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Roxanne

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Posts posted by Roxanne

  1. I just played through all of this as well withh an EET install. I disagree with all of the above except:

     

    - Centeol she is modded by BG1NPC project with an extended dialogue and several options. That mod is almost a standard for most installs. The attacking spiders etc mess this up and they are even there if you get a non-violent outcome.

    So either skip Centeol or look for the other mod and only install this component if not there.

     

    - The other encounters are fine and really improve the game (for a veteran player)

     

    - I also agree with the OP's other post sayinfg that Gnoll Stronghold should be beefed up. Even if available from the start of the game already, you need to travel a lot of areas with chance to get xp and level up before you get there.

     

    - Bandit Camp never was a big challenge and it still is none even with SCS. For a game that has other mods installed by which you may get some extra xp prior Bandit Camp, the level is quite low despite the number of opponents.

     

    On the other hand one needs to accept that you can play BG1 and its areas in so many different ways and visit many areas at any given time that it is nearly impossible for anything prior Cloakwood to foresee when the player reaches that area and what level they will have.

     

    That again just leaves Centeol as candidate for change - currently it is really weird and no real fun this way.

  2. Those are all fine ideas. Indeed, my own mod adds stat-based XP variability á la PS:T, so different experience levels is something I like in my games. BUT that doesn't mean they must imposed on every player! If I ask for technical advice for possibly making something that lets other players with other preferences optionally deviate from how you think the game should be, are you really going to withhold advice and information just because you don't personally see yourself using such a mod?

     

    Hey. hey, hey, I am not withholding information as Argent77 just posted one example here on this thread yesterday. And there have been dozens of variations in mods of this over the years. This is why I called it *cold coffee*. You need not re-invent the wheel but just copy code,

     

    • Among the various methods I have seen in mods over year, I personally preferred this
    LEVEL1NPCS/LEVEL1NPCS. Joinable NPCs more closely match the player character's experience -> On initial joining only

    because it also subtracted xp from overpowered NPCs - and it used a list of NPCs so it allowed to add or delete those you wanted to apply the method to.Downside here was that this fumbling with the NPC was theatrically visible.

    • Second best - for me - was the method that spawned a version of the NPC that came close to the PC, e.g. Kivan3 if PC was level 1-3. Kivan6 if PC was level 4-6 etc., because here you got an NPC to join without seeing any level-up process. Of course you may argue that this method does not allow the player to make choices on how to apply level up features himself.
    • Third in my rating would be Argent77's example - less exact and involving the player. Like above you may see it as a plus that the player is involved and makes choices while I do generally not like these breakings of the fourth wall by all kind of mods.
  3. Is there a way for mod NPCs to hook into the auto-leveling system and behave as vanilla NPCs do? I find the difference a bit jarring, it would be nice to mod something to bring them all in line...

    Sorry to say that this proposal is NOT

    about how to possibly do something, and the response from forumites has been simple discouragement rather than discussion and brainstorming.

     

    This is just manifesting an old hat, same-as-it-ever-was.

    The NEW idea would be to allow differences justified by the game plot.

    Like this:

    - At the beginning of the game the PC is fresh/inexperienced but NPCs he may meet are not

    When you leave Candlekeep at level 1 and you go to meet Khalid /Jaheira at FAI, those are supposed to be your guardians recommended by Gorion. According to their background and Bio they are seasoned adventurers and have served the harpers for 20 years+, they fought in wars etc. Why the hell make them level 1 NPCs? I am not advocating a large spread here (no level16 druid) but them being at level 3 would make sense.

    - The PC with his bhaal blood learns fast (maybe faster than others). Somewhere around Cloakwood mines he/she reaches the experience of those others. The PC earns the role of party leader over time. From that point on (more or less) the PC may be just *better* than anyone recruited from now on.

    - When the level 10/11 PC comes to Irenicus Dungeon and recruits a mod NPC sorcerer there (yes, there is one) who is at level 5, why not just keep that guy as he is - you do not get a 5 level boost just because you join the PC's party, that is not justified.

