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Cahir

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Everything posted by Cahir

  1. @DavidW while you're having a small modding window and checking Ascension stuff, could you also look into those installed with warnings me and @4udr4n reported couple of posts up? We're not sure if those are harmless or may produce some unwanted results in game. Thanks in advance!
  2. Oh, that's neat, so I can also add spells from other mods? Just put the the Spell name on the list along with a proper number?
  3. Ok I understand that, but how the patching routine knows which dpell should use which saving throw? In the Readme file there are some example that gave general idea, but some spells are quite innovative and sometimes it's hard to guess.
  4. IIRC version 4.4 of Foundling fixed an installation error for EET (it did fix it for me anyway). Also I've had the privilege to beta test Foundling few years back when it was still in beta, and from what I remember I was really enjoyed it.
  5. @subtledoctor how Saving Throw Overhaul component interacts with spell descriptions? I assume I need to remember which type of saving throw will be used for specific spell based on explanation presented in Readme?
  6. To have the possibility to reinstall if I come to a conclusion that 75% is too much for BG2EE. Should be good for BGEE since I have both NTotSC and Stone of Askavar installed, but I have not so many quest mods for BG2EE and don't want to end up underleveled. About jimfix I noticed that too, not sure what can be done about it without its autor to check in what might be the issue.
  7. Hello, I'm still tweaking my install order and honestly did not conduct extensive game testing yet. It installs without issues except some harmless warnings and it looks OK in game at the first glance. What I'm debating right now is to cut some Scales of Balance tweaks in favor of Tweaks Anthology and Item Revisions. This is very hard choice for me, because I love most of the changes SoB introduces, but I feel I could appreciate them more during my second playthrough. I haven't played this game since forever and I think I need to play with tweaked vanilla system first, to appreciate SoB changes. I still left couple of SoB tweaks, which I consider mandatory. Anyway I cannot provide WeiDU install since I'm in between installations, but I can provide Sorting Order used to install mods via Project Infinity tool: This is the list that still contains Scales of Balance tweaks I plan to cut. I haven't tested modified install order yet.
  8. @Mike1072 sorry for posting three times in a row, but I have tested the code change you provided for both IR and RR shields and it works! Now it's looking way better. Thank you! Now to get it absolutely perfect for my tastes I would like to tweak couple more things. If you could tell me what needs to be change, I'd be eternally grateful. 1. I'd like to change: to 2. This would probably be more tricky. I would like to have additional line that adds bonus AC vs. missiles for Large shields to be added to general AC bonus line, to looks more like in EE games (examples below) instead of what is looking now at the screen above: Thanks in advance
  9. @Mike1072also while were at it. What would it take to have mod related items to be included in Shield changes and Armor changes components patching routine? Is adding them to this file and this file sufficient or this would require other changes of code? I suppose, to get it work on my end I would also need to manually change shields Armor Bonus entries in those mods to match current IR style, so it could get caught in Shield changes patching routine and be probably updated. It shouldn't be necessary to do it for armors, because from what I see Armor changes is just adding new lines without replacing any.
  10. Oh, thank you @Mike1072 for chiming in! I have been able to fix formatting issue by typing the dash and the space by hand instead of pasting it from another file. Weird, but it seems that did the trick. I'll play with swapping those line and putting a modified code for the second issue. That's eqactly what I needed. You may consider putting this change in original package too. IMO, it looks better to have it like this: Armor Class Bonus: 2 Special: +2 vs. Missile Weapons THAC0: - 2 Penalty than like this: Armor Class Bonus: 2 THAC0: - 2 Penalty Special: +2 vs. Missile Weapons Also did you consider to prepare Item_descriptions_EE.tra version too, tailored for EE games as it is often done by other mods (current Weimar's Item Upgrade version comes to mind)? I know it's probably a bit time consuming, but it would help to maintain consistency with other item packs installed along IR, that follow EE description formatting. I would just leave special abilities names, though (like "bane Weapon", "Acidic" etc.), since it's something that distinguishes IR from other item packs, and frankly adds more favor to item descriptions. I can PM you my edited version if you interested in getting this done. As for the issue you've discovered during testing, fortunately I plan to use Revised Shields along with main IR component, but obviously it would be great to have it fixed.
  11. @jastey thanks, I've noticed:) Also Re was updated (twice in fact). I'll update my mods.
  12. @subtledoctor yeah, but I just tried to slightly modify the line in descriptions_update.tra file from IR. Basically by adding a hyphen followed by space before Armor Class: +x. And it generated scrambled text, where hyphen should be visible. I wouldn't bother with it if not of Revised Shields component which modifies shields descriptions on the fly. So if I update normal item descriptions with fixed new text, the code would not catch it and not update it with correct lines, resulting I suppose with mismatch between description an actual shield bonus. But I want those newly added lines to be slightly different than original ones.
