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Ulb

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Posts posted by Ulb

  1. I like that idea in principle Roxanne - that would be my first choice. Problem is, as mentioned in that thread, other things do mention the name, including at least one voiceover which cannot really be edited. But the problem is not necessarily the name; it's just that hundred years thing. Eliminate that, and it doesn't matter. With the following two caveats:

     

    1) If the voiceover where the name is spoken is the final, post/fight voiceover, then here too eliminating that cutscene solves the problem.

     

    2) I have not played through the end of SoD yet, so I don't know whether any dialogues or voiceovers refer to the hundred years thing, or to the events of IWD1/2.

     

    AFAK there is no reference to IWD or the 100 years.

    If one does not know IWD then his name has absolutely no meaning in SoD. He could just as well be called Hans and nothing would change.

  2. this loot table system is just so good...it creates a lot of unpredictability but doesn't create nonsensical placements and keeps everything under control. i think it should be extended to bg1&2. i'd just divide most iwd random containers across bg areas and move context-independent bg items to the tables as well (for example stupefier and a ton of sod items...sod is so loot heavy). this would make for a coherent system.

     

    then on top of this item randomizer could work too of course, as an additional layer of randomness. but it would be unnecessary, basically.

     

    That sounds very intriguing.

    Are items from those loot tables shared and if that's the case, does the game ensure that an item does not drop multiple times?

     

    E.g.: Would stupefier be able to drop from a number of different chests and would the game still keep track and prevent it from dropping again once it dropped from one chest?

  3. Thanks for all the information. I didn't expect BWS to use a manually updated list for file sizes either, kinda makes me feel bad for even whining about the issue. The amount of work you guys put into this is unbelievable, thanks again for that.

    Once you know about the issue it's not a big deal anyway. Only the first time, when BWS deletes about 1 GB of data by “re-downloading” things can get a bit annoying for people with slower connections.

     

    As for the memory issue: I did another mega-mod install, this time without any issues.

     

    I can't give an exact list of mods that I added or removed since I don't have the previous log, but one mod that I consciously left out was Siren for BG1/SoD because someone in another report mentioned that one “causing” the issue.

    To be clear though: I do not claim that the mod is indeed the culprit. Actually I have that one installed on my none mega-mod EET version and everything works just fine. Just mentioning it since it might be worth further investigating..

     

    I'll attach my BWS install order to this post. (I manually installed some smaller private mods just before EET_end though that should be of no consequence.)

     

    @Jarno

    No worries, I didn't take it too seriously, just some friendly sparring. :)

    EE_SandrahMEGAMOD.ini

  4. First, I notice during the Download Test phase that several mods register as that a different size is available, and that this is likely to be an updated version of said mods. However, during the actual download phase, those mods are not downloaded. They are already present on my system (apparently as an older version though?), but there appears to be no additional action taken by BWS to acquire the presumed new version. Is this normal behavior?

     

    I have a similar issue. As I've already reported on the Beamdog forums, my BWS claims several mods are not present (even though they are). However, mine starts to actually download these mods, only they ae the exact same versions I already had..

  5. Another indication may be found in the fact that EET_end which seals with a far bigger number of mods does not produce a similat issue.

     

     

    Well, as long as we're not sure what causes the issue we can't tell if EET_end wouldn't fail as well under what ever circumstances make EET fail.

    I will try to do a new separat Mega-Mod install and see how it goes...

  6.  

    Another more common constancy is to try and get people to listen to you in a single forum... so they DO NOT NEED TO READ THE SAME POST ABOUT THE SAME STUFF IN MULTIPLE forums.

     

     

    I have no idea what you're even talking about. I haven't posted about this issue in any other forum. Also, maybe go outside for a little while.. you seem agitated.

     

    @Roxxanne I didn't want to imply Sandrah was the cause for this issue I merely mentioned it since your mod requires basically the whole package of big mods to be installed.

