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Ser Thomas

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  1. @jastey Thanks that helped! I always ended in the still locked compartments on the right and could not leave the area without cheating, but in the end everything worked out and the Fire Elemental has been send home! Two additional points: The guard on top of the tower will create a different journal entry than everybody else (No „the“ in „Fire Elemental in the Seatower Storeroom“) Could you please add a big blinking red arrow to point at the barrel? You have no idea how often I overlooked this thing (despite pressing Tab...). Or maybe just tell me to get glasses... I will keep a save from before the quest (and from before entering the tower), so if you want me to do some testing to help you figure out what went wrong, let me know!
  2. @jasteyThanks for the quick reply. I tried to open the door and it is still locked, yes. Using the setGlobal did not do anything. The door is still locked and talking to cook or the apprentice does not give me any dialogue about the Fire Elemental or the ale for halvslinger (which was the original dialogue getting me the quest, just in case there is another one).
  3. First of all, let me say I am absolutely impressed by the seatower! Just feels like it always should have been there, just great! I might have found a small issue though: The cook told me about the fire elemental in the storeroom and my journal says the door has been opened, but it is still locked (it is the door right next to the cook, right?). Do I have to do something else or is this a bug? I am using version EAOB.4 in a BGT game
  4. So, the installation is finally done and I am on my way to Nashkel. It’s great how fast memories from 10 years ago are coming back, it feels like I never left the Sword Coast. Thanks again to everybody answering my questions and everybody who helps keeping this game alive! In addition to the errors and warnings I asked about here, I had some problems with translations that google could solve for me. In case somebody wants to have a look, here is what happened and what I did: Unfinished Business for BG 2 - Suna Seni / Valygar Relationship: Missing text Could be solved by copying the missing string from the English tra file to the German one. Slandor: Missing texts I could not figure out what went wrong (or more precise, I was not able to google enough knowledge to figure out what went wrong) so I just used the English version. Almateria‘s Restoration Project: The installation prompts in e WeiDU window were screwed up. The filename for the setup.tra was wrong in the tp2 file. In addition 1PP did not show the components “Female Dwarves” and “Thieves Galor”. No idea why, so I continued installation without these components. And just to keep this list complete, Bartimaeus had an easier solution to the Fix Area Creature References issue I encountered: So far, I had no issues while playing. If you want me, I will report all quirks, issues and bugs I will encounter.
  5. Thanks Bartimaeus! @FixTesteR if you want to edit the TP2 file, I also had to remove the line starting with FORCED_SUBCOMPONENT to stop the automatic installation. So the paragraph in my tp2 file now looks like this: //! Creature References ///////////////////////////////////////////////////// BEGIN @105 //Creature References //FORCED_SUBCOMPONENT @104 (MOD_IS_INSTALLED ~setup-infinityanimations.tp2~ 0) //Fix Areas REQUIRE_COMPONENT ~setup-infinityanimations.tp2~ 0 @26 //This component requires the main component. //INSTALL_BY_DEFAULT DESIGNATED 9000 ACTION_IF NOT MOD_IS_INSTALLED ~setup-infinityanimations.tp2~ 0 BEGIN FAIL @26 //This component requires the main component. END PRINT @106 //Correcting area creature references (this may take a while) ... INCLUDE ~infinityanimations/lib/t-arecre.tpa~ My installation is not fully done yet, so I have not done any in game testing, but so far everything installed without warnings, so I am optimistic! I will update my original topic once I have been able to play for a few hours and do some testing.
  6. So it would be better to go back to an earlier backup (before IA core) and then using your edited TP2 to install everything in the right order?
  7. @Jarno Mikkola Thanks, I will give it a try! Do I have to be worried about the wrong install order of IA? It will now be Core - 9000 - all Animations instead of Core - Animations - 9000.
  8. That is what I did. Skipped the core component, installed the animations I want to use. Then WeiDU started to reinstall component 9000. Fix Area Creature References (Name copied from readme, not 100% sure if that was the exact name shown in the dos window) From readme The same component has already been installed earlier, when I installed the core component. From my WeiDU Log I was not prompted to install that component in both cases. If it is important, I can do another installation of the IA additional components and then save the debug file late today.
  9. I checked again and IRR talks about IA and 1PP. (First post in the IRR thread, 1PP is mentioned in the text and IA in the list)
  10. @TotoR Thank you! Mores issues: I am trying to install IA in two steps as suggested in the IRR thread. So I installed the main component and IA automatically installed something called „Fix Areas -> Creature References“. Then after a bunch of other mods (including SCS that took forever to install) I installed everything else from IA I want to use. IA again wants to automatically install the Creature References Fixer and since it has already been installed, WeiDU starts to uninstall everything (I assume to uninstall the first version to then install everything back to then install the Reference Fixer again)... Obviously this is something I would really like to avoid. Luckily I had a backup of my installation from only a few mods before IA, so I cancelled everything and went back to the Backup. I thing I figured out how to prevent the second installation (removing the paragraph from the tp2 file should do the trick, right?) but since I have no idea what the Reference Fixer is actually doing I have no idea if this is a good idea... Any suggestions?
  11. Working my way through the installation right now. Some smaller issues with translations that I could solve with the help of google, but now two mods installed with warnings: P&P Celestial Tweaks Anthology (Increase Jewelry, Gem, and Miscellaneous Item Stacks & Increase Scroll Stacking): Should I be worried? Is there anything I can do to fix these issues or would it be better to play without those mods / components?
  12. @Isewein Good to know! I fully agree, having charname run all the strongholds just feels wrong Once again, thanks to everybody who replied! I updated the original list with everything I learned. Next step installation... I will let you know how things work out!
  13. @jastey Sorry, more questions... I spend some time reading various readmes and your posts about compatibility regarding I4E (very helpful, thanks a lot!). I think there should not be a lot of overlap between I4E, NTotSC, Ascension and Turnabout, so moving I4E before those three should not cause any issues. But now things become complicated (at least for me...): Everything remaining before I4E are various patches and BGT (see #1-9 in my original post). Basically all mod readmes and Mega-Mod lists said patches and BGT before everything else, but I have no idea if this is also true for I4E. Especially with one of the patches being a textpatch... You have any suggestion?
  14. @Sir-Kill Thanks for the heads-up, I will take a look after the installation is finished! @subtledoctor Thanks for your reply! I am not sure I get what you mean by early. The main part of SCS is 126 (out of 136). SRR (main component) is 117. aTweaks should be installed after SCS according to the SCS readme, so that leaves EET and klatu Tweaks, the Worldmap, NCS Portraits and some secondary components from other mods. I think I got this order from the BWP pdf but I know that this document is rather old, so does one of these needs to be installed before SCS?
  15. @jastey Thanks for checking my list, I will move Brandock. Regarding I4E: So you suggest moving it even earlier? Before Ascension? I expect some wrong Banters / Dialogs with I4E and that’s OK. Do you expect anything game breaking when using incompatible mods? @Chitown Willie Thanks for you Weide Log. Most of it looks pretty similar to my plan and if yours is working fine I am optimistic with mine! I will split IA in two parts as you did (overlooked this in the IRR post) to be save. I found your post about the SCS bug (standing mages). Did I understand it right, that Mages behave as intended as long as they have spells available and only stop doing anything once all are used? I will check the change logs and see if there is anything very important in the last versions and if not use the older version.
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