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Leilu

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Everything posted by Leilu

  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.
  12. The last example is a good example to see that in some places, grain was necessary. The bedding looks more like silk instead of wool. The walls are no longer as porous. This needs to be corrected.
  13. I didn't think I was that close either. Extremely bad in programming and intimidated by its documentation, I really thought that WEIDU was extremely complicated and that I would have to compile, even to make a simple "copy files to folder" mod. It took me a whole afternoon to roughly understand how Github worked.
  14. Introduction I've created a mod that tries to improve the visuals of Baldur's Gate 1 and 2 areas. For now, I've only done it for the Enhanced Edition versions. The area images are AI upscaled x4 and then downscaled back to the original resolution. Unfortunately, I haven't found a way to increase the in-game assets resolution yet. They way WED, TIS and PVRZ files are made is too complex for me. IE experts would have to create additional custom tools just for this, but I have no idea if it is feasible to do such a thing. I know some people are working on it, but we'll have to be patient. Original vs Modded Progress of the mod Some elements of the decor lose too much grain compared from what would be expected. For example, notice the entrance floor mat on the previous image. I will edit this defect to make it look like a carpet again. Please feel free to point out these defects as soon as you see them. I managed, thanks to @argent77, to drastically reduce the problems encountered because of the way the images of the game areas are cut. However, there are still some issues with visible lines and tiles for all the areas containing for example opening doors or water surfaces. To correct them, I will need some time so if you want to play with this mod 100% finished, you will have to be patient. Example of the issue I just mentioned that still needs to be fixed: BGEE 279/329 areas 100% done. 50 remaining areas with small "animations" to fix. BG2EE 159/353 areas 100% done. 194 remaining areas with small "animations" to fix. Compatibility This mod should be compatible with any other mods except ones that change or replace existing areas. Download latest version BGEE AI Denoised Areas v220506 BG2EE AI Denoised Areas v220506 Installation instructions Extract files in your BG(2)EE directory and execute the WEIDU setup like any other mod. Special Thanks @argent77 for his help in understanding how the image to TIS file conversion works in NI @Bubb for his willingness and passion for these games @Ghreyfain for his WEIDU tutorial without which I could never have understood that it was enough to simply copy/paste and rename the weidu.exe, tp2 files and some folders to make a mod.
  15. Are bears supposed to run at the same speed or faster than humans with "Faster bears" installed? In my case, the bears summoned by Jaheira are still slower than humans. WeiDU.log
  16. Hi, I like playing with "Reveal Details" feature on because I don't want to miss any chest, door or named NPC, but I don't like the white text on my party characters, especially in combat. It's useless in and out of combat. I know that the tab button allows me to activate this feature but constantly pressing/releasing it is annoying. If only it was a toggle button. And it doesn't prevent me from forgetting to press it. In addition to the life bars, the action in combat can quickly become unreadable with this text. Would it be possible to separate the components displayed by this "reveal details" feature? A toggle to show or hide each component would be great. Doors, chests, character names, character HPs, named NPC, commoner names, action icons (icons only in BG2EE from what I saw) and maybe some Ctrl+4 components (when cheats enable). If not, would it be possible to automatically disable the Reveal Details feature during combat because this is not the time to explore, try to talk to a named NPC or search chests?
  17. Yep. Install sequence in attached file. BGEE_InstallSequence.txt
  18. On my last two bgee runs, I couldn't dispel the squirrel transformation caused by one of the mages (Rezdan or Kysus) of the group protecting the access to the Cloakwood Mines. Dispel magic or temples does nothing. I am forced to reload before this encounter or abandon the squirrel companion for life. I think it's an issue caused by SCS because those mages don't have this spell in unmodded bgee.
  19. Hi, I can't install More Interjections. Debug file attached. SETUP-CDTWEAKS.zip
  20. Hi, where can I change the built-in hotkeys of the Ease-of-use party AI script please? I got used to controlling my camera with WASD in cRPGs. D is also bind to "Attack with melee weapons" in this script and I don't want this. It's easy to change base game scripts hotkeys with Near Infinity browsing the script folder but I can't find the Ease-of-use party AI script there. Thanks. Edit: found it. BDDEFAI.BCS file
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