  7. I'm running into some issues trying to do a Sandrah Mega Mod install. EET will fail with an "out of memory" error.

    Smaller none mega-mod EET installs work just fine though.

     

    I know this is a known problem but has anyone found a workaround yet or was able to pin-point the exact cause of this issue?

  8. double period in windows path (..) means "Parent Directory" (1 directory above current one). If no other default path is found the installer checks Parent Directory/Baldur's Gate - Enhanced Edition and Parent Directory/00806

    The message prints exactly what is storred in bgee_dir variable that is used during whole installation.

     

    alternate GUI can now be installed via setup-EET_gui - it will be created after installing main component.

     

     

    Thank you for the info.

    The Windows thing probably seems trivial for someone with in-depth programming knowledge but I assure you to people like me this is totally new information. :)

  9. Some minor feedback on the new confirmation prompt for the BG1 detection.

     

    This isn't really all that helpful for people with multiple BG1 installations:

     

    jesMP9H.jpg

     

    *edit*

     

    By the way, where can I get that external mod for the alternate GUI and does it also contain the "import voice sets from IWD" feature (which is also missing from the 7.1 EET_END) (nvm. that's part of EET_Tweaks)?

  10. .. continuously repeating "EET should not change any vanilla content" does not make this already weak argument any better. EET is a new game experience ..

     

    I agree with you on that one and I think it is actually debatable whether or not the Gaelen's fee issue is at a point where a EET core change is warranted or not. Personally though, I think it's not at that point.

     

    It has always been ridiculously easy to get the “20k” for Spellhold, that's nothing new to EET.

    If Brus/Valen would spawn right away after you talked to Galaen (without you doing anything cheesy) then yes, that would probably warrant a EET core change. As it stands right now however, I don't think this is something EET needs to handle (at least on a core level).

    After all, all EET does is to import a few more items from BG/SoD.

     

    There is already a tweak out there that allows you to set the amount to up to 130k (Tweak anthology I think) and I would imagine most people already use that anyway. Once the IWD parts are integrated into EET it might be a good idea to offer a similar component in EET Tweaks, either with a customizable amount or at least a larger sum.

     

     

    That only proves that you are blind to the whole argument. Done.

     

     

    Well, to be fair she at least offered some points to support her stance while your whole point seems to be "You're wrong because I'm right!". :)

  11. I've run into a problem with Neera not spawning in the bridge district. As far as I can tell the variables are set correctly and the creature file exists as well.. so I'm at a loss as to why she doesn't spawn.

     

    I've attached the area and trigger scripts and a save just before walking over the trigger that spawns the npcs for her cutscene.

     

    In the save OHN_INTRO_SCENE is at 1 and K#NeeraImport at 0. After triggering the variables are set to 2/1 which should cause the script to spawn neera8.cre (which exists in my files) but she doesn't show up (which breaks the game since the cut scene can't continue).

     

    *edit* note: this is a fresh SoA game, so Neera never was in my party before.

    neeraproblem.7z

  12. Hey, I did a fresh install with RC4 today (since I wanted to change a few mods anyway) and while testing stuff I noticed that the alternate SoD GUI EET offers does not come with an "abilities" button (for high level abilities) which means charcters can no longer level up as soon as they get HLAs.

     

    While I'm at it, I'd like to suggest offering an option to use the new EE movies instead of the classic ones, either as an EET core feature or at least as part of EET Tweaks. In my opinion the new movies are way better than the old ones (at least on today's widescreens).

  13. Quote

    I have a new playtrhough, and couldnt talk to Garrick either. I have a Tactical instalation of BWS, but also tried on a Vanilla instal. Had to CTRL + Q on Garrick to recruit him. After that, I talk to him normaly. Version: GOG 2.3.67.3

    you mean the Garric bug happens on vanilla BG:EE or vanilla EET?

     

    It Happens on my Tactical Instalation of Big World Setup (BWS). After I ran into the bug, I load the save on a Vanilla BGEE instalation, and the bug persists.I have the save, How do I attach a zip file here ? I dont have EET installed.

