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Graion Dilach

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Everything posted by Graion Dilach

  1. MiH_EQ should be around SCS. SnA proficiciency should be after SCS. I'd also suggest to install ToTLM as you last questmod and install the IWDification spell packs directly before it.
  2. Yeah, the EVAL is missing from the BGT/BGEE/EET path and is only listed at the Tutu path. It lags because it always runs, I guess.
  3. I think it wasn't brought up here, so I'll mention it for reference. IWDification has a fairly recent component to change generic weapons to randomized classes. This works for the most part, but because the resulting random items lack the ranged header, SCS's own AI component detects them as melee weapons. I have a local workaround which looks like this, but I don!t know what better solution is planned for this one, if its aimed to be handled for SCS. BEGIN ~Attempt to fix IWDification random ranged weapons~ LABEL ZG-IWDIFICATION-RANDOM-RANGEDFIX DESIGNATED 11 // clone the standard weapons into the dummy ITMs COPY_EXISTING ~xbow04.itm~ ~override/cdrdcbth.itm~ COPY_EXISTING ~bow01.itm~ ~override/cdrdclbw.itm~ COPY_EXISTING ~bow05.itm~ ~override/cdrdsbth.itm~ COPY_EXISTING ~xbow01.itm~ ~override/cdrdcbhv.itm~ COPY_EXISTING ~bow03.itm~ ~override/cdrdlbw.itm~ COPY_EXISTING ~xbow04.itm~ ~override/cdrdcblt.itm~ COPY_EXISTING ~bow05.itm~ ~override/cdrdsbow.itm~ COPY_EXISTING ~bow03.itm~ ~override/cdrdcb5.itm~ EDIT: This code is also available as a standalone PI-compatible mod now at https://github.com/GraionDilach/zg1iwdrangedfix/releases/tag/1
  4. For the record, I never doubted... I still remember both your first moment when you stated this intention and our discussions wrt animations and ToBEx in the thread. If you feel I can contribute, feel free to get me involved.
  5. The real problem IMO is that the systematic changes aren't explained anywhere. Diffing the spell list documentation makes it really hard and easily overlooked to explain the logic changes for players let alone other modders to know, and by the time someone realizes some changes of SR are actually detrimental and doesn't play well with the assumptions given by the other mods or the players they're already deeep within a run. I wrote my hacks only because I think m0rpheus562 brought the changes up on Discord at one point. I couldn't comprehend the logic changes on my own even. TBH please don't get me involved in this further. I've lost all interest in SR at this point.
  6. Only IWD has a conjure water elemental spell, the BG series and SR doesn't, so SR's behaviour is technically correct. I explained the exact reason why this topic was opened in the first place. @pencey posted the exact warning I talk about. Your reaction only speaks about you, really.
  7. The common recommendation of the "SR->IWDification->SCS generating spell lists with IWD spells" install order will always end up with warnings, because SR never creates a level 6 Conjure Water Elemental spell, IWDification sees that SR already derived the other level 6 elemental spells from the level 5 counterparts and thereby also doesn't create a level 6 Water Elemental spell and so when SCS's generation rolls that spell for an enemy, you get a nondescriptive Not found() error in your install log. I wrote a workaround, where I applied SR balancing and text style to handcrafted elementals matching those, but eh. It is a workaround. I don't trust SR to try installing IWDification first and that one after but I doubt that'd work any better (although that shouldn't lead to SCS expecting a missing spell atleast).
  8. There's no point in adding not-accessible locations to the worldmap IMO. On the other hand, literally anyone can add new icons to the EET Worldmap, because mods can extend it on their own and the image in the first post is moreso informational at this point, because all the recent mods adding new areas already do that. Nonetheless, Chult is outside the Worldmap and would need a cornerbox akin to how Check the Bodies's last recode resolved the city it adds.
