to have a few issues) on the latest patch dowloaded from GOG (2.6.6.0). The list, available below, is more or less where I want it to be; I could spend a few more months waiting for more updates, fine tuning stuff, adding/removing more stuff, but I want to play the game, dangit . I'll be using this thread to post a few bug reports or problems I'll encounter while playing, since that might be useful for other fellow players, and maybe add a few thoughts on mods as I experience them, though I'm not really a 'review' guy. WARNING - in the state it's presented in this post, the install list has probably too many item mods. There is at least one confirmed case of an npc not dropping a quest item, simply because too many items were added to its inventory. I can say that now after playing for a bit, and it's likely the same issue will be true for other npcs. It's not gamebreaking, any quest item can be added via console, but it can be annoying when not knowing exactly what and where to look for. Things that needed to be fixed/changed for my list before the install: More styles for mages - downloaded an updated tp2 file from the mod thread on beamdog to make it install correctly on an EET install. It basically adds 'eet' to ACTION_IF GAME_IS at the start of each component, no other change was made. klatu - fixed the tp2 file for the 'manual of war' component as described later in this thread. fixed a few empty files in the SCS folders as suggested in that mod bugthread. Tweaks and tricks - fixed a small entry in the mod tp2 file that caused the component 'NPC soundsets' to fail to install. Details here. Unofficial item pack - deleted a line in the mod's tp2 file that overwrites a file and thus makes it incompatible with 'the cowled menace'. This is what got deleted: Things to check after install: Make sure that g_traps1.bcs contains the code below, so that 'improved trap detection' from Tweaks and Tricks works properly. IF True() THEN RESPONSE #100 Wait(3) RemoveFamiliar() DestroySelf() END Edit B2#4906.sto to make all cures prices different from 0. This is Aerie's shop from the Aerie in BG1 mod. Almost all of the cure spells in that store do not work, because the price is set to 0, and this means the 'buy' button is greyed out, so there is no mechanical way to make the heal happen. I changed most of the values to 1 in NearInfinity. For future installs, made a backup of the modified .sto file to replace the one inside BG1 folder that gets imported by EET. Edit state trigger 4 of GV#TARA.dlg with this code to allow for Dave's quest to conclude: Global("GV#TARAIntro","GLOBAL",3) OR(2) Global("GV#DAVEHasIdol","GLOBAL",0) !PartyHasItem("MISC48") !PartyHasItem("C0AUIM04") My current install - all mods updated to the 22nd of February 2022: All the components listed above installed without any failures, and most of those, successfully; I did encounter a few warnings, most of which from Unearthed Arcana mods: Faiths and powers(a couple for each component), Might and Guile(a few for multiclass bards), Tome and Blood(one for revised invisibility), subtledoc's random tweaks(one for 'make sunray bypass magic resistance); all of those were 'no effects altered on file' kind of warnings and are generally to be expected when installing UA mods. There were also a few more warnings experienced when installing SCS, but there was no description for those, only the 'installed with warnings: exiting with code 3' message at the end of some components. UNSOLVED PROBLEMS ENCOUNTERED IN THIS PLAYTHROUGH The wand of fire fireball effect doesn't work. Animation plays, but no damage or other effect follows. This is probably a Weidu issue that happens during installation and corrupts the item; also the evasion component from Might and guile had something to do with it, but from that part it has already been fixed. I hope this very small bit of info I put together might be of help for any player for their personal run. Have fun!
  13. Damn, that was hilarious. I saw you click a couple of times on firkraag and a window pop up that showed its active status effects.. may I ask which mod adds that? Is it Bubb's spell menu, or part of the Dragonspear UI..? It looks pretty handy.
  14. Hi! Speaking of install order, i took a peek inside the mod files and i think i saw some lines of dialogue that make it compatible lore-wise with lava's Skie-the cost of one girl's soul.. do I have to install that mod before transitions?
  15. I beg your pardon for using this thread, may I ask if this is true when using EET? Endlessbg1 goes after EET core, but in the Compatibility list (as someone said, my bible for BG modding) bg1ub is still listed among the bg1 mods that need to be installed prior the EET core component, thus going definitely before Endlessbg1. So.. which one is the best position?
  16. There you go: @35 = ~Zampa oscura della donnola~ @36 = ~Zampa oscura della donnola (Incantamento/Charme) Livello: 1 Distanza: Tocco Durata: 3 round Tempo di lancio: 3 Area di effetto: 1 creatura Tiro salvezza: Nessuno Con questo incantesimo, il mago può aumentare le abilità da ladro del suo bersaglio. Una volta toccato, il beneficiario riceve un bonus del 5% per una singola abilità da ladro a sua scelta per i successivi 3 round. Il bonus aumenta di un ulteriore 5 % per ogni due livelli del mago, fino ad un totale di 20% a livello 7. Il bersaglio dell’incantesimo, tuttavia, ha una penalità di -1 a tutti i tiri salvezza per l’intera durata dell’incantesimo. Si dice che questo incantesimo fu creato da un artista malfamato, un seguace di Shar. Data la natura dell’incantesimo, solo I bardi possono impararlo e usarlo.~ @37 = ~Bonus a nascondersi nelle ombre~ @38 = ~Abilità migliorata: Nascondersi nelle Ombre~ @39 = ~Bonus a trovare trappole~ @40 = ~Abilità migliorata: Trovare Trappole~ @41 = ~Bonus a piazzare trappole~ @42 = ~Abilità migliorata: Piazzare Trappole~ @43 = ~Bonus a scoprire illusioni~ @44 = ~Abilità migliorata: Scoprire Illusioni~ @45 = ~Bonus a borseggiare @46 = ~Abilità migliorata: Borseggiare~ @47 = ~Bonus a aprire serrature~ @48 = ~Abilità migliorata: Aprire serrature~ @49 = ~Bonus a muoversi silenziosamente~ @50 = ~Abilità migliorata: Muoversi silenziosamente~
  17. And thank YOU for all your awsome mods! I see you're releasing a lot of updates and adding new stuff, can't wait to play them all again in my next EET run.
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