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Roxanne

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Everything posted by Roxanne

  1. Followed the BGEE install as per your post. Now I receive EET error - Cannot install due to Valerie - I checked twice that I have version 1.1 for BGEE according to your list. EET version was just downloaded from master zip.
  2. In the installation instruction of the first post you provide an order to install BGEE mods. The 2. Mods that can be installed after EET on BG2:EE are just in alphabetical order - does the sequence not matter for them?
  3. Like I've mentioned on SHS I'm working on updating NTotSC to work with both EET and BGT at the same time, so a version that hopefully will replace the one currently hosted on SHS. Native support, so installed after EET on BG2:EE or after BGT on BG2. Similar treatment as DSotSC, so modernized tp2 coding, EE engine related changes, cross-platform coding, internalization of all known bugfixes and major item and XP balancing overhaul. Although it's uncertain if this particular update will be even released because author of the original mod (Aurelinus) was not very happy with Sir Billy Bob's conversion to BGT (IIRC he once said that if he would get another chance at the time he would forbid the release of BGT version because it's not faithful enough to his work), so maybe he will be also against this one. I will try to contact him and check his stance. When it comes to DSotSC the problem didn't exist because I've received a blessing from the original author - CuChoinneach. unfortunately no. You can do some hacking to enable it but it will work correctly only on mods installed on BG:EE. BG2 ones needs to be installed manually for now. BWS would install incorrect versions (for example you had wrong version of Tower of Deception in your last weidu.log that you posted on SHS - the newest one is 4.0), and it can't implement patches mentioned in this topic for now. Before requesting help from BWS guys regarding patches implementation in similar fashion to Big World Fixpack let's find out if mod authors are actually interested in internalizing these patches themselves or if some of them are against EET support altogether. I also need to check if Big World Fixpack itself conflicts with current patches because I used original releases to prepare them rather than mods patched with BWF. So yeah, installing many mods with beta EET is a nightmare. But when EET will be released officially it will be fully supported by Big World Setup. Thank you for both answers - I will thus be able to proceed as follows Make a BGEE install with your listed mods - it contains everything to proceed with Sandrah in this part (except Northern Tales) I will install EET I will install the BG2EE mods from your list I need I will install my homemade version of Aurora for further testing I will install Sandrah on top of all (I will regularly install and de-install her as I progress) I will install NTotSC whenever a useable version becomes available and integrate it (until then I will work with some homemade extract that is based on the assumption that NTotSC will be contentswise equivalent to BGT) I keep my fingers crossed for your success on NTotSC - without Ghotal and the Fields of Death I will be stuck before the BG2 part can even start. Currently I am content that Sandrah's interaction with all other mods is mostly same as in BGT, the major issue is to identify and replace former BGT resources used by suitable EE/EET ones (creatures, items, and standard scripts) or develop custom ones to replace the missing ones.
  4. Is it possible/recommended to use BWS already now to install a test-EET version? Will BWS identify and download the correct mod versions required for EET?
  5. Is anyone aware of work done for Northern Tales of the Swordcoast and if - yes - will it be part of the BGEE or BG2EE part of an EET installation?
  6. The mod doesn't delete anything, it just adds a bunch of kits and rewrites the K_C_H.2da files such that only ours show up for players in the character generation menus. All other kits from the original game, from other mods, etc. are still there in the background. Now, the sphere system has certain spheres applied to our priests of Mystra, but it doesn't know about your kit, so your kit will just get access to a default group of 'cleric-y' spheres. Your kit will have those spells plus whatever special spells you add yourself. Eventually, once the mod is released, we're going to make it totally compatible with other kit and NPC mods. That way you can look at our 21 spheres and decide which of them your kit should have major or minor access to. Two possible ways to accomplish this are, 1) you contact us and tell us which spheres your kit should get, and we'll code it into our mod (that's what we do with Divine Remix kits right now) or 2) your mod gets installed after ours, and you include a special .tpa file that will find out sphere system and hook into it (we can give you a template, it's super-easy). We'll probably go with option 2), but I'm not 100% sure. Meantime, if you want to play around with a beta of our sphere system to see how it interacts with your mod, I'd be happy to PM you a download link. That is what I was hoping for - fine.
