Jump to content

Angel

Modders
  • Posts

    728
  • Joined

  • Last visited

Everything posted by Angel

  1. I concur. I've played through BGEE+SoD several times now. There is nothing game-breaking that I know of, just a few rough edges here and there (mostly balance issues, some encounters are *very* tough for BG1).
  2. For those curious about what I am up to, I am currently working on new versions of MiH Item Pack, MiH Spell Pack and MiH Encounters & Quests. This will be a massive rewrite that uses @DavidW's SFO (and in a few places SSL) library, like SCS, Wheels and aTweaks do. Item Pack and Spell Pack are almost finished, and I'm about halfway with Encounters & Quests, the mod that will profit the most from using SFO and SSL.
  3. In short, the way the Wands of Frost and -Lightning worked changed between BG1(EE) and BG2(EE). This modification for BG2(EE)/BGT reverts these changes. In BG1 the Wand of Frost is a single-target 8d6 cold attack. There is no 2e equivalent that I know of, but you could compare it to the Polar Ray spell of 3.5e. In BG2 this was changed to a conical area, like Cone of Cold. In BG1 the Wand of Lightning unleashes a single 6d6 Lightning Bolt. In BG2 this was changed to five weak 3d6 bolts.
  4. My main focus for modding is EE, but I try to keep BGT compatibility where possible. So far I have used EE-specific coding in only a very few places, most of them being in content that is only for SoD anyway. As for balance issues, I think everyone has their own definitions. My design rule so far has been that I do not make anything significantly stronger than what is already there in the game. I don't recall exactly what it was that ticked me off IR/SR and I haven't looked at them in a very long time so admittedly things may have changed, I would have to check again sometime. Like I said before,my mods are still a work in progress. If I do find a balance issue, I fix it or remove it. For example, my next version of the spell pack will no longer have Destroy Undead as I found it significantly more powerful than Control Undead which is several levels higher (I also had some conceptual problems with it after reading Van Richten's Guide to the Lich which first introduced it.) If you have specific concerns about some of my items or spells, please do share them, I am very curious to hear.
  5. I am unfamiliar with both IR and SR, having looked at both only once and discarded them as game-breakingly overpowered as I recall, so I have done very little testing with them. I *think* it should work, but it might lead to some unexpected consequences, like with those gloves. And no, there is no way I'd purposefully introduce an item like that in BG1, and I'd have reservations against it in BG2 too, at least early on. As for the Alaghar, there should be a description in the readme, but the basic features are as follows: - Requirements: Dwarf, LG or LN - Advantages: +2 to hit and damage undead, can put two stars in weapons and styles, adds Silverbeard, Rockburst and Axe Storm of Clangeddin to cleric spell list - Disadvantages: Cannot turn undead. I'm currently moving the Alaghar to a separate mod, so I won't be working on it for now.
  6. There's a readme and some other documentation files in the /docs directory. It's still a bit rudimentary, but it should be enough to see what the mods do. Recommended order is MiH: Item Pack => MiH: Spell Pack => MiH: Encounters & Quests. I don't think anything serious breaks if you deviate, but there might be some minor inconsistencies. All three mods require ToBEx and G3Fixpack on BG2/BGT, and either mergemod or A7-DLCMerger on SoD. Other than that I am not currently aware of any issues with other mods. There is currently no cross-mod content except a very minor one with BG1UB; MiH Item Pack adds a minor item to a dummied out shop that BG1UB restores (this will work regardless of install order). Keep in mind that while the released versions should work, this is still very much a work in progress and prone to change a lot between releases. Always uninstall and completely remove any older versions before unpacking and installing a new one. You should also start a new game after installing. (My BG Save Fixer can repair some issues with an older save game, but it's not guaranteed to work.)
  7. That's the effect the gloves already have in a standard game. "BG2 Items in BG1" does not install new items, it uses the ones already present in BGEE/BGT. Perhaps you have another mod that upgrades them, Item Revisions maybe?
  8. It's certainly not intentional and I have no explanation for it nor can I reproduce it; I don't touch the Jovial Juggler's area script at all. Maybe it somehow got delayed or something. I'm not entirely happy with that encounter anyway and will probably redo it from scratch in the next version.
  9. SCS does not add a new difficulty slider, it replaces the existing one. It is right there in your screenshot, complete with the explanation of how it works (in the lower text box).
