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ahungry

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Everything posted by ahungry

  1. Regarding the run speed - I didn't peek at the file or try testing any adjustment of base speed, but if it's a known issue that Grey can sometimes lag behind the party, would a better change be to overcompensate and just allow him to move faster than the rest? He is a dog afterall (I found it weird dogs/wolves go slower or same speed as the humans, but maybe that'd be a good tweak pack change to do globally - make them much faster). Play wise, I see him as a bit of a tank, so moving faster/ahead of the party (at least when present as a core member and not the 7th wheel) and leading the way would actually be a lot nicer than lagging behind and waiting for him to catch up.
  2. I would say it's more meta-game than cheese - in a real D&D session (or a real adventure) would you leave behind a companion to boost your own xp quicker? No, you would adventure out as a group (unless you never wanted her, or had an RP reason to drop her) and if you happened to find xp heavy mobs, lucky you. I still used to do this quite often, now due to hating the level 1, I just leave spell/trap xp at bg2 levels with EET so I can end up "boosted" to level 3 or so by the time I hit nashkel mines, without having to grind mini quests/mobs, or go to "hot" xp spots (the "BG 1 Vanilla Progressive xp rate always seems to stay at like 40 xp per task for me, even at end of bg1"). I think the new approach feels more natural - I get a slight xp ramp up in early game that tapers off by mid bg1, in exchange, I don't feel like I'm adjusting my playstyle/progression to hunt heavy xp areas (meta gaming) or avoiding grouping my teammates.
  3. Don't forget charm animal! It'd be sort of neat if it made a permanent companion summonable daily via an item like the spider item from bg2 or drizzt's panther.
  4. Haha, yea, I have Sirene wearing one of his helmets - it isn't better stat wise than any random basic helm, but I figure it's due to her animalistic tiefling nature that she agrees to wear dog armor. For actual issues, I don't know if it's due to @morpheus562skills-and-abilities mod, and perhaps Gray's basic/starting armor being classified as heavy armor (which S&A gives a non-proficient movement penalty to) but the dog (as a main party member) moves slower than the rest of the party - I am using Anthology Tweaks (cdtweaks) a7 auto haste component at 150% cast+movement speed. Even with the pip in Heavy Armor (S&A) which should remove the movement penalty, he still moves slightly slower than the rest of the party, as if his base movement is a little slower than the rest.
  5. Yup! It's just if anyone else wants to sign up for DALL-e/openai and make another set of images (it just requires email + phone) to add to the pile here. The thumbnails on my link are jpg (they are 1/10th the size of the bmp and I was getting slammed with bandwidth after posting on reddit + here, about 2k unique visitors to the images so far, lots of lurkers I suppose), however the link they go to when opened up are already prepared bmp for use in game (and the tarball file is, of course, all the images in the prepared bmp format). @suygood idea on mktemp - I think zsh can swap to bash with the shopt I mentioned (a quick one liner test seemed to show that worked - find had an issue because the exec I fed it only ran the pwgen output once, which caused all files to end up with the same random name, due to the shell expansion working on the inner most call up to the outermost call). Can mktemp do file names (length constrained), not just directory? If so, that's an easy update, maybe I'll post a bash alternative, I love fiddling with shells
  6. Yup! Spot on - it's what I used to turn the dall-e output into BG compatible files (the BG files need 24 bit, aka no alpha channel bitmaps, with filenames 8 chars or fewer). It targets a directory of png files (that's the output of dall-e - it'd be easy to make this any type though), and copies all the files into a randomly named output directory in your /tmp dir (this script is assuming a *nix/POSIX type system). For each image in there, it resizes to the appropriate image size, converts to bitmap with alpha off, and then runs a command to crop it to the proper width, while trying to crop so the center of picture is in the output. The script requires zsh (the shebang at top) - that's for file iteration (using a for loop on ls output can have problems with space separated filenames) - it could be done in bash using "shopt -s globstar" option. It requires pwgen (a CLI password generator) for making the random file names (you could use $RANDOM in the shell, but they'd be pure numeric names then). It requires ImageMagick suite (convert/mogrify commands) for the image manipulations (this is, to me, easier than doing each file by hand or by batch in gimp or photoshop). When all is said and done, your /tmp/<random name> will have a bmp of each png, that should be usable in your "portraits/" directory.
