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4udr4n

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Everything posted by 4udr4n

  1. Hey @phlaphee I think you have some pretty similar aims for your install as I do for mine. I enjoyed looking at your companion list, here's mine (great minds etc.). Some thoughts on install order: Is Turnabout EET compatible? UB is quite late, but perhaps you have moved that now? Is Jan's Extended quest EET ready? NPCEE has worked much better for me than stratagems:4100. EET Tweaks after EET_end - is this stable and is it to allow changes?
  2. Split out and moved after npc_tweak, thanks. I've had a small reshuffle of NPC mods, but as @jastey says I am not keen to move mods out of their category without very good reason and certainly not just to keep related content together. I have not always been diligent with adding source links, but I recall a forum thread discussing this. It is possible that one of he mods has updated to correct it since so it bears following up on and/or testing. Noted. Nostalgia pack ones are from .ini or readmes, ask the mod author/maintainer. For now I am taking published compatibility info as gospel. Testing any unresolvable clashes can come later. No idea re: skiecost and strategems. Fancy going digging? Very likely, I already have it very late. @subtledoctor may know more.
  3. That is... a lot of mods to consider. I will give this some thought. Yes, I've changed the text colour of the install before/after for these and several other mods that need review. I'll set up conditional formatting to do this automatically when I figure our how (easy on excel, not working how I imaging on sheets!). I'm likely still behind on some mods if they are not on the EET compatibility guide and/or if they are new companion mods (because I am personally less interested in that category). I will add those later and would appreciate any further suggestions (here or as comments on the sheet itself). Absolutely, similar to the point above I am likely unaware of a whole host of potentially compatible/interesting mods. I'll take a look at these this evening. I may create a secondary document to allow submissions of new mods and copy them across. Thanks, getting close to being something I may actively share elsewhere. Volunteering to help maintain? My irl dice rolls are cursed, I prefer card games and pc games to avoid the nat 1s that plague me!
  4. OK, readme: sodrtd.ini: If the NPC mods are listed only due to the tracking, sodrtd can be installed in the quest section after other sod quest/storyline mods. If not, it will need to be pushed much later, well into the companion/npc section. Please advise. Added to my to-do list. This is low priority for me personally as I am not planning to use any new companions in my next couple of playthroughs. As always if anyone else feels like helping with this, speak up. While I strongly believe that as voluntary creators, modders should be free from obligations and expectations, particularly regarding knowledge of other authors' mods; when specific compatibility information is made available, it is often more helpful to users than blanket statements. This could added as example alongside your blanket statement. Regardless, I have and will only ever make suggestions and it is up to mod authors and maintainers to decide whether to act on them. Yes, this is what I've ended up with too, thanks! Seems concrete that iwdification should be after spell_rev for compatibility unless/until spell_rev becomes able to detect iwdification. Currently the spells section looks like this:
  5. Ah, DSotSC also say before IWDification but it is only the spell components so I have split those out. This is helpful, I have placed mih_sp directly after IWDification and scs IWD spells and added a note that it will overwrite. Noted, but still the case for S&S and RR, so presumably refinements needs to be after them? Thanks, noted. Yes please Great! Then I suggest adding a specific mention of IWDification's 2-handed axes component. Maybe also adding to the .ini.
  6. So needs to be after IWDification right? Can I recommend adding this to your readme. Does this hold for any other mods (beyond mih_ip, Sod2BG2 items, TheCalling: Exotic Item Pack). Same here and I've used on many previous successful runs. My concern is that it may be overwriting or overwritten by other things so potentially we are missing content, it just isn't causing any game breaking issues (yet). Moving the quest mods later puts them after item mods, which risks mod-added items not being picked up. E.g. thalan specifically says it comes after ntotsc. Probably true, though I understand IWDification is preferred and should come first. Safe to just advise Expanded polymorph goes with spell packs? Does it get undone by SR or anything else? IWDification readme: Feels like we can just split the class changes and put them much later after rr. This seems logical, I'll test it and recommend for now (with notes). Done, thanks! Your readme says might_and_guile before refinements. I'll change it if you change the readme! Song_and_silence checks for rr (stated in readme), don't think the reverse is true hence always put it after. I believe there was discussion of this on the rr compatibility thread on shs but it is unavailable. Also I think HLA modification is generally last mod wins, see readmes for refinements, rr, strategms, song_and_silence. Does this mean all SoD quest and npc mods that are not specifically relying upon it? Is there a list of those that do? I am somewhat inclined to avoid SR at present personally, for many reasons, and am pleased to see so many well maintained mods covering similar ground in better, more compatible and targeted ways. Both my preferences and any potential fixes are irrelevant for this guide though, the aim to offer the most likely compatible install order. Done, thanks! Readme says after npc mods. It is a bit vague and I do worry about a large quest mod so late, but have not had time to look into this yet. @Daxtreme any thoughts? Do these components need to be broken out or can the whole mod just be late in the npc section? I've moved C#Solaufein early in npc, added ref to elistraee and crossmodbg2. I've split out the compatibility component and stuck it after subrace. Currently @tipun's subrace mod is with kits, but perhaps that needs looking at.
