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Caedwyr

Gibberlings
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Everything posted by Caedwyr

  1. 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. @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
  2. Apparently, the Quayle NPC quest ended up going the way it did because the specific NPC that targeted Aerie wasn't killed quickly enough. https://forums.beamdog.com/discussion/comment/1133593/#Comment_1133593
  3. I was wondering about the use of replace textually. I'll stick to edits to the missing fluff text and carriage returns then.
  4. 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.
  5. I got a response from Skitia on the BeamDog forums. The .tp2 in the Lib folder should be deleted. She has updated her mod to fix the issue as well.
  6. Thanks for the warning about the Quayle NPC. The description made it sound like Quayle would be recruitable if Aerie had died in your game, not that it was going to kill Aerie and then give you the option to take Quayle. I'm interested in hearing your thoughts on the White Queen mod and if you had any problems with Wheels of Prophecy or Fishing for Trouble.
  7. I got Project Infinity to load. I think I setup all the reference folders correctly. I haven't assigned folders yet for the following options. BG II:EE for EET Path to clean, unmodded Siege of Dragonspear game for Enhanced Edition Trilogy I have entered filepaths for BG:EE with SoD and BG II:EE I'm sure the first two are fairly self-explanatory if you know how everything works, but none of the documentation I've been able to track down explains what distinguishes these from the very similar sounding filepaths I have mapped to, nor why I would want to assign the missing filepaths. Any help from those more experienced would be much appreciated. @Cahir, @4udr4n, @AL|EN. Project Infinity has also choked on the Helga NPC mod folder. It appears as though Helga NPC has a Setup-Helga.tp2 located in both the main mod folder as well as the Lib subfolder. The two files are slightly different in length, so I'm not sure how safe it would be to delete one, or if the modder @Skitia is using both .tp2 files.
  8. The Shadow Magic mod: https://forums.beamdog.com/discussion/64991/v2-1-shadow-magic, Quests & Encounters component is reportedly incompatible with SCS's Improved Shade Lord component. Apparently, if SCS is installed after Shadow Magic the Shade Lord will not use his new abilities/spells added by the Shadow Magic mod. I have no idea if there is any way to allow SCS and the Shadow Magic Quests & Encounters to work together, but I suspect that since they both modify the same fight it is unlikely that they can easily be made compatible. Consider this a note for the documentation.
  9. Since I plan on cloning my install and giving it to friends so we have identical setups, the size matters a bit more.
  10. I attempted to install the mod components as per the readme However, the only options I was offered was ~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #0 // SoD to BG2:EE Item upgrade by Daeros_Trollkiller: v1.0.1 ~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #2 // Force all import-able SoD items to be available in their normal locations -> All importable items with Voidhammer +3: v1.0.1 ~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #3 // ****Optional**** Change Cromwell's equipment to be more in-line with his forging skills: v1.0.1 Did everything I wanted from the above list get installed, or is there something else I need to tweak/select during install to get everything?
  11. With the number of mods I am playing with, I pretty much have to nuke it from orbit and start over with a clean install each time in my goal for a stable install. Plus it makes it much easier and cleaner to share my modified folder contents with other people. Thanks.
  12. I am interested in trying to reduce the impact on my game folders, so I am wondering if it is safe to delete the mod folder and Weidu installers in my BG2 or BG folders, once the mods have been successfully installed. Should everything be placed in the appropriate folders, or will the mod content be referencing the mod folders at any point?
  13. I have both of those in my install list. I haven't tested yet, but based on my investigations and questions the following seems pretty safe 1. Epic Thieving installs first 2. Limit yourself to the following components as they do not have any overlap with the Rogue Feat system.
  14. Documentationwise, the thing I most wish for this mod is having a readme doc that clearly spells out what the current components are, since the opening post is quite out of date with what is even offered. The rest of the code I've looked at has been some of the clearest commented code I've seen in the IE modding community, but figuring out components and subcomponents, etc still makes my head hurt when reading .tp2 files.
  15. The massive number of people accosting CHARNAME makes me think that one of the mods which makes at least some of the NPCs more passive for their join-up introduction, might be a good idea.
  16. Is there a version 3 of MOoF available anywhere? I'd like to take a look at some of the changes and possibly include it in my install, but I don't want to shift monks out of the monk class this time through. Also, I noticed that the version 4 listed a bunch of bug fixes. Are these something you've replicated in your install, or is it just the basic version 3 of MOoF?
  17. @subtledoctor do you have aTweaks "expanded temple services" installed? I am wondering if it is interacting with one of the other components.
  18. There was one other bug reported on the Beamdog forums The fix appears to be fairly simple. In entry @284 in the quest.tra file, remove the ")" so the line should read @284 = ~Homecoming Evandra wishes to pay the Knights of Solamnia a visit at the Order of the Radiant Heart. If all goes to plan, she will be able to send them home.~ I have attached the fixed quest.tra from the evandra/translations/english folder in the mod. quest.tra
  19. Its a reasonable criticism. I've updated the post.
  20. Those are mods that don't fit well with a seamless EET playthrough at the moment. Brandock and Brage only have completed BG1 content but remain in the party or are findable in later content as mostly silent NPCs, which isn't really what I want to present to someone who has never played the game before. Solaufein will probably go on the list once the proofread release goes out, but I don't want to integrate it yet until it is in mostly done state. It could be that other mods are in the same boat, but I've missed that (please let me know). Finch for example, I would use if she got kicked out of the party at the end of BG1 and didn't sit around in SoD like a multiplayer NPC. It's probably relatively easy to mod that fix, and I may well do so once I've gone through most of the other stuff and gotten it working. I should have put your stuff in a separate category, because buginess is not the issue at all, just the seamlessness of the integration. If it was just me playing this, I'd handle all of these quite differently, but it's me trying to put this game in the best light as possible to people who've never played before.
  21. For future bug fixers, the typo is located in the english setup_ee.tra file. It is correct in the setup.tra.
  22. Fixed a couple of things. Evandra is actually version 2.2 and the bug mentioned in my previous version of the install notes has been fixed. Also @Cahir, @4udr4n in case you are interested in seeing what I will be attempting. This will continue to get updated as I attempt to actually build the install.
  23. This bug is addressed in the current version of Evandra, which is actually version 2.2 according to the mod's readme.
  24. I recall that having been one of the constraints back in the day that caused issues. I'd hoped they had fixed that when they did the Enhanced Editions, but it looks like they only hit some of the hardcoded constraints and left others in place. I remember the limits being in place for Kits (UI related) - Fixed Classes Races/Subraces Spells - UI fixed, but still a limit to the # of spells/level Animations - The number of animation slots for creatures used to be limited as I recall, but this seems to have been fixed now and all the IE games have their animations crossported as far as I can tell, which is a huge boon.
  25. Thanks, this is good stuff to know. I've trimmed some SCS components and added some notes on my local copy. Faiths and Powers is the other component I have some questions around, since the documentation for that is mostly just your post in Miscellaneous Released Mods and I haven't been able to find a readme. The .tp2 is fairly well organized and commented, but I haven't been back looking at this stuff long enough to clearly be able to read all the components and subcomponents.
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