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Roxanne

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Everything posted by Roxanne

  1. I think you talk about BWS here? The way it is treated in BWS is this: - the mod is not pre-selected - you need to include it into your game by choice from the mod list - on the mod list, the components appear in German - when you select it, the description text tells you that it is not yet fully translated Like I said in the previous post, this situation is common for all non-English installations. If you do a German install and have a mod selected where a part or phrase etc is not yet translated, this will appear in English. So Breagar is not different from many other mods that are not available in all languages.
  2. Now you know how all non-English players perceive the game. They select their language but everything that is not (yet) translated will appear in English, even in the base game. About 90 percent of the mods use English as first language in the selection with other translations available on top. But there are a number of mods that come from other communities as well, including some that are not available at all in English. PS - I have a limited knowledge of German and I first played Breagar in the original version, His language is very special to represent also his dwarf personality. Any translation must be done very carefully to represent this, otherwise the mod will lose a lot of its charm and flavor. A google translate will never capture that tone.
  3. This is how the mod appears in the list Ascalon's Breagar v7.0 or above (Note that the mod is not yet fully translated from German) Everything not yet translated will thus appear in the mod's default language.
  4. I will not do this myself. I just received a mail about it.
  5. Great BWS now uses new version.
  6. I am talking about this https://www.dropbox.com/s/0ygq85jhm8x2r4r/KitRev_21.zip?dl=0 not some exe-nonsense, With this packaging, you extract the zip to your game folder and have the mod folder and the setup,exe where they should be.
  7. It would be helpful to package the new version without the extra folder wrapper. This way tools like BWS could integrate the new mod version. The way it is packed now in the zip would only allow manual extraction and subsequent moving of files to the game folder.
  8. Does someone know about any plans to make the de Arnise Romance mod EET.compatible? Not long ago, Kulyok gave permission for technical updates of her mods, however this one has jcompton, Kulyok as authors, so it may not be covered by this. It would be nice to have this mod in EET, it is one of the best romance mods for BG2 part involving vanilla NPCs.It really breaks Nalia out of the original stereotype frame.
  9. 1) Your mod has been added to the list. 2) BWS has been updated to reflect the changes.
  10. Congratulations! For all who are unsure; SoS = Shadows over Soubar, the last of the big classic mods that was still missing for EET!!! (One question - The former component "Remorhaz walking speed adjustment" is now part of the single main component and will only install on english version of the classic game, not EE/EET, correct?)
  11. You do the mod section in the beginning with the selection tree. At that time you decide which mods you want or not. Once the install started, you cannot change it anymore. You can pause BWS and manually add a mod or you can add mods manually after BWS finished. In the later case better ask about the mod you want to add here, because sometimes adding one later may not be easy - sometimes it is.
  12. I must be blind but I cannot see a download link there for your mod? The links currently in BWS are dead. It's fixed now. It must not have uploaded properly. I can post it somewhere else if needed. 1) Your mod has been added to the list. 2) BWS has been updated to reflect the changes.
  13. I must be blind but I cannot see a download link there for your mod? The links currently in BWS are dead.
  14. Latest updates New Saerileth v20 (native compatibility) Upgraded from patch to native compatibility Alora v1.6 Fading Promises v8
  15. "Increase difficulty of level-dependent groupings - almost maximum difficulty" - lol. Damn. Looks like those 2 tweaks right there are what's frustrating me. I'm still claiming innocence, as I didn't think that turning those on would make the groupings IMPOSSIBLE, only very difficult. But seriously, those settings along with having too little XP for the early parts of the game (too little for those settings, anyway) + Hard difficulty meant those encounters were impossible, not just difficult, which is no bueno. At least we figured it out, but setting those settings in the way I did could hurt other first-time EET players experience who wanted a challenging playthrough. Thing is, even after researching all that stuff for literally several days before installing, it was still tricky and almost impossible to know how the game will play the first time through. Thank Garl Glittergold for this forum and peeps like you, though! What should I do for now? Would uninstalling or tweaking those for my current playthrough mess anything up? And I haven't played in a week or so. I ended up finishing the Planar Sphere quest (legit, too! Managed to kill Lavok before he could activate every protection he had) and the D'Arnise Keep (the troll boss encounter was rough), along with a few other smaller things like Hexxat's quest, etc.. Completed the Druid Grove as well, even though I had to postpone the Rakshasas for now. Overall it's been a great run for my first time playing BG mods, with a few snags along the way. What's your expert advice for what I should do now? You can Extract attached files to somwhere Spawns.zip Either - put the files directly into BG2EE/override - go first to BG2EE/override and save the corresponding files to somewhere before you move mine there - go to BG2EE/strategems_external/backup/strategems/ and then to the folders 8042 and 8050 - copy the files you find there into BG2EE/override
  16. True. I just thought it also was about SCS tuning in BWS... Can you check your weidu.log for this and see which of the SCS components in the 80xx range you have installed. In weidu.log you find SCS components as "strategem* e.g. ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 BWP fix + K4thos' EET compatibility I think @8050=Improved Random Encounters is the one giving you a headache.
