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phlaphee

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Everything posted by phlaphee

  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.
  16. So, after some fiddling with install order for LEUI, EEUI_TWEAKS and HIDDENGAMEPLAYOPTIONS, I've finally got the install to run AND launch with full SCS components. Also updated the files in OP accordingly. Here are the issues I've noticed so far. 1) I've got a bunch of WARNINGS for some components. They don't seem to be to important, but are annoying because they pause PI during installation process. Is there any way to make PI bypass these automatically? I also receive these warnings when trying to install only that mod on a clean install, so I guess it's something on the mod side rather than my install sequence. WARNING: no effects altered on sppr609.spl INSTALLED WITH WARNINGS Make False Dawn Bypass Magic Resistance d5_random_tweaks:1609 has encounter errors durring installation, exited with ExitCode = 3 WARNING: no effects altered on D5L475.SPL INSTALLED WITH WARNINGS Pooky's Mod: Imbue Familiars TomeAndBlood:68 has encounter errors durring installation, exited with ExitCode = 3 WARNING: no effects altered on SPPR224.spl WARNING: no effects altered on b_p3xx.spl Faiths_and_Powers:22 has encounter errors durring installation, exited with ExitCode = 3 Multiple instances of WARNING: no effects added to d5shmsw.itm Faiths_and_Powers:80 has encounter errors durring installation, exited with ExitCode = 3 WARNING: no effects altered on MISC2P.ITM rr:7 has encounter errors durring installation, exited with ExitCode = 3 2) After generating some test characters and testing the behavior of different components I seem to have some issues with Tome and Blood components: - Armor Casting for Bards seems not to work. My guess is its effects might have been overwritten by another component? (maybe IR "Revised Armors"?) - I get this "NO VALID REPLIES LINKS" text when asking my familiar for advice. I've tested this on an install only with Tome and Blood and there it seemed to work fine, so it's conflicting with a component from a different mod, but can't really tell which. Please, any help regarding the above issues would be really appreciated!
  17. Hello, everyone! CONTEXT Since my wife received "Hogwarts Legacy" on launch for her birthday, our gaming PC has been "off limits" so I decided to do my first EET run, since it was something I could get going on my laptop. This was my return to the series after some 10 years. Last time I've played using BGT installed via Big World Setup, and though it was quite A LONG and mostly fun ride, it definetly had its fair share of issues, from which I've learned to be a bit more restrained on how many mods one should try and mix together. I even had a topic similar to this one on Spellhold Studios forum back in the day to help me select the more relevant mods of that time. I've been keeping up with how the modding community has evolved since that time, especially since the birth of thee EE versions of the games. So, I had an idea about what mods are currently considered stable and of general good quality, something that made it easy for me to put together my initial mod list. My first attempt at setting my game up was using EET install tool by Roaxanne, but after making it to about 2/3 in BG1, I've realized that the issues I was encountering we're making things rather unfun and decided to use another approach to installing multiple mods. I'll not linger on the details, but I've run into both technical and ethical issues by using that platform. So, I've spent the last month and a half learning how I could deploy my modded game by using Project Infinity. And although I admit that platform has a steeper learning curve, it seems to offer a lot more flexibility and I feel confident enough at this time to use it for my needs. I have a pretty good idea of the mods I want to install and have spent quite a lot of time to do the following: - determining a list of mods that are considered of good quality by most in the community - determining a list of mods that should be able to work together both thematically and technically. Wherever components overlap in scope and implementation I've tried to research and determine which component to keep. - determining the best order to install mod components so the modifications they introduce function properly. HELP! What I would like to ask the community here is help on refining my current mod selection which you can check in the link bellow. The Google Sheet is not indicative of my install order but rather something to help me organize. https://docs.google.com/spreadsheets/d/1rBVo6Rq6e7uM6pLx9FehOMexJGVB1GdfBHyTUslKt6s/edit?usp=sharing I'm interested in the following: - determine the best install order for the components I'll be using - eliminate any components that may be thematically / technically incompatible - gather suggestions of other components or mods that might fit my play style if anyone feels like weighing in. At the moment I have a PI install sequence that seems to work without errors, but it does have some warnings (about that later). I’ve attached my latest Weidu.log as well, but there are some small discrepancies between the two, as I’ve eliminated some components since my last test install. SCOPE I'll give some general ideas about the type of mods I've decided to use this time around. 