    - Such a system can even be enhanced by features that give specific NPCs or Classes extra personal xp for specific deeds they perform. Like the party member who kills a high level beast gets the xp, not the whole group - xps for opening locks/detecting traps go to the thief alone (that NPC learns more from it, not the whole group) - similar for spellcasters.

     

    End of brainstorming.

    *bring them all in line...* is 15 year old cold coffee.

  4. Is there a way for mod NPCs to hook into the auto-leveling system and behave as vanilla NPCs do? I find the difference a bit jarring, it would be nice to mod something to bring them all in line...

    If a modder wants his NPC to behave like this, there is sufficient code to do that. Either you evaluate the PC xp or level and create a version of the NPC to match. - or you add the respective amount of xp to the NPC so that the player can control the level up process.

    There are enough NPC mods that do it one way or other - but there are also mods that do not use this on purpose. *Bring them all in line* is one way to mod an NPC but not everyone's intention.

     

    I have a specifically created a number of NPCs who can be recruited in late parts of the game when the PC and maybe some old companions are high level while the young newcomers are kind of apprentices. Instead of making the game harder and harder, here the way to add difficulty is that the stronger part of the party takes care of the weaker ones and let them gain their merits. From a plot/story point of view it would break the mod if the young sorcerer just boosts to level 25 because the protagonist fighter/thief is? Why? How did he suddenly learn all these spells and abilities? Is there any justification for this?

     

    All I say is, let the NPC modders decide how they want their NPCs to appear - leave them out of your party if you do not like it.

  5. Thanks again Roxanne. By the way, I noticed your avatar picture as a portrait option in the Ice Blink engine game, Hearkenworld, on Android. Is that a famous character from BG or something?

     

    I never heard of that game nor ever played it? I have this portrait since about 15 years already and always used it for my female protagonists in BGT. When I started to develop my Sandrah mod, it became her default portrait. When I released the mod, I kept the portrait for her since somehow I got used to it. I gave her an alternative portrait as well, but this one is how I see her. As such she is now rather an (in)famous character in BG resp. EET per my mod.

  6.  

     

    Huh. Maybe I'm mis-remembering, but I thought in BG2 that evil vs. good companion fights could happen in the group. Did I just dream that?! :mwaha:

     

     

    Unless it is my error, this is only for some specific individual NPCs that can have problems with each other. In this case those are scripted events for them but I never saw a general good companions fight evil ones.

    I normally play with a very mixed group, e.g. the evil githyanki thief side by side with the paladin of Helm. They exchange *pleasantries* but do not kill each other.

  7.  

     

    Hello!

     

    Not sure if I accidentally messed up a setting in EET Tweaks or what, but I noticed that the last 3 characters I added to my party - Finch (mod), Valerie and Rasaad, did not auto-level to the character's level like the characters before them did. Xan, automatically leveled up to level 3 or 4 when I recruited him, these characters did not.

     

    Is that a bug, a feature, or something I'm missing?

     

    Question 2 - Is it okay to add a hard cap of 89,000 for BG1 + SoD, and then the unlimited cap for BG2, while also halving XP gain from monsters and quests by 50%? I'm a little finicky when it comes to not wanting to be overleveled for any content at the start of BG2:EE.

     

    Thanks!

    Valerie and Finch are mod added NPCs, i.e. they behave as the respective modder has designed them to work. Many mods (my own included9 set the level of their NPCs to what is justified by their background story and not by what level your protagonist has gained. About Rasaad I am not sure how the new EE NPCs behave, it may be they re not captured by the level up function.

     

    Question 2 - this is totally up to you. Just from my (highly modded game), my protagonist single class fighter is at level 9 by BG1 end/SoD transition. I expect her to gain another level or maybe 2 during SoD. For me this feels fine for SoA entry with SCS + core level difficulty. But choices are different. For info: I use no level cap at all but a 50% reduction in all EET-Tweak settings.

     

     

    Thanks Roxanne, that all makes sense and is useful information.