  10. Effort poured into an encounter players cannot hope to defeat normally is effort wasted IMHO. (And make no mistake, scripting anything other than "run up and hit nearest" is pretty hard even with monsters that have only one or two special abilities, let alone something as complex as a dragon. It can take hundreds of lines of code.) I'd rather put my energy into something that is fun and enjoyable for both me and the players than in putting an impossibly tough encounter somewhere just because the lore says it has to be there. If I pulled out my FR books old and new I can probably find dozens of things that should be there but aren't in both BG1 and BG2. This is a game first and foremost, not a Forgotten Realms encyclopedia.
  11. I do not currently write for EET, other than trying my best to keep basic compatibility. Not saying I won't do it in the future, but at the moment I have no interest in it. And in BGT it's normally not possible to backtrack to the BG1 areas after BG2 starts. At any rate, even if I could properly script a dragon battle (which I doubt), doing so is beyond the scope of this mod component, which is to make Candlekeep challenging for the way the party is supposed to be at that point in the game, i.e. 6 members, level 6-8, appropriate equipment for their level. I can't possibly keep up with players wanting to return there in EET, having 10 party members in GemRB, having overpowered equipment with various insane item mods out there, or any other shenanigans one might pull. If you seek challenge for such a nonstandard setup, I'm afraid you'll have to look elsewhere because I cannot provide it. That said, it still is an interesting bit of lore and I might use it for something at some point, if I can figure out what and how. I really would like to try scripting a properly epic dragon battle sometime. (I have vague plans for a white dragon encounter in late BG2 or maybe in Watcher's Keep. No promises though.)
  12. An interesting tidbit of information, but a great wyrm ghost dragon should be totally beyond what a level 6-8 BG1 party can handle (in a properly balanced game). Still, I might do at least something with that in a future version.
  13. Not in the readme, but you can check the item lists in the docs folder. If you want to experiment, as far as I know the only item that won't work with BGT is the Medallion of the Arctic (mh#amul9), that one uses an opcode not found in the old engine. I've not tested this in any way though.
  14. Yes, that's a BGT quirk, for some reason basill.cre is not in BGT even though it was in BG1 (and it is in BGEE). I thought I had fixed it everywhere, but apparently I missed this one. I'm working on a new version that will have this fixed, but in the meantime if you want to fix it yourself you can do so by replacing all instances of "basill" in folder mih_ip/tables/ramaziths_tower_l5.2da by either "bgbasill" or "basles01". It will also be fixed if you install either the "Enhanced Mutamin's Garden" or "Enhanced Durlag's Tower" components before this one.
  15. Alright, I checked this out. This seems to be an EE thing, all dragons in BGEE and BG2EE are immune to non-magical arrows, bolts and thrown spears. The immunity is patched into the hidden item dragring.itm that all dragons have equipped. This was not present in the original BG2. Unfortunately, adding a message to this is not possible. However, for fairness' sake (and because I like this actually) I will at least make sure they have the same immunity in a non-EE game.
  16. Since I did not make any big changes in areas between v2 and v3 (and most of the new v3 stuff is for SoD and BG2 anyway), you can probably uninstall v2, install v3, and continue where you were without any ill effect. Do remember to remove the v2 files and folders before unpacking v3. Double surprising for me since I never really announced E&Q like I did the item- and spell packs. And yes, dread wolves are fairly powerful with these changes. I always felt they were way too easy for their 650 xp worth. And mind you, I only implemented their P&P version as closely as I could, I did not tag on any "extras". But wait till you get to the winter wolves, and when you do remember I actually have been rather merciful with those, their P&P and IWD counterparts are even nastier. ^^
  17. The numbers in the tra file are just what the tp2 file uses to look translation strings up and have no effect whatsoever on dialog.tlk. Most likely the cause of your problem is elsewhere.
  18. Modding is hard and often frustrating, a few words of encouragement do mean a lot actually. I just put up v3 of both the item pack and the encounters&quests pack, the latter now has some BG2 stuff. It should also fix the install errors, during my tests it installed cleanly on BG2 (with fixpack), BGT, BGEE and BG2EE. https://github.com/AngelGryph/MadeInHeaven_ItemPack/releases https://github.com/AngelGryph/MadeInHeaven_EncountersAndQuests/releases
