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Roxanne

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Everything posted by Roxanne

  1. This is more a case of setting priorities. I have tried to explain my approach in another thread: *One reason to do so is that in a first step the priority was to find EET-own issues rather than those possibly added by mods that change game rules or resources. This should be done at a point when the base-mod has sufficient stability. (An example of what I mean here is maybe Item Revision - EET creates a *repository* of game items out of BGEE, SoD, BG2EE, with some overlap/duplication/inconsistencies. So before we can look at a mod changing this, we need to be sure about the baseline.)* Before deciding on the use of tweaks/item changes/rule changes one should get to know what is the game you want to change and why. And the game in EET is NOT what we used to know from BGT (which I have played in all kinds of modded constallations ever since it was released).
  2. In BGT it took a decade to find a halfways stable install and a more-or-less compatible install sequence, right? (and this is still on-going). A mod maker declares the mod compatible, it can be installed and it works. Bugs and defiecencies are only found if a lot of people actually play/test the mod in game. The whole EET is still under development, so this is how you need to read the mod list.: you can install these mods and start a game with them. The rest will reveal itself afterwards. I have published my (very private and subjective) list here as ONE EXAMPLE of an install you can play from Candlekeep until ToB final without any showstopper or major issue. It is definitely not the only possible sequence, just an indication that in priciple the concept works. It is probably a good idea for more people who played through the whole trilogy successfully to add their experiences to this thread, thus we may end up with a kind of guideline for EET installs similar to the BGT-handbook. The bigger issue will be to find a compatible sequence for those mods I have left out at this early stage (mostly tweaks). One reason to do so is that in a first step the priority was to find EET-own issues rather than those possibly added by mods that change game rules or resources. This should be done at a point when the base-mod has sufficient stability. (An example of what I mean here is maybe Item Revision - EET creates a *repository* of game items out of BGEE, SoD, BG2EE, with some overlap/duplication/inconsistencies. So before we can look at a mod changing this, we need to be sure about the baseline.)
  3. eXistenZe, on 02 Nov 2016 - 3:11 PM, said: BP-BGT worldmap - the huge worldmap covers more of Faerun than the EET map. EET map is *folded* in North/South direction at about the latitude of Waterdep (omitting it). Both maps use the same icons and travel times. The ONLY reason I use it is for my own mod which adds Waterdeep and some new areas east of EET map to the game. EET UI Tweaks just came out after I made my current install, so I use the one from EET_end plus some manually added code that is now in that mod. NPC mods?? This is very, very subjective. At this moment a lot of those I would like to have are not yet available for EET (Yasraena, Chloe, Longer Road Irenicus, Sarevok etc). But among those that already are there, many that are far better than the ones added to EE by the bean dogs. Odd one is Neera who is already enhanced by some mods by now and has become fun to play due to that. Real good ones are Isra, Valerie, Finch, Tenya, Vynd, Sheena, Amber, Tyris, Gavin, Sirene, Angelo - Vynd and Foundling (although they tend to leave the party if you are too GOOD). Then there is Afaaq, not really an NPC but a companion with a lot of contents. For the other mods you asked, most of them were created for another game. BP series party AI just for example does not take into account the more intelligent AI scripts your joined NPCs now can have in EET > so I consider it outdated. Others from your list are outdated for the new game, some are too bugged to consider, some solve problems that no longer exist. The main problem with SCS is, that it has combined old SCS I and SCS II into one monster and in order to get the components you may want to use you have to install this main component that nobody has taken care of in ages (and nobody can tell you exactly what it does) >> there is excessive information for each of those mods in dedicated threats, so you can make up your own mind about them. Assasinations is not really a tweak but a contents mod, with a contents I never wasted time on. At this time I cannot recommend Wedges Mod or Slow Boat or New Travel System, they appear to be work in progress and heavily bugged (including CtDs).
  4. It would probably be better to have this discussion in the other thread concerning the list itself..
  5. Fixes? Means that something is broken, right? At this moment EET is under test/development still while the bean dogs maintain the base game, so if something needs to be fixed there are people to do that (just report your findings there). Tweaks? I tried EET Tweaks but was not really needing anything from it. I (personally) want to first get an impression of what the game provides by itself before I can tell what I find missing and to be improved by any tweak. But this is of course very subjective (and based on the BGT experience where the truckload of tweaks did no longer let you see the wood for the trees...).
  6. I have posted my well tested install order here http://gibberlings3.net/forums/index.php?showtopic=27741&page=24&do=findComment&comment=248059. Note that this is just an example and only reflects the limited selection of EET mods still deemed to be useable without issue. (I have deleted several mods that were on the list from my install again since they may be technically feasible but bugged/not mature for use).
  7. In response to several questions I post an EXAMPLE install order for EET mods here - this order has been tested several times and does not constitute install or in-game issues due to compatibility issues. It avoids *tweaks* as far as possible since none of them (nor their interactions with each other or with the revised game) are thoroughly tested. To add them, you are best advised to read the individual readme for the mod in detail (hoping it tells you what the mod really does). In BGEE Then EET RC7.1 or better in BG2EE InBG2EE Notes (some contents mods I use are not yet publically available marked) Some BG2EE mods must be patched before install.
  8. Really a hard question - if you followed the big marketing campaign etc...you may easily be disappointed - BUT, if you have realistic expectations you may agree to my view that SoD is not bad. My VERY personal view is that it is a really worthy addition as a part of EET. If you intend to play the game as one combined campaign, then SoD is really the missing link and fun to play. It bridges the events between the defeat of Sarevok until the imprisonment by Irenicus in a sensible way (this is definitely a thing that was missing in old BGT). The contents is much better than anything else bean dog has added to the game. There is a main quest (a bit linear) which you can do on a number of alternative paths - and some smaller optional side quests. One of the new NPCs is halways interesting, some of the overlooked older ones (especially Safana) become more interesting. The real quality is how the story of BG1 is extended and the upcoming BG2 plot already starts to evolve. This added layer below the SoD's quest itself is for me the real addition it provides to the trilogy.