     

    I was curious, is there any mod out there that adds the BG2 "party members can fight each other" aspect to BG1? It would be a cool addition to my current game if it exists, but it might also not be able to be added now, either. By the way, I did add the rest of the modded NPCs, including yours (I think Chloe was yours?) The hardest part of the game is picking the right companions to travel with. So many choices! :mwaha::undecided:

     

    "party members can fight each other" ? Not sure what you mean. There are mods that contain something like Romance Conflicts that may end in fight. There is also a mod component that does the opposite "party members never fight each other". Otherwise I jave no idea.

     

    Chloe is an *adopted mod*, I only made it compatible with EE, made her BG2 quest more open, improved her weapon handling and kit to new standard - and I wrote and added the ToB content. The original concept and large parts of BG2 contents are done by the original author. She has also reviewed my additional stuff and helped me improve it.

  8.  

     

     

    Ah, cool. What about the djinni companion mod, do you know that one off the top? It also adds quests, though, so wouldn't that possibly screw my save game up?

     

     

    The djinni adds only indoor areas so no problem with worldmap. It is a complex mod, so I cannot answer that in full - the author Argent77 is very active round here, so best ask him directly.

  9. Just to understand your intention

    - Braegar was forced leaving party when the murder is detected in Dragonspear Castle?

    - he stays out of the picture during the trial, escape etc?

    - when you escape via the waterfall and come out into the open (bd6200), your Braegar is not in the party?

    - you make him instead wait with the canon group waiting there where Imoen leads you?

    - still not joining, he is supposed to move with the party to the south?

    - the hidden transition to bd6100 takes place and he is supposed to be there as well?

    - the party is ambushed overwhelmed and kidnapped - Braegar with them to awake in Irenicus Dungeon?

    EDIT: Roxanne: Yes, this is the behavior I intended for Breagar.

     

    Consider this

    1. BD6100 and BD6200 are only used this one time in the whole game, they never appear again and they are not accessible in any way but via these transition scripts, I.e. you need not care for clean-up or side affects.

    2. Your *real* NPC has left the party and you let him re-appear in ar0602 with a MoveGlobal

    3. Any script used here is only needed for EET but not for other platforms, so keep it separated from the rest

    4- What happens in these two areas is just cinema - other than in BGT of old, the transition is not really performed here (Breagar goes from SoD into baldur.gam from where MoveGlobal retrieves him into ar0602). So all you need are some visual simulations, nothing that has any game effect.

     

    Based on this

    - create a BraegarX.cre strawman with a dedicated override script

    - create this guy via area script(s) at the location where the party waits

    - put all the actions (e.g MoveToObjectFollow("Imoen2") he is supposed to perform into his script based on the triggers used by the main scene

    - this way you separate your scripts from the original and no need to tweak them. Your *real* Breagar is not affected by this at all.

     

    I have not used this in my mod transition because my NPC's scenario is a different one, but I have used similar techniques in various large cutscenes in the game when I did not want to touch a big original script for my purpose. The *light* cutscene mode here allows a cre's override script actions to be executed while the cutscene is running as you use the same triggers.

    You can also use the area scripts directly instead of the creatures override script but that again is more complex.

  10. Hello!

     

    Not sure if I accidentally messed up a setting in EET Tweaks or what, but I noticed that the last 3 characters I added to my party - Finch (mod), Valerie and Rasaad, did not auto-level to the character's level like the characters before them did. Xan, automatically leveled up to level 3 or 4 when I recruited him, these characters did not.

     

    Is that a bug, a feature, or something I'm missing?

     

    Question 2 - Is it okay to add a hard cap of 89,000 for BG1 + SoD, and then the unlimited cap for BG2, while also halving XP gain from monsters and quests by 50%? I'm a little finicky when it comes to not wanting to be overleveled for any content at the start of BG2:EE.

     

    Thanks!

    Valerie and Finch are mod added NPCs, i.e. they behave as the respective modder has designed them to work. Many mods (my own included9 set the level of their NPCs to what is justified by their background story and not by what level your protagonist has gained. About Rasaad I am not sure how the new EE NPCs behave, it may be they re not captured by the level up function.