  9. Disclaimer: I wrote most of this post before I managed to get to a grape harvest, so there's 10 hours between my core of thoughts. Shut up. You never knew what you're doing unless you were right via blind luck. You are mentally incapable of doing a technical update, simply because you don't understand how the mods or the games actually work. As someone, who contributed to The Gate, I always considered as an intermediate step. My modus operandii regarding the mods on TGP was to first have something to fix and maybe only then upload. Take Klatu. It is available on IEGMC so that doesn't mean it needs a mirror. I had a reason to upload klatu from the get-go since my 2022 Manual of War fix was only thrown into an SHS forum post but even after that I was still etchy about uploading it to TGP. Until I fixed the validator bug, which I considered serious enough to look into a method to distribute the bugfix without actively trying to step anyone's toes. I take full responsibility for the Klatu mirroring on TGP vs SHS and I even pinged skellytz directly about it because back then he was doing the misc mod uploads to SHS's own GitHub. For the record, the TGP repo of klatu's have 1.7 as-is attributed to klatu@noreply.shsforums.net. Because that's the best assumption I could have done with all my mere-user powers. Make of that what you will, you're welcome. To put it bluntly, by the time I considered uploading Klatu, I already had two actual bugfixes to contribute to it. I didn't just made a mirror first then tried touching them up. And I really would wish to move Klatu over to SHS longterm anyway. I still feel etchy about abusing TGP to distribute my fixes to that mod (Which is also why the mod lacks PI metadata or labels or a GH compatible readme as well). Similarly, the moment Dark Horizons or Paladins of Faerun was picked up, they were imminently worked on. Massively, I may add. While @JohnBob also lacks the technical affinity, he still provides the transparency necessary for the trust required for this job... something you assume he lacks, and you assume that he wouldn't provide. He tries. You just uploaded all your mods behind everyone's back then try to call out people when you got busted. I'm pretty sure that @JohnBob would destroy all my contributions in the first moment he would be called out due to authority and it's all fine. I don't think you'd do the same. You proved you lack the transparency. Exactly through the mods this topic showcase. GitHub isn't a necessity. GitHub is a tool anyone may or may not opt in to choose (and if anyone drops it now due to it's 2FA enforcing, be my guest). At least fucking respect if the active people decide to opt in. That's all there's to it. Do I agree with TGP? It is sketchy. And yes, I am unsure how far it can go and actually, I don't always agree with it either. It is a very thin line TGP chose. But I do trust @JohnBob that when the chips are down, he'll make the morally right choice and I do acknowledge that most of the mods (maybe excluding the IWD-EET projects, but those I wouldn't touch anyway due to reasons explained elsewhere on this very forum) uploaded weren't inspired by lack of self-awareness or simply "to provide a mirror" or a bad EET conversion. TGP is better than Roxanne due to the points above. Unlike some rando fucker whose IQ can be measured within a single digit and who was merely very annoying until this point but now stepped over all the red lines one shouldn't have.
  10. The trilogy version of DSotSC has been cleaned up multiple times and it's code quality is on par with any recently coded questmod. It's even prepared to refuse overwriting spells if they got added by a previous mod prior to it's spell components. I'd wish more legacy megamods would reach that standard. I don't know of a conflict between SotSC against DSotSC-Trilogy or BG1NPC or the actual Balduran's Seatower though. I suspect that's highly FUD. And I run all of those mods.
  11. Yeah, I misread it the first time, sorry. That's a good solution.
  12. Nah, it shouldn't be an explicit mod check, but a file_not_exists check. Who knows what other mod attempt to use that map as well.
  13. From what I noticed on the Portmaster repo,. the updates are very ad-hoc and doesn't always sync up with the upstream. You might want to update your ticket opened in https://github.com/kloptops/Portmaster-misc into an explicit GemRB update request, because I'm not sure that kloptops is that familiar with the inner workings of the games themselves.