  7. A few of them have interesting pupil focus
  8. Yea, I thought that was funny re: elves - and not a single prompt mentioned "elf" or "elves" either! (when I prompted for dwarf they were spot on though) The demon prompt was intentional, and it was cool to see - they block some generations based on keywords though (succubus is not allowed, but seductress is, lol)
  9. The relevant conversion script (again, if anyone found it of interest): #!/bin/zsh set -ex if [[ -z $1 ]]; then echo "Please target a directory for processing" fi dir=$1 cd $dir outdir=/tmp/$(pwgen -1 8) mkdir -p $outdir cp *.png $outdir/ cd $outdir for f in *.png; do name=$(pwgen -1 8).bmp convert -alpha off -resize 266 $f $name mogrify -gravity Center -crop 169x266+0+0 $name done rm $outdir/*.png echo $outdir contains all the finalized images
  10. 4 realistic painting of a baldur's gate portrait of an evil villain with a hood 4 realistic painting of a baldur's gate portrait hero, paladin full helmet 4 realistic painting of a baldur's gate portrait hero, lady thief 4 realistic painting of a baldur's gate portrait hero, lady, stylized for a video game, vibrant 4 realistic painting of a baldur's gate portrait hero, lady, stylized for a video game, dark lighting 4 realistic painting of a baldur's gate portrait hero, lady, stylized for a video game 4 realistic painting of a baldur's gate portrait hero, lady 4 realistic painting of a baldur's gate portrait hero, evil lady thief 4 realistic painting of a baldur's gate portrait hero, evil knight full helmet 4 realistic painting of a baldur's gate portrait hero 4 evil lady thief stylized like baldur's gate videogame oil painting 4 baldur's gate villain with a hood photorealistic painting 4 baldur's gate portraits female 4 baldur's gate portrait photorealistic painting insane assassin 4 baldur's gate portrait photorealistic painting fully armored warrior 4 baldur's gate portrait photorealistic painting dwarf knight, evil and angry 4 baldur's gate portrait photorealistic painting dwarf knight 4 baldur's gate portrait photorealistic painting demonic female witch 4 baldur's gate portrait photorealistic painting cute female wizard 4 baldur's gate portrait photorealistic painting cute female witch 4 baldur's gate portrait photorealistic painting cute female warrior 4 baldur's gate portrait photorealistic painting cute female rogue 4 baldur's gate portrait photorealistic painting 4 baldur's gate game portraits female oil painting 3 evil lady thief stylized like baldur's gate videogame digital art painting 3 baldur's gate portrait photorealistic painting seductress 3 baldur's gate portrait photorealistic painting pretty female witch 3 baldur's gate portrait photorealistic painting fully armored demon 3 baldur's gate portrait photorealistic painting demonic knight 2 realistic painting of a baldur's gate portrait hero, paladin 1 realistic cartoon of a baldur's gate portrait 1 portrait of a baldur's gate hero on a dark background cute girl 1 evil lady thief stylized like baldur's gate videogame digital art 1 an oil painting portrait of a baldur's gate hero on a dark background If anyone else has an openapi account and wants to continue where I left off, those were the prompts I used
  11. Using DALL-E openai, I was able to create quite a few portraits that have a Baldur's Gate type look and feel. https://ahungry.com/img/ahungry-portraits/ Since I'm cheap, I won't have more credits until I get more freeby credits next month, but from what I've read, there is no official copyright on the tool's produced works (unless you anger the company via some abuse of their system and they revoke your rights to the images). I wrote a small shell script to do the conversion of their png size/format into a BG compatible one. Is there a good existing package (a portrait pack, or maybe portraits-portraits-everywhere?) that would want to incorporate these? (I see PPE is already pretty loosy-goosy regarding copyright, since it has shots that are clearly from other games/media), or would it be worthwhile to wrap this in a tp2 setup file for an installable package and add to my github? (currently the tarball of all images is on my link, or someone can save as they like and add to their own save game "portraits/" directory).
