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Roxanne

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Everything posted by Roxanne

  1. Update Dark Horizons in EET second part in Baldur City finished - no issues DSotSC in EET with all quests finished successfully - a bug free version of this mod in EET (more details in the mod's own thread http://gibberlings3.net/forums/index.php?showtopic=27791&do=findComment&comment=241786) The Grey Clan just received the initial quest and will follow it now. Update Grey Clan PT1 has been fully tested now - it is another mod that is fit for EET. AC Quest Pack encountered various minor episodes - no issues, no bugs Main quest *Snakes of Abator* - the quest works (no dwarf in my party version), solved including end-screen and rewards from Emerson. Some small issues: 1. CtD in AC4400 area when moving to southern part - obviously caused by spawning points trying to spawn non-existing creatures. Anyway this does not directly affect the quest as there is no real need to go to those parts of the map. 2. Wrong mapnotes in mines AC4403, AC4402 (old stgrefs???) 3. Dwarfs in BG Temple of Helm stand around with nothing to say after they gave the quest info after Draglon escaped (everything you need is found on scrolls you find in the further quest, so they are not needed really, just strange they still await your further reports?). They are still there after the quest has completely finished *waiting for strong dwarven ale*. PS issues 2 + 3 are not specific to EET version, they existed in BGT already. Update My next station on the trip is the Drizzt Saga, he joined me after Durlag's tower now. The issue with his swords causing CTDs in BGT seems to be solved for EET, no problem. We made it to Hell successfully - (I am using Sandrah's tweak to send his rescued companions home instead being forced to take them into the party, so I can keep all my party except one, who had to make room for Drizzt.) - issue maybe caused by EET? - most enemy creatures have wrong stringref's in their names (some random dialogue lines from the game). Drizzt Saga is installed in BGEE and then translated by EET.
  2. Update Dark Horizons in EET second part in Baldur City finished - no issues DSotSC in EET with all quests finished successfully - a bug free version of this mod in EET (more details in the mod's own thread http://gibberlings3.net/forums/index.php?showtopic=27791&do=findComment&comment=241786) The Grey Clan just received the initial quest and will follow it now. Update Grey Clan PT1 has been fully tested now - it is another mod that is fit for EET. AC Quest Pack encountered various minor episodes - no issues, no bugs Main quest *Snakes of Abator* - the quest works (no dwarf in my party version), solved including end-screen and rewards from Emerson. Some small issues: 1. CtD in AC4400 area when moving to southern part - obviously caused by spawning points trying to spawn non-existing creatures. Anyway this does not directly affect the quest as there is no real need to go to those parts of the map. 2. Wrong mapnotes in mines AC4403, AC4402 (old stgrefs???) 3. Dwarfs in BG Temple of Helm stand around with nothing to say after they gave the quest info after Draglon escaped (everything you need is found on scrolls you find in the further quest, so they are not needed really, just strange they still await your further reports?). They are still there after the quest has completely finished *waiting for strong dwarven ale*. PS issues 2 + 3 are not specific to EET version, they existed in BGT already.
  3. do you remeber what exactly you told her during first meeting? The UNSOLVED_JOURNAL is only used when you agree to help her brother. Than you should receive following line: and journal update. If you said that you won't help him than no journal is set, which makes sense. Here is untraified D file in case you don't remember the conversation: I was in the THEN BEGIN 1 conversation which is interrupted by someone else, I think I agreed to help. Maybe the interrupt never went into her dialogue again. Stll, I later got the quest resolved entry - the quest was never there, I checked the journal frequently. I had those four - Activate the Mould Golem - Save Damien's Wife - Find the Helm of Fundor - Investigate the Forces... and they all were resolved at some time I had nothing from Robert and the other girl Lucy
  4. please take a look at quest journal entries. From my brief tests there was some issue with one of journal entries staying in quest tabs after quest is finished. It's not really a problem with this update because the same issue must had been true for old BGT version too, but I can fix it if I know in which part this problem occurs. Unfortunately I overwritten my save by mistake and now can't find out where it happened. I will keep an eye on it. So far the only thing I noticed is a number of non-joinable NPC portraits are no longer there (cosmetic) I am not sure if those were in the original or maybe added by a portrait mod in BGT?? I finished Grey Clan Pt1 - it went smooth and without bugs, just like the BGT version. The journal entries had no issue, they were correctly moved from quest to solved at the times. Only observation here - the entry *Find Charles, the brother of Felicia* was added to solved section when I found him, but was never a quest before when I first talked to Felicia. My own transition to the sequel Grey Clan Pt2 + 3 has triggered as well. Grey Clan PT1 is another mod that is fit for EET.
  5. Thanks - in this case it is probably not applicable for EET.
  6. please take a look at quest journal entries. From my brief tests there was some issue with one of journal entries staying in quest tabs after quest is finished. It's not really a problem with this update because the same issue must had been true for old BGT version too, but I can fix it if I know in which part this problem occurs. Unfortunately I overwritten my save by mistake and now can't find out where it happened. I will keep an eye on it. So far the only thing I noticed is a number of non-joinable NPC portraits are no longer there (cosmetic) I am not sure if those were in the original or maybe added by a portrait mod in BGT??
