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Ulb

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Posts posted by Ulb

  1.  

    @Cahir

    I think it worked out fine for me. I haven't done anything BG related in several months though, so don't quote me on that..

    As far as I remember, last time I checked the forums, @DavidWand  @K4thos had a bit of an disagreement on this very topic.

     

    Sorry, I misread your post. I don't think I ever installed EET main after SCS, I thought you were talking about EET's end part.

  2. 20 hours ago, Ulb said:

    @DavidW

    I just had another CTD when entering the NE Baldur's Gate district, adding a copy of DW#RND100 as DW#RND10 to my game fixed that issue as well.

    So either there is an issue with the current SCS version (a typo, 10 instead of 100?) or something messed up SCS in my installation and warrants further investigation.

    You know, it just dawned on me that DW#RND100 is 9 characters long. 

    At least in the old engine the maximum characters for items was 8 (spells would start acting weird post 7 characters if I remember correctly) so unless the EE engine did away with that limitation or random treasure items are a special case, I think this is the cause of the problem (the last zero of the resource being ignored by the engine, thus turning it into a 10).

    Just strange that I seem to be the only one having issues with that?

  3.  

    @jastey

    Since you've guilt-tripped me into installing all components this time around, I thought I give you a little feedback on the encounters I didn't enjoy that much, now that my memory is refreshed. ;) 

    Note: Spoilers ahead! 

     

     

     

    Family Treasure Quest: 

    It really isn't all that tedious, it's actually a really nice quest.  

    The big problem for me is; I just can't find any justification for a normal adventuring group (even one that is really eager to please and overly helpful) to get that involved with what really doesn't present itself as (and isn't) any issue at all. You get told multiple times to mind your own business, there is no sign of any threat and to get to the bottom of it you basically have to harass that poor family on a level that would get you a restraining order in real life. 

    (Compare this to the slime quest which is clearly something an aspiring adventure group would take on: You get asked to help, there is a real (supernatural) issue and possibly a reward.) 

     

    Monster in Nashkel: 

    I found this one just as frustrating as I remembered it. The problem for me is the lack of more nuanced reply options in the conversation with the guard/parents.  

    There are basically only two options for every reply: 

    The first option is to try please Lord Whatshisname and convince him of your innocence, despite the fact that he verbally abuses you and is clearly not interested in the truth or logical arguments. 

    Choosing that option makes me feel like my PC is a spineless wimp, it disrupts the picture/concept I have for my PC. (That's my biggest issue with SoD too btw, there often just aren't any reply options that reflect my PC or are neutral enough to fit any kind of PC.) 

    The second option always results in a hostile confrontation with the guard (and the resulting reputation loss and so on). Like, at one point you can reply with “Yeah, sure” to a stupid question. It's obvious you're being sarcastic but the option instantly leads to a hostile reaction from the guard. It reenforces the feeling that you're being deliberately forced to take certain reply options. 

    The 'pay off' at the end is not nearly enough to off set all that frustration... 

     

    Undying Love in the Fishing Village :

    I actually have no complaints about this one. :D 

     

    A Warm Place for Noober

    I have not finished that quest yet. I was told that Joseph’s wife (I think that was the name) would possibly take him in but I could not find her in any hous or anywhere on the map. 

     

    Brage's Sword: 

    Also not finished. I killed Borda(?) at the carnival but could not find anyone to talk to about that. 

    (Neither the cleric, nor Brage, nor Qublek, nor was there any authority figure for the Amnian guards around Nashkel..) 

     

    That's it for now, I'm still roaming BG1 so I might be back with some more complaints feedback. :D 

  4. 33 minutes ago, Guest DLA1992 said:

    Hello Ulb,

    Does this hidespl.2da just prevent those spells from showing up upon level up for the various divine spell casters and sorcerers? Or do you think it might hide the scroll files for the arcane spells missing from the sorcerer level up screen as well?

    Is there anyway to edit the hidespl.2da so that the spells aren't hidden anymore? Could it be done safely mid playthrough?

    I'm really no expert on this but from my understanding scrolls should be fine since those are distributed by SCS, so it's just cerlics and sorcerers.

    I think removing those spells from hidespl.2da would make them reappear, though I do not know how exactly the engine adds spells to clerics, so no idea if it works for characters that already have those spell levels assigned to them. As for the safty part, just make a backup copy of hidespl.2da and try it, if anything bad happens just put the backup back in and you're good.

    Again, I want to stress that I'm really no expert on this and I take no blame for burning computers or AI's becoming selfaware through muliple copys of Curse in Jaheira's spell book...

    Quote

    Just tried summoning him with CreateCreature.. no problem for me.

    Could be that the random treasures are actually assigned at random by SCS, meaning it would effect different (or no) creatures in different installations.

    That or something else is involved in my installation.

  5. I've got a list of feedback/reports on Flara.

    I'm trying to not spoiler her quest but obviously, just talking about the quest might give people ideas, so don't open the spoiler if you haven't played her yet.

    1. In the resting cutscene the spawning NPCs seem to have some pathfinding issues. (Though I can not tell how much or if any is your fault and how much is on Beamdog for screwing up pathfinding this patch..)