     

    Question 2 - this is totally up to you. Just from my (highly modded game), my protagonist single class fighter is at level 9 by BG1 end/SoD transition. I expect her to gain another level or maybe 2 during SoD. For me this feels fine for SoA entry with SCS + core level difficulty. But choices are different. For info: I use no level cap at all but a 50% reduction in all EET-Tweak settings.

  11.  

     

     

    Have you been in the area before ? Also the game populizes the areas in some random ways. Aka, the Golem might have already existed in the save game when you are in the master area(same Worldmap spot).

     

    Right, I just realized that and came back here to report it, lol. I checked a new spawn area and it worked perfectly! Good stuff. :)

     

    Thanks again for the help. Now I might have to try and figure out which small NPC mods weren't added with the Recommended package, and then add those in too, now that I know how to edit the install a bit. :jump:

     

    If you want to add NPCs you can only add those from the part 2 of the mod list, i.e. those that are installed after EET and do not require patching. And you need to do the EET_end uninstall/reinstall for them.

     

     

    Thanks! I may add a few if I can figure out which ones weren't already installed...

     

    Really wish I could have added more area/big/quest mods before starting. Didn't think about it enough at the time, I could have added more and just either turned down XP gain or set caps to compensate. Blahhh... Wish there would be a way to add that stuff after starting a game...

     

    Quick question. Since some of the NPC mods in part 2, Roxanne, add new areas/quests, like the Foundlings NPC or Longer Road EET, does that exclude those from being able to be added to a current save game?

     

    You can add mods with areas but not those that add areas to the worldmap, because they will not appear on the saved worldmap but only on a map in a newly started game.

    Longer Road adds one map but it is internal to Warchers Keep, so there is no problem here.

    Foundling I do not know.

  12. Just to understand your intention

    - Braegar was forced leaving party when the murder is detected in Dragonspear Castle?

    - he stays out of the picture during the trial, escape etc?

    - when you escape via the waterfall and come out into the open (bd6200), your Braegar is not in the party?

    - you make him instead wait with the canon group waiting there where Imoen leads you?

    - still not joining, he is supposed to move with the party to the south?

    - the hidden transition to bd6100 takes place and he is supposed to be there as well?

    - the party is ambushed overwhelmed and kidnapped - Braegar with them to awake in Irenicus Dungeon?

     

     

    So basically, you want to add a "canon" character, not just a regular joinable. Yes, that indeed is more problematic because of some "cinematic" scenes like in the ending.

     

    Now, at the end of bd6200.bcs the last scriptblock lets the NPCs move inside the area to certain locations and then starts the cutscene bdcut64x.bcs. In my understanding of scripts and cutscenes, I have to patch this script block and can't just append with a block for a mod NPC. Am I wrong here? Do get both scripts be executed equally if conditions match?

     

    For the movement part itself, you can just EXTEND_TOP the bd6200.bcs with this

    IF
      Global("bd_plot","global",670)
      Global("ACBre_move_to_exit","bd6200",0)
    THEN
      RESPONSE #100
        SetGlobal("ACBre_move_to_exit","bd6200",1)
      //  StartCutsceneMode() // optional - there should be no delays to warrant it, but neither should it cause harm
        ActionOverride("ACBre",MoveToPoint([1410.1410]))
        Continue()
    END

    For the actual transition, yes, I don't see a way without hijacking the cutscene script directly, at least if you want to preserve the visual consistency when the party arrives into BD6100 area - the characters walking to the center of area before Imoen starts dialog. Although you can make your NPC to pop up after it ends by appending the top of bd6100.bcs.

     

    Like I said, SoD has quite a number of "cinematic" transitions between cutscene mode and normal gameplay, something that you'd find often in later games, e.g. Dragon Age, but not in the old BG. So if you want to incorporate your content into those, expect it to be less pleasant than traditional modding... At least you can simply inject you actions into pre-existing QA-tested scripts - I had to build them from the scratch while making compromises between storyboard, engine limitations and player's experience (and sometimes the area art as well, lol) :D

     

    Looking at it now I see that it might be just as good to EXTEND_TOP with a True() block having the mod NPC being the CutScebeID and doing all the teleporting etc there.

