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Caedwyr

Gibberlings
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Posts posted by Caedwyr

  1. That is a very nice readme, even if it is still a work in progress.

    At first glance one thing stood out to me.

    Might & Guile recommends installing FnP before MnG, however the Faiths & Powers readme suggests installing MnG before FnG.  There's obviously lots of WiP stuff in there, but the install order is one that seems more likely to trip people up.

  2. Possible interactions to keep in mind.

    1. Weapons that have good abilities that they grant while held.
    2. Weapons that have castable abilities that can be used while held.
    3. Interaction and devaluaing of the Rogue Use Any item HLA.

    For #1, the staff of the magi is the main culprit, though I'm sure there's some modded weapons that give improved alacrity when held, not that you should really care about unbalanced modded items.

    For #2, I don't recall these cases all that well, but I don't think there's really a case where a player can't find at least one party member who can carry all the good items like this and cast whenever they want, so I don't see how more people being able to do this really changes the overall balance of the game in any way.  Maybe it will affect solo runs.

    For #3, Use Any Item is mostly used to break the game with respect to scroll and wand use, and much less so item use.  I think it is a commonly modded ability as well.  More investigation by someone familiar with the ability for possible interactions may be warranted.

  3. I think a simple approach would be to let everyone pick up and use a weapon, but only certain kits/classes are able to put any pips into proficiency.  It would simplify a lot of things and I don't know that the individual enchantments on certain pieces of gear would make it worthwhile to use one item over another one that the character was actually proficient with.  You'd want to look at what the "held" versus "on use" abilities are.  Items like staff of the magi stand out as potential problems, though that one tends to get nerfed by a number of mods.

  4. How do people organize their custom soundsets?  Do you come up with categories and re-organize things that way.  Do you just dump everything in the folder and leave it as it lays?  Do you append your custom portraits and soundsets to the naming schemes used by the base game?  I'm especially interested in hearing what people who have extensive collections of soundsets and portraits have done.  If you have a custom sorting system, then please feel free to share.

  5. 1 hour ago, jastey said:

    Classic bug: the EET_NPC_TRANSITION function needs to be moved down in the tp2 after the compilation of the scripts. There are several mods that have this problem, this only came apparent after k4thos introduced the error message after I mentioned the problem, before these bugs remained unnoticed.

    Is this a bug with EET or a bug with the Indira NPC mod?  Indira is a mod that is supposed to be installed before EET according to the compatibility list, so I'm not sure how to handle it.

  6. Other comments.

    SimDing0's questpack was written for an older version of Weidu.  To make things run smoothly, rename the following files.

    Setup-d0questpack.exe ----> Setup-questpack.exe
    Setup-d0questpack.tp2 ----> Setup-questpack.tp2

    This is done to match the default folder of "questpack".  I renamed these files instead of the folder as I was concerned that the .tp2 file may refer to the questpack filepath but I was pretty certain it wouldn't refer to itself or the weidu installer.

  7. I am further in my install order and the following are the ones that don't show up in PI, but do when manually installing.  In both cases I have extracted the mods to a folder.  For the manual install, I then install the mod subfolder and the Setup-ModName.exe file over to the BG1 or BG2 folder before installing.

    Quote

        Drake NPC v1.61 https://artisans-corner.com/drake-npc-for-bgee/
            a. Main NPC
            b. New BG1 Style Portrait -- Components didn't show in PI
            c. Crossbow proficiency -- Components didn't show in PI

        Almateria's Restoration Project v8.4 http://www.shsforums.net/files/file/1053-almaterias-restoration-project/ --- Components didn't show up in PI 
            a. Restored Locations
            b. Restored Characters and Dialogues
            c. Restored Sounds
            d. Restored Items
            e. Restored Wish Options
            f. Restored XP tables in ToB
            g. Deril Lich
            h. Minor Restorations
            i. Final Slayer Dream
            j. Extended Waukeen's Promenade Cutscene

    It may be that these two mods are organized in a way that PI cannot read the subcomponents.

  8. 31 minutes ago, Cahir said:

    I have done something like this in my install order. Just check my EET install order. txt attached to the first post in my topic. I have splitted SCS the way you want. 

    I've had to do a manual install since PI doesn't detect all the components.  So far I'm most of the way through the ones I listed above and only Ascalon's Questpack didn't actually have all the subcomponents I thought it did based on the readme.  All the rest of bolded ones have components I was able to install that PI wouldn't detect.

  9. So, I started a manual install and have successfully installed all the mods on BG1 as well as started the EET process.  I just finished the EET install, which completed with warnings.  I think the following are the warning related issues:

     1. Indira NPC for BG1 Tutu v12.0 BETA 2 or above.  This mod is on the compatibility list

    EET_NPC_TRANSITION patching for J#Indi: BG1 NPC without BG2 content
    
    WARNING EET_NPC_TRANSITION: "J#INDI.bcs" doesn't exist in game
    [WeiDU-BGEE.log] loaded, 2771 bytes
    [WeiDU-BGEE.log] loaded, 2771 bytes
    [WeiDU-BGEE.log] loaded, 2771 bytes

    2. /override/BG1801.ARE .  I'm not sure what the characters are in the .cre filename.

