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Roxanne

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Posts posted by Roxanne

  1. If it isn't already, Breagar should probably be flagged as expert for none German installations.

    I would assume quite a few people will just install it without reading what's in parentheses and end up with a mixed language install.

     

    I'm German and I still wouldn't install Braegar since the rest of my game is in English and IMHO mixed languages totally kill immersion.

    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. that's cool that you can understand it but.......

    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. Re: Ascalon's Breagar, It shows up for an English install without selecting translations. Could you double check this?

     

    For my own use I did a slow and dirty translate of the tra files..(Jasety, I understand now)... But now I lack the Journal, Items and even the Character class/stats info(translations). I don't mind pausing my game and digging info out of NI but others might not.

    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 think technical updates are no problem with PPG mods. If in doubt, you can always ask. Kulyok is reachable via email, for example, and she knows how to contact jcompton.

    I will not do this myself. I just received a mail about it.

     

    I was asked by PaulaM from Denmark about it since she never could get an account here or at SHS. That is why she cannot contact people herself or post anything. It is that weird *illegal email* or *illegal ip* thing that seems to haunt a lot of forums recently.

    Paula already did some mod updates but she has no means to post the links after the bean dogs kicked her out at their forum

     

  5. 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.
  6. 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.

  7. I have updated the SoS Mod to be compatible with EET.

    https://github.com/weigo87/SoS-EE/releases/tag/Release1.14

    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?)

  8. OK, so I installed SCS through my latest BWS install and by far it's the SCS content that takes the longest amount of time to go through the motions of installing. The BWS install I did was to just go through and choose MODS to install, I didn't do anything overboard, stayed away from Expert Stuff and kept it simple adding content, npc's, and tweaks mostly.

     

    When the SCS install is done I don't get any options to turn things on or off, is that because I have just chosen SCS to be installed as the basic thing or is there some way I can re-run it thru Weidu and then choose which options I want?

     

    Or is it more of a function of when I'm using the BWS I can use the +/- buttons on the MOD select Tree to turn things on and off? I wasn't sure how this process played out so thought I would check. Sorry If this sounds stupid. Thanks.

    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.

  9.  

     

    I have updated my JKits to be EET compatible. While I have leveled up the three kits at different part sof the trilogy, I have yet to do a full run-though. I do not foresee any issues but am open to any bugs one may come across.

    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.

  10. I have updated my JKits to be EET compatible. While I have leveled up the three kits at different part sof the trilogy, I have yet to do a full run-though. I do not foresee any issues but am open to any bugs one may come across.

    I must be blind but I cannot see a download link there for your mod?

     

    The links currently in BWS are dead.

  11. Damn. Roxanne, you're a genius! Look what I found:

     

     

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8042 // Increase difficulty of level-dependent monster groupings -> Almost-maximum difficulty (maximum for everything except liches): v30 BWP fix + K4thos' EET compatibility

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP fix + K4thos' EET compatibility

     

    "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. :thumbsup: 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? :love:

    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

  12.  

    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.

    True.

    I just thought it also was about SCS tuning in BWS...

     

     

     

    Ah, so it's the base encounter itself. Weird. Then that's really the main thing I have an issue with - that particular encounter. It gets weirder from a roleplaying standpoint because the child was kidnapped and we ended up having to just give up on the rescue and maybe come back much later. So yeah, strange one there.

     

    Still have to get back into it and play more, but the random wildnerness encounter with 6 mages was flipping impossible, too. And the one encounter with shapeshifters in the wildnerness as well. The 3 Rakshasas at multiple times (on the streets of BG after the Flail of Ages and in the Druid Grove) - all super impossible for my current party. Again, my problem isn't necessarily that Rakshasas are difficult, they should be. It's just strange when the game is designed to trigger these encounters early on, especially the random ones where you can't control when you do them. I don't mind avoiding Druid Grove Rakshasas for now but the random encounters can be more frustrating because you *want* to complete them and can't. And tough mages are still super tough for us, but I repeated myself enough on that, lol.

     

    Maybe certain encounters can be tuned down or modded to be easier? Not "easier" per say, but actually doable and not impossible for your current level party. I know it gets into level scaling territory and all that, but it would just be cool to delay some of those random encounters until later so you don't feel like you have to run and are missing out on possibly cool content or items. Just my 2.

    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.
  13. Hi Roxanne,

     

    I finally beat Region of Terror. Put it aside for a long time because it was such a slog. Some bugs I found along the way:

     

    • The Arlax blacksmiths just went bonkers on me in my playthrough. They kept hammering randomly, and would keep starting dialogue with me anywhere on the map. When I looked at the scripts, it seemed the dialogue starting was intentional (?!) and the hammering seemed to be a result of extremely shaky script chaining, trying to simulate Cromwell's scripting but messing up.
    • The final encounter is broken. I think it might have something to do with how the EEs work, but when Drizzt is killed and removed from your party, his actor disappears from that zone entirely, so when Cattie-Brie tries to force-rez him back, there is no DRIZ2 actor and the game crashes. I removed the part where Drizzt is removed from the party and the encounter played through to the end. But the final cutscene also bugged out on me: the MakeUnselectable(999999) wouldn't end and I would just be stuck there, presumably until I waited 999999 seconds.
    • A lot of missing avatars for enemies. Abishai were just invisible for me all game. And the Steel Samurai looked like myconids for some reason.
    • Some shops are completely empty. Maribur's shop is the one I can recall right now.
    • The Marauder of Souls +6 might be bugged. It casts spell on condition instead of just cast spell, and the combat log handled it weirdly, saying that the enemy was casting the spells on me. I think it was still hitting correctly, but I'm not sure.