     

    Yep, that should work fine.

    In fact, a lot of vanilla IWD transitions had party members to transition themselves individually, instead of having Player1 do the work for them. However, during development there were discovered problems with multiplayer where other party members would sometimes fail to transition on their own.

    So, unless you expect your mod to be used frequently in multiplayer, I don't think there should be any issues (and I'm not sure if it relates to any actor or just party members). At the very worst, he simply won't be present in bd6100.

     

    Inbetween the area script gets set to something else (something SoD does a lot and which confuses me much - as interesting as it is to see that this is actually possible).

     

    That's the skippable cutscene stuff.

     

    SetCutSceneBreakable() enables/disables the skippable mode, where pressing Esc will stop the cutscene in progress, dropping all the actions queued, and execute the cleanup script in area's override slot (if any exists). It's possible that aborting the scene in the middle may e.g. leave the party in an area resered for dream cutscenes, so there'd be no way out of there - this is what the cleanup script is for, to complete the critical actions like transitions between areas or spawning/de-spawning actors while skipping all the visual fluff.

    To keep this a manageable framework, we dedicated cutskip.bcs to do the cleaning work in SoD (cutskip2.bcs in BG2EE), and used BD_CUTSCENE_BREAKABLE global to Switch() between the responses in that script. This is all customizable, so for your mod cutscenes you can use your own cleanup file with or without the switch for ease of use, or even none at all if interrupting the scene in the middle won't break anything crucial.

     

    I aplogize if my phrasing offended, they were much more drastic than I meant it.

    I don't think there'd be a need for apology even if I did get offended.

    If the interpretation of what you want to achieve here is correct, one idea in order to make things easier and safer would be not to use the actual continuous Braegar creature here but a strawman copy just for use in these scenes. As long as he looks like your NPC and has his name, there is no way to tell the difference and you just have a cutscene puppet you can show and move here. You can even give him display overhead text if you want. And any globals you may want to set will work even if he is not really there. (I have used this trick for the BG1 to BG2 transition of Sandrah in old BGT - she was moved invisibly to BG2 after Belt's dialogue and in the BGT transition cutscene was simulated by a copy.)

  13. Just to understand your intention

    - Braegar was forced leaving party when the murder is detected in Dragonspear Castle?

    - he stays out of the picture during the trial, escape etc?

    - when you escape via the waterfall and come out into the open (bd6200), your Braegar is not in the party?

    - you make him instead wait with the canon group waiting there where Imoen leads you?

    - still not joining, he is supposed to move with the party to the south?

    - the hidden transition to bd6100 takes place and he is supposed to be there as well?

    - the party is ambushed overwhelmed and kidnapped - Braegar with them to awake in Irenicus Dungeon?

  14.  

    Have you been in the area before ? Also the game populizes the areas in some random ways. Aka, the Golem might have already existed in the save game when you are in the master area(same Worldmap spot).

     

    Right, I just realized that and came back here to report it, lol. I checked a new spawn area and it worked perfectly! Good stuff. :)

     

    Thanks again for the help. Now I might have to try and figure out which small NPC mods weren't added with the Recommended package, and then add those in too, now that I know how to edit the install a bit. :jump:

     

    If you want to add NPCs you can only add those from the part 2 of the mod list, i.e. those that are installed after EET and do not require patching. And you need to do the EET_end uninstall/reinstall for them.

  15. Got it. I only used BWS, so I'm not sure about install order. Is there any way to have BWS "edit" my original installation to add more things in my current game?

     

    Also, will the XP still be "right" if I'm just using the Recommended package? I'm hoping it will provide a balanced, challenging game up to the end of BG2. I haven't installed EET Tweaks, but I did add all the challenge options of SCS and the like (didn't deactivate any Recommended mods, only activated additional challenge ones on top of that.)

