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Posts posted by Roxanne
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@ fluent
This is good feedback.
Most of the things you noticed on enemies is from SCS. Since that are all independent components, they can be selected by BWS for different setups (e.g. Firkraag harder dungeon for tactical only.)
More EET content? EET does not add any content, it is meant as a platform for modders to add news stuff for the new possibilities.
E.g. my Sandrah mod involves Thalantyr in later quests and also puts new content into a number of BG1 and SoD areas. In my mod you revisit older parts during later campaigns. So far it is the only mod I know of that already uses these features. (Most mods design for the separated game and then just glue together for EET still.)
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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.
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I'm doing a new install using BWS after being away for a year or so, and am having issues with installing mods that I had no trouble with before. My issues are mainly with the QuestPack & NPC Kitpack. I have the steam versions of both BGEE w/ SoD & BG2EE
1) I'm trying to install SimDing's QuestPack v32 with BWS but keep getting an "error" saying that the mod is only for BG2 & BGT. Has this changed recently? Here's the relevant parts from the debug:
SKIPPING: [General AI Improvements]Quest Pack is only available for BG2 and BGTSKIPPING: [Creature & Area Improvements -> All Creature & Area Improvements]Quest Pack is only available for BG2 and BGTSKIPPING: [Creature & Area Improvements -> All Creature Improvements]Quest Pack is only available for BG2 and BGTSKIPPING: [Creature & Area Improvements -> Boss Improvements Only]Quest Pack is only available for BG2 and BGTSKIPPING: [Miscellaneous Enhancements -> With Additional Random Encounters]Quest Pack is only available for BG2 and BGTSKIPPING: [Miscellaneous Enhancements -> Without Additonal Random Encounters]Quest Pack is only available for BG2 and BGTSKIPPING: [Additional Shadow Thieves Content]Quest Pack is only available for BG2 and BGTSKIPPING: [Alternative Harper/Xzar Plot]Quest Pack is only available for BG2 and BGTSKIPPING: [Extended Reynald Sequence]Quest Pack is only available for BG2 and BGTSKIPPING: [intrigue In The Copper Coronet]Quest Pack is only available for BG2 and BGTSKIPPING: [Rahul Kanakia's Potion Quest]Quest Pack is only available for BG2 and BGTSKIPPING: [Revised Hell Trials]Quest Pack is only available for BG2 and BGTSKIPPING: [improved Oasis II -> IO2 Dialogue & Combat Enhancement]Skipping ToB-specific component.SKIPPING: [improved Oasis II -> IO2 Dialogue Enhancement Only]Skipping ToB-specific component.SKIPPING: [saving Sanik In Brynnlaw]Quest Pack is only available for BG2 and BGTSKIPPING: [burglary Of The Bookkeeper]Quest Pack is only available for BG2 and BGTSKIPPING: [New Fate For The Dryads' Acorns]Quest Pack is only available for BG2 and BGTSKIPPING: [The Tragedy Of Besamen]Quest Pack is only available for BG2 and BGTSKIPPING: [Further Slaver Involvement]Quest Pack is only available for BG2 and BGTSKIPPING: [sending The Solamnic Knights Home]Quest Pack is only available for BG2 and BGTSKIPPING: [Nazariel The Lich]Quest Pack is only available for BG2 and BGTSKIPPING: [Reward Negotiation]Quest Pack is only available for BG2 and BGTSKIPPING: [infernal Thievery]Skipping ToB-specific component.2) When installing the NPC Kitpack, it seems to think I'm doing a Tutu install, so it won't give Anomen, Minsc, Korgan, Mazzy, or Sarevok their kitsSorry if this isn't the right forum for this problemBoth mods require the BWFixpack patches to make them EET compatible, It looks like those patches were not applied even as you use BWS. Why that has failed I cannot say.
You can check this at a glance if you open the setup-d0questpack.tp2 with some editor and see if
VERSION ~v3.2 BWP Fix~
REQUIRE_PREDICATE GAME_IS ~soa tob bgt bg2ee~ @98 has been changed to
REQUIRE_PREDICATE GAME_IS ~soa tob bgt bg2ee eet~ @98
etc.
NPCKit.tp2
should have
VERSION ~v4 BWP Fix~
At least for the questpack I can assure that it works with EET, I have it installed and met some episodes in game already .- NPC Kit I cannot confirm, I have no use for it. -
Yes, as you can see this happens in Irenicus Dungeon
I used the premade generic "Mage" character
Also, I backed-up my previous, fully-modded folder to somewhere else on my PC, can this cause problems? It's not in program files, it's just in D:\
But the game I'm booting is the vanilla one on Steam.
