Jump to content

GuardianAnubite

Modders
  • Posts

    30
  • Joined

  • Last visited

Posts posted by GuardianAnubite

  1. 20 hours ago, DrAzTiK said:

    google chrome and internet explorer do not allow me to download this mod witch look to be identified as dangerous ( at least for 1.1.2)

    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. On 4/21/2023 at 7:38 AM, marchitek said:

    I have error during install on BGEE 2.6 without SoD. Component "BG1 Set Creature Randomizer -> BG creatures only - Keep enemies roughly similar in power" v1.1.1 (although in tp2 it is v1.00).

    ERROR: Failure("resource [catlim01.CRE] not found for 'COPY'")
    Please make a backup of the file: SETUP-GAENEMYRANDO.DEBUG and look for support at: GuardianAnubite
    Using Language [English]
    [English] has 1 top-level TRA files
    [gaEnemyRando/tra/english/setup.tra] has 5 translation strings

     No other mods.

    SETUP-GAENEMYRANDO.DEBUG 248.77 kB · 3 downloads

    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. 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? 

  4. 4 hours ago, Oloriniel said:

    Oh, and for the record, per change-log the mod that altered 1507.bcs was MIH_EQ, component 35 ("Enhanced Battles: Spellhold")

    I'll add a compatibility note to the readme. I'm not familiar with MIH_EQ, what's the full mod name?

    4 hours ago, Oloriniel said:

    Not your mod's fault!  Looks like by default the zone has kobolds and hobgoblins; some other mod substitutes 2 kinds of skeleton warriors, and the zone requires you to have killed at least 2 of each kind.  So, it's a compatibility issue.

    I have had a few other issues that weren't just cosmetic, like sahuagin and kuo-toa showing up in the Nashkel Mines or De'Arnise Keep; for example, the gnoll/werewolf encounter in the Windspear Hills didn't work because the script requires you to kill a certain number of those specific gnolls, but the mod substituted them.

    But, by and large, it's added some unpredictabilyt and challenge, contributing to a unique and enjoyable playthrough.  Thanks for making the mod!
     

    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.

  5. On 10/27/2022 at 4:52 PM, Oloriniel said:

    The enemy randomizer may need some work to address which creatures in which locations are 'essential.'

    I mean, it's one thing to walk into the mind flayer lair beneath Athkatla, and there's almost no mindflayers or thralls there.

    But in the Spellhold labyrinth, there's a zone where the Apparition who transports you to the next stop doesn't appear until you've killed 2 each of types of Skeleton Warriors.  So if there aren't any skeleton warriors, you'll have to use the console.

    Likewise, there's a machine in which you have to deposit the head of a troll.  I've got several in my bags, because I met this troll as far back as early BG1.  But if I didn't have one, I'd have had to use the console to get one, because the troll whose head you need isn't here.

     

    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

  6. 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. 

  7. 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.

  8. 8 hours ago, ahungry said:

    I don't know if it's due to pure randomness, or the new options, but going with the SOD (slight BG1 challenge upgrade) and option to include SOD in set encounters with pure randomness, but now I've hit 2 dragons (purple dragon at durlag's tower, brown dragon in nashkel mind lol).

    Think I'm gonna have to go back to similar encounter difficulty option haha

    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.

  9. 2 hours ago, ahungry said:

    Quick question - I assume all the randomization happens during install time - if that's the case, would multiple play throughs end up with the same monsters unless I re-ran the install?

     

    Or is the install just opening up the total monster pool for areas, and each time I visit, things could be different? (perhaps different per new game)

    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.

  10. 11 hours ago, Endarire said:

    An option for the future is to add IWD 1 and 2 as randomization install choices, keeping things somewhat balanced or just having total randomization like at present:

    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.

  11. 7 minutes ago, ahungry said:

    This is fun - I just setup a new game play through with this last night (so, the version right before your 1.1.0 I guess).

    I chose to include SOD mods in my BGEE (I'm doing an EET playthrough).

    Gotta say, it's been a rough playthrough so far with SCS on insane 😂

    In the very first map after getting Imoen, I went NE and before reaching Montaron and Xzar encountered an invisible Ogre Mage fully pre-buffed (thanks SCS) with mirror image, minor globe of invincibility - it was an insta-gib.

    Reload and avoid that area - play through some fun random encounters (revenant in ankheg pit was rough with the Hold attack on my level 2 party).

    Got to Nashkel mines - all was going well, fun variety - hit a Yaga Shura Mage (snake man or w/e) mage and a Hobgoblin Wizard - unfortunately, they're on a non-skippable path to get to Mulahey, so I've been playing side-zones and will come back to the mines at level 6 or 7, when I can deal with his SCS self buffs (although even with SCS turned to Basic, him and the wizard spanked my level 4 party).

    Looking forward to trying an even more imbalanced setup :D

    Do BG2 or TOB mobs ever cross over and get mixed into the BGEE portion of an EET game, or are they kept to their respective campaigns? (other than SOD -> BGEE, which I guess is still the BGEE campaign in some ways).

    Oh, and trolls - what a pain!  Gotta save those nashkel mine fire arrows (or I guess try flaming weapon from might and guile trueclass  warrior feat).

    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.

  12. 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.

     

     

  13. 6 hours ago, Graion Dilach said:

    I've just noticed that this also affects mod-added areas... how does it recognizes which mod-added area belongs to BG1 and BG2 in EET?

    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.

  14. 19 hours ago, Dan_P said:

    This is what would interest me. A randomizer mod's already going to be lore-breaking, might as well go all the way with it. If something's too tough, you can run or sneak past it. Thanks for this mod, btw.

    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). 

  15. 47 minutes ago, Endarire said:

    On a similar note, I appreciate your maintaining the mod!

    I would like the option to rerandomize what creatures are in what spots either at install time or when starting a new game, just like the Item Randomizer.

    Thankee!

    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.

  16. 1 hour ago, Dan_P said:

    This is what would interest me. A randomizer mod's already going to be lore-breaking, might as well go all the way with it. If something's too tough, you can run or sneak past it. Thanks for this mod, btw.

    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.

  17. 6 hours ago, Graion Dilach said:

    You also rely on a HELLJL01.CRE (this actually gets mentioned in your mod so could confirm) which you consider an EET monster but this one is also missing from my game.

    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.

  18. 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.

×
×
  • Create New...