  7. Update Dark Horizons in EET second part in Baldur City finished - no issues DSotSC in EET with all quests finished successfully - a bug free version of this mod in EET (more details in the mod's own thread http://gibberlings3.net/forums/index.php?showtopic=27791&do=findComment&comment=241786) The Grey Clan just received the initial quest and will follow it now.
  8. Some very positive feedback to EET mods I just finished Stone of Askavar Version 1.9 in EET, it is fully integrated - playable without any bug, issues that were existing in BGT before have all been fixed. (minor cosmetic issues, the Stone itself (itm) can be founf twice in the final area on two dead enemies - Rondan and Hanwen). The revised Rebecca is nice - extra point for making all contents available before travelling to Baldur's Gate City. Dark Horizons, first part (prior BG City) also fully integrated - plays bug free, joinable Nikita sounds interesting (not yet developped). Currently I am halfways through DSotSC - no issues so far, some known difficulties in BGT are fully fixed in the EET version (some of them might have been caused by other mods in BGT), the EET version so far is bug free - An extra plus for the Dragon fight being moved into the lair + extra dragon hoard area. (Cosmetic - journal entries not yet provided, is work in progress), AC Quest pack - EET version works perfectly - no bugs. Sirens Call - EET version works perfectly - no bugs. PS - I only mentioned those mods that might have been affected by EET due to the changes introduced by its concepts (areas, items, worldmap etc), there are no problems (introduced by EET) with mods that just needed simple conversion (e.g. most NPC mods).
  9. I don't know. I wouldn't necessarily think so, but considering Avenger's example of how GemRB's attempt to "fix" the setting of internal states actually broke the dialog for the Machine of Lum the Mad, I wouldn't be too surprised if there were a dialog that relied on this aspect dialog engine's behavior. http://gibberlings3.net/forums/index.php?showtopic=27592&p=238721 Just because one modder made one mistake in one dialogue (nobody is perfect after all) does not justify to revise and maybe break the system that has works well. The coding of actions (INSTANT or non) in dialogues and scripts is no secret, just observe them and you are fine.
  10. Technically, this doesn't hold water, at least on a larger scale: But that's not the point of the thing anyways. And yes, the actual file size is larger, but the size on disc is smaller...but only about half percent. On a 64-bit OS. Putting aside disc space issues and such (as they are individual considerations and depend on your hardware) the main issue for biffing in BGT has been performance and loading times from the fact how the old engine (aka machine) was reading from override vs biff. If the EE works still the same, installing all of EET + IDW + plus all the mods for them will lead to those issues. Probably best way to decide is to do such an install and when performance issues appear do a biffing and see if it helps (like it always did in BGT for me).
  11. Same behaviour for DSKeiria even though she has a (empty) script file assigned and she has a dialogue assigned - she comes up to the PC to say goodbye.
  12. With EET (not at this time- but once it has grown significantly in contents) is there already an idea about general biffing to be applied or is this a thing of the past for the new machine?
  13. So, like Jarno mentioned it's still a separate story, played with different party, selectable from main menu. We've been thinking about implementing it right into Bhaalspawn storyline, but the idea has been scrapped for now. Here is what was planned (ok, maybe it's not a right word, I came with it after 5 minutes of thinking ) Black Pits: Add a random rumour during any of Tavern visits during BG1 (you know, the text that shows up when you buy a drink) that would mention strange disappearance of the visitors. Than if you would go to sleep in that tavern (flag set during rumour, reset as soon as you leave the area, so you have control when to start this optional adventure) the party would be kidnapped and the BP1 story continue as you know it from vanilla game. It would end up with your party being teleported to the very same place you normally meet Baeloth during BG:EE. Black Pits 2: Amkethram tavern from ToB would be adopted to trigger the event. When you enter it and take a nap (also after hearing a rumour first to allow players to skip it) than the same cutscene would be triggered as in Black Pits 2. Late in game due to how ridiculously powerful enemies you fight there. Some other things related to this (now scrapped) idea for integrating Black Pits into storyline: - XP reward only for killing actual monsters instead of hundreds of thousands quest XP rewards after each fight. - very small gold rewards. - shops without ridiculous things that shouldn't be there in the first place. Only spells, potions and regular equipment. Also a little more powerful variants once the shops are updated after story progress (that's how it works in vanilla BP), but only with common magicial items, not unique artifacts. You fight mostly with items your party brings there. - no way to fight the same battles again and again like in original BP - maybe add some way to escape from Black Pits 2 without finishing it (it's harder than ToB at later part, so it's possible that some parties would get stack there forever) As you can see it was a very lazy concept that didn't require Black Pits 1 and 2 story rewriting or combat rebalancing. Why it has been abandoned? Well, it didn't make much sense. Like what, first your party is kidnapped by Baeloth, than by Irenicus, next in the Underdark and than again by some dudes from Thay? Unlikelihood of all of this would break suspension of disbelief for the player (or Charname would experience Stockholm syndrome, as Tuldor84 from another forum noticed when he saw this idea ), even if you can actually fight back and win that last kidnap attempt. Roxanne mentioned different idea for implementation: That would be nice but requires quite a lot of work in rebalancing all combat encounters from Black Pits 1 to fit high level BG2 parties, and adding a lot of new text to the game. Also potential for incompatibilities with mods. It's probably better to leave such project for modders to implement, if someone will be interested in it. I did not take into account the XP and loot provided by the pits, just the *storyline*. In fact any variation of including the pits into the main game would need to take care of that. Kidnappers do not pay you a compensation, or do they?
