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Cahir

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Everything posted by Cahir

  1. @jastey I see BG1 NPC Project and Isra BG1 are still on the first list of mods that should be installed on BGEE, prior to EET. Is it international? According to Readme, both mods received native EET compatibility.
  2. I'll start filling tp2 names later today, when I get back to my PC. Thanks. I have the same issue with EE Mod Setup tool, thus I switched to PI. I prefer to use original mod versions that are properly documented. As for GH download links for my CoB lists, it's direct download link to mod package, bypassing Release page. It required a bit of work to set up those links correctly, but the upshot is that it always download the latest stable version and in 99% cases I don't need to update it each time mod version changes.
  3. Hmm, honestly I'm not sure but the code for this component in .tp2 file is as follows: I don't know anything about WeiDU coding, but comment suggests, it's compatible with EET. EDIT: It doesn't seem this mod is natively compatible with EET, though. Which is a shame, because there is a couple of very interesting tweaks there, not covered by other Tweak Packs.
  4. @4udr4n also, for your sheet I would suggest to keep mod name separated from .tp2 name (currently it's a mix - some mods have real mod name, som tp2 name). I would put mod name in one column (current column "Name") and add another column called "TP2 name" right next to it. Mod name would be handy for mod searching (since tp2 name is a bit harder to get), and tp2 name would be very helpful for creating sorting lists for PI (which kinda requires it).
  5. Just one important thing, for Github mods I've put download links on both CoB lists in such a way that it will download the latest Windows released version (so no untested masters). Unfortunately some modders doesn't use release tags, so in those cases download leads to master branch and I'm assuming it's a stable version. For anyone using other OS, those lists can also be helpful, it would just require a tiny bit more effort to get a proper package.
  6. Unfortunately no, I'm adding/updating mods directly on the site.
  7. @4udr4n I'm currently maintaining BGEE and BG2EE modlists on Polish Children of Bhaal site. Maybe it will be useful to you: BGEE+SoD modlist BG2:EE modlist Quick color coding tutorial: Yellow - mod has native EET compatibility White - works with BGEE+SoD (for BGEE mods) / BG2:EE (for BG2EE mods). Does not have native EET compatibility. Brown - works only with BG:EE. Does not work for SoD and does not have EET compatibility.
  8. Thank you for sharing the sheet! I'll compare it with my notes. No, I meant Item Revisions, specifically Store Revisions Component. From the Readme: Hidden Adventures have components that change locations of a couple of items. Probably that's why it's advisable to install those components after IR's Store Revisions. @subtledoctor What will happen if I install "Bard Song" component from IWDification along with "Bard Overhaul" from M&G? Will I have additional IWD songs available for use for bard characters or something will be screwed? More changes: - Removed Every Mod and Dog from the list - too goofy, this would be a serious run
  9. Ok, in that case I'll install spell packs from SCS version and Bard Songs and two handed axes from actual IWDFication. Thanks, Doc Also, I crossed out Made in Heaven - Quest and Encounters. Angel is still working on it and it shares too much of a common ground with SCS, I don't want to risk to difficult or buggy encounters.
  10. Doc, unless I'm missing something IWDfication (the stationary version) have more components than SCS version? I'm talking about following components - Icewind Dale Casting Graphics - Commoners Use Drab Colors (I think Tweaks Anthology has identical tweak) - IWD Bard Song - Two Handed Axe Item Pack
  11. From the SCS readme: Do you actually know what are the differences from the player perspective? Is one version more buggy than other?
  12. @4udr4n thanks for the input, really appreciate. I'll update the list for selected components soon. Meanwhile, regarding your reply: Hidden Adventures -> not planning to install item or NPC related components (only plot related staff and Temple of Mask). As I understand it should be installed after IR, because IR reshuffles items, right? Viconia Revamped -> noted, actually I do plan to use Cleric of Shar kit from F&P for her. Totemic Cernd -> I'll stick with this mod, it also increase Cernd's stats (which is OK for me) Banter Accelerator for EE -> didn't think about that, thanks. I'll cross it out from the list. IWDFication -> Care to elaborate? Are there any compatibility issues between IWDFication and SCS or SR? I know there is IWDFication variant in SCS, but as I understood from SCS readme it's slightly different from regular IWDFication mod, but otherwise it's the same. Having a great number of spells to choose from is deliberate. I'm not an expert SCS player, so I want to have a large arsenal of spells for battles. As I understand SCS AI will take only SR spells into consideration, but not spells from Olvyn Spells and Made in Heaven Spellpack mods. So this will be my leverage during tough fights. Ding0's Tweak Pack -> actually I came to the same conclusion and will cross this mod out from my list. Refinements -> that's actually good. I will have better chance to survive in SCS environment. Reveal Hidden Gameplay Tweaks -> Correct me if I'm wrong, but EEUI Tweaks have fewer options to choose from, right? In RHGT readme there is a following passage: But I think this mod has more options that Hidden Game Options tweak from EEUITweaks. Also, I decided to cross out Artaport (doesn't feel I'm going to like the end result) and Recolored Toolbar Buttons (not sure if it's needed with LeUI). I have added eSeries nod for additional party scripts. @4udr4n please do share your install order spreadsheet! I will definitely benefit from it! Thanks for the offer
  13. Interesting, thanks @ALIEN. I'll play with it to see how it works.
  14. Hello, What does BGEE to EET mod checker component do? Is it mandatory to install for EET instalation? If yes, should it be installed before EET Core component or after?
  15. Yeah, I don't really want to mess with stats and proficiencies, just want to change kit mostly for flavour (i.e I'd really picture Minsc as Barbarian Ranger or Valygar as Mage Hunter). So, I'll probably stick with NPC_EE.
  16. Out of curiosity, do you know how does SCS component Improved NPC customisation and management work? Based on its description it allows to change NPC's class or kit to whatever you like.
  17. That's really helpful, Doc! Now I just need to establish install order for all those mods I'm planning to install and I'm good to go
  18. Ok I re-read this paragraph and it seems you might be right. It still looks bloody awesome. There are plenty of mod-added kits to choose something more fitting to a NPC than vanilla class/kit.
  19. Jarno... in the next paragraph Subtledoctor wrote: Then, in-game, the magic happens: the mod generates a script on the fly that will detect any kits in your game, including mod kits. Every single joinable NPC in the game will get an innate ability to add a kit, or to switch to a new kit, and they will have options for every kit that their class (or multiclass!) allows. So, unless I misanderstood, this means I can choose any kit for any NPC via innate ability.
  20. @4udr4n please let me know if you run on any issues using Revised Identify componemt with your installed UI mods. I plan to use the same combination of UI mods for my run and would like to knowcif it's safe.
  21. Thanks Doc, that clears things a lot. I'll use the latest release from UA repo, then.
  22. Hey Doc, a question. How exactly does component 2000: NPC kit choices work? Does it mean that I can literally choose any kit from the ones I have installed (i.e from Bardic Wonders or I Hate Undead kit packs) for any NPC (including modded NPC's)? Because that would be freaking cool.
  23. As far as I understand Unearthed Arcana branch is the main one, but I would like to understand latest release contains all Doc'sc fixes from his repo. I'm not sure if Grammarsalad already included all of them. And the second question, what is ETA for new stable version?
  24. Ok question, which release? The latest one from Unearthed Arcana repo or the latest one from Subtledoctor'repo?
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