    The first time it played the main dude got stuck on a door frame and I had to close the game via task manager.

    The next time he got to my PC alright (took a while though) but his buddies spawned off screen, got stuck on something and never showed up. (Cutscene played out alright though, they were saying their lines form off the screen just fine.)

    2. Items from the quest inside Baldur's Gate are mostly identified when they drop. I know, really minor issue, but it breaks immersion and screams 'mod content'.

    2.1. The armor says it doesn't disable spell casting in its description text but not in its STATISTICS section (unlike Elven Chainmail for example).

    2.2. The cloak says it does disable spell casting but it only disables arcane spell casting. IMHO all items that are not chest armor should make a discintion between the two magic types.

    3. The fire effect used in the BG quest cutscene is not blended and, as a result, has a weird/bad looking black 'aura' around it. Simply checking the 'blend' flag in the vvc should fix that.

    I just want to add that I really enjoyed Flara so far. I loved the PIDs in particular.

    The only thing I disagree on is her alignment, she is clearly at least neutral evil and a strong point could be made for her being chaotic evil.

    Anyway, thanks for the great mod!

  6. 12 hours ago, DavidW said:

    Repost the discussion here if you want me to look at it; I don't check baldursextendedworld.com.

    From taking a quick glance at the post linked above; It looks like Trials of the Luremaster (without IWD spells for players) prior to SCS (with IWD spells for players) causes some spells to not show up.

    Presumely this is because TotLM still adds those spells for NPC use but puts them into hidespl.2da and SCS doesn't undo that when installing.

    I checked my own installation (which has TotLM as well) and Curse as an example is indeed in hidespl.2da.

    Tagging @argent77

     

     

     

     

  7. 1 hour ago, AL|EN said:

    You are actually double-clicking the main checkbox. But anyway, that's current tech stack limitation it will be changed. BWS teach me that I shouldn't allow people to select all mod components at once so I'm not planing to enable this feature.

    Yes I do, old habits I guess.. :)

  8. 2 hours ago, DavidW said:

    So far as I know, you can’t disable it in EE. (If that’s out of date, I’d be interested in the details.)

    EEex allows to recreate Stone Skins with all kinds of customization (no or different visual effects, effects triggered when a layer is consumed, effects triggered when all layers are gone), the latest version has example spells in the rep.  

    (You could even create a custom invisible stone skin with 1 layer that triggers the real 'pre-buff' stone skin effect if it is consumed) 

    Of course that would require EEex but I think its going to be as popular as ToBEx or more so anyway once EET and IWD-in-EET require it.

  9. @argent77

    Quote

    I'd recommend to install the Djinni Companion after QuestPack, Unfinished Business and Golem Construction, so the mod can take advantage of the additional content. (Although the current order works fine in your specific case, since you leave out the relevant mod components.)

    I can't really find any options that would suggest there is additional content with questpack/ub/golems? What exactly am I missing here?

    Regarding the improved AI for spell casters in Golem Construction, do you foresee any issues when installing it together with SCS?

  10. 2 hours ago, AL|EN said:

    @Ulb I should also add that if you don't split various mod components into different places, between other mods, you entire install order can be simply achieved by moving mods at mod list. Simply reorder them, the order will be saved even after you will exit PI.

    Just to make sure, the only thing that determines what PI installs is whatever is listed in the lower right window, right? So PI will never install any unchecked mods or components of they aren't listed there? 

    And one more thing, as general feedback: 

    I think it's a bit confusing that you can check the main mods (not any component but the main mod name that has all components under it) but nothing seems to happen when you do that.

    In BWS/EET-Setup checking the main mod box would mean that all components/sub-components get installed but in PI that seems to not be the case.

  11. @AL|EN

     

    Quote

    What exactly do you refer by saying 'Importing a sorting order'? Are you talking about the detailed list of ModID:ComponentID:Description from you first? If yes, you don't have to re-check every mod again. After you pasting it, you can immediately click "Start-Installation". The "auto-check when paste content into install sequence" is a missing feature (it works when importing WeiDU.log)

    Ah, I see. That makes things a lot easier. I assume the auto-check feature is coming though?

    Because right now, let's say I've forgotten a mod I want to include. I can't just load my old installation-order and add that mod via checking it because everything is going to be unchecked and creating a new install sequence would be blank except for that mod? So I would have to edit my old installation order in a text editor, right?

    Quote

    Now, to the actual "Sorting Order" feature, you need to create "Sorting Order File" or convert it from old BWS data/Weidu.Log. The idea is: install order and the actual mods which you want to install are not the same things. 

    For the mod list from you first post, it would look like that:

    Is there a difference between using an .ini file and a .csv file? I did try using the first list I posted as an .ini file and it seemed to work alright. (I am aware that generally you would want to use a list with only complete mods instead of listing imcomplete sets of components.)

  12. 1 hour ago, jastey said:

    I am not sure whether it wouldn't disturb the feeling of pressure and helplessness Imoen's original abduction implies. Because with this, the PC is more or less responsible for herbeing brought to Spellhold.

