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GuardianAnubite

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  1. Weird, I built it the same way as the previous versions. Have you had issues with downloading any other mods? I changed the downloads to be via my Github instead of hosted on G3, and that allowed Chrome to download them for me. There's also a link to the Github on the mod page and the mod can be downloaded directly from there.
  2. Sorry for the super late reply, but I did look into this and fix the issue. It should be fixed in the new release, version 1.1.2 (and I updated the documentation as well).
  3. Ah, okay. So there's two different components with the same name, one for BGEE with the Minsc option, and one for IWDEE. I was a little confused by the skip message since it also mentioned BGEE, but that makes sense now. Thanks!
  4. I'm installing the kitpack (version 1.1) on BGEE, and I get some weird behaviour. When Weidu got to the Rashemaar Berserker kit, I chose to assign the kit to Minsc, and it seemed to do that, but then after it says "SKIPPING: [Install Rashemaar Berserker Kit] Component required BG: EE, BGII: EE, IWDEE, or EET. Which is weird, both because it already installed it, as well as the fact that I'm installing it on BG: EE? When I get to actually playing, I'll grab Minsc and see if it actually updated him or not. It also auto skipped the other prestige classes like Archmage, even though it also lists BG: EE as an option. But of course, you won't normally get to the required level before BG2, so I could see why it isn't included?
  5. I'll add a compatibility note to the readme. I'm not familiar with MIH_EQ, what's the full mod name? Thanks for the feedback! I'd like to add options for more lore--friendly randomization later on, but that might require someone who actually knows Forgotten Realms lore. I've also removed the gnolls from Windspear as a randomization option, so that should be fixed in the next release.
  6. The enemy randomizer makes no attempt at keeping things lore-friendly. Maybe in a later release. I've looked through the area files and don't see or remember any area in Spellhold that has Skeleton Warriors that you need to kill, can you provide some more info on this one? I've fixed the issue with the troll that drops his head, it was an oversight with the EET component and had already been fixed in normal BG2.
  7. Another bug, this one is pretty funny. At the scene before entering Avernus, if I chose one of the new dialogue options when talking to Caelar, something like "Open your eyes to Hephernaan, he's a super traitor", the cutscene would repeat and I could loop the crusaders appearing and the portal opening repeatedly.
  8. It was the 0.4 beta, so will try with the newer version the next time I'm in SoD and see if I can replicate it.
  9. I think I found a bug at after the Bridgeport battle. I've been doing pretty much everything and reporting my findings to Sir Deggernaut. After the battle, Bence talks to me and if I click the reply that I need to tell him something, the only dialogue option is something like "NO VALID DATA OR LINKS" and then the barrels on the bridge don't disappear so I couldn't proceed. I was able to work around it by reloading and telling him there was nothing new to say, though.
  10. Eventually, but it's not going to be imminently or anything. I wouldn't wait for it if you're interested in playing BG now.
  11. Yeah, that's why I don't recommend that option for EET installs. For the next release I'd like to add an option for the all random component in EET that still keeps the BG1 and 2 maps separate.
  12. For now, it's just set once during install time, so yes it'd be the same each game unless you re-ran the mod installer. Having the randomizer run at the start of each new game is something I'm going to look at later, but won't be happening soon.
  13. Theoretically the main task to do there is make a list of all the valid creatures to randomize in those games like I've done with BG1/2, if the area and creature files are structured the same. But I can't say I'm particularly interested in doing that since I never got into the IWD games, so if someone wants to do that and playtest the results, I can definitely add it to the mod.
  14. Glad to hear you're enjoying it! For EET games, currently the only randomization option mixes BG1 and 2 enemies throughout the series, but I'll probably try to include an option to keep BG1 and 2 separate in the next version.
  15. I've just updated the mod to version 1.1.0, which adds an option to the Set Creature randomizer to be completely random instead of keeping things relatively balanced, removes the kobold CRE that has the vial of liquid in the Nashkel Mines so that quest won't be a problem, and adds another kobold that wasn't being randomized before (this one doesn't have a quest item, I promise). I'll probably take a bit of a break for a while (though will still try to get any bugfixes out right away), but the thing I'd like to add next would be a randomizer for quest monsters, and potentially for fetch quests that ask for random jewelry/items. But that'll require a bunch of learning on my part, so don't expect it soon.
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