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Gordian

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Everything posted by Gordian

  1. You can actually use them together if you choose to go with instant trap detection from TnT. Works with my install order and is pretty neat. Only thing missing from this setup is support for Thieving Skills for Bards (etc.).
  2. Ha! Great job. : ) This also explains why I didn't encounter this bug on later installs, since I figured I don't need the component. Is it really the core component or just the auto-pause one? I only discarded the latter (8/9). My UI (at least) has trap auto-pause anyways. And it was TnT after all. Yea, Magus is very responsive. I did open a (albeit lengthy) issue myself there but didn't find the time to split etc. Feel free to pick up anything you find relevant there, it's already closed. Edit: TnT is a great mod in my opinion, really deserves more compatibility and feedback on features.
  3. I ever was, thus still am, too impatient for that - BUT, that's just me. ; ) (And I kind of never wanted to CTRL+J through the game unless a bug mandated it.) +150% OOC MS are a very neat alternative, I think - might break the immersion for others. But then again, I'm actually considering playing at 60fps. Must admit that I only tested the arcane version of Haste with the divine version of FoM and nothing else but this combination seems WAI. I will look into this for my next install (one I might actually end up playing, but it'll be a while...) Then again, this would only be relevant for fights and I'll have to debate this with myself, heh. I can imagine it being hard to implement but would be interested in what nuances you're alluding to specifically.
  4. Oh, that's "great", haha. Interesting findings - might yield clues as to what gave birth to it. I don't think that I have the install of that save still, so my testing capabilities might be limited. I think, that the forum offers 1MB of upload storage per account, you can check there and delete your old stuff, if you want to. Did you try @subtledoctor's NI suggestion?
  5. I was quoting SR's (that's why I assumed SRR as well) readme from memory. This is a clear deviation from its vanilla description, hinting at (to me at least) not blocking Haste. I never tested the interaction, as I mainly playtested early-mid BG1. I do know that the klatu component didn't install, but this can have a gazillion of reasons, so one would have to test. Reasonable, but annoying when it comes to having to switch items. That's what my younger self thought about it when trying to move the party quickly from A to B back in ~2000. Now with tweaks that allow for faster OOC movement, I might prefer the nerf to Free Action myself. I see where you're getting at when it comes to generalising SR and SRR. Edit: I just tested it, as I still have an install (without the klatu component): SRR's Free Action doesn't block Haste. Can't say anything about SR but I would expect it to behave the same way in this regard due to its description.
  6. I remember having issues with invisible party members myself and got the impression that it was related to familiars (namely TnT components), unsure though. Tabbing displayed an invisible "Uninjured" entity, I couldn't get rid of. From what you wrote, it seems that these are two distinct issues. It happened in/after Beregost for me and I could rectify by reloading a previous save and doing Beregost again. I also vaguely remember handling the aforementioned fight differently. We do have similar install lists - it figures. What are the tools available for pinpointing the culprit? Will definitely check out your new version once I get back to installing/testing - sounds great!
  7. 3) Works as far as I can tell, did not use/check all its components (the Infravision one for instance) though. Enemy Random Targeting: no idea whether sensible to use with SCS Ad: Area Transitions: I sometimes encountered a bug, where I got the "You must gather..." message, even though it was gathered. This might be due to an "invisible familiar" bug or something else, couldn't pinpoint. Mainly happened after Beregost. An idea was to counteract this issue with this component - never tested though. 4) The spell-related message components work in my installs. "Reveal Hidden Doors" installs but I never checked whether it works. The animation fixes installed and fixed a select few spells - never checked their animation. 5) Works flawlessly, from what I can tell. Ad klatu's Free Action: I'm not entirely sure, but I think it is (partly?) included in SR(R) - that's also why it didn't install for me, iirc. If memory serves right, this might also be an option to consider.
  8. Ah, I omitted this on purpose since I only play on Insane difficulty. But I should probably include it at the end under "adjustable difficulty". Maybe I should check all components for such adjustments again, so other users do I get a choice. I can't promise testing them very soon, but I might in the foreseeable future. I'm currently looking into the tweaks section and trying to get a good overview of overlap and issues. Maybe Tweaks and Tricks' components will have more EET compatibility soon. : ) Haven't been able to playtest as much I would like, but have been testing a few mods. Especially the ones I used EET_mod_converter on.