  14. I'm not sure how to read this table. Do I see it right that this sugggests Cowled Menace being installed after EET_End?! Awesome Soundsets don't work for EE 2.6, I've rebuilt their contents years ago, although my NPC voice counterpack and the NWN pack are still missing some sets to be truly complete. They also never worked for SoD or EET anyway, so I really don't understand why are they listed. Scales go after SCS. Weapon proficiency tweaks always go after SCS, because SCS does a prof reallocation during it's initial step to tailor it to the current weapons and it isn't aware of the new systems installed by an external mod. Tactics EE (eetact2) breaks the game via deleting the EE entries from the trigger.ids and action.ids and it shouldn't be considered EET compatible atleast, since this breaks SoD (personally I wouldn't consider it EE 2.0 compatible at all). Dual-to-Kit should be later with only Enhanced Powergaming going after it. Level1 NPCs going after it is certainly wrong. Convinient EE NPCs should be installed among NPC tweaks. area_patcher? item_patcher? Are these the ArcaneCost/EE Mod Messup nondescripts which were written with a spoecific patchlevel in mind (which was either 2.3 or 2.5) and no longer do anything for 2.6? The separate Arcane Archer mod shouldn't be listed, the Kitpack version is the current one. Aurora isn't EE compatible unless you get Austin's variant. I'm not convinced by Jimfix that it's needed, I highly suspect it bitrot. Vault can't be installed without a warning due to a broken dialogue extension. Might be needed to reconverted from the BGT version outright. Actually, why are Roxanne variants of mods listed? There are only two mods where the Roxanne hackjobs remained relevant, because the "offiocial" versions are in worse state - Secret of Bone Hill and TDDz, and the latter is a ticking bomb anyway. All the other hackjobs shouldn't even be considered by a list... or better, none of them should? Why is SoD2BG2IU listed in the BG1 section? ToTLM should be installed among the quests, and yes, this means that IWDification's spell components should be installed among the quests as well. I mean, DSotSC-Trilogy's spell components also expect themselves going after IWDification's (although PI atm won't report that as such). This list should be taken down because it's confusing and full of misinformation. This is actively harmful.
  15. When that map was created roughly 15 yeas ago, there was only 10% game content available for it, even if someone went mad and installed all mods available. Also, the oBG2 worldmap is small and BGT's own worldmap is also just BG1+BG2 combined so they don't have free space for entire regions. Keep in mind that these mods predate the EEs even. EET came a deacde later after these, it seen how far most modders decided to expand the area and dropped the areas too far away, yes. But this also means that some of the mods like Secret of Bone Hill require BP-BGT Worldmap, because their region is only included in that one.
  16. It is needed, but some mods might not check against it.
  17. @Felipe You forgot to install DLCMerger before EEUITweaks.
  18. What are you talking about? Most of doc's mods explicitly rely on EE functionality.
  19. Not everyone reaches ToB with EET. I still haven't, I usually end up debugging bugs in my megamod runs before that point and/or restart because I got too many of them fixed. Yeah, I used carryover to mean that Transitions as mod is missing from the install.
  20. Well, implies that a Transitionless EET carryover works. I'll doublecheck base EET started from ToB why it breaks (might got fixed since 13.4) but Transitions could also interfere with this.
  21. Yes. I can't say anything about EDIT2. I've read the pocket plane bug, but most reports imply that might be Transitions.
  22. As far as I know, the Switch has it's own version numbering and what was required for the radial UI to be implemented in the game. Some mods probably work, yes. But considering that EET needs to be tailored for all game versions and there's zero documentation about the Switch's changes, like for example how the game's even packaged, considering that it seems that the entire EE trilogy is sold as one game... it's hard for modders to support that platform. The problem isn't with the jailbreaking, but the fact that noone knows from the scene what Skybound did.
  23. You sure? That mod is handed by @Red Carnelian these days and from what I understood, it's the hosting which is problematic there,. not the fact that the maintainer went MIA. He was around Beamdog forums and SHS, so PM him on Beamdog's IMO.
  24. 1) is fine. It kinda sounds weird but it works. 3) BGEE right-click-on-enemies is engine-bugged, the engine doesn't play them properly. 2.6 only fixed this on BG2EE for some reason. The claim is valid. EET is set up to support these sets but doesn't attempt fixing them itself (besides moving them to follow SoD vs BG2 CRE soundslot layout differences), and I believe that it belongs to EE Fixpack's scope to attempt going through these and sorting them out (IWDEE is actually in an even worse state than the others because most of the CRE soundslots are still using oIWD layout). The reference standard should be @skellytz's TobExAL+BGT setup.
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