    There are also typos galore and pretty shaky design in a lot of places, but it's a really old mod so to be expected. Most of it was NBD, but there is an area in the end with the shadows in the mysterious cave where there are a bunch of dialogue-less shadows that confounded me because there is ONE shadow who does have dialogue that you have to speak to, and I had no idea. So.

     

    Oh also, at least with SCS, Ruby Golems become impossible to kill. Their physical resistances go up to 99%, their magic resistance can no longer be debuffed, and their fire resistance goes above 100%, meaning they heal themselves everything they hit you with a fireball. If there's a cheese way to handle it, I have no idea what it is.

     

    Thanks for the work Roxanne. I might play the mod again one day, but whoooo boy it's a long slog!

    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.

  14. Roxanne, sure, I guess, but it's kind of hard to say whether it could be "added to the creature's script" when we don't know which creature Reddbane is talking about. Further, he seems to be discussing adding a kit to a character in-game... if you just add AddKit to its script, how do you determine when it fires? Wouldn't it happen immediately? In that case wouldn't you just design the .CRE to have the kit in tbe first place?

     

    @Reddbane, a fairly simple example of using the AddKit script with an invisicre (invisible creature) is in the old version of my mod, in which you could get a multiclass kit by using an item. See the multiclass kits component here:

     

    You can repurpose one of the .ITMs, .SPLs, and/or .CREs from there to use in an item or spell of your own.

    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.

  15. Is anything wrong with simply using this in the creature's own script?

    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.
  16. For me, it's not necessarily that the Tough Vampires setting is turned ON, it's more about that specific encounter. Do all vampire encounters spawn that amount of Elder + Ancient Vampires? Because if so, that is going to be really hard for my party to deal with. If it's just that one encounter, I think it should be toned down a bit, that's all. Reduce the overall number of vamps in that one by a few to make it tactical, yet not overly hard.

     

    What I did when installing all these mods with BWS was turn ON all tactical/tough SCS options. So far, so good, but that does mean that there is room for error in other settings. Since I also turned XP to 50% gain + an SoD XP cap of 250k (it was a bad choice in hindsight) when I was facing these Rakshasas and Vampires in BG2 I wasn't able to cast the higher level spells (level 6 at the time) to even deal with them. So it was sort of like a beginner's trap I fell into. I ended up boosting XP gain to 200% until I'm back to "normal levels" I should be at. All the other aspects of the game have been fine, sans the occasional "super tough/have to cheese" mage encounters (again because I couldn't cast higher level spells.)

     

    So I'm not sure how BWS would be improved there. Maybe a pop-up that warns against messing with EET Tweaks XP settings or something? I love all the mods and BWS does a great job of letting beginner's like myself get into the game more, but it was still a bit tricky. And frankly, I'm still not 100% sure how the game is supposed to operate, and if I'm just doing something wrong. A few of the mages I fought were just really brutal (again, only could cast up to level 5 spells at the time, so maybe that changes things.) Took a bit of overly cheesy tactics and a bunch of re-loading to deal with.

     

    On a good note, I ended up killing Lavok in a kind of slick way. Invisible'd a few strong characters and then hit him at once with the kitchen sink, lmao. Took 20 minutes of re-loads but it worked. Got to play more now that I'm out of that damned sphere!

     

     

    This encounter with vampires (in Firefrag dungeon) is the hardest one of those involving vampires (IMHO).

     

    One way : do this quest the last one of chapter 3 (not very role play) and try to send you cleric with Sanctuary + Turn undead to push all them in a corner. Then cast "Negative Plane protection" on warrior (or cast wish with mage/sorcerer and choose the trick against undead) and hit hard ! and even harder !

    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.

  17. 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.

  18. And here I though at least that part is settled for me! Thanks, good to know.

    One day I will find enough strength to ignore all fixes and new shiny additions to favorite mods and simply run everything as it is :)

    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.

  19.  

    Recent updates

    • Angelo NPC in SoA has now native EET compatibility
    • Coran NPC in SoA has now native EET compatibility
    • Adrian NPC upgraded by original author Rhaella now replaces EET-interim version
    • Shine on Caelar, part 1 (for SoD campaign) added,for EET (part 2 for ToB is on hold - there may be another mod with similar contents)
    Under Test
    • Sir Ajantis for SoA should become officially EET compatible soon, test version is out.

     

    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.

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