  9. Hi, @Wise Grimwald! This is just my personal install list with no ambitions to a) be working for everyone or b) provide fixes for specific issues - this is up to the respective mods' authors. The local changes I made to some mods are mainly amateurish tweaks on working mods for achieving my still infantile vision of "balance". In addition I'm very fresh myself but I can give this a try regardless. (Best ask on Discord or create your own topic in this sub-forum, for instance.) First and foremost: from what I know this mod needs to be installed on BG:EE and not after EET - this might be the cause for your issues. EET provides compatibility for a few left-over mods installed on BG:EE. EET changes area names and the mod might have patched the wrong (or none?) areas as a result. You can check this list for your next install. I'm not too familiar with the mod, as I just included it yesterday (no idea whether I'll keep it either) and haven't tested it at all. As far as I know, there is a thread on Beamdog pertaining to this mod and the mod hasn't been updated in quite a while (1.5c in 2018). From my browsing through the pages, I get the impression that you're familiar with it. I can't imagine a deliberate change from another mod to specifically affect the behaviour you're describing, but that doesn't mean that it hasn't been done. The only other mod I'm not familiar with is SETUP-BGEEAR. From my last research a version of this (not saying that this is the one) was one changed for EET but not by the authors themselves. As it is minor and you already have a fix (thanks for bringing this to my attention, as I might run into the same issue), this shouldn't pose a huge problem for your run. The short answer: If this really bugs you and installing it on BG:EE doesn't fix it, you can try posting it (again?) on the mod's thread or PM its author on Beamdog. If the mod isn't maintained anymore, then you're out of luck from an official standpoint. You could try to change the mod locally (which might and probably will come with its own issues) or ask someone to do it for you (I'm not right address for this). Hope I could help or provide you with a working approach.
  10. Sounds great if applicable - also the ticks part! Shields vs. TWF/DW (or balancing weapons/armours overall) is a different beast entirely. But making shields a more enticing choice is something sorely needed, I think (even after SoB's and IR(R)'s changes). I like the breath weapon defense buff idea. Rant:
  11. This mod does not install, please see the open issue on git, @subtledoctor. - a disgruntled and impatient customer edit: Here's hoping @-ing works when editing.
  12. This already is a neat tweak for dragons (exact values, stacking rules and crossmod implications (SCS, SR come to mind) would need to be checked, I suppose), what do you think, @subtledoctor? But we should probably move this discussion elsewhere. This would also make dodging/not being affected by a dragon's breath quite crucial and would make good use of EEex' timers. I'm not advocating turning the game into an "avoid void zones" one, but tactical positioning and movement should be a factor, I feel.
  13. You posted two excellent implementations yourself, I feel. One could create multiple components to add said effects to various creatures to give players a choice and/or fine tune their difficulty. I also contemplated writing something along those lines myself but I don't think that I'm there yet and should probably start with something smaller on the one hand and UA already houses many features which could be applied to enemies in addition to giving those options to players - also alluding to our conversation on feats for AI F/T. I will check out the thread and try to contribute if I come up with something concise and (more or less) sensible. Heh... this was the first thing I tried a few weeks ago, but I must have missed the pop-up somehow (Firefox), thanks indeed!
  14. According to the wiki Firkraag (at least) has this already, that's why I didn't bother proposing. If that's not true for all dragons, then that might be a good addition. You could also make it set the resistance to a certain amount or maybe there's some middle ground between cumulative and set. I haven't fought dragons in a long time, so I can't comment on frequency (even more so in a modded game). What I can state is, that I don't really like its implementation too much, but launching characters into the air or whirling them around might not be feasible without EEex (I think Olvyn Spells managed to do something like this). I wholeheartedly agree with the rest of your paragraph btw. That's an elegant way of implementing/emulating multidirectional attacks! This train of thought could be applied to more enemies than just dragons, I suppose. Yep, that would be one way of giving them "feats" - also agree on the large creatures part. Wondering whether maybe there should be different versions of this - differing in the effect being blocked by Freedom of Movement or not, when using being stunned as an example. As in a powerful enough dragon overcoming this protection. Angel's mih_eq has various tiers for creatures like dragons or vampires, thus an elder+ version of a creature could overcome some protections that are directed against their natural abilities. Do SCS scripts check for states like "stunned" by default? I'm thinking of targeting behaviour etc here. Adding such (mainly passive) abilities to various creatures might really be an interesting mod to spice up the game. It would also benefit from SCS' difficulty slider and/or fine tuning options. On quoting: I'm pretty new to writing in forums: is there a way of quoting a specific passage without having to quote everything and deleting the rest? Might just be my lack of knowledge, but seems tedious.
