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Leilu

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  1. Unfortunately, I don't know these mods that add or change zones. I guess EE AI Denoised Areas is compatible if you install these altering area mods after mine. Correcting all the line problems at the doors is my main concern at the moment, sorry.
  2. Thanks. 1) Too bad the game doesn't support key combinations for hotkeys. I have to admit that I prefer to assign spells that I use in every fight to hotkeys rather than functions that I don't use or use so infrequently that they don't deserve a shortcut. Moreover, spells often require 2 or even 3 or 4 clicks to be chosen (if you don't play with the Bubb's Spell Menu mod). Open inventory or spell book requires 1 click. This would also be more compatible with spontaneous spellcasters for whom you could choose not to use all level 3 spells in a buff that you don't necessarily want to use for the next fight and that would prevent you from using a spell of the same level during the fight. 2) I'd really appreciate it please. 3) Too bad for me. Thanks anyway. I understand. ---- 4) Is it normal that the level 7 "Impervious Santify of Mind" divine buff is not cast during pre-buffing? This is a very powerful 8 hour buff. It comes from SCS IWDification. 5) Is it possible to cast Spirit Armor on allies during pre-buffing please? 2h duration. +3 bonus to Save vs. Spell is good to have on everyone. 6) By the way, does your script prioritize buffs based on criteria like class, current resistance or the fact that it's charname? For example, I noticed that the Ease of Use AI buff script always buffs charname first with Death Ward or Chaotic Command, before everyone else. It's also more useful to apply protection from fire to someone who is not already immune thanks to other buffs or equipment. Same logic with Improved Haste which is way better on a physical damage dealer than on a pure mage. I noticed that Edwin do not apply Improved Haste on him but Haer'Dalis do. Would it be possible for each of these two casters to apply Improved Haste on at least Korgan and charname who is a warrior/thief?
  3. @Andrea C.I bought BGEE on Steam so I don't have like with my Gog version of BG2EE the possibility to download the original version of BG1. It seemed to me that the dialog window font had been well redone by Beamdog. Is it another one in BG1 compared to BG2 or did I compare wrongly the two fonts in BG2 and BG2EE?
  4. If you follow the Infinity Engine discord, you may have seen that I've been working for a few days on an attempt of reproduction one of the original BG2 interface fonts. this one Maybe you would be interested in adding it as an option in your mod. It's far from perfect because reproducing such a low-resolution font is subject to interpretation and choice of style (rounded or sharp corners, pixel style or not) but I think it could be interesting for some people. For the moment I have only made an English version of the font. I still have to take care of languages like French or German with their different accents. One thing is for sure, I won't be able to handle other languages with a non-Latin alphabet. WillScarlettOhara/BG2-UI-Font: Attempt to reproduce the original Baldur's Gate 2 user interface font (github.com) I also share the birdfont (an open-source software) work file if others want to take over my work or join in.
  5. Weird but don't bother. I prefer to play with basic-AI with auto-attack enabled anyway. I don't like to have my spellcasters on automatic in combat. --- The buff function of your script is the best buff script I have tested. Well done and thank you for your work. By the way, would it be possible to improve it even more? I would be happy for the addition of a function to choose which buff and to whom to apply them. I like the way the Ease-of-Use-AI SCS script works with different keys for different buffs (C for Chaotic Commands; V for Death Ward; B for Protection from Fire, Protection from Lightning, and Protection from Magic Energy; etc) It lacks a key for negative plane protection in my opinion but this way of doing avoids losing all your buffs at once with buffs that potentially would have been useful 5 fights later but not at the time of the global buff trigger. Negative plane protection, to use this example, really doesn't last long so you really have to be able to choose the right moment to launch it. I also like the way Ease-of-Use healing works outside of combat. Like I said, I like having my hand on my spellcasters in combat but out of combat, it's a hell of a lot of comfort to have your cleric cast low level healing spells on the whole group automatically. With your script, I have to make a choice for my clerics, either all automatic or all manual regarding healing. In fact, I would like MO-basic-AI in combat and MO-Core out of combat. I also like BP scripts that allows you to choose which buffs to apply on a companion by companion basis depending on the buff duration (I think you have to cycle through buff duration with the S hotkey). I think the best thing would be to have a different behavior in and out of combat once a shortcut is pressed. For example, the H key in combat would allow to throw improved haste on a manually chosen character, like a standard spell assigned hotkey behavior. Out of combat, the same H key would automatically and quickly launch improved haste on all characters previously chosen to receive this buff, within the limit of available slots, of course.
  6. Only Edwin. I have Anomen and Haer Dalis as other casters. Only Edwin wants to constantly use his amulet with MO-Core even though his amulet is not a usable one. Haer Dalis, on the other hand, with his amulet for an extra level 2 spell does not try to use it like Edwin does with his.
