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jastey

Gibberlings
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Everything posted by jastey

  1. @Endarire @Acifer's Dark Tidings mod on your repo is months old, and you have no permission to upload it. Have you lost your mind, are you deliberately working on destruction - and on being excluded from the community?
  2. Good gods, @Endarire, delete the repos you uploaded from mods that are hosted elsewhere!
  3. A hint at this point: in the modname.ini is the install order info for Project Infinity (unless it's component wise, then it is in the tp2 tagged with METADATA). I try to keep the readmes up-to-date, but it's well possible that current relevant install order info is in the .ini.
  4. You can't resolve a conflict if there isn't one.
  5. if you use the real Seatower mod - which, i can tell you, the EE Setup Tool is not, then there is no conflict between these three mods. That "warning" is misleading BS*. *Not from the BS company, but the real thing.
  6. Noticed some more: "Ninde for EET" - can be removed The Ninde mod is EET compatible. Arath NPC: download: https://github.com/SpellholdStudios/Arath_NPC/releases Dace download: https://github.com/SpellholdStudios/Dace_NPC/releases Isra BGII: https://github.com/SpellholdStudios/Isra_NPC_BG2/releases Iylos: https://github.com/SpellholdStudios/Iylos_NPC/releases Nephele: https://github.com/SpellholdStudios/Nephele_NPC/releases Imoen Can Die download: https://github.com/subtledoctor/Imoen-Can-Die/releases Skip Chateau Irenicus: put before NPC mods.
  7. This list needs some more work before it is recommendable. EndlessBG1 needs to be installed before NPC (expansion) mods, especially Ajantis BG1 Expansion. Grey the Dog should be installed late in the NPC section. Install NPC mods after quest mods, especially if they (will) touch BG2 content. (My newer NPC mods will.) Put Brage's Redemption into the NPC section. BG1NPC Project should be before the BG1 friendship mods (especially before Ajantis BG1 Expansion). Almateria's Restoration Project comes early, after Unfinished Business (which also comes early.) Flirt Pack should be installed late, after all other NPC mods and Friendship mods. Alternatives, Ding0's Questpack, G3 Anniversary mod, Fading Promises, and more: quest mods. Should be before NPC mods in quest mod section. Same for Hidden Adventures. jastey's SoD Tweak Pack: earlier, with quest mods, after EndlessBG1. Imoen4 Ever: earlier, and after jastey's SoD tweaks. The Cowled Menace and other mods: I am pretty sure that needs to come before EET_End. This is also true for more mods: EET_End is too early on that list imho. In general, listing the crossmod components of some mods as a separate install, or at least make a point in teh list where crossmod components/mods should go would be helpful for new players.
  8. I think these need to be earlier. EET has an own worldmap; if you don't install a mod that states that it needs the worldmap mod then you don't need the worldmap mod. Again, I suggest show a little decorum with regard to the manpower that went into these mods; if you'd have a mod that needs the worldmap mod to make the added areas reachable you'd probably notice that it's not "crap" at all.
  9. @RaaDeeK The EE Fixpack is not officially released yet - you install at own risk. The BG2Fixpack is for the classic engine, not EE. And modding the IE games will probably be the same complicated mess in 2045, too - it's due to how the engine works and how it does not originally support modding at all. Next time, make a mod order list and ask here for advice first - the community is usually very helpful. It helps if we do not get shouted at, though.
  10. Thanks again to everyone who already cleaned some of the Wiki pages from you know what! I just checked and the link to Balduran's Seatower is still in! (Link) ... And I noticed a comment from WithinAmnesia from 2019 on that page where he is talking about working on it, with Mindflayers, and a dragon, and ... Sometimes it would be good if the internet would forget things, I guess.
  11. Ah, of course. That makes sense. So the ACTUAL fault is that the Branwen mod copies its blank.mus to the override, not the music folder. If it's copied to the music folder, it would replace the original blank.mus which is a tavern music? Or is there something else I missed?