  9. First of all, they are not alternatives (unless you have the full old and new games as a baseline). BGT only works on basis of the classic game and EET only works for BGEE and BG2EE. At the moment, BGT still supports more mods which have been designed over the last decade (+). EET, on the other hand, includes also SoD as the missing link between BG1 and BG2 and (in the near future even IWD). The EET game is far more continuous than BGT could be (it is a technically newer baseline), the joined NPCs, the journal and the worldmap are making it just one big game. EET is still growing with ever more mods becoming compatible. The decision which one you prefer depends on your own preferences, like e.g. a) the base games you have installed (old or EE) - b) the selection of mods you like to have - c) the issue of continuity, etc If you already played BGT a few times AND you have the EE's version of the game, it is a good idea to give EET a chance to provide you with a quite new game experience.
  10. I was always a fan of this mod in the *old* BGT days and familiar with the contents (and the technical problems) this mod always had. It is not an easy conversion for this mod because of the way the Imoen.cre is treated in EET and in the mod (this was already problematic in BGT). The big issue will be that the EET version for this one will require more than making it compatible with BG2EE/ToB but also with the continuous Imoen from BGEE. From a modder's point of view I would even say, one should rework the dream sequences etc not to a) collide with the Irenicus dreams b) use a dedicated strawman-Imoen to separate her from the *real* one following you through EET. Last point of hinderance is that it is not feasible to have a separate EET version of the mod instead of one that can fit old and new game + BGT + EET.
  11. Confirmed - that blocking global is added by mod. (yes, and the bug existed forever in BGT). Problem is that many tweak mods are just ported to technically work with EET but without thorough analysis of their in-game impact (or their need, as EE/EET has adopted a lot of stuff formerly added by mods already thus making things redundant.) This is one issue of the compatibility list at this moment - the list just tells you that the mod works in EET but it does not guarantee for bug-free or inter-mod compatibility. There are some mods on the list that from a quality point of view should not be there, they may impact the acceptance of EET once it goes beyond Release Candidate status.
  12. Krghm, it's not like there's a humongous map in a thread called "EET Worldmap / Areas reference" in this forum that has the occupational answer... But yeah, the player at the start of the game has no idea where they are, or what they have seen as they have not seen a thing, even if they have eidetic memory, it's a memory they do not have. This is why the map has not been revealed. There, try to overcome that. For those not familiar with the game yet: BG2626 is just the chapter 6 version of BG2600 where PC spend all life until the day (s)he leaves from there with Gorion...etc
  13. One may ask why the tweak does such a thing anyway - why remove Explore() from Candlekeep where PC lived and grew up? He/she is supposed to know the area. You could also ask does the player know the area ? They have spent zero seconds in it at the start of the game, hence the "start". YES the player knows the area at this point in the game - YOU do not know what area BG2626 is. Can you not stop commenting on a game version (EET) you have no idea about?
  14. One may ask why the tweak does such a thing anyway - why remove Explore() from Candlekeep where PC lived and grew up? He/she is supposed to know the area.
  15. Found a bug in Ascalons Questpack Update Project Perwell quest (he did not follow party out of Cloakwood) Opened problem description and solution in the github repository of the mod (from link above).
  16. Did you also notice this (in EET compatible mods thread)? BG2 Tweak Pack (this mod has been replaced by newer Tweaks Anthology that is compatible with EET)
  17. Does your BG2626.bcs still say (like in the old post) ? IF Global("Teth","GLOBAL",2) THEN RESPONSE #100 IncrementChapter("CHPTXT7_") //because I have IncrementChapter("Chptxt7") no underscore AddJournalEntry(104622,INFO) SetGlobal("Teth","GLOBAL",3) END
  18. I made this report http://gibberlings3.net/forums/index.php?showtopic=28179&page=3&do=findComment&comment=247802 in the other thread, however after further analysis of the issue it seems to be a new bug introduced between RC4 and RC7. It concerns the end bios screens which are no longer shown but you get a bean dog SoD credits screen instead. Further info thanks to help from Argent77 -> it may be an issue with the alternative GUI (SoD) from EET_End.
  19. I have firefox and windows 10 - message pops up occasionally since a few days - selecting *continue* on the message solves it for the current session.
  20. There are some dependencies between BGEE mods. I have found this install order to be a working one. (Note that it contains wedges mod for trial - however this mod caused occasional CtDs because it is german only and uses umlaut and symbols that my install cannot handle - so use that one with caution)
  21. Is EET RC 7.1 different from RC1.0 RC 7 which is linked on the first entry of this thread? I just made a full install of it yesterday and use the EET_gui (SoD). No crash so far.
  22. don't understand what you mean. SoD directory IS BG:EE directory. SoD is not standalone expansion but part of the BG:EE, so of course you should install mods on a game with SoD and use that folder for resource importation I see what happened. I didn't realise the SoD folder contained a separate copy of the whole BG1 game. I installed the BGEE mods in the old (Pre SoD) Baldur's Gate EE folder, not the SoD one. I have now installed the BGEE mods into the SoD directory but EET is still not picking up Lydia in the inn. Do I have to start again and reinstall EET and all the other mods? By the sound of it, yes. The procedure is, install SoD, install mods onto SoD. Then install BG2EE, install EET (this is where content and installed mods from BG1/SoD are imported), and any EET-compatible mods you want onto BG2EE. And then finally run the EET closer. Like this http://gibberlings3.net/forums/index.php?showtopic=28245&page=2&do=findComment&comment=247030
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