     

    If you ran into the bug without EET installed I don't think there is any need for your save.

     

    @K4thos yeah, it just dawned on me that I'm lacking the BWS fix files I usually have for my installations so all these bugs might be ancient and completely EET unrelated and I'm just expierencing them now for the first time. :p

     

    I wonder if I can trick the BWS into installaing over EET if I start BWS before I run EET. That might cause a hole load of new problems though..

  14. Hey, I will try to stick to that method for further reports. :)

     

    As for the messed up installation, I think this is a missunderstanding.

    I only copied the files that were not already in the /data/ folder over, so all files in the /sod-dlc/ folder were sitll there and intact and all original files in the /data/ folder were also still there and intact. The only difference was that /data/ did also hold a copie of all the /sod-dlc/ files that did not have a name conflict with files already in /data/.

     

    In anycase, my current isntallation was made with a new clean BG:EE set-up, using only an edited EET tp2 file (changed the check from /data/filename to /sod-dlc/filename) so there should be no missing files in my installation. :)

     

    Another question: Does EET replace the BG:EE movies with the classic movies by default or did I somehow install this "feature" by accident? I'm quite fond of the new movies tbh.

  15. Apparently the recent BG2EE patch introduced slight chances of getting nice loot from rando grunts. Now, with EET being on the BG2EE engine, presumably that can filter back to the BG1 portion of the game...

     

    Ah, that explains why I haven't experienced that before, this is the first time I play a version above patch 2.0.

  16. Some bug reports form my play-through.

     

    I'm not sure if you'd rather have minor bug reports dripping in as they happen or get them in a bulk. Since you're working on RC2 right now I'll report them as they come for now.

     

    So far I've encountered the following bugs:

     

    • Could not initiate dialogue with Garrik after killing Silke.

    • A kobold in the Nashkel Mines dropped a Mordekain's Sword scroll which seems a bit too high lvl as random treasure for this area.

    • Mulahay repeatedly spamms his “fools you'll never have a chance to take anything” dialogue when he is low hp and spawns a whole new set of minions each time instead of asking for mercy.

     

     

    Obviously I can not be sure whether these bugs are even related to EET or are caused by other mods. I've attached my WeiDu log below. I didn't follow any official install order but I'm fairly certain that my installation order shouldn't cause any incompatibilities between the few mods installed. As for my personal mods, there shouldn't be anything in there that could cause those bugs.

     

     

    BG:EE WeiDu log:

     

     




    ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #23 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Baldur's Gate: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22.3_20160416
    ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.3_20160416
    ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v13
    ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v14

     

     

    EET WeiDu log:

     

     