  12. @jasteywhat is "Themed Tweaks"? Is that a sub-component of this mod, or something else? Search engines are failing me if it's a standalone tweak pack.
  13. Cool idea - I just finished a reinstall with skills-and-abilities, so it'll probably be a bit before I try this one. Are the listed kits completed, or WIP? Do you have any more kit ideas? Currently there doesn't seem to be much overlap with Artisan's Kitpack kits (nice!) - are you keeping any other common kit packs in mind as you dev with an eye for uniqueness?
  14. Not that I can see from backup/ history - and the ram OOM error is now happening with SR dispel magic as well, ugh lol - gonna wipe and reinstall to this point, be back in a few hours
  15. Looks like it belongs to this: https://github.com/RoxanneSHS/TyrisEE I never found the original link, although if it's an old abandoned mod, I doubt it's been updated anywhere else for modern installs (this was one of many mods I snagged when pulling in every mod I could find when I first resumed playing modded BG a couple years back). This mod worked fine with SR + SRR prior to the latest SR update though - it's just post SR update (from Oct 2022) combined with SRR fails - SR latest applies cleanly with this mod, so maybe there is some unique interaction, but I assumed something that SRR relied on being present/in a particular format in SR was changed in the Oct 2022 SR (which looked like it accumulated 2 years worth of changes). Edit: Wow, that was weird, while SR applied cleanly a few days ago (as I described), I just went to re-apply it now and something in the SR mirror image component exhausted 16 gigs of ram on my laptop, forcing the weidu process to die to lack of malloc - that's odd...
  16. I redid the install - this is the grep for ERROR and the context of 5 lines after each - about half the components ended up installing, but not the main spell_rev one: ERROR: [G#TFVAMP.CRE] -> [override/G#TFVAMP.CRE] Patching Failed (COPY) (Invalid_argument("String.sub / Bytes.sub")) Stopping installation because of error. Stopping installation because of error. ERROR Installing [Spell Revisions], rolling back to previous state Will uninstall 8672 files for [spell_rev/setup-spell_rev.tp2] component 0. Restoring backed-up [weidu_external/backup/spell_rev/0/DIVINE_EE.TRA] weidu_external/backup/spell_rev/0/DIVINE_EE.TRA copied to SPELL_REV/LANGUAGES/ENGLISH/DIVINE_EE.TRA, 127982 bytes Restoring backed-up [weidu_external/backup/spell_rev/0/DIVINE.TRA] weidu_external/backup/spell_rev/0/DIVINE.TRA copied to SPELL_REV/LANGUAGES/ENGLISH/DIVINE.TRA, 127954 bytes -- ERROR: Invalid_argument("String.sub / Bytes.sub") Please make a backup of the file: setup-spell_rev.debug and look for support at: Bartimaeus in the SR Revised thread at forums.gibberlings3.net Automatically Skipping [Spell Revisions] because of error. Using Language [English] [English] has 5 top-level TRA files [spell_rev/languages/english/arcane.tra] has 696 translation strings -- ERROR locating resource for 'COPY' Resource [sppr951d.itm] not found in KEY file: [./chitin.key] Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. -- ERROR Installing [Mirror Image Fix], rolling back to previous state [weidu_external/backup/spell_rev/20/UNSETSTR.20] SET_STRING uninstall info not found Will uninstall 115 files for [spell_rev/setup-spell_rev.tp2] component 20. Restoring backed-up [weidu_external/backup/spell_rev/20/ABAZ01.SPL] weidu_external/backup/spell_rev/20/ABAZ01.SPL copied to override/ABAZ01.SPL, 490 bytes Restoring backed-up [weidu_external/backup/spell_rev/20/ABAZDG02.SPL] -- ERROR: Failure("resource [sppr951d.itm] not found for 'COPY'") Please make a backup of the file: setup-spell_rev.debug and look for support at: Bartimaeus in the SR Revised thread at forums.gibberlings3.net Automatically Skipping [Mirror Image Fix] because of error. Using Language [English] [English] has 5 top-level TRA files [spell_rev/languages/english/arcane.tra] has 696 translation strings -- NOT INSTALLED DUE TO ERRORS Spell Revisions SUCCESSFULLY INSTALLED Deva and Planetar Animations NOT INSTALLED DUE TO ERRORS Mirror Image Fix SUCCESSFULLY INSTALLED Dispel Magic Fix SUCCESSFULLY INSTALLED Spell Deflection blocks AoE spells I'm not sure if a preceding mod is impacting this, but without SRR , spell_rev works fine in this setup.