     

    Hmm...what if I uninstall EET_end, add the EET Tweaks (XP caps for BG/SoD/BG2, specifically) and then reinstall EET_end? Will that work?

     

     

     

    If you want to change the existing install you CANNOT use BWS for it, the tool only works on clean games and for a complete install. Modifications after BWS install need to be done manually.

     

    For EET_Tweaks - it should be working like you described.

    Even, I would not recommend to use XP cap but rather ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2002 // Total XP CAP -> Disabled:

    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2040 // XP for Traps, Spells and Lockpicking -> BG1 values (default):

    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2052 // XP for killing creatures -> Decrease to 50%:

    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2062 // XP for quests -> Decrease to 50%:

    Reason is that it is really disappointing to stop XPs after you reach the limit and be stuck there without further rewards until the next game part. Rather reduce the gains throughout and just progress slower. At least this is my personal experiences after years of playing old BGT and now EET. But of course this is a matter of taste.

  16.  

     

    spoiling the XP and progression in the game. My biggest fear and main reason I didn't install any of those beyond the Recommended ones was because I thought that the XP could end up broken and I didn't want to outlevel the later content, you know? Are there precautions in place that fix that or something else I'd have to add? Otherwise I'd love to install some of those, too. Are those mods also able to be installed if I uninstall EET_end and then add them?

     

    - Anything that installs prior EET in the BG1 part of EET cannot be added afterwards, you need a clean new install for that (everything that is part1 of the compatibility list). The only things that can be installed in a limited way with the method I hinted at are smaller NPC mods from part 2 of the list.

     

    - I would recommend to use EET_Tweaks in order to reduce the XP gain, it takes all the big mods and also additional spawns added by various mods into account, as well as the extra XP you get by having SoD in the game. De-select *max HP on level up* from the game options menu. Use SCS. Play at least Core rules. I have made good experience with such settings to have a balanced game - and I play with all the mods that are feasible. You will still enter SoA at a level or two above normal, but the settings I listed above take care that you are still not overpowered in early BG2.

     

     

    Ok, so avoid all in part 1 of that link you gave, awesome, thanks!

     

    It is always difficult to add big things to an existing install, especially older big mods as often install sequence needs to be correct here. Also, if you have SCS or other tweaks, you want them after those mods, so they can capture those files a s well. To change any install afterwards requires some knowledge about mod contents and dependencies. It is possible but you need to do it right. What is *right* is slightly different for various mods, so this is why it is hard to give some global advice here.

  17.  

     

    Hey. Recently installed the "Recommended" package and a few additional "green" highlighted and tactical options. Reading the list of mods that Roxanne posted and I don't recall seeing them in Big World Setup. Either that, or they weren't "green" so I figured they weren't good to install (not recommended, buggy, etc..) Any ideas on that?

     

    And is it possible in general to add some NPC companions or maybe even a quest mod that I didn't install at first to a current EET game I started? I'm 10 hours or so in and now wish I had installed some other NPC companions. Any way to do that?

    Anything in BWS that is not red and does not give you an error witth another mod can be safely installed. To add NPCs, you need to uninstall EET_end first. It then depends which NPC mod you want to add, some can be added safely, some have additional requirements.

     

     

    Thanks Roxanne. I have a few more questions if you don't mind.

     

    As I said, I installed the Recommended package with a few extra things (mostly green items, but also things like SCS "better encounter" type encounters and the like. And a few Friendships, nothing major.) I'm wondering if I can add, say, The Drizzt Saga, or some of the bigger quest mods without spoiling the XP and progression in the game. My biggest fear and main reason I didn't install any of those beyond the Recommended ones was because I thought that the XP could end up broken and I didn't want to outlevel the later content, you know? Are there precautions in place that fix that or something else I'd have to add? Otherwise I'd love to install some of those, too. Are those mods also able to be installed if I uninstall EET_end and then add them?

     

    - Anything that installs prior EET in the BG1 part of EET cannot be added afterwards, you need a clean new install for that (everything that is part1 of the compatibility list). The only things that can be installed in a limited way with the method I hinted at are smaller NPC mods from part 2 of the list.