Look into engine.lua in your new game directory. Does it still point to the same folder in yourdocuments/user/.... that the former installation used? In this case, the new game reads settings from the moved old game.
You can rename the existing folder of the old game to something else or you change the entry in engine.lua to create a new configuration folder for the new game.
At least this is how I handle multiple installs but I am not an expert for those things and do not know if such manipulations work on everybody's computer.
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So I think these are the right logs?
They seem a bit short though to me! I'm doing a fresh install at the moment so possibly I've deleted the log but hope that helps a little.
Logs are fine - just, next time you post such amount, please use spoiler tags for it, makes it easier for people and the forum software to handle it.
Very big mods may often just have a single line, the entries are by component, like BG1UB is many small components while equally big AC-mod is a single line.
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@Zanalina
It is good to see reports of people who really played through EET all the way.
For the sake of BWS it would be quite interesting to see your Weidu.log and WeiDU-BGEE.log. There is not yet some *recommended* mod selection for EET and very little material to establish one yet. Your experience could be used, especially with regards to some settings for SCS or EET_Tweaks to see how a balanced game in EET could be optimised.
(There is my own experience with EET I have tried to share but it is VERY subjective, so it will be good to hear more voices on it.)
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Then,
I can say why (maybe) the BWS could have done this report, it s probbably due to my personnal use error.
When i opened the mod list, as i m a bit clumsy, i deselected one of the category - then i would like to REselect all the default recommended mod but i missed using " Mark > ..." .
Maybe the old fashionned interface has pulled me to commit this mistake.
I have checked the cure medium spell and it s level 2, as i have checked strenght of one which give +2 to all my companions (you include )
I know SCS has a french version but as i can understand english when it s small text (at least less than a book) i will give a try for now.
Here some of the message i have recieved during installation (retry with items revisions : it seems to work)
ERROR: error copying [override/sw1h20.itm]
ERROR: error copying [override/sw1h20.itm]
ERROR: COPY ~item_rev/itm/sw1h20.itm~ ~override/sw1h20.itm~ FAILED: cannot open target
ERROR: [item_rev/components/main/items.2da] -> [item_rev/components/main] Patching Failed (COPY) (Unix.Unix_error(24, "open", "item_rev/backup/0/sw1h20.itm"))
ERROR: error copying [item_rev/backup/0/sw1h20.itm]
ERROR: Unix.Unix_error(24, "open", "item_rev/backup/0/sw1h20.itm")
Item Revisions by Demivrgvs (Main Component) - Installs all items (Item Revisions v4 (pre-release)) was not installed due to errors.
And few uninstalled mods :
The following originally selected mods could not be installed:
Mod: Xan NPCComponent: Xan NPC MOD for Baldur's Gate II
Mod: Sword Coast Stratagems
Component: NPCs go to inns
Mod: SoD Banter Restoration
Component: SoD Banter Restoration
Thanks for sharing so much work.. I hope my Druid will shine again.
The last error in your list (SoD Banter) is now corrected in BWS, the mod should not be selectable for non-SoD games.
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Hello,
i ve installed BWS.
During the installation i have this message :
The extraction of the following mod(s) failed:Spell Revisions v4 (pre-release): The Mod itself (Gibberlings3-SpellRevisions-v4b14-0-gc17796f.zip)
Some files were not extracted. Do you want the BWS to run an integrity test on those files first, provide the files
yourself (see remarks) or just continue?
Enter [t]est, [p]rovide or [c]ontinue.
All files seem to be intact.
Enter [p]rovide or [c]ontinue.
Is this a problem ?
Do this
- Go to the folder you have selected for the BWS downloads. Check that Gibberlings3-SpellRevisions-v4b14-0-gc17796f.zip is there.
- Check that the zip file size is 7.169.283 Bytes when you right click on it and ask for file attributes.
- from the zip file just move the spell_rev folder and the setup-spell_rev.exe into your game directory.
- ©ontinue BWS
Otherwise download the mod again from here http://lynxlynx.info/ie/modhub.php?Gibberlings3/SpellRevisions&preonly
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Big mods - add NTotSC, maybe also Bone Hill (you can still tell the guy during game you are not going there)
For ToB part you would want to add Ascension and Longer Road, even Wheels of Prophesy.