  17. Well, it didn't quite work out as well as I had hoped. I moved bg1npc and garrick-tt post EET, along with bg1ub which I had a note that it needed installation after bg1npc for some xmod - however bg1ub does not install post-eet. I don't really see any benefit of moving any of my original pre-eet items into post-eet, since any new installation tends to be a wipe + full reinstall, as uninstall isn't 100% reliable in deterministic backtracking.
  18. It didn't give an incompatibility message, it just failed to install due to some weidu/weinstall tp2 error or another (unfortunately, I didn't record the exact error).
  19. Added a new component to mod to "rescue" botched installs that end up with unkillable trolls (from what I tend to reproduce, SCS at start of order with a lot of mods after can re-create the scenario). It will go through each creature it believes is a troll (by finding the trollimm or trollreg items) and remove their monhp1/minhp1 items, letting them be killed with brute force or ctrl+Y (for instance, in my current setup, this was necessary because the sleep/prone condition wouldn't trigger on the troll, nor would they die after being hit with the proper damage). Obviously this takes away some of the challenge because you could ignore the fire/acid damage req. to kill them, but it's better (imo) than an unplayable install. I would like to sometime do a more comprehensive end of order troll sanity check that confirms/sets the basic conditions for a killable troll (prone check, damage check, etc.)
  20. @polytopenot sure if the final "nerf" question was for @subtledoctoror myself (I think SD, but I'll reply if it were towards this mod) - this mod component just aims to balance crazy outliers (weapons beyond a 1 APR bonus) - it wouldn't aim to just nerf damage in general, or monks specifically. I don't think vanilla game has any that exceed 1 APR bonus (some may have flat APR settings like ranged weaponry, those are untouched). Most (perhaps not all, as SD alludes to) mod added gear that goes to 2 or higher APR bonus on a single item is just a ridiculous item 99% of the time, so this makes them more reasonable (imo).
  21. @Bartimaeusit failed to install - I am using GNU/Linux. # # ### NOTE: Currently SRR doesn't apply to SR per latest update # # ### Site: https://github.com/Gibberlings3/SpellRevisions/releases # # ### Site: https://github.com/BartyMae/SR_Revised/releases rm -fr spell_rev ; inflate SpellRevisions-4.19rc1.tar.gz ; mv SpellRevisions-4.19rc1/spell_rev ./ rm -fr 'SR_Revised-1.3.900-' ; inflate 'SR_Revised-1.3.900-.tar.gz' rsync -avz './SR_Revised-1.3.900-/spell_rev/' ./spell_rev/ weinstall spell_rev --yes --no-exit-pause --language 0 # NOTE: inflate is a shell function I use to handle zip/tar/rar etc. in a single command for my setup script this was in an EET setup after my general/npc/quest section, but before my kits/EET_end/tweaks section. In this test, I had SCS installed at start of order instead of end (this hasn't impacted my SR/SRR weinstall in the past - not speaking to any game play testing).
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