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morpheus562

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Posts posted by morpheus562

  1. I actually chose the name for the mod without realizing there was a book published of the same name about Cyric. He will not make an appearance in the mod, as he already appeared earlier in ToB, but I do believe I mention or reference him a couple times. 

  2. 2 hours ago, Elder Enigma said:

    Helm of Gram the Mouse (MOHED01.ITM) and Mantle of Gram the Mouse (MOCLK01.ITM) both have usable by Barbarian in the list, and again barbarians cannot use it.

    Also does the helm really not protect from critical hits? That amount of money just for +5% piercing damage resistance?

    I have no idea why the description shows it as allowing Barbarian for you as both are toggled to not allow Barbarian. My guess is another mod is updating that aspect for the helm and cloak.

    Regarding the critical hits, I missed adding that to the text description. The helm does protect against critical hits.

  3. 7 hours ago, Psionica said:

    Thanks for this mod, was awesome to play through. And the things learned was a good addition.

    Thank you, and I'm happy you enjoyed it!

  4. 1 minute ago, Thacobell said:

    But why use any of that as a base for video game mod 2 whole editions behind? Especially materials as contentious.

    Technically, BG is 3 editions behind, and I'm honestly thinking you're making much ado about nothing. I encourage you to actually play the mod before continuing commenting over something you haven't played. Then if you dislike something specific Crucible touches on then you can contribute to the discussion from a point of knowledge.

    The point of this thread is to raise awareness on the existing lore Crucible drew upon, however briefly, and to point out any inconsistencies if lore is breached. This is not a discussion to say you dislike a certain piece of established lore so therefore Crucible can't touch anything related to it.

  5. 2 minutes ago, Elder Enigma said:

    Screenshot2024-02-28161537.png.b9639b4b02431ecd1a5ad91a0c239f02.png

    I guess that is Barbarian being wonky from the time it was it's own class. I restricted fighters from using it, which should also restrict Barbarian (and it appears that does work correctly because your Barb can't use it); however, it is still showing as usable. I updated the item so Barbarian should no longer be shown here.

  6. 5 hours ago, Elder Enigma said:

    I may have found a bug:

    Ysridain's Soul (MOAM04.ITM, the necklace dropped by one of the enemies in the first encounter in the planar prison) states it is usable by a Barbarian but my main character despite being the latter cannot use it.

    I have Tweaks Anthology installed after Forgotten Armament so it might have something to do with it, I'm not sure.

    Another really minor aesthetic typo in the 'Spider's Kiss +2' (MO1H50.ITM) description. In the damage line says 1D8+2 while in all the other item descriptions the 'd' is in lowercase.

    Ysridain's states it is for a Bard, not Barbarian, and the character who drops it is a Blade kit.

    Updated Spiders Kiss. Thank you!

  7. The way I view it, anything that happens prior to the events in the game are already established by both the game or the early source material. Those are more written in stone and give right and left limits for what I can do to remain within those set events. I'm not taking anything from 5e and forcing the player with it in the mod.

  8. We know officially what canon is in the future. We also know in ToB the player can choose to ascend as a deity. In regards to Murder in Baldur's Gate, I try to be respectful of what is canon so the player can choose to go that route while also offering the player different options if they want to go the non-canon route, again such as ascending.

    I didn't pour into that one and 5e events as much as I did the other sources.

  9. 9 hours ago, pathetic said:
      Reveal hidden contents

    Near Text: �
        Parsing.Parse_error
    ERROR: parsing [enhanced-powergaming-scripts/languages/polish/script_descriptions.tra]: Parsing.Parse_error
    ERROR: problem parsing TP file [enhanced-powergaming-scripts\enhanced-powergaming-scripts.tp2]: Parsing.Parse_error
    FATAL ERROR: Parsing.Parse_error
    [C:\Games\PI\Tools\WeiDU\249.00\weidu.exe] WeiDU version 24900
    Using Language [Polish (by Cahir)]
    [enhanced-powergaming-scripts/languages/polish/script_descriptions.tra] LEXER ERROR at line 31 column 1-12
    Near Text: �
     

     

      Reveal hidden contents

    [C:\Games\PI\Tools\WeiDU\249.00\weidu.exe] WeiDU version 24900
    Using Language [Polish (by Cahir)]
    [enhanced-powergaming-scripts/languages/polish/script_descriptions.tra] LEXER ERROR at line 31 column 1-12
    Near Text: �
        invalid character [�]
    [enhanced-powergaming-scripts/languages/polish/script_descriptions.tra]  ERROR at line 31 column 1-12
     

    Hello can anyone help? I don't know if it matters but the script was at the very end.

    I found the bug and the Master on git has the correction.

    Otherwise, if you don't want to install from the master you can go into the file found here within your game folder: enhanced-powergaming-scripts/languages/polish/script_descriptions.tra and find the line on line 28 that starts with "@1190" and add a "~" to the end of it so it looks like the below:

    @1190 = ~Postać będzie śpiewała pieśń barda.~

    Once you make the correction, you should be able to install.

  10. @subtledoctor thinking about it, the profs will not align running either yours or my prof overhaul component, so the difficulty will not be where it should be if Crucible is installed during the normal install location along with quest mods. However, you will be able to play the mod and enjoy the story of it even if some of the profs don't line up.

  11. Maybe a good portion of ToB can be converted to finding, recruiting, and building your own army to counter your siblings' armies. The adventure can open up into exploring new areas where you can do quests to recruit and build your forces along with smaller side quests to better train/equip them. As your forces increase, you can see them added to your siege camp. It could be scripting heavy, but it may be possible for finales to include fights between your army and those of the opposing forces.

