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jastey

Gibberlings
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Everything posted by jastey

  1. @szef In case this happens with old tis area graphics on EE, then that would be a known problem (at least for BG(II):EE, I have no experience with PS:T).
  2. Just because I'm here: I'd vote for the black border, as well. Thank you for taking this on, @CamDawg!
  3. Great! Have fun playing!
  4. Not to sound offensive, but reading the solution of your problem gave me a good laugh, so thank you for sharing it nonetheless. - Would this be a candidate for the EE Fixpack? Not being able to see the spell you selected sounds like a dumb thing to encounter.
  5. She should be on the ground level, [204.582]. Did the dialogue with her after depetrification work alright?
  6. I don't know what the Skills and Abilities changes are exactly. One thing in the game that leads to items to be identified automatically when looking at the description is a high Lore score of the NPC who's inventory is holding the item.
  7. EndlessBG1 has direct EET compatibility, so it can be installed into the EET folder. I'm not sure EET supports it's transfer if it's installed to BG:SoD first. @dreypdx it might be a good idea if you post your mod list here first so we can have a look at the install order. It's crucial in IE modding.
  8. The error messages say that the tp2 cannot be found, could it be that you removed mod folders from the game folder? The installer needs the mod folders with the tp2 (inside) and teh backup info to deinstall a mod. DLC Merger is needed (as the first mod) in a BG:SoD game from GOG or Steam. For EET, DLC Merger has to be installed onto BG:SoD before you use it for the EET transformation. If you bought the game from BeamDog directly, DLC Merger (modmerge) is not needed, yes. I cannot guarantee EndlessBG1 still being fully compatible with an older game version, sorry.
  9. That works, but it shouldn't be necessary, in the sense of "it really should work the easy way".
  10. Try using tildas instead of "" - maybe that works. It's the small things sometimes. DisplayStringHead(Myself,~Pauden! Use the the horn! Use the horn!~)
  11. Guest Rin: thanks for including quite a few of my mods. I fear you will have problems in the lighthouse area at night, though, because The Lure of the Sirine's Call v16.3 is not compatible with BGGO in this install order. (Compatibility is being prepared.)
  12. it's written into the dialog.tlk the moment a script is compiled that is using DisplayStringHead.
  13. If, of course, we differ with regard to IP in modding where you say it should be possible to just take a mod and change it and release the changes publicly, then this is a principle discussion we won't solve anytime soon. For updating an abandoned mod, CamDawg posted a neat list. I'd add and stress the following: -always announce your updated mod version in the mod's official forum first. If there is no official forum, do it at the common places (the most active and common sites like G3 or BeamDog's). -be ready to take down your mod version if asked by responsible people. That could be the author surfacing, or admins from the site it is hosted on. To look at the Valen update in this thread: The OP did three mistakes with regard to the "update dos and don'ts" ethics which was the reason for me to raise the topic like I did on the first page. 1. We believe that Weimer is reachable like DavidW pointed out because he was so in the past. 2. If that is not the case, then here is Valen's mod forum. I do not see a post from Hellmouse about his updated mod version there, but that would have been the first place to go with this. 3. Changes (not engine updates, not bugfixes) were added to the mod directly, and without consent from people responsible. In short: Weimer's mods are not at all "abandoned". And more general: even if they were, it doesn't justify to just change and tweak the content to your personal gusto. I can only repeat that I do not understand this mentality. It's like, dunno, taking a painting from Rembrandt and just start editing it because Rembrandt is dead and perception of how people should be drawn and presented in paintings changed. (Take the example with a grain of salt, I know it's a bad one.) That said, Northern Tales of the Sword Coast would be a mod that was updated as a community effort and might serve as an example of what you might have in mind. NTotSC was said to give utterly overpowered loot, be buggy as hell, and only to be played with a walkthrough not to get stuck with the quests. Long story short: - @K4thos added compatibility to EET and implemented nerf addons into the main mod that were established in the community. Nowadays, we would add them as additional components. -I then not only fixed bugs but also edited the content in the following manner: I added journal entries so players would know what was the next quest step. I added "filler" reply options that would prevent the dialogues to die or players to end in a dead end if talking to the wrong person first etc. I added consistent quest possibilities. For example: if someone could be saved by using a scroll of spell x, I added detection of spell x cast from the spell book. If some light source y opened a dark passageway, I added detection of other light sources available in the game or other mods, etc. I made the mod resources independent on DSotSC and BGII resources. (If those are present, they will be used, of course, but they no longer have to be.) I added compatibility of the mod for BG:EE. I made the mod more modular, so it wasn't an "all in one" package any more. The mod consist of several quests, larger and smaller, plus tactical changes etc. Now people have a better choice which content they want. Main reason was compatibility though, because NTotSC adds content that is also covered by bg1ub or Jarl's Adventure Pack. EDIT: I opened up the quests and areas where appropriate, i.e. removed restrictions to find them that seemed to be part of the "you can get stuck easily" problem. I also added nerfs to some fights. I first changed it in the main mod package directly, which was a mistake. I reversed this and made the nerfs an optional component. This goes without saying: I added a detailed changelog of what I changed. - Since then, more tactical components were added that spice up or nerf the encounters, accordingly. EDIT: That said, what I did not do to the mod: I did not rewrite dialogues or quests I think are silly or not-so-well thought-through. I did not add content where I thought it's lacking, for example more information to better integrate and understand some smaller quests. etc.
  14. You are totally free to do so - for your personal use. I have the impression, though, that you insist on sharing the result of your edits publicly. And there is where it ends for several reasons, the main one being that it's not your mod, i.e. not your IP.
  15. I enjoyed it tremendously for about 5/6 of the story. Then came The End, and left me in shocked silence because I think it is So Bad.
  16. There is no such code of ethics here, and this was already explained in this exact thread. You are making the mistake of mixing "updating a mod to a new engine, fixing bugs and improve compatibility with other mods and maybe the mod's modularity" with "I can take a mod, do with it what I want and put the result online"*, but these are two different things entirely. *Just to make this clear: I am not saying that the OP did that to Weimer's Valen.
  17. He should be inside the headquarters of the Order.
  18. There is no reward in the sense of items etc. If there also was no XP then I probably forgot to add it.
  19. Thanks for reporting. If anyone has an idea what could cause this. I had the problem of Grey turning into a "human" upon SoD transition if playing with a save game where Grey was in party (or 7th PMM) but the Grey mod wasn't installed; so I know this can happen. I guess in your case is an incompatibility issue, from the description it seems the spell the Grey mod is using to assure the unkillability of the 7th PMM was changed. @Lily_EvilDM could you make a changelog onto "c#min5hp.spl" to see which mods changed it?
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