  17. Thanks for the details - they are from regions I never encountered myself (Since I usually take my own Sandrah along, I get the variation where Drizzt is not joined, so I never saw that game-breaker.) The shop issue has been solved meanwhile - it was interference from another mod that has repaired it. The SCS golem issue, hm. BWS could exclude those components to install together, otherwise there would be change required in SCS. There is already a little list of SCS issues in EET but I do not know if they consider changes already. I hope Ikki will find the time to look into the other issues, those were mainly his work. I will keep a look for it in my current playthrough as well. It is a very old and complex mod but we can surely still improve it - it will just take a little bit more time than usual bugfixing. The Drizzt final issue may have been caused by how EE handles the chunked dead condition. There have been reports about it for some NPCs, e.g Imoen, who were gone as well in a similar way. If this is the case, it is an issue of the vanilla game, maybe v2.5 solves it. The Marauder +6 (should it even exist?) used the Cast Spell on Condition even in the original. So unless opcode 232 works different under EE...It seems to work fine in my install. There is a mod that deals with combat log entries, do have that installed and maybe it gives irritating text? The abishai's now will look like they do in SoD as well. I have no *steel samurai' in my game but shadow samurai looks indeed like a myconid with aimation *Isair* - just they are very much more deadly. Maybe I can change them to look like shadows instead. Again, thanks for the feedback. We will see what can be improved.
  18. The example I had in one of my mods was to give a (joined) NPC a special kit after completion of a personal task. So yes, in this case the AddKit had some script conditions like the globals from the successful solved quest. But you can use that any other way you want, e.g. reaching some level of having some XP or what else. IF ANY NUMBER OF ANY TYPE OF CONDITIONS OR GLOBALS YOU WANT TO CHOOSE Global("GiveKit","Locals",0) THEN RESPONSE #100 SetGlobal("GiveKit","Locals",1) AddKit("thenewkit") END PS - I still have the issue with one of your mods in my EET game that used a (light blue) scroll.itm for that purpose and they are found on nearly every dead enemy priest's corpse (Yes, I know you improved that in a newer version, but in an EET game these things stick around for a LONG time...). And all those invisible helpers...they work fine, but in a game of some hundred hours there are quite a lot of them that for whatever reason did not destroy after they did their job. Some areas can get mighty crowded unless you know where to look for the source of some problems. And one can easily have 20+ mods installed that all use the invisibles.
  19. Is anything wrong with simply using this in the creature's own script? 274 AddKit(I:Kit*KIT) This action removes the active creature's current kit and adds the specified kit. Abilities from any previous kit are removed. AddKit(0) can be used to remove a creatures current kit without adding a new one. Class restrictions apply for kits. When attempting adding an invalid kit, the existing kit (if any) will be replied. Why is there need for spells or invisible helpers or other such? Sorry, I forgot to mention that I look from the EE side of things, although it used tow work in BGT as far as I remember.
  20. Just to remind you The issue discussed here is just as true for BG2EE as it is for EET. There is nothing EET specific to this as the source is SCS and difficulty settings. There is nothing here that is changed by using EET.
  21. I have taken yours and some other player's comments (+ my own experience) into account and tried to tune down the SCS selection for EET in BWS - if you do not go for the tactical overkill. That excludes e.g. the vampires and beholders if you play with *recommended* selection. Generally, BWS should minimize the SCS pre-selection in order to avoid bad surprises for users that fast-click through the selection. It is probably better to add willingly more to the basic stuff if you want to.
  22. Look at it this way: Restarting all the time will never let you encounter all the unknown events in the later parts if you never reach them.
  23. Wow! Great updates! The only problem - it's impossible to start any game, I can not finish BG1 part with constant changes and re-installing. Does not help in curing my natural restartitism You have five NPCs you can take along, restarting will not make the party bigger. So installing more of them now may as well wait until next time.
  24. Funny co-incidence - the werewolf cabin in High Hedge actually plays a role in Sandrah RtF.
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