  14. I think you might need to comment out the part from BGEE so that WeiDU doesn't trip out if you ask it to uninstall everything in the log... I had thought of this as well - but what would be the real-life scenario to do such a thing? Would it not be easier to simply delete your BG2EE game and start fresh? If you roll back, the last thing to uninstall would be EET and that leaves you with the unmodded BG2EE - same result but more cumbersome to achieve. I agree a clean install is the most efficient and effective method, but there will invariably be people who won't do that, and they will end up posting here because their uninstallation failed or threw errors. I like the idea of having a unified WeiDU.log, but what you are proposing falls outside of WeiDU's standard operational procedures. Many people won't recognize that, and people love complaining when their computer does what they tell it to instead of what they want it to... Using weidu.log was just a first idea - obviously not a good one Still, there may exist another alternative to produce such an install protocol for the EET as a whole - in BGT that was/is a highly valuable resource for any type of troubleshooting.
  15. I see - and probably some mods using global scripts may attempt to append to mods they find in the log even if they are in the other part of the game. I forgot that weidu.log is used for more purpose than just analysis, Still, there may exist another alternative to produce such an install protocol for the EET as a whole - in BGT that was/is a highly valuable resource for any type of troubleshooting.
  16. I think you might need to comment out the part from BGEE so that WeiDU doesn't trip out if you ask it to uninstall everything in the log... I had thought of this as well - but what would be the real-life scenario to do such a thing? Would it not be easier to simply delete your BG2EE game and start fresh? If you roll back, the last thing to uninstall would be EET and that leaves you with the unmodded BG2EE - same result but more cumbersome to achieve.
  17. Input for analysis One of the important sources of information for analysis in the game is Weidu.log. In EET there are now two such files one from BGEE and one from BG2EE starting with EET. Would it not be helpful to copy the BGEE Weidu.log during EET install and append the succeeding installation to it? You would always be able to determine in which part of the game a mod is by the reference to EET in the log, but only one log would provide you with the complete information about what is in the game at a glance.
  18. Another question for install list I am currently installing selected mods from your 2. category (mods to be installed after EET without patches) I will use the contents mods and worldmap but none of the tweaks (they may add clutter for the mod testing I will do on that installation). The only tweak I consider is your EET - Tweak, but no information where would be the right point in sequence to install that one?
  19. With respect to WEIDU, I used the unstable 38001 that EET was supposed to use in BGEE and also for EET (which is now successfully installed). I then started to install the post-EET large mods, starting with Ascension (freshly downloaded) which has upgraded Weidu to a newer version 38002 by now.
  20. Just an hour ago I came to the same conclusion (I have made a similar mistake in my mod long time ago not taking into account subcomponents). I have meanwhile added the missing component to my BGEE install and EET is running with that (sorry, I cannot test your patch anymore). EET is now installed, thanks for your help.
  21. EET installation failed Copied [EET/temp/patch/bcs/BG0125.bcs] to [EET/temp/patch/bcs/BG0125.bcs] (NO BACKUP MADE!) Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR: [EET/tbl/compatibility.tbl] -> [EET/tbl] Patching Failed (COPY) (Sys_error("EET/temp/patch/itm/dragred1.itm: No such file or directory")) Stopping installation because of error. Stopping installation because of error. BGEE log EET debug https://www.sendspace.com/file/talk35 PS I checked that dragred1.itm exists in my BGEE, (it is added by BG1NPC mod). Also attempted to put a copy of it into EET/temp/patch/itm/ Installation keeps failing with same error each time.
  22. Yes, changed it in the Weidu.log and now EET is running. It was the only entry in the log with the backslash however Weidu did that??? PS Maybe it was my using the new Weidu version required for EET already in BGEE as well?
  23. This is BGEE Weidu log ~VALERIE\VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1 This is EET compatibility.tbl VALERIE 0 //Valerie NPC Mod for BG1 Tutu
  24. ???This is what I would have guessed BUT what about mods like Grey Clan or DSotSC? I probably try roughly - Ascension - big contents mods - npc mods - worldmap - I will leave out spells/items/portraits and such stuff anyway for the time being
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