  19. Yeah, it actually caught me by surprise how difficult those barrow wights are. They will be toned down a notch in v3. Mm, I suppose I could move it to the Sorcerous Sundries. Yeah, I'm not quite satisfied with this one myself. I really did give them ju-ju zombie stats as per the MM, but I guess those aren't enough of a challenge either after the ankhegs. I'll have to think on this one. Mm, I'm a little wary here. The first level can be skipped by just going east immediately (although you'll then miss the loot), but the second one is mandatory to escape Candlekeep and continue the game. I don't want to make it impossible for a player to progress. Another one I'll have to think on. Yeah, I've been in that situation myself once or twice, especially with what SCS does with Davaeorn. Mm, I suppose I can do that. I'll put it on my to-do list. Mm, I guess I could move them to the southwest, before the narrow path. Mm, this is not intentional. I pretty much copied them from wyverns. I'll have to look into this one. I might keep it though, I kinda like it. ^^ Thanks, I really worked hard on those, I made them as close to the MM as I could. Yeah, the mustard jellies and ankhegs are surprisingly nasty this way, more than I had expected actually. Oh well, all the more use for my Oil of Acid Resistance I suppose. ^^ This is indeed a bit of a concern, between my own modifications plus Northern Tales, Stone of Askavar and Serpents of Abbathor, I actually hit the Siege of Dragonspear XP cap (500,000) near the end of BG1. My paladin is typically level 9 when going up against Sarevok (but with what SCS does to him, I don't feel that is overpowered). It does tend to make SoD and the start of BG2 quite a bit easier than intended though. But if people have a problem with this, they can also install the XP Mod and tone the rewards down. Thanks, this (and the fact that BWP picked them up) really shows me that my mods are growing beyond something I made only for myself. I feel kind of inspired now, so I will try to get v3 done today. This was actually directly copied from D0Tweaks. There might be a way, but I am not very proficient with editing bam- or vvc files yet, so I don't know how to. If you want to, you can turn the animation off in the .ini file though. Anyway, thank you for trying my mods and giving me this feedback. Have you considered using my spell pack as well?
  20. That one is already fixed in my current code on github and will be part of v3. (It's actually an engine limitation so it's more of a workaround than a fix though.) I have considered making a few of my custom items upgrade-able, but so far I haven't come up with anything yet. I also don't really like the browse through your inventory method of Cromwell and Cespenar, it really gets old after you've been through it more than a dozen times and I'd rather not add more to it. I might bring my own upgrade NPC Brokk to BG2 though. If you have any ideas here, please share them. For most of my stuff, no. I may have done so in one or two things that only go into SoD, I don't recall exactly. I actually do all my item- and creature editing in a non-EE BG2 setup specifically to avoid this issue. I'd actually be very interested in what BWP writes about my stuff, because they never contacted me in any way about what they found. ^^
  21. Thanks, will fix. I didn't know my mods were part of BWP though. ^^
  22. There is a small conflict between Gavin and the Stone of Askavar quest mod, in that both use the same house in Beregost for different events, Gavin for the third of Kelddath's quests, and Askavar for one of the five elven rings. Since the Gavin mod locks this house, the Askavar quest cannot be completed unless the key from the Gavin mod is found. It also leads to a strange situation with an innocent girl amidst a group of thugs.
  23. There is no need to. Make a package that installs it in a proper location that is in $PATH like /usr/local/bin and it can be called from anywhere like an ordinary program. Do you need to install a copy of ls (or dir, if you want a dos/windows analog) in every directory you run it from. Once again, shipping a copy of WeiDU with every mod is purest idiocy, there is a reason current mods packaged for Linux don't do it. Install it and use it like a proper tool. Have the mod manager test for an installed copy and if it's not there, prompt the user to install it and try again. That is exactly how I use it now and it certainly beats having twenty-odd different copies of WeiDU sitting in my game directory for no good reason.
  24. My suggestion for Linux would be to make an actual package for WeiDU (rpm, apt, or maybe portage ebuild) so it can be installed like any other tool. Such packages already exist for GemRB, for example. Linux users would then only need to install WeiDU once, and maybe update it every now and then, most Linux users are savvy enough to do this and it can even be automated using standard distribution tools. That would completely eliminate the need for mods to include WeiDU at all, which is imho pretty silly to begin with.
  25. At Abazigal's Lair, game gets stuck in cutscene mode after the two black dragons are defeated. Tried several times, never works. EDIT: Poked at it a bit more, problem seems a reference to non-existing creature "dwcutctr".
×
×
  • Create New...