  12. You should be just fine. One of my tests was a heavily modded EET install with a final save before I even started working on Crucible. I installed Crucible at the end of that and was able to experience it without issue with my existing save.

  13. What about killing SoD and incorporating it into SoA and ToB? Need hell to get your soul back? You have Avernus. Need siege camps to raid? You got the friendly and crusader camps to attack. Want some great dungeons, to include a destroyed Temple of Bhaal? Those exist too.

    This is all one needs on an EET playthrough to skip SoD and transfer immediately into SoA upon Sarevok's defeat (it will also transfer over all SoD items into SoA):

    COPY_EXISTING ~BDSODTRN.BCS~ ~override~
        DECOMPILE_AND_PATCH BEGIN
            REPLACE_TEXTUALLY ~StartMovie("SODCIN01")~ ~~
            REPLACE_TEXTUALLY ~MoveToCampaign("SoD")~ ~CreateCreatureObject("K#TELBGT",Player1,0,0,0)~
            REPLACE_TEXTUALLY ~Wait(3)
            FadeToColor([1.0],0)~ ~Wait(3)
            ApplySpellRES("K#REST",Player1)  // No such index
            ApplySpellRES("K#REST",Player2)  // No such index
            ApplySpellRES("K#REST",Player3)  // No such index
            ApplySpellRES("K#REST",Player4)  // No such index
            ApplySpellRES("K#REST",Player5)  // No such index
            ApplySpellRES("K#REST",Player6)  // No such index
            FadeToColor([1.0],0)~
        END
    BUT_ONLY
    
    COPY_EXISTING ~K#TELBGT.BCS~ ~override~
        DECOMPILE_AND_PATCH BEGIN
            REPLACE_TEXTUALLY ~ActionOverride(Player2,MakeUnselectable(1))~ ~ActionOverride(Player2,DropInventory())
            ActionOverride(Player2,MakeUnselectable(1))~
            REPLACE_TEXTUALLY ~ActionOverride(Player3,MakeUnselectable(1))~ ~ActionOverride(Player3,DropInventory())
            ActionOverride(Player3,MakeUnselectable(1))~
            REPLACE_TEXTUALLY ~ActionOverride(Player4,MakeUnselectable(1))~ ~ActionOverride(Player4,DropInventory())
            ActionOverride(Player4,MakeUnselectable(1))~
            REPLACE_TEXTUALLY ~ActionOverride(Player5,MakeUnselectable(1))~ ~ActionOverride(Player5,DropInventory())
            ActionOverride(Player5,MakeUnselectable(1))~
            REPLACE_TEXTUALLY ~ActionOverride(Player6,MakeUnselectable(1))~ ~ActionOverride(Player6,DropInventory())
            ActionOverride(Player6,MakeUnselectable(1))~
            REPLACE_TEXTUALLY ~GivePartyAllEquipment()
            SetGlobal("bd_plot","GLOBAL",700)~ ~GivePartyAllEquipment()
            SetGlobal("BD_HAVE_SOD","GLOBAL",1)
            SetGlobal("BD_SOD_IMPORT_11","GLOBAL",1)
            SetGlobal("BD_SOD_IMPORT_05","GLOBAL",1)
            SetGlobal("BD_SOD_IMPORT_04","GLOBAL",1)
            SetGlobal("BD_SOD_IMPORT_09","GLOBAL",1)
            SetGlobal("BD_SOD_IMPORT_08","GLOBAL",1)
            SetGlobal("BD_SOD_IMPORT_06","GLOBAL",1)
            SetGlobal("BD_SOD_IMPORT_07","GLOBAL",1)
            SetGlobal("BD_SOD_IMPORT_03","GLOBAL",1)
            SetGlobal("BD_SOD_IMPORT_10","GLOBAL",1)
            SetGlobal("BD_SOD_IMPORT_01","GLOBAL",1)
            SetGlobal("BD_SOD_IMPORT_02","GLOBAL",0)
            SetGlobal("bd_plot","GLOBAL",700)~
        END
    BUT_ONLY

     

  14. Yes, this mod is compatible with both Tactics Remix and SCS. I would normally recommend installing it when you would install other quest mods, but after ascension and any mod component that adds iwd spells. In your case and from what I've seen in testing, you should be fine to install it at the very end of your install order for your current save without any issue.

    For those wondering, if you want to try this mod out and have a final save in the pocket plane right before the final fight, you can install this mod without issue.

  15. Official release for version 1.1 which brings the following enhancements:

    • Created subcomponents so players can choose if they want NPCs to be fully voiced by AI or not.
    • Corrected out of date YAML file, so Crucible will now work with Project Infinity.
  16. This is a really good question and probably the biggest area that will be tweaked based on player feedback and experiences. Right now the difficulty is based solely on the slider. Some general feedback during testing was the experience and fights were too difficult, so a lot of work was done to scale it back in difficulty. We had some who wanted the quest/story experience and were not in it for the combat, so it was toned down for that group (anything less than Insane difficulty). On the flip side, I increased the difficulty on Insane and LoB difficulties (they are the same encounters just the nuance of whatever LoB brings to the table). This was done for the powergamers, like myself, and will provide challenges akin to those found in Tactics and Ascension.

    My personal test party for normal/core difficulty test had 5mil exp and consisted of Berserker (main), Korgan, Dorn, Imoen, Sarevok, and Viconia. The only mods used in testing were my scripts, Ascension, and IWDification (solely to check enemy use of these spells). It was pretty easy to get through the content with this party while just letting my scripts do their thing with minimal player involvement.

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