  7. Should I add a column to list mods that overlap or share components as this is perhaps different to being incompatible. Examples include cliffkey and eet_tweaks or iwdification and cdtweaks. It may also make sense to split functional incompatibility from conceptual incompatibility (such as romantic encounters not fitting with some npc mods). Maybe this is overcomplicating and I should just describe the above in the incompatibility column?
  8. IWDification is currently in the list as 1 entry, but I suspect it should be split quite a bit, not 100% sure on exactly how though: Class updates should go after RR and Garricktt (and song_and_silence?) Spell Packs need to be near the end of quest mods, before totlm and dsotsc. This puts it well before stratagems' IWD spells and the various other compatible spell mods, but also before item mods, none of which list it in their .ini but I wonder if there is a risk of issues. @Bartimaeus are these fine before SR/SRR? Do they interact? Expanded Polymorph seems like it should go with spell packs? Damage Animations I have no idea. I suspect that 2 handed axes might interact with some other item mods - any insight would be welcome. @morpheus562does forgotten-armaments touch these? Randomized Enemy Equipment seems like perhaps after other item mods like randomiser? @CamDawg any suggestions?
  9. My pleasure. The best possible thanks is adding any extra info or install errors that you can (here or via comments), and reporting any undocumented conflicts or bugs to the mod authors/maintainers.
  10. I mean, it's some pretty mediocre data entry for now, but thanks! I've just realised your old mods are still in there, am I right to think I may need to clean up a little since you split them up? Scales is deprecated, right? Any others?
  11. Big update done over the last 24 hours, should be a good starting point, has a lot more compatibility data now. If anyone has time to review their own mods on there and comment or reply in the thread with any suggestions that would be great.
  12. Should be good to use now, I've been though most of the .ini and readmes and a not inconsiderable amount of forum content. I'm testing a few installs right now, just speedrunning to some possible issues in prep for a big run. I would hugely welcome input from modders regarding their own mods and know but undocumented info about crossmod and conflicts.
  13. Ah, sorry, I meant why are they before arestorationp? Generally that and ub are recommended as the first quest mods, so I'm curious why you have them earlier.
  14. First good luck with the run! May your bugs be fixable and your party prosper. I have a few questions about your install order, if you find a spare minute that would be great: All the quest mods prior to arestorationp; why are they there? How have you found transitions? Are you expecting to have to console through the odd issue? Tell me more about Z_HASTE_FIX.TP2; is this a candidate for inclusion in one of your mods?
  15. Excellent, thanks! Sorry to be a pain, but does this mean you would expect EET compatibility as well? I am keen to test if so.
  16. This is exactly what I've been thinking, I love the look of the mod, but everywhere I go I see bugs and incompatibility.
  17. Can this also be avoided by installing none of those components?
  18. Item pack looks great but does not state EE or EET compatibility, Klatu works well and is compatible.
  19. Big update done, added @Lava's quest mods and @subtledoctor's new mods. Running a test install with a whole bunch of these now and will update with any issues as they emerge.
  20. Seems fair. IR/IRR still don't give CF it's full set of canon abilities (see here), which might make it a more viable choice rather than nerfing Sanchuudoku and therefore Kuroisan. I think the sentient weapons would benefit from a mod dedicated to them, with quests to unlock their full powers. @JohnBob don't mention it.
  21. OK, just meant that if it were sufficiently different to not be a straight replacement to CF, then it would matter less how quickly it becomes available. It might be a superior option for some characters, but not others. What does it currently do? (feel free to point me in the right direction and I'll check the mod files)
  22. Sounds very positive to me, though is there a reason not to nerf/alter Kuroisan's Katana further?
  23. I'm manually doing that, but if @ahungry can script something to read automatically from .ini that would be cool. I'll do the manual bits (locating the repos presumably).
  24. Hey @ahungry this is a great resource. I'm already gathering most of the info you use in my guide here, so I'd be happy to add and update entries but want to ensure I do so accurately. Can you answer a few questions for me please? 'Dist' seems to be either the github repo owner or the mod's homepage site. You seem to have preferred the site over the author (i.e. Beamdog rather than mod author). Is that correct? 'Tag' looks like it might be taken from github topics? Is that right? If there is evidence to support other tags can they be added or do you want to stick to listed topics? Are you automatically pulling any of this info from github? Are you interested in pulling compatibility info from .ini? Are you interested in displaying current version and/or date of last release? Thanks!
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