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Graion Dilach

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Posts posted by Graion Dilach

  1. 8 minutes ago, argent77 said:

    There also seems to be a way to define component-specific mod order within tp2 scripts by using METADATA tags. An example would be Iwdification.

    I don't know if this method is already supported by PI since the above example was the only one I could find. In any case I couldn't find any mentions about it in the PI docs, so I had to guess the format for the most parts.

    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.)

  2. 25 minutes ago, Delior said:

    - My SCS installation threw out an error relating to attempting to modify the CRE file for Eldoth.  I tried an installation with The Vanishing of Skie Silvershield removed and that time SCS installed without the Edloth CRE error, and so that mod may have compatibility issues with SCS, but I have no idea whether they cause significant issues in the game.   

    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.

  3. 2 hours ago, subtledoctor said:

    I thought that is not the case since SR was moved over to ADD_SPELL'ing its stuff?

    I think they should be able to go in either order... but I'm not sure because I always install SR first (and that is ultimately what I suggest for install order - it is by far the better-tested combination. Note however the necessity of adding Graion's Water Elemental mod if SR is installed first and you intend to install SCS later. (I have it installed this way currently - SR-->IWDification-->zgmagic-->SCS - and I have looked at the spell files and they appear to be in good shape.)

    EDIT - I just installed IWDification-->SR and I don't see anything doubled up. It does however appear that SR will overwrite any shared spells with its own versions, where IWDification will not. Only examples I can think of off-hand are Cure Moderate Wounds and Vitriolic Sphere. In essence, if these two mods are installed together then you will always get the SR version of those two spells. This order additionally does not require Graion's water elemental add-on mod, so... I tentatively want to say this might be preferable? Maybe? I just hesitate because it is less-well-tested. We need intrepid experimenters to confirm!

    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.

  4. 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.

  5. 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.

  6. 5 hours ago, paladin84 said:

    It is not a total conversion and never was (at least how I understand "total conversion", you still playing BG2, when a man from Neverwinter find you in Athkatla). Main hero should have enough experience to start NWN - all the enemies and items are designed, assuming the main hero has at least 1.5M XP. It would probably be more logical to have this content as a total conversion and start with level 1 (as was with original NWN), but it is how AGKanevchev made it originally and I am not going to change it.

    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.

  7. 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.

  8. 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.

  9. 1 hour ago, DavidW said:

    (Very belatedly:) I can't reproduce this or see how it could happen. That component doesn't give Davaeorn a ring, and indeed doesn't touch his CRE file at all. 'Smarter mages' touches his CRE file but doesn't change his rings: he just has the standard MAGE05 that the vanilla game gives him.

    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.

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