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phlaphee

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  1. Hi, @morpheus562! Thank you for your work on bringing back this true classic mod! I see that I can no longer install Tactics Remix along side Made in Heaven - Quest and Encounters. Have there been incompatibilities found between the 2 mods?
  2. Thanks, everyone, for your input! I did an install last night that seems to have run fine. I'll be doing some tests in the following days, but for now I've updated the google sheet and the PI Sequence and Weidu logs to what I used.
  3. Hi, @4udr4n! I'll try to answer your questions based on my experience with installing mods Is Turnabout EET compatible? I've been using it in my EET installs for as long as I can remember. It install without issues, but weather or not it does what is supposed to I don't know, as I've never reached that part of the game with such an install. Actually, I'm still not sure weather or not I should install it as there have been reports of it bugging out, and that's kinda the worst place to have the game bug out. UB is quite late, but perhaps you have moved that now? Yes, I've moved it earlier as per @jastey's recommendation. Is Jan's Extended quest EET ready? Similar to my experience with Turnabout, sans the reported bugs. NPCEE has worked much better for me than stratagems:4100. The one thing I like about that component is that it raises exp of NPCs when recruiting them to around your level, which allows me to swap out party members and experience more content in the games this way. The only issue I've encountered with it is that it doesn't interact perfectly with Faiths and Power's Paladin modifications, but it's something I can easily solve via console. EET Tweaks after EET_end - is this stable and is it to allow changes? I think that I've read in a different topic that those experience related tweaks are OK after EET end and I've seen a lot of people placing them last so they can adjust later if they so see fit. Since you say you have similar objectives with you modded installs, what experience reductions / caps are you using?
  4. Thank you, @argent77! I've just modified the install order to align it with @jastey's last post and now the Djini Companion mod is installed after Ascension, Questpack, Unfinished Business and Golem Construction.
  5. Thank you for offering more insights on this topic, @jastey! I've looked into some install sequences that I've gathered in the last months, and it seems that @Cahir ordered them in a manner that aligns with what you've pointed out, so I think I'm gonna go with something similar. ub:25:The Murder of Acton Balthis, by Kulyok DjinniCompanion:0:Full Version (includes quests, banters and more) alternatives:0:Alternatives kelsey:0:Kelsey kelsey:23:Install Alternate Kelsey portrait set #5, by Cliffette kelsey:4:Ascension-specific dialogue (Requires WeiDU Ascension, v1.4.12 or greater recommended) Keto:0:Keto-SOA NPC V2 Keto:1:Keto/Kelsey Interaction (Requires Kelsey-SOA) d0questpack:0:General AI Improvements d0questpack:1:All Creature & Area Improvements d0questpack:4:With Additional Random Encounters d0questpack:5:Additional Shadow Thieves Content d0questpack:6:Alternative Harper/Xzar Plot d0questpack:7:Extended Reynald Sequence d0questpack:8:Intrigue In The Copper Coronet d0questpack:9:Rahul Kanakia's Potion Quest d0questpack:10:Revised Hell Trials d0questpack:12:IO2 Dialogue Enhancement Only d0questpack:13:Saving Sanik In Brynnlaw d0questpack:14:Burglary Of The Bookkeeper d0questpack:15:New Fate For The Dryads' Acorns d0questpack:16:The Tragedy Of Besamen d0questpack:17:Further Slaver Involvement d0questpack:18:Sending The Solamnic Knights Home d0questpack:19:Nazariel The Lich d0questpack:20:Reward Negotiation d0questpack:21:Infernal Thievery bg1npc:0:The BG1 NPC Project: Required Modifications
  6. That's a very good point, @Frenzgyn! Thank you! I've removed the component from my install sequence, as I don't want to risk bugging out that encounter. Besides, SCS already dials the difficulty on that fight to 11!
  7. Thank you, @jastey, for your advice! I'll comment on each topic bellow: Edwin Romance should be in the NPCrelated section. It does not have to be installed before Ascension any more. Good to know this! Moved it forward in install sequence into NPCs section. UB should be earlier, right before ARP. Ok, I didn't know that! Moved it right before Almateria's Restoration Project. I heard recently that Cowled Menace should be installed after NPC mods, please confim via readme etc. If yes, it's tpp early. I thought that what the mod's readme stated was refering to mods that add new NPCs, and therefore I was putting it right between New NPCs and BioWare NPCs mods. But now that I think about it, it actually makes a lot more sense to be after any NPC related mod, so I've moved it further in the install sequence. bg1re is more a quest and encounters mod, install before BG1NPC / NPC mods. I admit I did not figure out a good spot for both RE mods. It's nice to get some advice on this topic! Moved it in accordance to your advice. This was already pointed out, there is confirmed inconpatibilities and an undocumented tweak in the SoD Banter Restoration mod. Better use AstroBryGuy's mod (download the master for now) and edit the tp2 like described here to make it EET compatible. I'll look over your suggested mod, just not too soon. The features of these mods are not very important for what I'm trying to achieve. Alternatives is quest mod. Install before all NPC mods. I understand what you're saying, however I've placed it right before QuestPack due to the instructions in the Alternatives' readme. And QuestPack's readme states that it should be installed after flirt packs. Am I getting this wrong? Some NPC mods contain reactions to RE encounters. Install RE before NPC mods. Okay, moved earlier in the install order. Starting with Thalantyr's Item Upgtade (~THALAN\THALAN.TP2~) I have no idea how to sort the mods listed. You've allready helped A LOT, thanks a bunch!