  13. Yeah, I was too fast with celebrating the success. Those nasty regexp lines from IR are giving me a headache. I tried to modify them a bit, but the result is what I pasted in IR topic. Don't want to screw your game too. @Bartimaeus, @Mike1072, @subtledoctor if you know how to modify those lines without screwing description like below, would be grateful.
  14. Hello guys, I've been trying to wrap my head around it whole day without success, so I would be grateful for help. I've been trying to tweak Item Descriptions a bit to more match vanilla EE description style, but the regexp lines from description_updates.tra file are giving me a headache. For instance, I want to change following line and also I would like to change following line(s) that are added via description_updates.tra (this is from Revised Shields section) I have modified relevant lines from description_updates.tra to the following: But the result I've got the following: Also, I would like to adjust the code so the THACO: -x Penalty would go under Special: +x vs. missile weapons. Appreciate your help guys!
  15. Boy, that is what I call a PERFECT TIMING I'm testing updated IR item descriptions right now (I actually did screw up one thing, unintentionally deleting one line resulting in installation error), and after that I was about to run another EET test install. This is great, swapping versions.
  16. Hehe, that's hillarious, I thought for a moment you're reacting for me saying that your little mod you've made for me works flawlessly Damn, sometimes I feel like I'm the spark that makes you guys do fun stuff
  17. @4udr4n did you install original version of Awesome Soundsets vol. 2, or the modified one that someone posted on BD forums?
  18. OK, will be probably running another test install tomorrow. Changes and additions: - Added BG1 Romantic Encounters (selected components, without kinky stuff). - Added Awesome Soundsets vol. 2 (will be installed on BG2EE before running the whole EET installation) - Added @subtledoctor's custom-made Proficiency names tweak. Tested on current EET installation and it works perfectly! - Added custom-made portrait by @Wise Grimwald. Thanks, bro! I think this is an edited version of Isandir's portrait, so if I ever decide to document my playthrough I'll credit them both. - Updated Endless BG1, Sirene BG1 and BG2, Shadow Magic, Pai'na - Updated item descriptions in all mods to better suits vanilla EE style. Most changes are very minor, but some may not suite authors taste, so I'm a bit hesitate to send it to them. If someone is interested to use it, just PM me and I'll share it with you. I need to test IR first after those changes before running the whole installation to check if I didn't screw anything up, because this one is more tricky because of all this regexp stuff. Especially need to check if EE engine would correctly show Usability block, since I deleted those blocks from item descriptions as redundant in EE. - Moved some IR components before FnP as per @subtledoctors suggestion. - Moved ARP before UB to (hopefully) fix ARP installed with warning issue with Restored Random Encounters component Will keep you posted, guys. If you have some new mod versions incoming, just give me a heads up.
  19. Awesome, thanks! I'll put it after BG1UB, Sirine's Call and BGQE just in case. Will also update my install order with shiny new Endess BG1. I see you've added some new components, cool!
  20. @jasteyare there any specific install order recommendations for those BG1RE components?
  21. Please make LeUI do this, it would be excellent! Also a great idea. @lefreut Oh that would be excellent, indeed. Looking great. If I could list one thing I miss from more modern isometric titles it would be something like Codex, Civilopedia, whatever it may be called. If I could point the title I think did it perfectly that would be Dragon Age Origins. I literally read each single entry of that Codex. @subtledoctor thank you for very detailed explanation, as usual. I figured it might be complicated to patch kit descriptions, but I just hoped you WeiDU wizards will figure something out It's not the end of the world, it's not that I read kit description very often. Still, it would be perfect if something can be done about it. Details, man, those little details matter.
  22. @subtledoctorthanks, that's very enlightening! How about updating class and kit descriptions? For instance if I understand it correctly all FnP, M&G, and basically all other kits from various mods were written with vanilla proficiency system in mind. Now, when I install SoB will those kit descriptions change reflecting SoB updates? For instance, will Kensai description still show that he can reach 5 pips (Grandmastery) or will it show he can reach 4 pips (High Mastery)? Maybe it's a trivial matter to most of players, but for purists like me the consistency between kit description and how the kit actually works is important If I undwrstood. tra file correctly, description is updated for base classes only. Or am I missing something?
  23. @subtledoctorI'm trying to grasp proficiency changes you've made in SoB, but it's not clear to me. Did you cut the grandmastery level completely? Looking at the updated class descriptions I don't see any class could achieve this rank yet in setup.tra I see it listed and explained in details. Also how about kits from mods. Is their description changed somehow to reflect those changes?
  24. Caedwyr, but most of the best NPC mods are ready on the compatibility list. Which mods do you specifically miss?
  25. Well, in that case call me convinced I honestly thought EE is all about intimacy.
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