    Unless one plays with the idea that the PC has to rush to the CB to free her, so one could RP that without knowing that he couldn't save her but is not responsible morally (and also Imoen might not be aware there was this possibility).

    That's what I was thinking too. With @argent77's solution you'd be responsible for her abduction. Which kind of negates the purpose of a mod that aims to relieve the moral issues of idling in chapter two while Imoen is in Spellhold...

    I think with the nature and purpose of this mod in mind, the choice actually needs to be out of character to make any sense at all.

  13. Alright, I'll compile an updated list later today:

    So far that will include:

    - Remove Aura (she was only in there by accident)

    - Remove (move to BG1 part, before NPC Project) BGQE

    - Add crossmod content for @jastey's Solaufein/Ajantis mods

    - Move Wheel of Prophecy before Afaaq

    - Move Afaaq behind UB, Questpack, Golems (and check relevant cross mod content)

     

  14.  

    36 minutes ago, jastey said:

    @Ulb .. I just went to bed..

    How dare you?!

    Quote

    For bgqe, it's no problem to install it to BG:EE/SoD before the EET transition. The component "Brage Sword" should be installed before BG1NPC (and any other NPC mod that would add interjections into Brage's original dialogue) so the new reply options won't be lost.

    The only disadvantage of installing bgqe to BG:EE/SoD prior to the EET transition is that you cannot change the installation once you made it into EET.

    Ah, alright. I wasn't sure if there would be issues when installing fully EET compatible mods on BG1.

    If that's possible though it is actually my preffered method since unlike BWS/EETIT PI allows to keep the same BG1 installation over multiple EET installations.

    So it's less work for me!

    Quote

    Out of curiosity: the bgqe quests you didn't chose are not to your liking or is there another reason you did not chose all of them?

    Well, for starters, there is not a single component in your mod that I didn't enjoy. It's just that some of them don't really entice me to re-play them in every installation.

    I didn't look at any documentation for setting up this first draft and I didn't remember what each component does so I might have left out some I actually want though.

    The ones I actually don't feel like replaying/having in every installation are:

    Family Treasure Quest: Feels just a bit tedious to go through if you already know the story/outcome

    Monster in Nashkel: I distinctly remember feeling a bit of frustration about that one (which speaks to its quality, since I think that's the intention) but maybe I should replay it since my memory is a bit fuzzy about it.

    A Warm Place for Noober: I admit, I haven't played that one yet. I just really don't like Noober or rather, the idea of expanding on what should in my opinion be just a short bit of comic relieve.

    Babysitting in Nashkel, including Carnival Encounter: I thought I had seen it all but going over the documentation it mentions a women at the carnival which I do not remember at all, so its back on the install list. 😛

    @argent77

    Alright, thank you. I'll have to look into that to see what content I'm missing out though.  :P

     

     

     

     

     

     

     

     

  15. @A|ien

    Is there a way to 'force' PI to install all available components of a sorting order list?

    Right now it seems whenever you close PI all mod selections will be unchecked (though the group order is preserved) and you have to manually re-check every single box?

    That seems very inconvenient.

    You already have full control over which mods you want to actually install by just removing/adding them to PI's mod folder. I don't see why you would ever need PI to not simply install the currently set sorting order.

    How it should be in my opinion: Importing a sorting order re-orders all available mods in said order and checks/unchecks them accordingly. Afterwards the player can then adjust that setting as usualy by checking/un-checking and re-ordering mods manually.

     

    PS: Plas change your name to something that is easier to tag. :D

  16. Just now, jastey said:

    And it is advisable to install bgqe:Brage's Sword before BG1NPC Project.

    Wait, but how? BG1NPC Project still needs to be installed on BGEE/SoD, right? So it gets importet by EET core before I even have a chance to install BGQE?

  17. Aura NPC for Baldur's Gate: Enhanced Edition somehow got in the above list and can be ignored.

    Btw, here is a simplifyed listing with just the mod names (unless I only install a distinctive component then I still mention it) for easier reading:

    EET
    Ascension
    A7-Test Your Mettle!
    Baldur's Gate Mini Quests and Encounters
    Ascalon's Questpack
    Adalon's Blood
    A7-DjinniCompanion
    Eilistraee
    Ooze's Lounge
    RogueRebalancing - Chosen of Cyric encounter
    SirinesCall
    Trials of the Luremaster
    QuestPack
    TGC1E:0:Normal edition
    Unfinished Business
    Tower Of Deception
    WhiteQueen
    Wheels Of Prophecy
    Glam's NPC pack
    Solaufein's Rescue: Jastey's Solaufein NPC for BGII
    Isra for BGII
    Sir Ajantis NPC for BGII
    Evandra NPC
    The Beaurin Legacy
    A7-ConvenientEENPCs
    Song and Silence - Add new bardic store and thief items
    Thrown Hammers
    c#sodtweaks
    HiddenGameplayOptions
    EET_Tweakss that don't have BG:EE variants
    EpicThieving
    NoSoDSound
    A7-SkipChateauIrenicus
    Tweaks Anthology
    EET_end
    Stratagems
    Atweaks

     

    Btw BG1 only has

    BG1NPCProject, Unfinished B., Finsh, Isra, Coran friendship

     

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