     

    - I would recommend to use EET_Tweaks in order to reduce the XP gain, it takes all the big mods and also additional spawns added by various mods into account, as well as the extra XP you get by having SoD in the game. De-select *max HP on level up* from the game options menu. Use SCS. Play at least Core rules. I have made good experience with such settings to have a balanced game - and I play with all the mods that are feasible. You will still enter SoA at a level or two above normal, but the settings I listed above take care that you are still not overpowered in early BG2.

  18.  

    Even pretty simple NPCs need the function that adds a +12 to chapter references in EET.

    This seems like something EET could/should be doing... no?

     

    EET provides a tutorial for modders how to make their mods compatible. It can be easy or complex, I have done it for a significant number of mods and each of them is different. Sometimes all you need to add EET to the GAME_IS check, But some mods add areas, items or kits or complex cutscenes or other stuff. EET provides macros that help the modder for some standard stuff. But only a modder or maintainer can identify all the issues a mod has for EET compatibility.

     

    Some time back agb1 did come *standard' conversions for easy to do mods and put that into BWFixpack. Many have meanwhile been adopted by modders, a few are still there (see section3 of the EET mod compatibility list).

     

    One thing remains, if a modder does not upgrade the own mod and also forbids others to provide a compatibility fix, it does not matter if we know how it can be done and that it may be pretty easy, it is just not done.

  19. In what way is it not compatible? If it works for BG2EE shouldn't it work fin for EET? (In fact, isn't every pure BG2EE mod inherently compatible with EET? Does EET change anything about BG2EE?

    For NPC mods: yes.

    Examples are the continuous chapter numbering (BG2EE starts once more with chapter1 while EET continues from BG1/SoD with the second half of chapter13) or the ToB transition and handling of continuos NPCs in ToB and by the Fate Spirit. There are more subtle details. A lot of NPC/contents mods use the chapter references, especially when you are in Spellhold or Underdark, Scripts use it for triggers etc. You also need to take into account how the NPCs *25* files are used differently in BG2EE and EET (for NPC with ToB contents)

    Even pretty simple NPCs need the function that adds a +12 to chapter references in EET. For NPC mods spanning BG1 and 2 there is also the issue of different joined and banter files etc.

     

    All of this is not very relevant for spell/item/kit mods unless you have some changes in behaviour that use chapter progression (I know of no mod that does it?)

    http://gibberlings3.net/forums/index.php?showtopic=27913&do=findComment&comment=242897

  20. Hey. Recently installed the "Recommended" package and a few additional "green" highlighted and tactical options. Reading the list of mods that Roxanne posted and I don't recall seeing them in Big World Setup. Either that, or they weren't "green" so I figured they weren't good to install (not recommended, buggy, etc..) Any ideas on that?

     

    And is it possible in general to add some NPC companions or maybe even a quest mod that I didn't install at first to a current EET game I started? I'm 10 hours or so in and now wish I had installed some other NPC companions. Any way to do that?

    Anything in BWS that is not red and does not give you an error witth another mod can be safely installed. To add NPCs, you need to uninstall EET_end first. It then depends which NPC mod you want to add, some can be added safely, some have additional requirements.

  21. Hi all. Years ago I did quite a bit of BG modding but never tried BGT. Given the release of BG EET, I thought I'd give it a crack and use Big World set up to install mods. Only issue is, my favourite NPC Fade appears to be missing from the compatability list. Strange thing is, having dug through the 'Big World Fix-pack' patch files, Fade has a folder in there.

     

    I'm not very technically minded (at all), but is Big World set up some how out of date? Is there some way I can add the fix-pack to the Big World installer to get it to include Fade? Then again, it occured to me that those files are for normal BGII:EE and not EET and I may be talking bollocks.

    Yes, this is a very sad case. I would love to have Fade in EET as well - but no chance.

     

    Facts -

    1. The Fixes in Big world fixpack are bugfixes for the old version of the mod - they are not fixes to make the mod EET compatible.