  15. Hm... One could maybe give them abilities (I'm thinking in analogy to MnG feats or similar - if I had the choice, all enemies would get similar abilities and use them via SCS scripts) as at will abilities being quick/free actions to make them independent of their casting potential and boosting their action economy versus a full party. Another (additional?) option would be to give them multi-directional attacks for facing multiple opponents (I'm thinking bite, claws, tails, wings - they have 2 of those, iirc) but this might not be feasible at all. Also: them being in a much higher size category than humans should result in them having a much larger range (don't know their default range, but it's an easy check in NI). I think there already was a mod idea on enemy ranges - totally in favour, where it is sensible. Will likely need a script overhaul though... I really like what Angel did with his alternate damage for large creatures component in mih_tweaks. Ideas like this one add granularity and immersion. On spells: extending the set of spells the AI can use seems to be a herculean task, from what I've read here (and UA-like abilities might be in the same boat), else I'd also propose a dynamic check for installed spells and HLAs (maybe even more so) and adding them to the AI's arsenal. Again something I don't know the status quo about: how does SCS AI react to being debuffed (SoS spells/abilities often in preparation of SoD/outright die ones)? Does is prioritise getting rid of them immediately? Ad targeting: I don't know its current state well enough as a baseline, but making smart (i.e. INT/WIS maybe lore even) enemies analyse the situation and focusing the biggest threat would make for interesting gameplay. ME_tweaks makes enemies change their target faster (no idea whether that's needed with SCS), which prevents some kiting cheese. A dragon should be one of the most fearsome enemies, preferably not just due to stats and its aura (could be different auras too). There's the Super Firkraag mod too, don't know what it changed/did though. The gist of my notions is: we give the player so many useful and shiny tools, but most enemies have to resort to their (beefed up) vanilla ones, if I'm not mistaken. UA already houses many of the tools conceivable, we'd just have to make enemies use them too. (Probably with several layers of scaling using sliders.) This would be an angle for making fights more interesting and hopefully requiring some innovative thinking/extra care when facing many of Faerûn's inhabitants. (Afterthought: The more I read in this thread, the more I'm gravitating to reverting to 2.5 and SCS 33.4 (not going to as of yet, but still). Even though dragons might be the same. Patience and an SCS update or two will definitely be the better choice.)
  16. Ah, seems I missed this - thanks! I'm still tinkering, but eventually, yes. Are you referring to there? ntotsc:10;Northern Tales of the Sword Coast - Improved Lesser Fiends ntotsc:11;Northern Tales of the Sword Coast - Improved Haeball ntotsc:12;Northern Tales of the Sword Coast - Improved Ghotal Is component 10 working at the moment? Apparently replacing with might remedy that, I've been told. Will test adding the 3 components to the next install - would you group them with the rest of the mod or move them further down? Quests and NPCs (maybe more so than other parts) are still very much WIP, but I might have missed that regardless, due to the forgiving install behaviour and already having read a bit on both mods - thanks again! : ) I suppose you're implying skipping components 5 to 15 then. Also: if you have any input regarding NPCs and quest choices (inclusion as well as omissions) - I'm all ears! Currently checking some resurrected mods by @Gwendolyne, already included many.
  17. Thanks, looking forward to testing it in the upcoming days/weeks. : ) You mentioned taking a break. If you end up going for it: have a great time recovering your energy!