NPC related mods is missing BG1NPCs (essential)
EET Tweaks - Here is my own setting that I used twice now for EET with the (personal) feeling that I still get rewards but my party has adequate level/power as the game progresses
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2002 // Total XP CAP -> Disabled: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2040 // XP for Traps, Spells and Lockpicking -> BG1 values (default): 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2052 // XP for killing creatures -> Decrease to 50%: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2062 // XP for quests -> Decrease to 50%: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3000 // Disable hostile reaction after charm: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4030 // Remove junk from global scripts: 1.7
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4040 // Import party items to SoA: 1.7D0QUESTPACK adds nice little mini-quests as well
Maybe a couple of more NPC mods, they never hurt but you will have more choices in game.
I would also add the SoD-Banter mod to have NPCs talk like in the other parts of the game instead of having overhead text displays.
And you need worldmap mod for the above setup.
In the game options on the start screen I would also de-select the *max HP upon level up*.
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Hi, all. I've been experiencing a problem with one of Tsujatha's Love Talks (which I think is supposed to be LT40). Basically, when the party rests, Tsujatha and Charname look at each other as if they're about to start talking, Tsujatha's theme music plays, but no dialogue box appears. I've checked the variables and they're not the issue. I'm at a bit of a loss since it seems like the game is trying to start the conversation, but something's preventing the dialogue from appearing. Any advice would be appreciated.
You mean the love talk that triggers when Global("TsujathaLoveTalk","LOCALS",40)?
Make sure that the other conditions (why the dialogue checks them again after the script already did remains the author's secret as such a thing CAN cause issues?), are true as well:
Global("TsujathaRomanceActive","GLOBAL",2) Global("TsujathaLoveTalk","LOCALS",40) Global("TsujathaMatch","GLOBAL",1) Global("TsujathaNotVirgin","GLOBAL",1) GlobalTimerExpired("TsujathaLoveTalkTime","GLOBAL")
All of this must be fulfilled, otherwise the guy tries to talk to you but there is no dialogue for it.
The coding here is suspicious, because the dialogue file checks for Global("TsujathaNotVirgin","GLOBAL",1) but the script does not, so the script may try to initiate dialogue without checking all conditions first.
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That works wonderfully well Roxanne, wow
Thanks! AND with good modding practice
When you say though not to modify dlg files, can I change the cowled enforcers dialogue or is it too risky? Actual dialogue this time, not action scripts
edit: I think this will work only the first time they are summoned, am I correct? Afterwards the item will be removed for good
1. You misunderstood - I did not say that modding dlg files is risky, it only referred to that particular case of overwriting state actions which easily can create incompatibility. I mod dlg files constantly.
You need to be more specific here, do you want to exchange an existing line or add new states or have variation in responses...
2, The whole scenario will work several times, as long as GlobalLT("CowledWarning","GLOBAL",6), because the enforcers are not single NPCs with a continuing life but new spawns every time. If you give them your item in the cre file, they will always have it when they appear. (by the way, did you consider that?).
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Read point 3. below for the solution I would apply (1. and 2. are only trying to improve your current approach, which I would not use anyway, dialogue action blocks for complex operations are tricky, theoretically they should be equal to script action blocks, but practically they can be interrupted too easily).
1. I would use this (for test, may need refinement)
IncrementGlobal("CowledWarning","GLOBAL",1)
CreateCreatureObject("COWENF1",Myself,0,0,0)
CreateCreatureObject("COWENF4",Myself,0,0,0)
CreateCreatureObject("COWENF3",Myself,0,0,0)
Wait(2)
ActionOverride("COWENF01",DestroyItem("D#INVULZ"))Wait(1)
ActionOverride("COWENF2",DestroyItem("D#INVULZ"))Wait(1)
ActionOverride("COWENF03",DestroyItem("D#INVULZ"))Wait(1)
ActionOverride("COWENF04",DestroyItem("D#INVULZ"))Enemy()
2. To add this into the existing dialogue is tricky because you cannot append actions but only prepend with ADD_TRANS_ACTION, i.e. adding them with a d-file would give you wrong order of actions. You can use REPLACE_ACTION_TEXT but I agree with Weidu readme when it says "Never use this if you can help it.."
I suggest to use this in tp2
COPY_EXISTING ~cowenf2.dlg~ ~override~
DECOMPILE_AND_PATCH BEGIN
REPLACE_TEXTUALLY ~original action text~
~new action text~
END3. I would do all of this completely different.
