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Cahir

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Posts posted by Cahir

  1. 9 minutes ago, Kilivitz said:

    Hi Guest Ront!

    Not yet, unfortunately. Life and an ever-growing disappointment at the EEs got in the way.

    I have to say, though, that every time someone asks about it, I get an itch to restart the project.

    Asking about it a hundred times, then 😉

  2. 7 minutes ago, jastey said:

    EDIT: this is a reply to @Cahir

    To be fair, there is some truth in it with regard that some mods at SHS are fairly outdated. But the more such a statement is misleading (and, frankly, infuriating) considering all the work @Gwendolyne and me put into updating mods and making them EET compatible (yes, @Roxanne, they are.) with the mods we did, not to mention the mods that are still actively maintained by their authors. Everything at the SHS GitHub is updated plus some more that we didn't upload to GitHub yet - and we updated in a real way with preserving the compatbility with the old engine, not the half-a*** EET only versions Roxanne threw together.

    Considering how many bugs I squashed when updating the SHS mods I updated I am surprised Roxanne's versions can walk at all.

    I think what Roxanne have in mind is some post from @Gwendolyne where he stated that he doesn't play EE's. But I highly doubtful you guys are not testing the mod before releasing next version. I really have seen just one or two bug reports (mostly regarding EET compatibility or some crossmod issues) which were squashed super fast. So, yeah, I also am pissed off she treats the whole modding community like garbage.

  3. Just checked Roxanne's forum out of curiosity and here is what she thinks about official versions of mods.

    Quote

    Yes, they used the standard template for their announcement (like so often in the recent past). It has no meaning, the content of the mod has not been touched and nothing has been changed with respect to compatibility. They do not test EET at all, just check out their own posts. Spellhold has become an unreliable source for mods meanwhile, so please test it before you make recommendations.

    I forgot that the only reliable source of mods is EE Setup Tool and the best mod ever is The (Grand) Sandrah Saga.

  4. @Endarire I don't think this is the cause of no new information about IWD-in-EET. I'd say there are three potential explanations:

    1. @K4thos lost interest in deweloping the mod (his long-term activity in developing Ikemen-Go port) may suggest that he found a more interesting project to work on.

    2. He is silently developing the mod outside of Github, but he is still not ready to show us the result.

    3. He is waiting for Beamdog to release a (final?) 2.6 patch, to avoid doing large updates in the future. 

    I hope for 2 or 3, but I fear for the 1.

  5. 25 minutes ago, Guest guest said:

    I would love to have a mod for EET that has all the following features:

    1) EE npcs disabled + items removed\added into store
    2) Restored old movies
    3) Removed Black pit to make it not appear at all even in the menu
    4) Sod disabled without having to actually do anything at all - all the references removed.

    I know that there are single mods that do the job above, but having to do 200 clicks for something that I can get freely by installing classic bg is too good.

    Why bother to play EET at all? Just grab BGT and have fun with it. 

  6. 6 minutes ago, Caedwyr said:

    I am further in my install order and the following are the ones that don't show up in PI, but do when manually installing.  In both cases I have extracted the mods to a folder.  For the manual install, I then install the mod subfolder and the Setup-ModName.exe file over to the BG1 or BG2 folder before installing.

    It may be that these two mods are organized in a way that PI cannot read the subcomponents.

    I think, there was an issue with ARP,  but either some PI version fixed that, or I was instructed by @AL|EN to worked around that, I can't recall now. Didn't try Drake, so I can speak for this mod.

  7. Hmm this will probably be a stupid, question, but it is strange, so probably you have missed a step in setting up PI. Most of those mods were perfectly visible on my end. But, have you actually extracted all of those mods from zip/rar/exe or whatever extension they're archived? AFAIK PI can't detect archived mods, they need to be unpacked first. Also do you have the latest PI version installed? 

    As for Sirine, I think Martyr is her default kit, so it won't show as an option (just guessing here). But yeah, definitely ARP and AC were working fine using PI, when I last tried. I skipped Restored Random Encounters component from ARP, because of an install warning, but either way all of its components were visible. 

  8. 2 hours ago, Caedwyr said:

    I do not seem to be able to split a mod install up.  For example, I would like to install SCS Icewind Dale Spells prior to installing item and kit mods, but want to install the rest of SCS near the end of my install order.  There does not seem to be a way to do this.

    I have done something like this in my install order. Just check my EET install order. txt attached to the first post in my topic. I have splitted SCS the way you want. 

