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jastey

Gibberlings
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Everything posted by jastey

  1. @BettaGeorge would you post your weidu.log, please? The current version of bg1ub should skip the Prism component for BG:EE v2.5x afaik so that didn't seem to have worked. And the dlg is only useful in combination with the game's dialog.tlk (because the strings are stored there). Better attach the decompiled .d file.
  2. That's definitely good to know, but a bug in the mod doesn't necessarily mean it shouldn't be on the EET comp list. The mods on the list have an official EET compatibility, it doesn't guarantee the mods to be bug free or even install properly (which is also not the scope of the list, that's what I am referring to.). The BG1 Aerie thing could be a problem with the EET transition which @K4thos is the only one who would know (but it could as well be a bug in the mod). @Angel is currently maintaining UB so I'm sure he'll come back to the issue, thank you for filing it! Yeslick is on v3, does the install error occur with this version, too? The error from Sirene install would be best in the mod's thread at SHS or BeamDog's. Don't get me wrong, I am all for bug reports and always thankful if you take the time! Only if they are at the "wrong" places the mod authors might not find them. But you are right, it is sometimes difficult to know where a report should go, so posting at the mods' forum is never wrong.
  3. @zelurker install errors and bugs in mods are better reported in the mods' forums/threads, as they might get lost here. Also, always attach your weidu.logs and tell whether you used the EE Setup Tool to download the mod packages.
  4. OK. Do you have a link to the mod "EET Worldmap"? Because I thought BP-BGT-Worldmap is the Worldmap mod for all games after it was made compatible.
  5. Version 24 and 24.1 are still listed for BG:EE. V 24.2 and higher is listed in the native EET compatibility section. (I really should take this entry out, it's misleading.) I have no idea whether that is EET compatible.
  6. @Blash2 Thanks! @Gwaihir Your post somehow slipped my attention! Thank you for the kind words and the feedback! Thanks for the corrections, noted. Hm, with the SoD ceremony - EBG1 (for SoD) is inspired of how the PC's situation in BG city is presented at the beginning of SoD, and I get the "Hero of Baldur's Gate" vibe that SoD pushes tremendously (so the PC can "fall" even deeper at the end I suppose). That would be my excuse for inserting the "Hero of BG" ceremony for SoD/EET. I made it really, really short because I didn't want it to become something annoying (cutscenes tend to annoy me after having played them several times, EE be blessed for making them skipable.) The reason that the dialogue just proceeds afterwards with the Dukes is because for BG:EE+BGT the ceremony is not included. So it *is* right in the middle of the dialogue. And Elminster - well, he can't know *everything* now, can he? But yeah I agree that the ceremony doesn't fit with the original game Elminster's speech. (Which, if I would be nitpicky, would be SoD to blame for, though.)
  7. @rkocour Sounds like a good idea. Thanks for the suggestion!
  8. Sounds reasonable! Hm, that's true. Maybe for a start, would it make sense to make it available to modders like a feature they can use until a better way is found or would you prefer to prevent "messy" solutions from the start? I don't think I would start this for bgqe but just define it should be installed before bg1npc as a whole, but there might be mods where the components really ought to be installed at different positions. Oh - a good example is Ascalon's Breagar: it has a Crossmod Component which should be installed as late as possible, but there might be other mods adding crossmod with Breagar that need to be installed AFTER Breagar. Another example was mods with components that qualify for different mod categories. How would you treat those? Cool! Is there a list with mod categories already? I just figured a category "CROSSMOD" might make sense, too.
  9. Thank you so much! Now I need time to implement all the corrections. You people were so busy, it's awesome! That's like.... the most depressing thing I heard in a long time!
  10. No worries, thank you for your reports! More list updates: links corrected: Deities Of Faerun EEUITweaks User Interface Mods Collection I hate Undead Lefreut's enhanced UI Tome and Blood Turnabout Yoshimo Romance New links added: Continuous NPC Portraits Imoen Can Die Imoen is Stone Subtledoc's Random Tweaks
  11. Was on the list. Added: Monastic Orders of Faerun The Coweld Menace Moved into EET section: Isra BG1
  12. @Arthas I think it was you, thanks for the hint with the BWS link. First post is updated, BWS link removed, link to PI inserted, also note about EET Worldmap removed as the BP-BGT-Worldmap is compatible with EET.
  13. Yes, the class script is set to DEFAULT upon changing into the 7th party member mode. The setting of the fighting scripts is definitely something that could be improved and it's on my todo list. Just a note: the c#grey.bcs does not contain any fighting scripts, it's the script with all the mod added content (triggering of dialogues, changing into 7th party member etc.) and assigned to the OVERRIDE slot. If you have suggestions as to which scripts would be more appropriate let me know.