    2. The mod is under control of modders that do not allow others to convert it to EET and refuse to do it themself.

     

    Still, EET offers enough to make it worth playing even if one single NPC may not be there. Maybe you find another favourite among those you never saw before in the old game.

  22.  

    May I also point out that making transitions of non-party members via cutscenes (that terminate themselves so there is no variable to work with for a mod NPC) is an evil thing to do of game developpers.

     

    While I readily accept all the scorn I had earned with my sloppy scripting, I do feel the need to point out that SoD wasn't very "BGish" in terms of player's freedom, it had one too many "cinematic"-like railroading moments that the engine was never designed for.

    That said, what do you mean about the lack of variable? You can just append the block to the area script, it should work the same.

     

    I have coded my NPC to follow or not follow the PC through the journey of SoD. There was no need to tweak cutscenes nor was there a lack of variables to make the right things happen at the right time. So where is the problem?

    A bit more detail of what is failing would help, a general *SoD bad coding* gives little clue.

    Especially the BIG Global("bd_plot","global") that scripts most of SoD progress is quite helpful here.

  23. Hi, there seems to be a problem with the Reveal City Maps component. Installing this component with the original IWD and starting a new game instantly teleports your characters from Easthaven to Lonelywood. What's more, sometimes the NPCs at the Whistling Gallows turn hostile and will attack you on sight as soon as you drop in! WeiDU log is below. To test it, I uninstalled only this component and the game functioned normally.

     

    // Log of Currently Installed WeiDU Mods

    // The top of the file is the 'oldest' mod

    // ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]

    ~1PP_IWD_FIXES/1PP_IWD_FIXES.TP2~ #0 #0 // 1ppv: Fix character attack animation sounds in TotLM

    ~1PP_IWD_FIXES/1PP_IWD_FIXES.TP2~ #0 #1 // 1ppv: Fix combat animation bug (enable combat stance animations)

    ~IWDFIXPACK/SETUP-IWDFIXPACK.TP2~ #0 #0 // Assorted Fixes: v6

    ~IWDFIXPACK/SETUP-IWDFIXPACK.TP2~ #0 #100 // Game Text Update: v6

    ~IU_IWD/SETUP-IU_IWD.TP2~ #0 #0 // Item Upgrade for Icewind Dale: v5

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #0 // The Voice of Durdel Anatha: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #100 // Malavon's Golems: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #200 // Expanded Guello/Beorn Quest: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #300 // Marketh's Ring: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #400 // Presio's Duel: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #500 // Orrick's Rhino Beetle Shield: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #600 // The High Baptist's Flock: v7

    ~UB_IWD/SETUP-UB_IWD.TP2~ #0 #1500 // Minor Item Restorations: v7

    ~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls

    ~1PP/1PP.TP2~ #0 #102 // 1ppv4: Extended palette entries -> Compatibility install only

    ~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes

    ~1PP/1PP.TP2~ #0 #109 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Icewind Dale I HoW

    ~1PP/1PP.TP2~ #0 #110 // 1ppv4: Thieves Galore -> IWD HoW/TotL - Unique Thief Avatars

    ~1PP/1PP.TP2~ #0 #113 // 1ppv4: Smart Avatar & Armour Switching

    ~1PP/1PP.TP2~ #0 #200 // 1ppv4: Core content patches

    ~1PP/1PP.TP2~ #0 #203 // 1ppv4: Restored flame sword animations

    ~1PP/1PP.TP2~ #0 #205 // 1ppv4: Legacy Shields

    ~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core)

    ~1PP/1PP.TP2~ #0 #210 // 1ppv4: Increased paperdoll object variety (core)

    ~1PP/1PP.TP2~ #0 #400 // 1ppv4: Core updates and item patches

    ~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v4

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v4

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v4

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v4

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3082 // Increase Ammo Stack Size -> Stacks of 80: v4

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3250 // Never lose access to Orrick the Gray's trade goods: v4

    ~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v 3.06

    ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2

     

    That component is for Baldurs Gate only, it does not work with IWD.

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