  18. It's been some time, so I figure an update is due. Here's the current list with comments: I ended up tweaking mods beyond their inis to better fit my tastes but also to make them work/install in some cases. This list is very experimental due to my delving into local metamodding (a few lines in IRR, SoB and MnG - in analogy to code that's already in said mods), I suppose. I might release a safer version which could be uploaded to the repository. I checked various issues on git, which haven't been fixed yet and incorporated a few of their proposed fixes, where they seemed appropriate and working (3 mods, even though I checked every mod that has a git link in PI) redownloaded and omitted components, list doesn't reflect that yet - huge thanks to @TotoR for his meticulous work! I should probably write a list, for my own documentation purposes alone and for others to emulate, where they see fit. Note to self: check install order against all current lists again. edit: properly documented changes made to files and added explanations, created a repository. Items: I did mess around with IRR and SoB when it comes to armour and weapon changes, using damage charts for comparing weapon types at various levels (@suy's tool is a blessing). Also contemplated writing my own mod for tweaking armors, weapons and styles, but it has already been done several times and I neither know the game (and my modded version of it) nor modding well enough for it to be a reasonable endeavour at the moment. In an ideal world you'd have an ini which let's you fine tune every aspect of weapons and armours/shields, including crit/damage type/apr/str or dex damage multipliers etc. materials and enchantments, changing all installed items dynamically and properly editing descriptions in a unified manner (oBG2 and EE as options maybe). This would have saved me several days of my time, heh. No idea if anybody else would want such a mod, but you could have community devised settings for various playstyles. Sidenote: tools like the randomiser could dynamically account for installed mods and purge duplicates, there is a unique items mod already, I think. (Yes, you can do that yourself as well.) Spells are a different beast but actually easily balanced with opcodes when it comes to a blanket damage change, I suppose. I went the "nerf dw etc." and give armours a lot of DR route to make all weapons more or less viable (~+/- 15%) at any given level while hopefully maintaining their individuality and making for interesting weapon and armour choices. I also buffed shields by giving them DR (while still being below 100% DR even with hardiness etc, heavily inspired by YARAS) - this combined with the DW nerf should make them a viable choice. It might be overtuned, I will have to test. Also enemies without feats/amours/shields might have too little DR now, might do something like the difftweak mod but for all non-humanoid enemies. You could of course argue the other direction: buffing everything else. But I feel like it would lead me to (once more) increase overall enemy hp (messing with saves/AC/thac0 is even worse imo) - which I might end up doing regardless. Wish there was a mod/choice to keep critters negligible while providing meaningful enemies with more staying power. (As an additional way of fine tuning difficulty - give meainingful enemies more hp or something.) This would have to be balanced against ther available spells etc. There are means for buffing certain enemy types - I used many of them - will have to test how it works out. Firkraag has 414hp as per NI, will see whether this is alright. Which leads me to: Enemies: MnG, SoB and iwdifiaction all provide evasion for enemies. If you want the (imo) best of all 3, you'd just install MnG Feats as it gives an expanded list to all thieves and adds feats to fighters and thieves on top of that. I ended up expanding the classes to include all thieves and changing the feats they get but you don't need to edit anything if you just want the aforementioned (be aware that the AI is limited in what it can use properly: i.e. only give them "passive" abilities unless you want to mess with scripts). Ad SCS: I really don't know what its current state is when it comes to beholders, general caster AI etc. (I did check the relevant posts, I think). Also I got a warning at the end when installing "Smarter Mages" without finding any reason for said warning. (This was before changing IRR, MnG and SoB.) Local EET compatibility: What's more: I used EET_mod_converter by @K4thos (this gem deserves a readme) to provide local EET compatibility for some of my desired mods in a more or less makeshift fashion due to my limited knowledge. (k9eveofwar, vanishingofskiesilvershield - msfm doesn't need it, unless you want its familiars components, then you would also need to tweak EET's familiar scripts - I already have enough mods touching familiars, I feel, thus I left it untouched) I probably forgot quite a few things but that's what came up during a quick scan. Hope that one or the other can find a bit of useful information in this maelstrom. ; ) An afterthought on versions: I'm all for freedom of choice but there being oBG(T), EE(T) and various patch versions people play on, must be a veritable hell to write mods for. It starts with descriptions and can lead to game breaking bugs, sadly. Wish Beamdog had released a unified game (option) at least, heh. Wishful thinking, when revenues are a concern. Them