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Ulb

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Everything posted by Ulb

  1. Skipping over this, I guess for my mod the best solution would probably be to just offer subcomponents to either use direct input or use an ini file. That way the full functionality would be preserved while still offering an easy solution for install tools. (The BWS currently already circumvents the issue by just using a default name for the animal companion.) I'm currently not very motivated to work/update the animal companions mod but I guess I'll get around to do it at some point (hopefully before your new tool is released).
  2. Yep, this mod is criminally under recognized. Vynd is awesome and one of the very few mod NPCs that really fits within good and evil parties while staying true to his character.
  3. Soooo, does this quest work / make sense for none mage classes or is the missing class restriction just for testing purposes and essentially immersion breaking if you play it on something like a fighter? Edit: Also, is there a more detailed feature list? I remember reading about a peaceful solution for ww island years ago but don't remember any details.
  4. Wow, pay no attention to BG for two months and a new high quality mod pops out of nowhere? Maybe I should stay away more often! I haven't gotten around to actually playing it yet (and probably won't until Christmas vacation) but what I've seen and heard so far makes me really excited to take Minyae on my next adventure. The writing seems great, her bio alone already shows quite a bit of character, 3 (or 4) high quality portraits seems almost decadent when most mods can't even get one decent portrait and the voice acting/ recording is also excellent. (Also, NPC-NPC romance and not throwing herself at charname but is a real upside at this point.) The one question I have is, does the current version work as a stand-alone? What I mean by this is, does it have a decent "ending" within SoA? There have just been too many good mods over the years with "ToB parts in the works" that never actually went there and I'd rather not have another NPC I'm fond of suddenly become all silent as soon as I enter ToB. In any case, this looks great and I can't wait to play it. Thanks for all your hard work!
  5. Thanks Doc, already fixed it manually on my install but that will come in very handy next time!
  6. This is great, could you also include arrows? Those get overwritten as well.. (Sorry if I didn't make that clear enough.)
  7. But you can do that already? BWS shows you two conflicting components and you can either just click on slove conflict or decide which of the two you don't want and then have that one removed.
  8. Still no good even with the REQUIRE_PREDICATE line commented out.
  9. I just checked again and apparently IR main component does *not* affact mod added items. (I must have looked at a mod item that was also out of date regarding the shaman flag.) That means it would be fairly simple to just fix all the overwritten items and have BWS install them as a fix, I think?
  10. Just check if a file is overwritten with an old version of a file, as they lack the flag and opcode reguired from doing the specific abjuration(flag and counter effect).The subcomponents don't, as they patch the files. BUT THE MAIN component doesn't. Apparently it was too hard to patch.. Which is kinda the truth. No, as I've said before., the IR main component also affects mod added bows/arrows/axes. So these do get patched (in the wrong way) and not just overwritten..
  11. Not sure how helpful that is since it is the main component that causes issues. (Mind you, I do not know whether there are also sub components causing similar issues.)
  12. The IR readme says this Yet, I am fairly certain that the main component did patch mod added bows as well. I fear I am too much of a WeiDU newb to effectively check the actual code as to where what is patched and why/whether it is necessary..
  13. I'll test this later on an old installation. Looks to me like it should work, but this would only fix none mod items, right? The problem is mod added items are affected as well and even if you check for something like PROFICIENCYSHORTBOW you'll run into issues where you suddenly flag items that are not supposed to work for shamans. Like a thief only short bow for example...
  14. It's the main/core component as far as I can tell. Like Doc said, general issue with EE.
  15. Thanks Roxanne! It is a general IR/EE issue but since EET compatibility kind of includes EE compatibility I thought it should be mentioned. If I see a mod on the list I am assuming it doesn't cause issues in my EET installation. Well, as for the origional IR, it looks like the mod is no longer updated so if BWS can deal with it that would be very nice. There is of course IR-Revised. I've mentioned the issue but even if it gets adressed there, the author has stated that he only has limited rights to publish his version and won't add it to the BWS anytime soon. Looks good to me
  16. Maybe I was unclear. IR/IR-R makes ALL axes, short bows and arrows in the game unusable for shamans. So, no NI won't do. A WeiDU function will of course but that's a bit more advanced than simply changing a flag and adding an effect with NI.
  17. I have no clue how to edit that list but it is missing a few of Lava's mods. Will of the Wisps and Southern Edge are both EET compatible. On another note; Item Revisions removes short bow and axe usability for Shamans. I guess it's not a deal breaker as far as compatibility goes but it should probably be noted that this issue exists.
  18. Hey, will this new version include a fix for Shaman item usability? Right now IR and IR-R. make short bows and axes unuseable for Shamans. Not a big deal if you don't play a Shaman.. but kind of a problem if you do..
  19. Kathos has been absent for long periods of time before and EET is currently stable and perfectly playable so I don't see a reason to believe that he is gone for good. I think he has said he intends to wait for the next patch before releasing IWD-in-EET so that would indicate that we can expect him to return once the patch hits live. Even if he is gone for good, as Roxxanne has said, whether the patch actually requires any work on EET or not seems to be up in the air at this point. Matter of fact, Kathos seemd to have quite a good grasp of what is coming with the next patch (see IWD-in-EET discussion) and didn't mention EET needing any major updates for that. So, there is a good chance EET will remain perfectly viable for the forseeable future even if Kathos doesn't return.
  20. Aye, I was. The way it is currently handled is totally fine. All I am saying is that marking it as expert (assuming BWS still uses Recommended/Standard/Tactics/Expert flags, tbh I couldn't say for sure without checking right now) might spare newer users some grief. The BWS mod selection is huge and I can imagine someone just taking pretty much all the quest/npc mods available without taking a closer look at what the description says. On a unrelated note; it looks like you've taken the BWS under your wing, at least to a certain extend. Thank you so much for that!
  21. If it isn't already, Breagar should probably be flagged as expert for none German installations. I would assume quite a few people will just install it without reading what's in parentheses and end up with a mixed language install. I'm German and I still wouldn't install Braegar since the rest of my game is in English and IMHO mixed languages totally kill immersion.
  22. *edit* NVM, I re-downloaded the mod manually and everything seems to work fine. Probably was a fluke.
  23. I've got a suggestion though it's not a new feature but an update to an existing one: Allow users to specify which stronghold is made available to which classes. The current version of this tweak (either all strongholds are free for all or only multi class characters get any love at all) is far too rudimentary for my taste. I want the bard, fighter and thief strongholds to be available to all classes, allow bards to keep the mage stronghold and fighter/clerics to do the paladin one. Someone else might want a totally different selection. I get that it might get a bit complex coding wise and would take a bit of time for users to go through (though it could be offered as a sub-component next to the two existing options) but I think it would a real improvement. Also, I fully support this suggestion. The current system always felt a bit like cheating to me and removed the need to plan which NPCs to take for how long.
  24. @Wisp Thank you such much for updating this mod. Easily one of my favorite mods ever and it has been sorely missed in my EET play-throughs so far!
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