    [./override/BG1801.ARE] loaded, 11280 bytes
    
    BG1801.ARE issue: Rest Spawn creature file does not exist (ÿÿ.cre)! Nulling...
    
    BG1801.ARE issue: Rest Spawn creature file does not exist (ÿÿ.cre)! Nulling...
    
    BG1801.ARE issue: Rest Spawn creature file does not exist (ÿÿ.cre)! Nulling...
    
    BG1801.ARE issue: Rest Spawn creature file does not exist (ÿÿ.cre)! Nulling...
    
    BG1801.ARE issue: Rest Spawn creature file does not exist (ÿÿ.cre)! Nulling...
    Copied [BG1801.ARE] to [override/BG1801.ARE]
    Copying and patching 1 file ...

    The listed area is the Cloakwood Mines first level in Baldur's Gate as far as I know. 

    I've also attached my SETUP-EET.DEBUG file.

    I realize that I'm taking a risk with installing Oversight on BG2 before EET, but the EET installer doesn't appear to have choked on any of the Oversight files.

    Anyone have any ideas as to if these are a problem or not?

    SETUP-EET-DEBUG.7z

  10. I attempted to create an install list using Project Infinity, however I am running into a number of issues when attempting to do so.

    1. I do not seem to be able to split a mod install up.  For example, I would like to install SCS Icewind Dale Spells prior to installing item and kit mods, but want to install the rest of SCS near the end of my install order.  There does not seem to be a way to do this.
    2. Several mods on my list do not show their subcomponents in Project Infinity.  Culprits so far include
    Quote

        Sirine NPC for BG v2.81 https://github.com/ArtemiusI/Sirene-NPC
            a. Sirine NPC for BG
            b. Martyr Kit -- Didn't show up in PI
            c. BG1 Default Portrait -- Didn't show up in PI

        Drake NPC v1.61 https://artisans-corner.com/drake-npc-for-bgee/
            a. Main NPC
            b. New BG1 Style Portrait -- Components didn't show in PI
            c. Crossbow proficiency -- Components didn't show in PI

        Almateria's Restoration Project v8.4 http://www.shsforums.net/files/file/1053-almaterias-restoration-project/ --- Components didn't show up in PI 
            a. Restored Locations
            b. Restored Characters and Dialogues
            c. Restored Sounds
            d. Restored Items
            e. Restored Wish Options
            f. Restored XP tables in ToB
            g. Deril Lich
            h. Minor Restorations
            i. Final Slayer Dream
            j. Extended Waukeen's Promenade Cutscene

        Ascalon's Questpack v2.05 https://github.com/Gitjas/AC_QUEST/releases --- Components didn't show up in PI
            a. A Job Well-Paid
            b. A Feast for the Gnolls
            c. The Great Carlini
            d. Fangirls
            e. A Home for the Gibberlings
            f. The Lost Son
            g. Of Wolves and Men
            h. Flopsy
            i. The Serpents of Abbathor
            j. A Halfling Among the Eyeless

        Baldur's Gate Romantic Encounters v4.1 https://www.gibberlings3.net/mods/npcs/bg-romantic-encounters/
           1-44. This stuff showed up
            45. Scar - The Return   -- Didn't show up in PI

        Unfinished Business v27 https://github.com/Pocket-Plane-Group/UnfinishedBusiness/releases
            1.  The Kidnapping of Boo
            2.  Suna Seni/Valygar Relationship Restoration
            3.  Kalah and What He Was Promised
            4.  Cat and Mouse: Bodhi Hunts You in Spellhold
            5.  Gorje Hilldark and the Extended Illithium Quest
            6.  The Pai'Na/Spider's Bane Quest
            7.  Restored Crooked Crane
            8.  Retored Encounters
            9.  Artemis Enteri in Bodhi's Lair
            10. Corrected "Xzar's Creations"
            11. Restored Hell Minions -
            12. Item Restorations
            13. Restored Minor Dialogs
            14. Extended Throne of Bhaal Item Descriptions
            15. Throne of Bhaal Minor Restorations
            18. Saverok's Remorse for Yoshimo and Tamoko
            19. The Murder of Acton Balthis
            20. Restored Banters -- Doesn't show in PI

     

    Is there something I'm doing wrong, or is it looking like I'll have to babysit the install the old fashioned way?

  11. I really liked RR's Chosen of Cyric encounter back in the day, however that element always struck me as less than optimal.  It was one of the earliest 2nd or 3rd wave AI encounters where the enemies played by the same rules as the PC.  Most tactical encounters available before then cheated like crazy and did all sorts of things the PC couldn't do.  Now we've had over a decade and a half of SCS, so things like the original Weimer Tactics and the more egregious "Improved Anvil" are not the standard players are expecting and so RR's Chosen of Cyric doesn't quite compare as well as it used to.

  12. Comments related to attached zip file containing the revised setup.tra

    @21903.  Revised last line in the Pain Touch description to flow more naturally. 
    @22403.  Added missing fluff.
    @22406. There is some weird text in this one in my editor (Notepad++) with UTF-8 encoding.  It appears to be related to a special character for the long/double dash.  Fixed with a single dash.