1) I won't be using any of the Mega modification mods, as on my last playthrough 10 years ago I've found that they detracted from the main plot quite a lot. They also tend to throw the game off balance quite a lot. I do know that some of the older mods have been rebalanced recently and are in a better shape today. I might give NtotSC a run depending on what we discuss in this thread. 2) I've tried to include most of the quest mods that are regarded as being of good quality by the community. 3) I'll be installing very few NPC mods, as I don't have that many playthroughs up my sleeve for me to say that I know the original ones by heart. In fact, I'm planning to cycle the party a lot throughout the game, so as to unlock as much NPC content as I can. I've tried on my this in BG1 + NPC project on my initial EET attempt and really liked the outcome. 4) I'll be using most mods that extend the original NPCs in various forms. 5) I'll be installing quite a lot of kits, because I want to assign each of the NPCs a kit that fits best thematically. Please check my google sheet "NPC Kits", as I still have some trouble deciding what kit to assign to some NPCs I'll be using single class kits and PnP sphere system from Faiths and Powers, Mage kit revisions and extensions from Tome and Blood, and a few components from Might and Guile for Fighters, Thieves and Bards. 6) For tweaks I'll be using a combination of components from Item Revisions, SCS, Tweaks Anthology, aTweaks and EET Tweaks. I won't be using Item Revisions main component or Spell Revisions because I want to keep Items and Spells closer to vanilla. 7) I'll be installing probably all AI and Tactical encounters from SCS (maybe not Sarevok battle, I understand that one's kind of bumped to 11). These components are not included in my install sequence / Weidu.log, as I'm still in testing phase with it and those take A LOT of time to install. Before I end this post I’d like to thank the following members for help provided in various instances: @AL|EN for patience in getting me to understand how PI works @subtledoctor for his replies on my questions regarding Tome and Blood, Faiths and Powers and Might and Guile mods @jastey for answering my questions regarding Romantic Encounters mods @Lava for answering my questions regarding Shades of the Sword Coast mod (even though I was technically in a scenario that was not supported) @Cahir for his “EET Epic Run” thread EET Standard v12.csv WeiDU-BGEE.log WeiDU.log
  18. With the oFnP and VPlus spheres I find the Mystics and Zealots as kits for single class Druids and Paladins.
  19. I did a fresh install of BG2EE 2.6 and installed only FnP to rule out it wasn't something related to my mod selection. The result seems to be the same.
  20. Installing nuFnP sphere does seems to not add Zealots and Mystic kits?
  21. If I don't install the "Item Usability component" the kits won't be able to equip / specialize in kit specific weapons such as Bastard Swords for Helm, all weapons for Tempus?
  22. Thank you very much for your help! I've followed your advice and everything seems to be working as it should.
  23. When installing FnP on a fresh BGIIEE 2.6 installation, I can only pick a very limited number of cleric spells in the character creation menu. Is this normal? The results of the mod installation are bellow. All warnings are of the types "no effects altered on" or "no effects added to" INSTALLED WITH WARNINGS Create a sphere system -> FnP: the Faiths & Powers original sphere system SUCCESSFULLY INSTALLED Install Cleric kits SUCCESSFULLY INSTALLED Install Druid kits SUCCESSFULLY INSTALLED Install Paladin kits SUCCESSFULLY INSTALLED Install Ranger kits INSTALLED WITH WARNINGS Apply sphere system I also got this type of error while using EET Mod Setup to install Ranger kits from Might and Guile. Debug Info: ERROR: error loading [faiths_and_powers/data/hlas/luclxyz.2da] Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [Add the Mage Hunter (ranger kit)], rolling back to previous state I think this might have been caused by the "folder cleanup" in the latest FnP version because the HLAS folder is actually placed in the SPHERES folder and I can workaround by copying it in the DATA folder as well.
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