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Roxanne

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Everything posted by Roxanne

  1. A proposal just continue the game and see what the dungeon looks like in EET. Once you are out of the dungeon and left the Promenade, you can reach City Gates and the worldmap. You can go back to any old map where you may have stored stuff - provided you still want it by that time. The EET world is less restrictive in that. And you may have some mod component installed that already provides you with some past items. Playing a new game allows to make new game experience.
  2. K4thos does that for the BG City areas after SoD. He explains it somewhere in this forum. http://gibberlings3.net/forums/index.php?showtopic=27774&page=2&do=findComment&comment=243915 this may be helpful.
  3. EET uses one single worldmap. Adding both SoA and ToB version means the area exists twice. http://gibberlings3.net/forums/index.php?showtopic=27749 You will have access to the worldmap and all the areas you have visited before as soon as you reach the first outdoor area of ToB, the overland area outside Saradush AR6400.
  4. There is one thing easily forgotten. The EET world all hangs together. The Fate Spirit option is from a time/game where you were limited to the ToB map after transition. EET is far more realistic as it allows you to go to the whole worldmap you know. If you want to pick up an old companion from Copper Coronet, just take a trip... I have extended some older mods like Chloe with new ToB contents and the ways to have her in ToB is by either having her in party at SoA end or to go back to where you left her. Preservation is about the only argument for Fate Spirit in EET. It is an oddity,and slightly immersion breaking but maybe this is something you can only experience if you play EET yourself. I have played EET a couple of times now, and I simply ignore the Fate Spirit completely.
  5. ThisModder's Notes.html is the one contained in latest EET. Honestly speaking, I never used it for any of the NPCs I did in EET just for the reason you state. There is no sense in summoning a continuous NPC for a ToB only game. The result is a crappy stooge you just carry around to hold a sword for you or serve as a meat shield. It was k4thos decision to support a ToB only game with EET. For me this makes no sense at all, I simply ignore this.
  6. Thanks! Good to know. A single +OR(2) Dead("NTGGHOTA") Dead("NTGGHOT1") will do it for me
  7. Short question The SoD content will automatically install if SoD is detected, it is not an additional component?
  8. Thank you for confirmation. I think the Ghotal solution sounds fine, it must have been intended to be that way originally, the second one makes sense only if the general retreats after the initial battle to regain forces and you follow him deeper into the tomb for the final showdown.
  9. Two quick questions (for compatibility) Q: Ghotal will still have his conversation at the entrance before the fight breaks out and then moves deeper into the dungeon for the second fight? Q: This only applies for the unnamed cultists (reinforcements), I suppose?
  10. There is some overlap of people who worked on original DSotSC and NTotSC but no connection to CtB. It is just a tip of the hat from one modder to another from a time where such things were still possible without calling for a lawyer...
  11. The main difference between the cleric stronghold (and hence the reason for this thread) is the fact that multiple *stronghold-givers* are involved, depending on your protagonist. All other strongholds have simple triggers - you have already a stronghold (or not) and your class qualifies (or not). Those checks are simply done in the dialogue of e.g. Nalia, Lavok etc. You can add triggers and variations very easily to those dialogues. The only complex one is the cleric one as outlined in the OP. It is also straight forward to add another party member to qualify for a stronghold if the protagonist does not qualify. (The only thing that made NPC Stronghold mod complex was the additional idea that the respective NPC would also be responsible for all the following stronghold quests and what to do if that one was kicked out or dead etc).
  12. Does anyone know the status of Xan mod for EET? Did someone play the mod recently in EET? It is still among the mods requiring the BWFixpack patch for EET. However, the mod has been updated meanwhile and the patch is for a former version. Is it still valid?
  13. And this one CBBK7556 The Life and Loves of Jet'Laya: A Memoir
  14. This may interest you (I found it while testing CtB mod adapted for EET) In a drow library accessible from the Umar Hill Cave, there are all kinds of books and scrolls. Among them is a History of Dragonspear (the mod is more than a decade older than SoD) And this item CBBK7555
  15. Recent changes to the EET Compatibility List Added Mercenary (Fighter Kit) Bodyguard (Fighter Kit) Corwin NPC Charlatan (Bard Kit) Relieve Wizard Slayer (Kit Revision) Universal Wizard Spells Ascalon's Breagar (Note that the mod is not yet fully translated from German) Rose NPC resurrected Black Pits Fix Secret of Bone Hill All newly added mods have native EET compatibility Removed Generalized Biffing
  16. The initial post of the thread should be updated. The reference to the BWP PDF file for EET install order is obsolete, and also the usability of the book for mod dependencies/conflicts is only partly relevant for the mod versions used in EE/EET. Without expert knowledge and experience for interpretation of the guide, it is no longer recommended to use a source that is written with a BGT installation for classic games in mind.
  17. You may try this repaired save version 000000052-12Repair.zip
  18. Right, I had my EET blinkers on...there we have a campaign for each part of the game. I should have mentioned this.
  19. Using console, what did you do, CreateCreature("Edwin7") ? Which was Edwin when he was in party? Do you have a savegame of it, with a situation before you created Edwin? There were some reports about something similar happening with Imoen if she got chunked dead n BG1, she could not spawn later. I never saw this reported with Edwin though. If I remember, K4thos fixed this for Imoen in EET, maybe he forgot Edwin...
  20. You need to look into campaign.2da If you want to create your own campaign, you need to add it there. Then you can define all the other reference files it shall use for startpoint, xp etc. You also need to add your campaign to the selection screens (there was a thread here in the forum about that, just search for it.) Startbp.2da is just one example, As you can see in campaign.2da it defines some settings for BP=Black Pits
  21. Maybe this prevents one or the other modder to litter everything into baldur.bcs....
  22. Just to clarify - this behavior is for baldur,bcs, right? If i use them in an NPC's file it will check for current area.
  23. I was reminded of a discussion we had about two years ago on the issue of removing innate abilities http://gibberlings3.net/forums/index.php?showtopic=27796&page=9&do=findComment&comment=243100
  24. My oversight - you actually have the SoD Banter mod installed, I suggest to do this Put the attached file into BG2EE/override and see if this solves the issue of aborted banters BDBANTER.2DA
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