  8. That's a very good point, @Graion Dilach! I'll be moving those right after IWD spells components from IWDification!
  9. Thank you, @moggadeet, for taking your time to post your advice! I'll go over the ideas you've presented and share my thoughts: The Roxanne SoD banter EET mod is bugged. Do not use it. Avoiding most of that author's mods is generally safest. I've removed that component as it is not really important for what I'm trying to achieve. Transitions: some bugs reported. Endless BG1 doesn't cover all of the same features, but it covers most of the same territory and is stable. I've read a lot about how these 2 mods interact and have tried to maintain compatibility by not installing some of Endless BG1's components. I'm more interested in SoA to ToB part of Transitions but unfortunately that part is not a separate component. It did not come to my attention that Transitions is buggy, could you please share a link on this topic? If it is indeed so, I'll drop it all together. BG1 NPCs for SoA mod has been criticized for uneven writing. My suggestion would be to grab the standalone NPCs where available, unless there are NPCs you're really set on who are only available there. That is what I've undertood from the various discussions on the mod that I've read. That is why I'm only installing "Water Gardens. New Athkatla's district & new quests" component which seems to be separate from the NPC content. Road to Discovery should be earlier, after all of your NPC-related mods (so after/around the crossmod banter pack) You are correct and I've actually placed it exactly after banter packs. My guess your comment is based on the GoogleSheet data rather that the PI sequence / Weidu Logs I've attached. If you plan to use Rogue Rebalancing's "Revised thievery," it needs to go after SCS' "Better Calls for Help." You are correct on this as well, I actually found this out the hard way, after playing through the game after an install. Right now, most RR components are placed in the KITS section of my PI sequence but I've put the Revised Thievery and Encounters components after SCS. Again, that is not visible in the GoogleSheet. use the EET Tweaks component for campaign-specific XP caps If possible, I'd like to avoid xp caps, I'm actually removing all campaign xp caps via mods. But if I can't really avoid overlevelling issue via XP reduction, guess that could probably be the only option. grab Graion's tweaks to reduce gold dropped and increase merchant prices. Otherwise you're going to be swimming in magic items and money. Thanks for the advice, I'll actually look into this. Although I've never had a problem with being filthy rich in these games I would also say that a smaller install is a stable install. I'm seeing tons of NPC mods, more than you could feasibly use in 2 playthroughs, and a whole bunch of kit mods, some of which potentially impact the same things (two wizard slayer mods, in addition to Skills and Abilities, which has its own optional change to the kit). Ask yourself which of these you plan to use and consider pruning, if you want a stable install. - Yes, a smaller intall is more stable. Although it may not look it, the one I have at the moment is a bit more conservative than what I used to have a few years or even a few months ago. - I don't think I have too many extra NPCs added to the game. I think I have Kivan and Xan in BG2, Foundling and Yvette from Lava's mods and Irenicus from the Longer Road. I do have most Bioware NPCs extensions via Mods, as I tend to swap out party members in my playthrus to maximize content experience. - the two wizard slayer mods should work together if installed in the order I've put them - I don't use all Skills and Abillities components and I've tried to only use those that should work with everything I'm installing Just to clear things up, the Google Sheet I have used for organizing mods but is not indicative of the install order I'm using. That's what the PI Install sequence and Weidu logs are for.
  10. I'm reviving this thread to ask for help once more. I've updated the PI install sequence and Weidu Logs attached in the first post to the latest I've been using. My number of selected mods has grown since August when I first asked for help and I've now reached an install sequence that SEEMS to work, but I'd like to iron it out a bit before committing to a play through. Specifically, I would like to ask the community for help on the following topics: - I'd like to optimize the order for Quest / Encounters, NPCs and SoD content mods, as right now I'm not exactly sure I'm using the best approach on this subject. - I'd like to get some opinions on what experience reduction would I need to apply in order to get as close as possible to vanilla experience. Right now I'm only using EET Tweaks - Reduce exp to 50% for killing monsters, but I get the feeling that would keep me pretty over-leveled in a completionist play thru because of all the content installed mod would bring to the table. - any other recommendations regarding my mod install order are, of course, welcome.
  11. Ok, I think I've discovered the component that is causing this: SCS's Improved NPC customisation and management. I'm just guessing here as I have no modding experience whatsoever, but SCS adds a special ability to change NPC class / kit via dialogue and that seems to make FnP added ability for Paladins to not show up. And unfortunately I can't move SCS's component before FnP because, as I've learned from multiple install tests, that particular SCS component has to go after EET End otherwise it will only affect only SOME NPCs (from what I can tell, only those that appear in both BG and BG2). Don't know if this is fixable by any of the mods' authors, but for now I'll try and see if I can add the paladin ability via EEKeeper.
  12. As far as I can tell, no, I don't have anything installed after FnP that makes changes to the Paladin class. I'm investigating now and will come back when I find the culprit.
  13. Unfortunately there isn't one. I'm moding my game with Project Infinity so some other mod might be interfiring. I'll check on this for now.
  14. Probably a silly question, but how do I select the archetype for a Champion Kit? I rolled an "Everwatch Knight" (that should be able to chose between Defender and Inquisitor) but can't find an option to actually select an Archetype.
  15. Ok, so I did some digging with the NO VALID REPLIED OR LINKS issue I've encountered in TnB and it looks like this manifests when installing TnB Familiar components in an EET install. I've reached this conclusion by installing TnB on a clean BG2EE instance where I did not encounter the error as opposed to installing TnB on a clean EET instance (only DLC merger, EET install, TnB and EET end). For the time being I will remove the TnB components that deal with familiars. If someone can help with this, I'd truly appreciate it.
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