Jump to content

ithildurnew

Members
  • Posts

    192
  • Joined

  • Last visited

About ithildurnew

Recent Profile Visitors

5,660 profile views

ithildurnew's Achievements

  1. Is there hotkey control of Strategems summoned critters? I found this blurb in the readme, but nothing else: 'Player-summoned hotkey control now a bit smoother' [edit] PLANGOOD.bcs seems to feature 'E' as a hotkey for toggling ai on/off. Unfortunately, no such toggle for nymph.bcs I often preferred gminion's handling of summoned critters, including it's rather nifty handling of nymph's Mass Cure. At the very least knowing there is an ai off hotkey for every summon is a plus. [edit] Unfortunately it appears installing gminions and Strategems in the wrong order results in the latter wiping out much of gminion's components (there are snippets of code in gminion specifically accounting for the presence of Stratagems but apparently not the other way around) ... i.e. gminion assigns at the point of summon by PC's party at least some of it's custom scripts as class scripts; however for nymph.bcs the code that handles this assignment seems to be missing after installing Strategems and it's changes to nymph.bcs... If this is true (certainly possible that there's other factors I'm overlooking) perhaps a note in the readme recommending installing gminion (if one wishes to install that mod) after Strategems would be helpful.
  2. The ai script seems quite useful while being simple, elegant (best suited for people who'd rather not let ai scripts do all the work), but wondering why Turn Undead was left off the various modal action options available.
  3. Thirded. I have to concur; this is a very well written mod and a completionist's dream. imho it's actually a good example of solid handling of well known characters' dialog and choices/reactions/insertions that keeps the tonality of the original game's characterization and writings, without ever becoming over the top like way too many NPC mod writing (including Beamdog's). One suggestion might be to tone down the xp and gold (leave items alone especially if they're mentioned in the original dialog) rewards in general from all stronghold quests; the game balance is heavily impacted when you are able to complete and receive rewards from multiple (potentially every single one) strongholds , vs the intended single stronghold.
  4. [edit] It appears these may have been non issues; the ambush cutscene being truncated is something Endless BG1 does, and it appears EET familiars by design require resummoning when transitioning from BG1 portion to SoA.
  5. [edit] It appears these may have been non issues/known limitations of the mod; the ambush cutscene being truncated is something Endless BG1 does, and it appears EET familiars by design require resummoning when transitioning from BG1 portion to SoA. I supposed this could be a EET issue rather than Endless BG1, but I've never had this problem with previous EET installs... After killing Sarevok I continued on to finish off Durlags and the rest of the Ulgoth's Beard quests. I then returned to the palace and chose to skip SoD completely. I'm very, very grateful that the option to make these choices, in that order, is made possible thanks to this mod. Upon speaking with the Duke and telling him I want to move on to my own business, I got what appeared to be a very brief glimpse of the ambush area, before it disappeared (may have faded to black, I don't remember) without any dialog, etc. firing. Next thing I see is the SoA intro movie playing, after which I'm in Chateua Irenicus. I'm guessing the cut short ambush scene isn't quite what was intended. The other oddity is that my protagonist's familiar is missing. If my memory serves me well, in previous EET installs he'd be tucked away inside the trapped painting (the one Helm of Balduran is usually found in), but he's not there. I haven't found him anywhere else in Chateau Irenicus or anywhere else so far (at the start of Ch. 2). Since I've never had this happen on previous EET installs, I can't help but wonder if the only other mod I have installed that tweaks the transition to SoA might have had something to do with my plight. My weidu log:
  6. @DavidW, it appears that file dwguiulb.2da is copied into the override folder of my EET install by Strategems, and this triggers the description text for this event. Looks like this file points to string 24105 which in my EET install (as well as unmodded vanilla BG2EE) is a bit of dialog from Gorf the Squisher mini quest... with obviously problematic (al beit minor) result when arriving in Ulgoth's Beard. It looks like at least in my EET install, the correct string should be 224105, so perhaps just a minor typo error is what we have? I suppose it's pretty trivial in the big picture of things, but figured you might want to know for future updates. Cheers.
  7. Simple question: is this mod redundant with the current installation of EET (which restores most if not all of the original Bioware BG1 movies)? http://www.shsforums.net/topic/55573-mod-bgee-classic-movies/
  8. @Skitia Enjoying the mod's latest update very much so far, but ran into what seems like a bug:
  9. Bumping, still hoping for an answer.
  10. It's a nicer interface layout than the default quickloot UI, and has a couple of features that I find highly useful such as showing your current encumbrance/how much weight you're carrying, so you don't pick up items when you're at or near the limit.
  11. @lefreut ... or anyone else, is there some fundamental conflict between Adul's better quickloot and LeFreut UIs? Experiencing the same problem with the BG2EE version (on a BG2EE install). I really happen to like Adul's quickloot, so much so that if I'd known about the 2 being mutually exclusive I probably would not have installed LeFreutUI mod - unfortunately it was the first mod installed so too late to remove it. If there's a workaround to get Adul's quickloot installed on top of LeFreut UI that would be magnificent.
  12. Good to know. Lots of options - thanks for the heads up. Now to decide which of the 2 options to go with.
  13. Is there a way to get Adul's better quickloot component to install on a IWDEE installation with Lefreut's UI-IWDEE already installed?
  14. Thanks for the clarification! I can see it's appeal for slower progression playthroughs.
×
×
  • Create New...