  7. M&G and F&P are definitely being developed with each other in mind (along with Tome & Blood, to a lesser extent), but they are distinct. M&G is my own baby, whereas F&P is really being directed by Grammarsalad, I'm just assisting with some kits and some of the Weidu. For F&P-specific discussion you can use one of these two threads:http://gibberlings3.net/forums/index.php?showtopic=27627&do=findComment&comment=239433 https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest ... but I don't mind discussing it here. As for your questions: - M&G is 100% developed with TOB/Tutu/BGT in mind. I'm pretty sure my current builds of F&P are working on the old engine as well. What we have left to add is a bunch a kits, some new spells, and the deity selection dialogue. The last of those, which Grammarsalad is working on, is the only thing that might have problems on the olde engine, because I know the EEs add a bunch of script triggers that people really love. I'm going to try to persuade Grammarsalad to keep everything compatible with the old engine... it might require TobEx, though. - Right now the beta works with existing cleric kits, and eliminates/replaces the existing Druid kits. When the mod us finished, we will replace all of the existing priest and paladin kits with our own versions. (Some of them might be very similar, though.) - Depending on which components you install, the mod will eliminate clerics' item usability restrictions. This means Yes lick could wield an axe, Anomen could wield a spear, and ranger/clerics could use long bows. - We are also adding some new spells of our own to fill out spheres that have gaps. Like, there is no 3rd-level Earth spell, and no 6th-level Plant spell. So Grammarsalad is working on making them. All in all, I think we plan to add ~15-20 spells to the game. - The sphere system uses just about every vanilla priest spell, plus some wizard spells, plus the many priest and wizard spells from the IWDification mod. It doesn't *remove* any spells... but it limits different kits to certain spheres. "Flame Blade" is in the sphere of Fire, so Arctic Druids cannot cast it. "Sanctuary" is in the sphere of Shadow, so priests of Lathander can out cast it. "Spiritual Hammer" is in the sphere of War, so priests of Sune cannot cast it. "Animate Dead" is in the sphere of Death, so priests of Helm cannot cast it. Etc. Quite interesting and a lot of work to develop and test it. we will replace all of the existing priest kits ... with our own versions Will you replace everything that has class 3 assigned? In the original game I can find only Lathander, Helm, Talos for priests, every other kit has been developped by some other mod, many of them are not usable for the PC but only apply to a single NPC - will you leave at least those last ones untweaked? Background for my question is of course my own NPC Priestess of Mystra who already has her own set of spells granted from her goddess and comes with her own personal items and heavy restrictions for some others - for the sake of her storyline it would not be applicable to change her. I just use her as an example, there may be others designed for a special mod in a similar way.
  8. Some questions (I post them here assuming Faith&Powers is very closely related in a family to replaceSoB): Is Faith & Powers for BGEE only or also for BGT? Will it affect existing priest kits in the game? Is there an impact on weapon profiecency of dual class priests (fighter/priests)? Does it add new priest spells for all? Does it remove/overwrite any spells?
  9. I am playing a large BGT installation that I did with the BWS tool and I was unaware I even installed this mod until this day. Nice surprise. In the druid grove with Jaheira in my party she challenged and defeated Faldorn and received the stronghold. No bugs at all and really well done - much better than the multiple stronghold option for the PC that was available before. You can do the quests and the story is much more logical this way. I await the next stronghold - as my PC is a monk, I anticipate that more of my party members will get them instead of myself. A mod that really enriches the game.
  10. I took Vynd through BG1 within a BGT installation. It seems he is missing code for ARAM00, the transition from BG1 to SoA. he simply is not removed from the party like everybody else when you are kidnapped by Mae'Ver and brought to Irenicus dungeon. (Or is that intended?) I used this little addition to Aram00.bcs for him
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