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
    ~EET/EET.TP2~ #0 #0 // Baldur's Gate: Enhanced Edition Trilogy (EET) - core component: beta 0.9
    ~TOD/SETUP-TOD.TP2~ #0 #0 // Tower Of Deception Mod (Requires Throne Of Bhaal)
    ~TOD/SETUP-TOD.TP2~ #0 #1 // Improved Astral Shard Guardian
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Allow individual versions of Spell Immunity to be placed into Contingencies and Spell Triggers: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4174 // Increase the price asked by Gaelan Bayle -> Gaelan wants 120,000 gold pieces: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6103 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6553 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6562 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8042 // Increase difficulty of level-dependent monster groupings -> Almost-maximum difficulty (maximum for everything except liches): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.50
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.50
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #10 // Remove Helmet Animations: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3120 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Are Never Angry About Reputation: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: Beta 4
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: Beta 4
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #0 // Teleport spell: 1.3
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1 // Consistent NPC appearance: 1.3
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3 // Adjust total XP CAP: 1.3
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #6 // Adjust XP for Traps, Spells and Lockpicking: 1.3
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #13 // Put Sword of Chaos +2 in Sarevok's inventory: 1.3
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #20 // Disable hostile reaction after charm: 1.3
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #23 // IWD:EE soundsets (requires installed IWD:EE): 1.3
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #27 // Add racial enemies from IWD: 1.3
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #28 // Remove junk from global scripts: 1.3
    ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #31 // Borderless Full Screen Worldmap: 1.3
    ~A7NOEENPCS/SETUP-A7NOEENPCS.TP2~ #0 #1 // Modify Enhanced Edition NPCs -> Disable all NPCs: v3.2
    ~A7NOEENPCS/SETUP-A7NOEENPCS.TP2~ #0 #301 // Make NPC-specific items available for everyone: v3.2
    ~A7#IMPROVEDARCHER/SETUP-A7#IMPROVEDARCHER.TP2~ #0 #0 // Improved Archer Kit: v2.2-beta2
    ~A7#IMPROVEDARCHER/SETUP-A7#IMPROVEDARCHER.TP2~ #0 #100 // Add +4 arrows, bolts and two powerful bows to the game: v2.2-beta2
    ~ANIMALCOMPANIONS/SETUP-ANIMALCOMPANIONS.TP2~ #0 #0 // Animal Companions For All Rangers (Optional: Druids)
    ~ULBSPATCHEE/SETUP-ULBSPATCHEE.TP2~ #0 #0 // Bhaal Powers Refinement
    ~ULBSPATCHEE/SETUP-ULBSPATCHEE.TP2~ #0 #1 // Portrait Replacement For Various (Mod) NPCs
    ~BEARWALKER/SETUP-BEARWALKER.TP2~ #0 #0 // BEAR WALKER KIT for Enhanced Editions.
    ~SETUP-EET_END.TP2~ #0 #2 // Baldur's Gate: Enhanced Edition Trilogy (EET) - last component in install order (temporary uninstall it first if you're going to install more mods)
    ~MINORNPCPORTRAITSFORBGEE/SETUP-MINORNPCPORTRAITSFORBGEE.TP2~ #0 #0 // Minor NPC Portraits for BGEE: 1.5

     

  17. I just finished a small installation with SCS and some tweak mods using an edited tp2 file and everything seems to work fine so far. Will keep you updated.

     

    @Mike Thanks, that will surely come in handy. :)

    @Etamin I guess K4htos wants to wait for the actual release version before he makes a big announcement over there.

  18. Update 3:

     

    I managed to install EET (with warnings though).

     

    So, hoping that EET would just follow the chitin.key and actually use the duplicate files from both folders, I went ahead and just copied the /sod-dlc/ files over into /data/ (not including the duplicate files of course) and tried to install it.

     

    In hindsight it was stupid of me to actually copy the files over instead of editing the file check in the tp2 file since now I can't be too sure if it actually worked. There are only like 4 or 5 duplicated files and since the majority of the sod stuff was in the data folder as well it might mean very little that the SoD campaign seems to run just fine. (Side note: I don't have any graphical issues in the SoD starting area and the fog displays just fine.)

     

    Barring any new advice in this thread I'll go ahead and try to re-install EET tomorrow morning, this time just edition the tp2 file.

     

    PS: The forum doesn't like .7z files and I'm tried so I'll upload the debug file tomorrow if it is of any help.

  19. Update 2: OK, I'v looked into the tp2 file and it turns out the file EET checks for in the BG:EE folder is not where it is supposed to be.

     

    EET wants SoDAreas.bif to be in the /data/ folder but apparently modmerge puts the file into a folger called /sod-dlc/ instead. I'm not to sure what to do as /sod-dlc/ holds a number of duplicate files form /data/ so even if I moved/copied the file over into data the installation would probably still run into some issues.

  20. Update: tried it with a fresh, clean BG:EE (SoD) installation, still the same result.

     

    The BG:EE installer has version number 2.5.0.7 (which was the latest available version on GoG as of last week and should be patch 2.3, SoD has version number 2.4.0.6 which was also the latest available version and should also be 2.3)

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