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GuardianAnubite

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Everything posted by GuardianAnubite

  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.
  16. Thanks, I'll take a look at that. Were you playing with any mods?
  17. It currently doesn't, the EET version uses a combined monster list from BG1 + BG2, but the tier system for the Set Creature component and the game's built-in logic for Rest/Spawn encounters should prevent too many cases of really impossible encounters showing up. Although now that I've typed it out, maybe I should make two lists for the Rest/Spawn components for EET and have them separate for BG1 and BG2. If EET sets all of the BG1 maps to be BG###.ARE, that's pretty easy to do. As for other mod-added areas, I don't think anything would break since there'd generally be no valid set creatures on my lists unless they re-used random hostile creatures for fodder. Though I suppose the Rest/Spawn components could potentially cause problems, but that seems unlikely. But if the mod area names don't follow the pattern of AR### or BG###, I could filter those out too.
  18. So I put that in and have been testing it, and I feel like it would make for... interesting games. I included Irenicus's dungeon and the start of BG2 was mostly giant trolls, rakshasa, and greater basilisks to start things off. I'm pretty sure in the area files, I saw a dragon in Cloakwood Mines in BG1 (no idea how that would work).
  19. Like I've said before, that's something I'll look at later but not soon. Right now, things can be re-randomized just by re-running the installer, so there's a lot of things I want to add before I add a convenience thing like a script that runs each new game.
  20. Thanks for the interest! I'll see about adding that extra mode soon, it'll be a little bit of work so probably not before Christmas, but could probably get to it in the next week or two.
  21. That one's a typo, should be HELLIL. I have all the changes made to fix what you've found, so if you want to reinstall with the 1.0.2 release, that should fix those issues.
  22. Okay, two things to fix there - I'll have to look into why it had ARRAY_CR as an entry, and update the check for that map to be in EET as well, since it's supposed to exclude the High Hedge map to avoid causing issues with getting a skull for Melicamp
  23. I definitely did not consider keeping things 'lore-friendly' (aside from not breaking quests or events). I was thinking of adding an option to the set creature randomizer to have it replace creatures with anything instead of something similar power-wise, but while I'm doing that I could look into making a component for keeping things relatively natural while being random. Though I might need to consult with someone who has more actual Forgotten Realms lore than I do.
  24. Thanks for the interest everyone! I've updated the download to v1.0.1, which fixes the crash that yota13 ran into and adds a note to the readme to hopefully make things clearer to PI/EET users.
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