smeagolheart
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Posts posted by smeagolheart
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Yes mine changes during Thalantyr's dialogue at the point where he's transformed from chicken to man. Cool that there's no conflict. Glad you like it.
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This mod has an optional Category Portraits component to assign portraits from a pool of random portraits to actors that are not assigned specific portraits by the main component. This component is highly recommended and covers beings that are genericly named. For example, human characters named "Thief" or "Mugger" will get portraits from the male or female Rogue pool, characters named "Commoner" or "Peasant" will get portraits from the commoners pool, and "Drow" will get portraits from either the male or female Drow pool. There are more than ninety pools of random portraits that range from a few portraits to over 20. There are more breakdowns for groups of Humans than there are for other races. Please note that you may get repetition in portraits if you speak to multiple characters as once a pool of portraits is exhausted, then an additional round of picks from the portrait pool will be assigned to additional NPCs.
There are two ways to install the Category Portraits component - Sequentially or Randomly. If you install the component 'Sequentially' then Portraits from the Pool are assigned in numerical order to allow for reproducible results. That means that when you speak to "Mugger" in the dark alley, he should look the same if you were to reinstall the mod. There is also a Random option to grab a random portrait from the pool so that our friend the "Mugger" might get a different portrait if this component was installed a second time. If the random option is selected then a random pick will be selected. The way the random picked works is that all possible numbers from a pool are used before a second pick of the same number is picked meaning that you should not get random picks out of a group of 5 with the same number being used until all 5 of the portraits have been picked.
wow, you've actually implemented the random portrait assigning? If I remember correctly I offered you help to write something like this but became distracted with these RC releases. Congratulations! I'm looking forward to try it out.
I'm not sure how it will handle IWDinEET, if you are planning on renaming creatures or not.here is cpmvars file for IWD-in-EET : https://dl.dropboxusercontent.com/u/35433122/iwd_in_eet_cpmvars.tpa
As you can see only 9 CRE files have been renamed, so probably nothing has to be changed in your mod. As for IWD2 content nothing is since almost all IWD2 resources already have 2 number prefix, so they don't conflict with other games.
About half the 4K+ speakers are specifically assigned and about half can be randomly (or sequentially) assigned. It runs through all the possibilities first before reusing portraits. (thanks argent77 and others here).
It's pretty cool.
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Agree with Argent. If they fix it later at Beamdog then your custom fix might Bork things up.
Suggest reporting it as a bug on bd forums ...
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@K4thos
I just released this:Portraits Portraits Everywhere.
It's primarily for EET though it can install on IWDEE, BG1EE, or BG2EE also. I'm not sure how it will handle IWDinEET, if you are planning on renaming creatures or not. For my tests, I've been installing after EET-End. It patches a couple of dialogue triggers, but mostly just adds a portrait on small portraits of all speaking actors in EET.
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If a level 20 party is going to the vale of shadows, maybe they should just chunk everything and cruise along until they get to a point in the story that challenges them. But yeah iwd is so linear you don't have a choice but to run through everything in order.
Your idea of average party level and different tiers of upgrades sounds good. How it will work in practice will have to be tested. Again suggest options being available. No increase, encounters scaled by average party level adjustment, and maybe a flat increase of the tiers as well (1, 2, 3,4). If you offer the flat increase, people can plan their attack of iwd at a certain point in their adventure and expect a certain level of difficulty.
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I see what you are saying about things like the Saradush guard soloing bg1. IWDEE and BGEE + BG2EE are for overlapping character levels.
Maybe it'd be good to be able to hop back and forth between campaigns. Maybe a gem that allowed travel between the north and the south instantly or something would be a good idea.
Also if scaling is to be introduced, perhaps an install option to add 2 hit dice to all creatures, 5 levels or automatic scaling which k4thos was already talking about.
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I'm not a huge fan of the scaling idea, suggest making it optional in IWDinEETTweaks.
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I agree with what Roxanne was saying above especially about Trials of the Luremaster. To me, I see Trials as very similar to the Firkang quest except a bit higher level.
At one point I wanted to mod Hobbart or Hrothgar into the Copper Coronet but I never got around to it and it was beyond my modding skill at the time.
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How about putting the boat guy on the ice island?
The guy could be there fishing or whatever and be like, whoah I didn't expect to find anyone here, want a ride to town? "
" ok but what about the other people inside this cave? "
" No way those guys freak me out"
Or maybe there's some other reason to go from the ice island. Basically the ice island is as close as you get physically in BGEE to Icewind Dale
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IWDinEET still on hold while work goes on ironing out EET for 1.0 right? We aren't likely to see IWDinEET any time soon correct?
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Any chance that this mod works
https://forums.beamdog.com/discussion/50357/mod-dragonspear-ui-v2-13#latest
I noticed that the installer lets you pick the SOD gui
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I got an error at some point since my install is on my d: drive.
It wanted to do d:\documents\something I think looking for the saves in eet-end
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I thought it (idwineet) was never included but an optional additional install.
I was asking if it didn't work
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So uh, EET... Anybody got it running after agonizing about the Release vs. Master question first?
IWDinEET coming later along with EET Tweaks as well right? It's not in the thing now right?
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So setup-ett.exe then setup-EET_end then setup-eettweaks?
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It would seem no one had heard from him.
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Evasion, like the 3e sneak attack and Heart of Fury mode, require code support in the actual engine. There's probably some poking around you can do with mods, but not a lot--e.g. David and I manged to get evasion working for IWD-in-BG2, but only through a lot of hacks.Well, credit where credit is due. Now, maybe (probably) this isn't the right thread to ask this, but anyway - I've noticed that IWDEE adds "Evasion" to thieves (they can dodge fireballs completely).
Is there any chance something like this goes to BGEE? Along with the concentration tweak and cosmetic attacks?
I don't really know the engine differences in between the two games, but if it's possible to implement (even via 3rd party mods) some of IWD stuff to BG world - that would be epic.
However, since it's a shared code base it's entirely doable to see this code turn up in BGEE/BGIIEE in the future. The problem is that it's a lower priority than, say, bug fixing, and testing code merges for regressions is a non-trivial QA exercise. I want it there, and personally I think it will be--the problem is that there's no way I could say that for sure, and certainly not attached to any kind of a timeline. Few things would get me into more trouble than for someone to take this as 'Beamdog confirms...'
At worst, if Beamdog stopped doing anything today, maybe someday we'd see a Baldurs Gate 2 in IWDEE conversion mod. It would be a funny completion to the circle to this project of IWD in BG2.
EET v13.4 released
in Enhanced Edition Trilogy
Posted · Edited by smeagolheart