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Everything posted by Graion Dilach
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Yes, it was documented in this topic a great while ago. The last posts in this thread are about this one. The way it's developed in PI though that it's a full rewrite of the INI metadata, not an addendum. (and thanks for reminder, I want to update DSotSC-Trilogy's spell components with this.)
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phlaphee's EET mod order help request
Graion Dilach replied to phlaphee's topic in General Mod Discussion
stratagems:3551;Sword Coast Stratagems - Spells heal or inflict the maximum amount of damage in this range stratagems:3580;Sword Coast Stratagems - Restoration and Lesser Restoration spells heal ability-score damage should be before kits; otherwise SnS Chorister & the like don't benefit from them.- 23 replies
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This likely will be fixed with v35. DavidW mentioned a buggy BG1 NPC detection on EET and I suspect this + the way Vanishing degrades Eldoth to lose all his spellslots throw the warning. I don't think Smarter Mages is supposed to run on him anyway. WRT Monster Summoning - it's basically the same situation akin to the water elementals. IWDSpells installs the vanilla IWD summoning tables during main component install and attempts fixing them during a post-process step. In an SR->IWDspells order, this also means only the Level 1 and the Level 2 summon spells are installed, and the postprocess step refuses to run because it prolly detects that the other spells are from SR, so the level 1 & level 2 spells will point to nonexistant creatures. Maybe IWD1-in-EET fixes this unintentionally via also porting the oIWD summoned creatures over. There's already a workaround for this one though, installing MiH Spell Pack's summon spell component will rewrite all those spells regardless of source.
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Current IWDification breaks SR Monster Summoning, so that issue happens both ways: https://github.com/Gibberlings3/iwdification/issues/24#issuecomment-1769869390
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The edits SR apply to the base spells are very rough. IWDification's spell updates are more systematic. It feels more reliable to me to either fix or document and workaround the issues caused by the SR->IWDification order, than to attempt flipping them and assume that SR will also properly update the IWDification spells where necessary. On the other hand, your own outburst wrt my SR feedback is the reason why I dropped all my plans to interact with SR, so good luck recruiting volunteers for these tests.
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We're likely fixing the most common situation in the EE Fixpack already though with the SoD spell padding.
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Neverwinter Night for Baldur's Gate mod
Graion Dilach replied to paladin84's topic in General Mod Discussion
I wouldn't change the content either (excluding maybe cutting out the ending if it warps back to Athkatla) and would do this in a separate component. Maybe even a secondary minimod, which would also set up a custom starting inventory, since none of the default ones sound appropriate in my mind. I've added this to my to-do list. -
Issues with Andrea's colombo mod and questions
Graion Dilach replied to Morgoth's topic in General Mod Discussion
I'll check 1) when I find time. For 2), depends on install order and exactly which component you install. I mean, Tweaks' Unique Icons has both an "overwrite-all" and an "overwrite only what hasn't been changed from vanilla" mode. If you install the former before Nostalgia Pack or the latter after Nostalgia Pack, they'll be combined, but if you overwrite everything after Nostalgia, obviously, you won't get the BG1 stuff. 3) These likely don't overlap but I would install the Nostalgia Pack component first in that case. I dunno the poison change. -
Neverwinter Night for Baldur's Gate mod
Graion Dilach replied to paladin84's topic in General Mod Discussion
So it's basically like how HoW is triggered in IWD? Because judging from the scale, I would have assumed that a "total conversion" would make sense. If it's really like how HoW can be triggered in IWD, then I still would consider providing an option or a component at least for EEs to allow it being installed as a campaign, with that 1.5M starting XP and starting items aligned to that. -
To be fair, it's likely that the component predates the built-in functions and that's why ware here now.
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Neverwinter Night for Baldur's Gate mod
Graion Dilach replied to paladin84's topic in General Mod Discussion
It shouldn't, this sounds like a total conversion in the style of Classic Adventures. I'm not even sure why BGT was the starting point, although I presume the point was moreso taht it was a megamod installation with BGT included. -
Klatu tweak for free action or item pack free action?
Graion Dilach replied to Morgoth's topic in General Mod Discussion
Okay, I'll try to find time to review this one more throughly. -
Klatu tweak for free action or item pack free action?
Graion Dilach replied to Morgoth's topic in General Mod Discussion
The BGT/Tutu BG1 component doesn't apply to EET or BGEE, the BG2 components should work. EDIT: Actually, BGEE is supposed to work, but if an item is supposed to be added to an area, then the BGEE areas aren't considered. It's a very hit-or-miss even on BGEE and the file check will allow the component installed to install to EET as well, but at best it just adds the items to wrong maps, and at worst it throws an install error. -
You can also avoid most of the problems via avoiding Transitions and only using EndlessBG1 at this point... I see it as a second Wheels atm unfortunately, something which I'd really install in all my runs, but it needs a few reviews beforehand.
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Sword Coast Stratagems v34 (edit: 34.3) now available
Graion Dilach replied to DavidW's topic in Sword Coast Stratagems
https://github.com/FredrikLindgren/rr is still alive. -
Klatu tweak for free action or item pack free action?
Graion Dilach replied to Morgoth's topic in General Mod Discussion
No worries, it isn't that bad, since you kept my wording exact enough for me to recognize my own answer to point out where the confusion stems from. This could've been worse. The haste/free action component is fine AFAIK as well. -
Klatu tweak for free action or item pack free action?
Graion Dilach replied to Morgoth's topic in General Mod Discussion
That's a note I made on Reddit explicitly for the Drop X components back then since doc pointed that collision out on SHS ca. two years ago. Please keep the context along. EDIT: See the context where the quote's from: -
Sword Coast Stratagems v34 (edit: 34.3) now available
Graion Dilach replied to DavidW's topic in Sword Coast Stratagems
Okay, I rechecked this as well and my original report is badly worded, although you're confirming the issue: what I seen as "losing a ring" is that Smarter Mages deletes MAGE03 which he has in BGEE in his left ring slot. -
Android EET flickering texture
Graion Dilach replied to GloriousCheese's topic in Enhanced Edition Trilogy
Yes, they'll be still PVRZ. It's just that PVRZ itself allows multiple compression types within it. -
Android EET flickering texture
Graion Dilach replied to GloriousCheese's topic in Enhanced Edition Trilogy
Yes, you need to run it after all mods have been installed. Pick a codec which is explicitly marked as Android-compatible. And ignoire Jarno. He stopped being relevant before Beamdog was formed. -
Android EET flickering texture
Graion Dilach replied to GloriousCheese's topic in Enhanced Edition Trilogy
Did you run https://github.com/Argent77/A7-TextureConvert? -
What to provide on a release, once the mod is done?
Graion Dilach replied to suy's topic in Modding Q&A
IIRC tolower's still a good practice on classic, and I'm not sure if all common distros rolled casefolded ext4 by now. Wonder what the Steam Deck does there. -
Actually, this sounds like a valid enough reason to me to repack the Linux WeiDU to AppImage, because then the Linux and the Mac binary will differ on extension and can be supplied side-by-side.
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Fair, but I'd presume you can only AppImage a weidu mod if the mod itself implemented encapsulation and doesn't attempt rewriting itself (which some mods do, for example, SotSC on being installed into EET). That requirement doesn't apply to this library atm.
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