  12. There seems to be another problem I don't understand yet, mentioned (here). Indeed, when I look at BG2:EE with NI I see an existing blank.mus which, indeed, plays the tavern music. This is the same for my BGT install. Copying the blank.mus file included in the Branwen BGII mod into the override does not seem to replace this blank.mus file from the original game. Looking at it with NI, the custom blank.mus file is listed in a newly created category "mus" in NI, and trying to open it leads to an error message. So, did the "insert blank music file" in mods only work because most have a unique name? What I don't understand is why the blank.mus file in the override does not replace the exiting one. (And why copying over a mus file that gives error message in NI works for other mods.) Thanks. I'd assume chances of the file getting restructures are very low, though.
  13. We think that it is an SCS script that lets Duke Jannath use area spells in the fight with Sarevok. I had reports for EndlessBG1, that after returning from defeating Sarevok, the Dukes turned hostile. This seems to be an instant where the impact only shows in combination with other mods (in this case, prolonged exposure to the Dukes in the palace). @jmerry identified a possible problem here (plus his following post):
  14. Yes, that paragraph in the readme is quark. Thanks for reporting.
  15. I don't have this kind of power, but I can ask the admins.
  16. @DalreïDal Modmerge (or, preferably, DLC Merger) is only necessary if you want to mod SoD (+BG:EE) from Steam EDIT: and GOG. It is not necessary for modding BG2:EE. EDIT: It's also not needed if you have BG:EE+SoD directly from beamDog Client. It's due to how SoD is added to the game for Steam and GOG.
  17. @Imiona 1. BG1NPC should be also installable to BG:SoD before the EET transformation. 2. Use the EET compatible mod version for GToaT k4thos provided from here:
  18. A lot of NPC mods do not add their music as a music, but as a sound file. The mute song is used to mute the area music, and the lovetalk music is played as a wav: PlaySong(0) PlaySound("dyrom1") I understand now that the mods themselves do not point to the .mus file but the position in songlist.2da, so the actual name of the mute song is not important. Which slots are the one BGFixapck patches? COPY_EXISTING ~songlist.2da~ ~override/songlist.2da~ SET_2DA_ENTRY 2 1 2 ~G3Blank~ SET_2DA_ENTRY 2 2 2 ~G3Blank.mus~
  19. Ah, right. So what mods add is a muted "song" so the mod can play it's own wav file without it mixing with the area music. Does it mean this is working for all mods, as long as the mod that wrote the entry also provides the muted .mus file, because all mods just point to this 0. entry? (So this is not as grave an issue as I thought?)
  20. A lot of mods add an entry 0 to songlist.2da. This is a selection of some randomly chosen mods and their songlist.2da patching. 1. What is this "xyzblank.mus" entry in songlist.2da actually for? I thought it's a muted sound, but I use a wav for Ajantis which works fine without patching anything. 2. Do I see it right that the last mod is the winner, and that it would be useful to unify this? 3. If yes, is there a smarter way to do this? I also included what the BG2Fixpack does, for reference. Adrian: COPY_EXISTING ~songlist.2da~ ~override~ SET_2DA_ENTRY 0 2 3 ~rh#blank.mus~ Ajantis BGII - not active yet, but could get reactivated: ACTION_IF GAME_IS ~BG2 ToB BGT~ THEN BEGIN COPY ~AjantisBG2/Sound/blank.mus~ ~music~ COPY_EXISTING ~songlist.2da~ ~override~ SET_2DA_ENTRY 2 1 2 ~Blank~ SET_2DA_ENTRY 2 2 2 ~Blank.mus~ END Amber: COPY_EXISTING ~songlist.2da~ ~override~ SET_2DA_ENTRY 0 2 3 ~m#blank.mus~ Angelo: COPY_EXISTING ~songlist.2da~ ~override~ REPLACE_TEXTUALLY ~^\(0[ %TAB%]+No_music[ %TAB%]+\)\*\*\*\*$~ ~\1BLANK.MUS~ Arath: COPY_EXISTING ~songlist.2da~ ~override~ SET_2DA_ENTRY 0 2 3 ~lk#blk.mus~ BUT_ONLY Ascalon's Breagar: COPY_EXISTING ~songlist.2da~ ~OVERRIDE~ SET_2DA_ENTRY 0 2 3 ~acblank.mus~ Auren Aseph: COPY_EXISTING ~songlist.2da~ ~override~ SET_2DA_ENTRY 0 2 3 ~K#BLANK.MUS~ BG1NPC: ACTION_IF GAME_IS ~tutu tutu_totsc~ THEN BEGIN COPY ~bg1npc/Core/MUS/x#blank.mus~ ~music~ COPY_EXISTING ~songlist.2da~ ~override~ SET_2DA_ENTRY 0 2 3 ~X#BLANK.MUS~ BUT_ONLY_IF_IT_CHANGES END BG2Fixpack: COPY_EXISTING ~songlist.2da~ ~override/songlist.2da~ SET_2DA_ENTRY 2 1 2 ~G3Blank~ SET_2DA_ENTRY 2 2 2 ~G3Blank.mus~ Branwen BGII: COPY_EXISTING ~songlist.2da~ ~override~ SET_2DA_ENTRY 0 2 3 ~Blank.mus~ Fading Promises: COPY_EXISTING ~songlist.2da~ ~override~ SET_2DA_ENTRY 0 2 3 ~Blank.mus~ Gavin BG1: ACTION_IF FILE_EXISTS_IN_GAME ~FW0100.are~ THEN BEGIN /* Music File .2da patching, Tutu only */ COPY ~GAVIN/B!Blank.mus~ ~music~ COPY_EXISTING ~songlist.2da~ ~override~ SET_2DA_ENTRY 0 2 3 ~B!Blank.mus~ BUT_ONLY_IF_IT_CHANGES END Iylos: COPY_EXISTING ~songlist.2da~ ~override~ SET_2DA_ENTRY 0 2 3 ~lk#blank.mus~ Keldorn_rom: COPY ~keldorn_rom/song/b_blank.mus~ ~music/blank~ SET_2DA_ENTRY 0 2 3 ~b_blank.mus~ Xan BGII: COPY_EXISTING ~songlist.2da~ ~override~ SET_2DA_ENTRY 0 2 3 ~blank.mus~
  21. @zelazko It was unauthorized and Tempest is not reachable.
  22. Kerzenburgforum Brandock the Mage NPC Mod Brandock is a mage NPC for Baldur's Gate. He is friendly and helpful and very interested in magic books. While travelling with Brandock, the PC learns about why he is at the Sword Coast and where he is from - both deeply connected to well known locations of the BG games but I do not want to spoiler too much. Brandock talks a lot, and there will be several topics along the game's story that will keep his thoughts - and mouth - busy. Brandock comes with friendship talks, own quests, and banters with some NPCs, and player initiated dialogues. The latter offers the possibility to ask Brandock a lot of questions to topics he mentioned or events in game. Please note: So far, the mod officially contains no BGII content. Brandock can be met and join the group in BGII, reacts to the mage stronghold and sphere quest, and has an epilogue, but apart from that content for BGII is not done yet. Version 1.5 comes with updates in compatibility and minor fixes. Changelog: - Compatibility fix with cave of "Black Hearts" added. - Brandock's comment about the ongoings in Candlekeep Catakombs should not interrupt his Halfogre quesz´t encounter. - Brandock's comment on Ice Island should not skip a line. - Streamlines the install order in the .ini. Added METADATA ~AFTER install order syntax to tp2. Updated info in readme regarding install order with other mods. - (BGT) Corrected MOS for c#br02.are. - Crossmod with Valerie removed. Discussion Thread at GibbrlingsThree German Discussion Thread at Kerzenburgforum Modpage at Kerzenburgforum Direct GitHub Download
  23. Brandock updates to v1.5! Changelog: - Compatibility fix with cave of "Black Hearts" added. - Brandock's comment about the ongoings in Candlekeep Catakombs should not interrupt his Halfogre quesz´t encounter. - Brandock's comment on Ice Island should not skip a line. - Streamlines the install order in the .ini. Added METADATA ~AFTER install order syntax to tp2. Updated info in readme regarding install order with other mods. - (BGT) Corrected MOS for c#br02.are. - Crossmod with Valerie removed.
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