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Salk

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Everything posted by Salk

  1. Thanks, Weigo! I'll see if I can understand something by making a comparison.
  2. @megrimlockThanks for your report. Could I ask you your opinion about the Gervisse/Voltine quest extension? I'm working on overhauling the .tra file for that very component at the moment. The English translation there is pretty rough. I will submit it to jastey for review, once I am finished (and if she is interested in it, of course). From the Read Me, and considering I have my own tweaks for some content, these are other components that sound interesting to me: Completely revised Scar quest in the Seven Suns with restored content. Restored: Thieves in the Shop of Silence; additional dialogue options with Silence the fence. Restored: Bentley reacts to Nashkel mines and bandit camp. Restored: Encounter "Velvet and the cock fight". New: New encounter in Safana's treasure cave (Lighthouse area). New: Sorcerous Sundries: New characters and ambients. New: Elfsong Tavern: New characters, new rumors, improved naming, trophy "The stuffed head of a Beholder" over the fireplace, new music after finishing the quest. New: Extended Imoen encounter in Candlekeep. New: Second appearance with Ender Sai (compatible with bg1re Ender Sai component). New: Extended Tavern Guard System: Friendly Arm, Elfsong Tavern, and Blushing Mermaid Inn are "neutral grounds" where the PC will not be attacked by Flaming Fist soldiers. If thievery attempts fail, tavern guards will be spawned. New: Temple services at the temple of Oghma in central Baldur's Gate. New: Temple services at the temple of Ilmater om northeast of Baldur's Gate. New: Temple services at the temple of Mask in Silence's Shop. Do you have any comments about any of them? Cheers!
  3. @WeigoCould you elaborate about "having to write WeiDu code"? Since I have no idea what I'd need to do, should I just comment out that whole "Nashkel & Gnollfortress - improved Searchmap and Wallgroups, ar8100" code snippet? Or should I only comment out the two COPY lines at the end? Thanks!
  4. Thanks for the heads up, JohnBob. I have been taking a look at some code snippets myself for content that seemed interesting and reviewing the English translation for the Gervisse/Voltine content, making a few changes. That component sounds like an interesting one. I hope more people may chime in with recommendations.
  5. Weigo, do you know if some of the area changes that Jarl's Adventure Pack make are going to be a problem? Example: ///////////////////////////////////////////////////////////// //Nashkel & Gnollfortress - improved Searchmap and Wallgroups, ar8100 ///////////////////////////////////////////////////////////// INCLUDE ~%MOD_FOLDER%/lib/alter_searchmap.tpa~ LAF ALTER_SEARCHMAP STR_VAR path_to_2da_file = EVAL ~%MOD_FOLDER%/Fixes/areas/AR3700SR_changes.2da~ // full path to the *changes.2da file containing your icons, e.g. ~mymod/bam/AR3700SR_changes_ee.2da~ areaname = EVAL ~%Nashkel%~ // area name, e.g. ~AR3700~ END LAF ALTER_SEARCHMAP STR_VAR path_to_2da_file = EVAL ~%MOD_FOLDER%/Fixes/areas/AR4100SR_changes.2da~ // full path to the *changes.2da file containing your icons, e.g. ~mymod/bam/AR3700SR_changes_ee.2da~ areaname = EVAL ~%GnollStronghold%~ // area name, e.g. ~AR3700~ END LAF ALTER_SEARCHMAP STR_VAR path_to_2da_file = EVAL ~%MOD_FOLDER%/Fixes/areas/AR8100SR_changes.2da~ // full path to the *changes.2da file containing your icons, e.g. ~mymod/bam/AR3700SR_changes_ee.2da~ areaname = EVAL ~%BaldursGateDocks%~ // area name, e.g. ~AR3700~ END COPY ~JA#BGT_AdvPack/fixes/Areas/AR3700.wed~ ~override/%Nashkel%.wed~ COPY ~JA#BGT_AdvPack/fixes/Areas/AR4100.wed~ ~override/%GnollStronghold%.wed~ //wed Dateien
  6. Hello! I'm trying to gather some information about Jarl's Adventure Pack. I have downloaded the latest (0.9) version from Jastey's github repository and I was glad to notice that the installation is broken down into single components there, as opposed to version 0.8 which I downloaded earlier elsewhere. I would like to know which components are recommended, since there are so many and I have become quite selective about the quality of restorations and new quests. Thanks!
  7. I don't expect SHS Forum to be up again for at least one more month. It would be a rather horrible thing, but Stray Gods won't be out until August.
  8. @Weigo, the last version installed without any problems on BGT.