  14. That's an outdated version of the game. Mods are usually updated to work with the newest game patch. EDIT: yes, I probably should have read the whole post.
  15. In the end, it would depend on how much effort the modder would spend to tagg the mod and its components. If a modder says that it's sufficient to have one category tagg and one install order tagg for the whole mod then that's their decision. But it would be great to be able to tagg components separately if wanted. So my contribution to this dicsussion would be: -have a tagg for the whole mod -be able to tagg components additionally, where the componant tagg overwrites the mod tagg -have two categories of install order taggs: absolutely essential or the game will break technically and really really good idea to do it like this or you'll miss out on contents or have other content issues - OR give the player the possibility to ignore warnings after reading the explanations for the install oder (assuming it's available) -be able to give a short explanation for the listed install order so the reason is clear (might also help for maintainers later to understand whether the order is still necessary and/or whether it can be fixed with cool new weidu functions or the likes.)
  16. Definitely, and it's much appreciated! You took quite some effort to play and report. It's just that if it's not for the mod version presented here, then your experiences are not applicable to this mod package.
  17. This sounds very cool. I also have install order info of the kind: Mod A should be before/after any mods of type "xyz" BUT is also of type xyz (example: Grey the Dog should be last NPC mod if possible and is NPC mod itself) - would this be covered? -Would the rule apply to the whole mod even if it consists of optional components or could single components be tagged, too? In bgqe there is only one component which needs to be installed before bg1npc. If the player doesn't even want to install it there would be no reason to insist on the other components being installed before. -Would the player be able to actively ignore the rules in case that's the only way for three mods to work together? For example, conflict between bgqe and bg1npc in the mentioned component is that one quest path will be inaccessible. But maybe the player knows the risk and decides that he needs to install bgqe after bg1npc because of some other install order conflict (just an example) and wants to solve the quest with the remaining path anyway. Or, in case there are two NPC mods that require to be installed "last", the player could chose one if the reason for this rule is stated clearly. For example: Grey should be installed last as NPC mod or he will not react to some encounters properly (by sniffing monsters out for example). But it's not a mod-breaking incompatibility, more a suggestion. Which raises the question - would it make sense to be able to tagg this as "has to" install orders and "should be/recommended" install order info? Meaning the player could skip the latter but not the former.
  18. Thanks! Keep 'em coming! I'll do another list update soon.
  19. Isra BG1: thanks of the info! I didn't notice the BG1 part is also EET compatible now. BG1NPC: it lists v24 and v24.1 explicitely in the first category, v.24.2 and higher is in the second. I will take the first entry out if BG1NPC is stable on EET.
  20. Linklist was updated: Link updates (correction, new home, or GitHub where available): Link and name updates: New entries: Additionally: Added warning about inofficial mod versions on webpage of Sandrah Saga.
  21. Another finding in the usage of this function for BG1NPC: It appears that I_C_T3 is turned into a I_C_T4 behavior. What I mean is that actions at the end of the dialogue state are put into the transactions to the interjecting NPC, not into the transactions *after* the NPC spoke the interjection. - If this is intended then it might be of interest that this lead to problems in this specific example: After the group is arrested in BG city and put to prison, the help of Neb is needed to leave the prison. A cutscene is started which lets the group exit the prison: BG1NPC adds interjections of several NPCs using I_C_T3 which give this if compiled conventionally. The transitions point to the NPCs' interjections, the start of the cutscene is moved after the interjections: Using the Smart I_C_T Function, the starting of the cutscene is moved into the transaction to the NPCs' interjections. This lead to the situation that the cutscene started while the dialogue box was still open, making the game hang:
  22. Gibberlings Three BG1NPC Project This mod expands on the depth of character and levels of interaction with the NPCs from the BG game. When BG2 was released, one of the major improvements in many peoples' eyes was the increased level of interaction one could have with the party members. This mod was developed to allow BG players a similar experience. NPCs in your party now have banters with the PC, with each other, and small side-quests of their own. Version 24.6 comes with several bugfixes and fixed compatibility with SCS for linux. Changes: - x#keth.cre should not have nonexistent items assigned to item slots (should not throw error messages or stop install in SCS "Smarter AI" component). - Coran's "stop random flirt" option should not deactivate all romance related PID options. - Deactivated Smart I_C_T Function until further revision. Read the Readme Project Page Mod Forum Download BG1NPC at G3 Download at G3 GitHub Mirror
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