  9. 1 hour ago, jastey said:

    Wow!

    Yeah, Polish SoD translation (official one at least) was put on hold for well over a year because of no voluntaries and my own lack of free time and motivation to work on it. But now there is a strong team assembled any we're finally (I hope!) be able to cook something for Polish players. They have been waiting far too long for it. Safe to say, it has been VERY promising last week in this regard. 

  10. 2 hours ago, subtledoctor said:

    FYI, I just found two bugs in Might & Guile's feats.  Not game-ending, but can be problematic if you roll a fighter or thief, choose some feats, and then dual-class to priest.  It is affecting my current fighter->light mystic... luckily, choosing FnP's option to cast spells spontaneously renders the bug inert! 

    Just in case that's a character you've been considering...

    Thanks, Doc. I've been recently distracted by SoD translation (organizing a team, setting up tasks etc.), so my EET run will probably need to wait another week or two. So, I'll definitely update MnG if you managed to release new version till then. 

  11. On 7/6/2019 at 8:25 AM, Cahir said:

    There was no official update, because there was simply no progress for a long time. To be honest I was really close to give away Project Leader mantle. Now... there's a real chance to give the project a spin that came up recently, but I don't want to announce anything just yet, until it's official (exactly to no give you a false hope). Besides, translation is not being done directly in Beamdog Translation Tool (I use it to actually import lines already translated elswhere), that's why you don't seem to see any progress at all. Unfortunately most of translators involved in BGEE and BG2EE translation were not interested in translating SoD and there weren't a lot of competent candidates that wanted to help (there were candidates, sure, but they didn't guarantee a quality of translation, which is of an utmost importance to me). But like I said, there is something going on and I hope we'll be able to announce it quite soon.

    OK, for those who are still interested in the topic. Since a couple of new translators have recently shared their interest in helping with Polish SoD translation and significant work has been done within last week, we have officially restarted the project. There is still a LOT to be done and this is STILL a matter of MONTHS rather than weeks, but there is significant amount of hope to make it done this time. I don't want to give a false hope just yet, but there is a rekindled determination among the team to make it finally live. Fingers crossed.

    I will use my upcoming (just waiting for new SCS update) EET run to familiarize with SoD (shame on me, but I haven't had a chance to finish it yet), just to enhance the quality of my own contribution. Current plan is to release translation in batches via WeiDU mod, as we did with BG2EE, just to be able to test it out thoroughly before we share it with Beamdog to officially implement it in game (if of course any new patches are even on the horizon).

    Over and out!

  12. 30 minutes ago, DavidW said:

    They're mostly harmless.

    spwi418d and halb11 are completely harmless: it's SCS trying to correct problems that aren't there on SR/IR installs in the first place.

    scrl07 is SCS trying to apply some patches to Protection from Magic scrolls, and getting confused because IR has altered how those scrolls are coded. The patches aren't applied but the consequences will be minor at worst.

    The 'include without an argument' is a warning from SFO, the set of function libraries in which SCS is written. It points to a function that isn't actually being run - in this case, the function to make Time Stop detectable. That will cause some minor AI glitches (though not if you're using Ascension 2.0, since it uses the same function and installs it correctly).

    All this will be fixed in the next release in any case.

    Great news, thank you for checking it! This means that I will definitely wait with my EET run for the next SCS version. 

  13. 10 minutes ago, DavidW said:

    It is fairly likely that I will release a new SCS (little or no new content, but lots of bugfixes) in the next 1-2 weeks. No promises, though.

    Splendid, thanks for info :) Lots of bug fixes sounds very promising. I'll wait with my EET run for a new version.

  14. Ok I'm attaching armor_list.tpa and shield_list.tpa with added armors and shields from this mod. @Bartimaeus@Mike1072 feel free to use it in any following updates of IRR and IR if you feel it's worth it.

    @hardric just overwrite original files and you should have this mod shields and armors patched IR(R). I didn't test it thoroughly in game, but I did browse through all SoD to BG2EE Item Upgrade items via Near Infinity, and descriptions were patched, so I assume it works.

    armor_list.tpa shield_list.tpa

  15. 44 minutes ago, hardric said:

    Thanks a lot. Especially @Cahir. What do I install first? This mod or Item Revisions? 

    I was using EET so, I installed this mod first in BG2EE and then EET and the rest of mods along with IRR. 

    I'll post here updated IRR lib files with added armors and shields from this mod after I get to my PC again. Please not that it will be for IRR, but it should work also for IR (I think). 

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