I would use their override script, i,e, Enforced.bcs
EXTEND_TOP ~Enforced.bcs~ ~mymod/Removeitem.baf~
Removeitem.baf would be
IF GlobalGT("CowledWarning","GLOBAL",0) GlobalLT("CowledWarning","GLOBAL",6) HasItem("D#INVULZ",Myself) Delay(6) THEN RESPONSE #100 DestroyItem("D#INVULZ") Continue() END
Alternatively you could replace the first two triggers after IF with your own global that you set in the dialogue file, you can use use ADD:TRANS_ACTION for this. -
This came up in a discussion on being able to monetize NWNEE servers on the Beamdog forums, but apparently WotC has a fan content policy that's actually fairly liberal.
Essentially, as long as your content--and AFAICT this means mods--is
- free (though donations and ad revenue are allowed)
- marked as unofficial (they even have recommended language)
- legal otherwise (e.g. no copyrighted content from someone else)
it's good to go.
We are not disseminating modded games or altered software or anything the like with our mods. We share some files you can put into the /override folder of your legally installed games for your private use to have more fun (most of the time) with your game.. That's all. There is no lawman to care what i have in my BG2EE/override on my computer.
Just like I do not pay any royalties to copyright owners for singing along to their music on my radio if I feel happy.
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Did you check how the SireneNPC does it? It's the paladin of Illmater who cures and then takes some suffering for herself.
In my own mod I do it with script to look for state and then cast healing/cure/anti-poison etc and apply damage on caster. But doing it with script is probably not what you look for?
Something like this
"Sacrifice
The martyr heals the target for 1d6+2 hit points per level and deals 1d6+2 non-lethal damage per level to <HIMHER>self up to a maximum of 1d6+20 at 10th level.">>>>>>C0IlmS1.spl
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Do you know if there are any bugs with removing an item midgame from a character?
There is no problem
Action
DestroyItem("bdtroll2") or DestroyItem("minhp1")
In a script will do that without problem if in the script of the creature that has the item.
If done from another creature, you can either use ActionOverride("creaturewithitem",DestroyItem("bdtroll2")) or first take the item from the cre and then destroy it.
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Unfortunately I don't have SOD installed, although I do own it.
I'm finishing this playthrough before refreshing my mods and installing EET, and all the things.
Is that item SOD dependent?
minhp1 provides invulnerability and is in pretty much every game.
The item I posted should work in any game just have no adequate name + description..
MinHP1 prevents a creature from dying as there will always be 1hp left. The creature will nevertheless take all kinds of damage, i.e. it is vulnerable. It will depend on the intention whether this is sufficient..
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Would it be possible to give an item to a creature that essentially makes it invulnerable (demilich ring + whatever's missing), then taking it away 2 seconds later?
Or taking away a creature's item in-game might cause problems?
You can try that.
Here is a ring (Maybe you have SoD yourself?)
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EET/BG2EE >>> can be selected, no restriction
The third component isn't allowed in BGII:EE / EET and would be skipped automatically. For BGT, it needs the core component of IA.
For BGII:EE and EET, drider animations are added always.
My Solaufein's script name is "C#Solaufein".
Mirandel: Thank you for the kind words!
Took a moment for my thick brain to get it but now it is configured correctly.
Mirandel should be fine by having it de-selected. It now does not appear in EE any longer.
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Oh, Jastey, the mod IS very interesting and on demand. I wish I could help with translation (but then again, why would I need one if I could play it as it is?).
Your audience is patiently waiting
Probably a bag report (can be BWS fault, not mod's) - in attempt to install on EET BWS says "drider animation from NearInfinity is missing" when checking up selected mods for compatibility. The only way around is unchecking (manually, BWS can not do it) that option in mod selecting window.
This may be a BWS issue, probably a misunderstanding of this http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/page-253?do=findComment&comment=600710.
Does EE allow that component? If yes, I understand it would not need IA?
I will configure the Drider animation like this in BWS
BGT/BG2 >>> can be selected but needs IA
EET/BG2EE >>> can be selected, no restriction
Unless you tell me otherwise.
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Can you please tell me what Solaufein's script name is in your mod? I see he uses C#SolauB but see no DV.
I found some old interactions between the drow and my priestess but I am not sure which of the Solaufeins is meant, that stuff sleeps since the BGT days since none of the mods was in EET until now.
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Invulnerability is not a single state, it is a stacking of effects like set AC, resistance against this and that + immunity from one thing or other.At least I have never seen it as state or flag or opcode.
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My Solaufein updates to v1 and has an official downloads page: https://www.baldurs-gate.de/index.php?resources/jasteys-solaufein-npc-mod-for-bgii-solaufeins-rescue.13/
v1 is directly EET compatible. It has one component more that offers an alternative portrait.