  9. As I mentioned, I can install Beta3 without problems by just adding EVAL in the code snippet above. I am of course wondering how it is possible that the missing EVAL does cause a problem for me and not for you and others, but those are mysteries I am not able to solve... I replaced the code snippets in the macro.tpa with those two above and the installation went through without issues. I attached the macros.tpa file that I have used for this last installation test. Of course I have no idea how this translates into the game itself. I have only tested the installation itself. macros.tpa
  10. @Weigo, The installation has completed without any issue this time. May I ask what it is you changed? There was not much installed when I did my testing. Not much more other than ToBEx (AfterLife) and the BG2 Fixpack. (e) I see you commented out a good chunk of code in the macros.tpa file... Wasn't the content important? This is the code snippet that makes my installation choke: ACTION_IF GAME_IS ~bgt tutu_totsc~ BEGIN LAF HANDLE_TILECONV STR_VAR input_path = EVAL ~%MOD_FOLDER%/base/tbcN/ys/%ee%~ output_path = ~%MOD_FOLDER%/bif/bggom~ END END changing it to this: ACTION_IF GAME_IS ~bgt tutu_totsc~ BEGIN LAF HANDLE_TILECONV STR_VAR input_path = EVAL ~%MOD_FOLDER%/base/tbcN/ys/%ee%~ output_path = EVAL ~%MOD_FOLDER%/bif/bggom~ END END works.
  11. @Weigo, the installation of Beta 3 failed for me on BGT (Windows 10). I attached the DEBUG file. SETUP-BGGO.DEBUG
  12. Version 4.6 is out. - Change log: Fixed bug with Vampiric Sword not dealing damage (Thanks, MikeX) Minor corrections to English and German text (Thanks, MikeX)
  13. Version 2.58 for the classic engine will soon be uploaded. This is the change-log: Version 2.58: Code modernization (still awfully rudimentary ) Minor text changes (e) And it is out...
  14. Is there any work left to do for Yovaneth or have you got all the material you need, Weigo? Cheers!
  15. Hello! The link for download is in my signature but I will update the first post. Unfortunately, all my modification were created in the past for the classic game and I never had any real interest in making EE-compatible versions so no, it's not EET compatible. If someone ever volunteers to make an EE port (like they did with WTP Familiars), they would be welcome to.
  16. Version 4.5 is out. - Few changes for compatibility with both Item Revisions and Item Revisions Revised - Minor text changes - Added correct Identify description to scroll
  17. The point raised about wands has my sympathy. But making them match the properties of the spell is a consistency fix, in my view. What I would do is to nerf the number of charges further. I think 10 is still a little bit too high a number and I would halve it.
  18. Well, then I will be very interested in learning how it's been working for you, Morgoth. I'm sure Magus will appreciate the feedback.
  19. I find the component Fair Fights very interesting, actually. I would most definitely use it, but only if it was properly tested though. The warning about it not having been thoroughly tested is quite scary.
  20. Very good news. Weigo is working on a new version (3.0) of BGGO which will include full compatibility with EET and BGT. Hopefully he will be here in the near future to talk about it himself. The thread at SHS inaccessible, due to the Forum being down, as you probably know.
  21. I have no real understanding/direct experience whatsoever about the costs and the required time/effort for maintaining a Forum but I think SHS bandwidth problems would be enormously alleviated by migrating all of its downloads off of its server and find an alternate solution to the current hosting. Practically what skellytz suggested. If the bandwidth is confined to a certain amount, wouldn't it be possible to get a different host at the same cost that would not risk a complete shutdown of the SHS Forum for what is going to soon be two months? The SHS Forum wasn't just the place where you could find links to download hosted mods. There was still activity there in form of feedback, collaborations, questions, and much more. I just hope that once it's online again, we won't have lost the interest/participation of important contributors.
  22. Hello, Bartimaeus! Thanks for the exhaustive answer. What I can say for myself is that I absolutely agree with your stance in this. I think Non-Detection should, as for its description, protect from Divination spells. It seems to me that any other interpretation is a blatant attempt at thwarting the very meaning of the spell. What can be discussed is how to adjust the spell so that it won't be considered awfully overpowered for its level. But that is another matter. And I always believe that playing fair should be a parameter to be held in the highest regard. The fact that the AI enjoys protection from the player's divination spells while the player is not when using the exact same magical defenses is a very undesirable situation. I'm not unfortunately capable of offering you a solution or even an advice about this. You know much more than me what kind of options are available. From what I understand, it seems you are saying there are none that are good. If that is the case, I guess you will have to choose the minor evil. My own preference is having fairness be a priority over the AI sometimes not behaving all that "smart" but I understand I am probably part of a minority. Thanks for all the good work!
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