fixing things like concentration checks (an egregious oversight in my book) might at least be in the realm of possibility - else @Bubb's EEex could provide a solution one day, I hope. Maybe it's really an issue of info-flow, as they have alluded to. And bridling the horse backwards (as they say in my mother's tongue): Ad PI: First and foremost: a huge thanks to @AL|EN for his conitnued support and work on the tool. We talked on Discord a bit and here's the gist of what I remember wanting/ideas that came up (this might deserve its own thread and not being buried here - or being posted in the proper PI thread, I suppose): Install behaviour: You can set PI to ignore warnings when installing via the ini ("ExpDisablePauseOnWarning = true") - this should be an option in the GUI, I think. PI does not stop at "not installed" for me even without this setting in various (but not all) cases. PI really needs a search function. When importing from WeiDU it should either (better and/or choices) rearrange your modlist accordingly/select all the subcomponents and check for rules or give you the same behaviour as with just copying plain text commands into the GUI while still checking for ordering rules. You could also split this: have a mod list ordered however you wish and have a different list for installing mods in your current session. Maybe adding default tags to mods so that they go to "NPC" etc. (again an option to not behave like this) PI already has a feature to check for ini configs, but it isn't used by many mods, I've been told. This is especially critical when updating mods. On updating: include the option to autoupdate and selectively not update certain mods and/or files of a mod (basically mimicking a git fork). Components with prompts: please get rid of them. That's probably something modder's would have to do. Babysitting an install is no fun. Let the user uninstall specific WeiDU components (with a warning of how many are before it etc.) or let him just uninstall mods in reverse install order. Last but not least: engine performance. I know this is very tricky but when installing many mods, features like a search function would be heavily hampered by the tool's current performance. I know that much of this might not be feasible. These are thoughts on a free tool that is maintained by one person (afaik) while being unsalaried even. So anything from here would be nice (if it actually makes sense too) but everything is far from being a demand or such. Please read them as incentives.
  19. Including all applicable components for my current test install. : )
  20. The IRR and SRR portion of that sentence was just providing additional info. 2.6 seems to clash with earlier versions of SCS if you check the changes made in v34 and v34.1 here - thus requiring you to play on 2.5 if you want to use, say, 33.4. I don't know which "critical issues" they are referring to though. I hope I could specify my question sufficiently. I'm mainly concerned with 34.x breaking beholders and contemplating omitting said component for now. edit: thanks for digging, @Angel. : )
  21. I tried installing the mod but the setup seems bugged, @jmerry. Removing INCLUDE ~jtweaks/resource/functions.tph~ and reordering the beginning helped but is probably not how it's supposed to go. Waiting for an update to test the install and possibly some components. : )
  22. I've had that happen to me as well, also during test installs, most recent one while checking apr for 2h weapons with a very short list of mods: Interestingly: Enchant the Missile launchers doesn't seem to work in this short list (I did tweak SoB to increase short bow apr by 0.5 but unsure whether that can be it) 2.6 EET BGEE for reference:
  23. You could check the various parameter's impact with Moebius Toolkit to get an idea. It's what I'm currently doing to "balance" weapons and armour for my game with IRR and SoB. I actually might end up trying to reduce STR damage bonus for 1h weapons by 25% or something (already buffed neglected 1hs like daggers). You could also choose the other way and buff everything else, but not sure whether this wouldn't trivialise parts or much of the game, haven't played BG2EE and especially ToB in a long time. You can also check IR(R)'s ir_weapon_stats.txt if you want to go this route (it doesn't include crit chance sadly, something I might add, heh).
  24. Glad to read that your install is coming along. : ) We're actually doing much of the same things (no wonder) as far as tp2 edits are concerned etc. Maybe we could add our install lists to @morpheus562' repository when they're more or less done and provide a current guide on what to change etc in order to get it working and also what configuration options are left. Albeit them (mine for sure at least) being of a more experimental nature than the ones currently present. Ad spheres: I found that spell.ids doesn't catch 'em all (heh... -.-) - you might want to check for spells with NI or similar programs if you want to make sure you didn't miss any. Also, if you (or anyone) happen(s) to try out IR(R)'s armor component (nothing wrong with YARAS though), I updated armor_list.tph and shield_list.tph here. Btw: why are you installing al_item_pack:0;al_item_pack - Arcane Treasury mod manually again? I never experienced any install errors with it.
  25. This looks interesting, thanks! Will probably test a few of its components soon. : ) (EET)
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