Just a note. I designed the mod so the rescue quest can be played although Weimer's Solaufein is installed. So, while there is theoretically a conflict as both mods add Solaufein as joinable NPC, it might still be that players want to play the quest out of my mod and let Weimer's Solaufein join the group later.
The starting quest is in English, the rest is still 55% German.
Updated
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My prime suspect would be the 'critical item' flag (bit 0 in the item flags at 0x18).
Misc4T has flags *critical item* and *droppable*, at least in EE and EET versions, which would match exactly to that behavior.
The *critical item* flag (first in 0x18) also appears as *unsellable* depends on which tool you use.
PS - in classic games some plot items were missing that flag and you could steal them instead of doing some quest. Those have changed in the EE, however my memory is too weak to remember if Misc4T was among them (I probably never tried to steal it anyway).
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So installing EET and everything was going fine. I have the GOG games, so downloaded the Modmerge file first. Installed EET no problems,then a few mods but when running the SETUP-EET?END.exe I get the following error. Had a look but couldnt resolve it myself. Game loads at the moment, but i get the warning that the END file mod is not installed at the start....
Appended text to [25DIALOG.2DA]
ERROR: [PDIALOG.2da] -> [override] Patching Failed (COPY) (Failure("ERROR: READ_2DA_ENTRY_FORMER failed on variable %pdialog_34_6%"))
Stopping installation because of error.
ERROR: [CAMPAIGN.2DA] -> [.../CAMPAIGN.2DA] Patching Failed (COPY) (Failure("ERROR: READ_2DA_ENTRY_FORMER failed on variable %pdialog_34_6%"))
Stopping installation because of error.
ERROR Installing [EET end - last mod in install order], rolling back to previous state
Unable to Unlink [EET/backup/end/0/OTHER.0]: Unix.Unix_error(1, "unlink", "EET/backup/end/0/OTHER.0")
[EET/backup/end/0/UNSETSTR.0] SET_STRING uninstall info not found
Will uninstall 1 files for [EET_END.TP2] component 0.
Restoring backed-up [EET/backup/end/0/25DIALOG.2DA]
EET/backup/end/0/25DIALOG.2DA copied to override/25DIALOG.2DA, 2804 bytes
Uninstalled 1 files for [EET_END.TP2] component 0.
[override/EET.flag] loaded, 15 bytes
[WeiDU-BGEE.log] loaded, 0 bytes
[WeiDU-BGEE.log] loaded, 0 bytes
Unable to Unlink [EET/backup/end/0/READLN.0]: Unix.Unix_error(20, "unlink", "EET/backup/end/0/READLN.0")
Unable to Unlink [EET/backup/end/0/READLN.0.TEXT]: Unix.Unix_error(20, "unlink", "EET/backup/end/0/READLN.0.TEXT")
EET/EET.TP2 0 0 Installed
Thinking I might need to rollback, start again. Perhaps an option that was picked somewhere along the line!
Just to make sure
- You ran modmerge in the BGEE directory.
- You installed mods like BG1NPC and others according to this list https://rawgit.com/K4thos/EET-Compatibility-List/master/EET-Compatibility-List.html (part 1 of the list) on BGEE before you installed EET
- You installed EET and other mods from part 2 of the list on BG2EE
- You ran EET_end on BG2EE
Thanks for EET!
in Enhanced Edition Trilogy
Posted · Edited by Roxanne
Those are quite a number of topics in one post. Let us keep things apart.
1. EET by itself is a mod that merges all the campaigns into ome game that can be played as one now. It does not add content on its own, although it restores some scones into context like how you segue from SoD to SoA. It adds a number of advantages to the game like continuous gameplay with continuous NPCs, a common worldmap you can travel all over, a single chapter sequence, one set of rules etc.
2. SCS is a separate mod with a large number of components and designed to enhance enemy behavior for all game installations (+ some game tweaks that it adds). Reports like yours are helpful to find which *doses* of SCS may be best suited for EET and *EET-tactical* >> BWS can offer this pre-selection once we have it.
3. *EET content + EET Team* - there is no such thing, or if there is, I am not aware of it. K4thos created EET inspired by the BGT for the classic game. He had people contributing, testing and helping with tools. EET is in a stable version since half a year now and its creator has not been seen since then. Modders are just exploring possibilities of the new possibilities that are offered.
4. There are some individual activities to add specific EET content to the game