    Quote

    @22406 = ~Lightning Bolt
    (Evocation)

    Level: 3
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 3
    Area of Effect: Path of bolt
    Saving Throw: 1/2

    Upon casting this spell, the cleric releases a powerful stroke of energy that inflicts 1d6 points of electrical damage per level of the spellcaster to each creature within its area of effect (maximum damage of 10d6). A successful Save vs. Spell reduces this damage to half (round fractions down). When the lightning bolt intersects with a wall, it will rebound until it reaches its full lengthâhitting the same enemy multiple times, or even members of the caster's own party.~

    @31403.  Added missing fluff
    @37101. Changed to "sonnlinor of moradin" so the paladin kit and the specialty priest have different names (taken from Demi-human deities)
    @37102. Changed to "Sonnlinor of Moradin" so the paladin kit and the specialty priest have different names (taken from Demi-human deities)
    @37103. Changed to "SONNLINOR OF MORADIN" so the paladin kit and the specialty priest have different names (taken from Demi-human deities).  Adjusted the fluff text accordingly.  Note that the 5th level ability had a leftover reference to Alaghor.
    @37303. Deleted "From 9th level" as the kit .2da file did not list any ability at 9th level.
    @40503. What is this kit supposed to be?  It can cast like a sorcerer (spontaneous), progresses like a sorcerer with regard to HP and THAC0, and may not use divine magic.  What spell list does it use?  I'm not sure if this actually installs at present.
    @45103. Based on the preceding lines @45101 and @45102, I suspect that this should say FIGHTER/DRUID and include some information regarding what the multiclass gets (the base game may have something) as expanding the fluff description.  I have not made any changes as I'm not 100% on what is going on here.
    @49212. Added some fluff text for the Wind Walk ability.
    @73103. You mentioned this one previously, but by the pattern it should probably start with FOREST DRUID.
    @73803. Shadow druid was missing the flavour text.  Added some.  Check that this matches what you wanted for the kit.  This kit may not install, as I'm noticing that it appears to be missing .2das and various bits.  The description still needs information added about what the Shadow Wolf and Panther forms grant.
    @80011. There's some weirdness in the text on UTF-8 viewed in NotePad++.  It appears due to a non-standard character for the starting dash.  Fixed.
    @80108. There's some weirdness in the text on UTF-8 viewed in NotePad++.  It appears due to a non-standard character for the starting dash.  Fixed.
    @80111. There's some weirdness in the text on UTF-8 viewed in NotePad++.  It appears due to a non-standard character for the starting dash.  Fixed.
    @80703. Replaced missing fluff text with the one you'd originally used for the cleric description since it fits the martial paladin order and I'd already replaced the other text with the one written for the Sonnlinor of Moradin.
    @80803. Rewrote fluff text to be complete and flesh out the text slightly.
    @87703. Added fluff for Truesword of Arvoreen.
    @87712. Added fluff for Truesword of Arvoreen.
    @90004.  Placeholder text here regarding fluff about archetype/class.  No changes made, just included for tracking purposes.
    @90033.  Placeholder text here regarding fluff about archetype/class.  No changes made, just included for tracking purposes.
    @90043. Placeholder text here regarding fluff about archetype/class.  No changes made, just included for tracking purposes.
    @93303. Added fluff text for Earth Dervish.
    @93304. Added fluff text for Earth Dervish.
    @93403. Added fluff text for Water Dervish.
    @93404. Added fluff text for Water Dervish.
    @93503. Added fluff text for Air Dervish.
    @93504. Added fluff text for Air Dervish.
    @93603. Added fluff text for Fire Dervish.
    @93604. Added fluff text for Fire Dervish.
    @93703. Added fluff text for Light Dervish.
    @93704. Added fluff text for Light Dervish.
    @93803. Added fluff text for Shadow Dervish.
    @93804. Added fluff text for Shadow Dervish.
    @6290001, @7240001, @50101, @50103, @42100001, @73600001, @101000001, @101000002, @101000003, @101000004. There is some weird text in this one in my editor (Notepad++) with UTF-8 encoding.  It appears to be related to a special character for the long/double dash.  Fixed with a single dash.

    There also appears to be a few typos in some of the .2da files. (I only checked this one and have not made any edits because I don't want to break something)

    faiths_and_powers\kits\clerics\373_marthammor\d5clmar.2da

    • ABILITY2 does not have a **** entry for level 50
    • The kit description has a "From 9th level, ..." however, the .2da file does not have any new or old ability listed at 9th level.

     

    Feel free to use this info as you desire.

    setup.zip

  13. I've been fixing up the descriptions mentioned in my previous posts and have noticed that the style of the kit descriptions is a bit different than those of the base game.  Is this something that was done deliberately?  For example, the use of Restrictions instead of Disadvantage (base game).

    There's also some other minor formatting issues around newlines in kit descriptions.  I can share my edited setup.tra if you'd like, which should make it easy to do a compare to your version and see if you like the changes.

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