  7. Sure. https://1drv.ms/u/s!AoU1QUjSr6pJldEQKi4k-jaBPlVuug?e=v6lczD
  8. Hi, Edwin keeps wanting to use his amulet every round even though it is not a usable amulet. This happens with the MO-Core script only and in or out of combat when he doesn't have anything to do but not only. If I want to manually cast a spell and I do it at the beginning of the round, the spell will be cancelled by the amulet just before the end of the round.
  9. I understand your argument, but it is only valid if we were playing at a zoom level of 100% of the area images resolution. But it seems to me that nobody plays with the camera so far from the action. It will inevitably look blurry no matter what in normal gameplay situations. I know. I'm the first to hate sharpen filters that add details that don't exist. Here it is simply a little bit of blur removal but mostly the global noise or even noise artifacts (too big and prominent grains) that the image contains which is removed, especially on dark surfaces. I called this mod AI "Denoised" Areas for a reason and I'm aware that there's still some manual work to be done to put some noise back on some surfaces. Are you talking to me? I have known more courteous ways to give an opinion. If I worked on this mod, it's because I enjoy it. Then I shared what I did and if others like the mod, so much the better. Anyway, I don't know if you can imagine how demotivating your comments can be, not because you give an opinion that can be heard and discussed but because you do it as if nobody could enjoy playing with any mod you don't like. For my part, I'm happy to see anyone release any mod even if I don't like it or don't see the point. Modders are progressing, improving and it keeps the game and its community alive. In any case, this is probably the last time I will answer you if you remain so denigrating, even with "a reason". It is far from pleasant and I am not comfortable enough in English to debate without misunderstandings. ----- @Bartimaeus Thank you for this opinion which I understand perfectly. If we can get the tools to run increased resolution assets one day, I will certainly have a choice to make about the presence of grain. In fact, when I started experimenting with this mod, I would have liked to be able to keep more grain, but some parts of the image (especially the shadows) have grains that are really too big, pronounced and ugly to be corrected without having to drastically increase the "remove noise" slider of the AI upscale program I use. Then, as I couldn't take advantage of the increased resolution in game anyway, I thought that at least removing the noise and blur from the image might suit some people including myself in the end.
  10. I'm lucky with the BG areas, that I work with basic material that is not too degraded by compression. There is a lot of grain, especially in dark shadows areas of BG1 but even if the resolution is quite low, the upscaling algorithm works quite well most of the time. Some of these linked screens have really too many flaws (very pronounced banding and pixelated blocks) for the AI upscale algorithm to do anything about. I don't have the tools to fix this kind of defect in an automated way. It would require a lot of manual work. And still the moon with a bloom halo is easy to redo from scratch but the Sarevok armor by imagining the original details without references is already a different matter. As for videos, you have to take into account the interpolation and motion blur added when the video was originally created. It's even more complicated than a simple still image, especially starting, again, from a very low image quality. I think that it would be faster and prettier to redo these small cinematics in 3D than to make them faithful and detailed in high resolution with a 2D work. Anyway, if I had to improve these videos (to be honest I already thought about it) that's what I would do. That's why Beamdog chose to (badly imo) remake some of these cinematics rather than "simply" remastering them.
  11. Thanks everyone. I'm glad you like it. It's not really up to me. I just export images, do the upscale/downscale work on them and then re-import them but if I can do that it's only because of the great NearInfinity tools at my disposal. Currently, apart from the work of correcting the lines and tiles of door animations or water, what takes time is to re-import one by one each area in TIS format because NearInfinity doesn't have a mass TIS importer that automatically sets the right number of tiles per image. To reassure you about the compatibility of this mod with the classics, I had discussions with a person who is working on the possibility to increase the resolution of the game assets with GemRB but this person is already very busy and I can't promise anything for him. So potentially, the classics could become more beautiful (at least sharper) than the EE versions because it seems to me that GemRB is not compatible with the EE versions (yet?). What is sure is that as soon as these tools are ready, my work will already be more or less done as I will only have to go from my 4 times upscaled backup images to 1.5 or even 2 times the original resolution, in an automated way in Photoshop with a batch folder script. The other promising information with these tools (be careful, in the conditional tense), would be the possibility to upscale in the same way all the rest of the assets of the game, not only the areas as here but why not the creatures, objects, characters or UI. Having the ability to scale the interface and zoom in and out of these games and still have a clean and sharp rendering is something that I would really like to see on these games. Ok it's only the visuals, I'd rather be able to work on improving the catastrophic pathfinding of these games but at least improving the visuals is within my reach.
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