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Posts posted by K4thos

  1. On 8/19/2019 at 9:55 AM, lynx said:

    Did you apply the iwd2 fixpack first? It fixes a few items and where effects were missing, it would affect the conversion too.

    yes, I'm using fixpack before resources conversion. I've also considered using fixes mentioned in this topic, but the link to that mod is offline.

  2. Quote

    The problem I'm searching a solution to, is the fact that with the tweak installed, the game over cutscene plays anyway.

    if it worked before but now doesn't then Beamdog added or changed something in global script, or maybe the area flag used for this no longer works, some other mod forces game over when player1 is dead, or you didn't start a new game. No idea. If anyone else is interested in making this tweak functional again, as mentioned in the post, the code if free for grab.

  3. yeah, if item is for normal mode only then normalizing huge ST mods seems reasonable. Maybe even a cap of let's say up to -5 for normal mode and -15 for HoF mode? (penalty lower then this would automatically disable saving throw check during item conversion). From what I see there are no droppable items in vanilla EE games with bigger ST penalties. The only problem with this approach are items droppable in both modes - adjusting those would have to be done on a case-by-case basis.

  4. @bob_veng, could you please elaborate what you mean? The "Save vs. X at -Y negates" form is used in vanilla EE descriptions. Exemples:





    Combat abilities:
    – Miscast Magic affects the victim for the next turn on each successful hit (80% chance of victim's spellcasting failure, Save vs. Spell at -2 negates)


    Charge abilities:
    – Summon 8-HD Shambling Mound
      Range: 40 ft.
      Duration: 100 seconds

    – Enhanced Charm Animal (Save vs. Spell at -4 negates)
      Range: 40 ft.
      Duration: 1 hour


    Combat abilities:
    – 10% chance of decapitating opponent with each successful attack (Save vs. Death at -4 negates)


    If you're referring to the amount, which in this case is -14, it may look weird at first, but it makes sense considering most items with such high ST mod values are exclusive to Heart of Fury (Legacy of Bhaal) mode only, in which all creatures have extra 10 bonus to Saving Throws (so the -14 is as effective as -4 when fighting the same monster in non-HoF mode). In IWD2 the save penalties/bonuses information is hidden (which I think is bad considering applying save penalty or bonus makes all the difference in weapon effectiveness). In EE descriptions they are always listed, so that's the convention I've used too.  Let me know what you think should be changed here.

  5. Quote

    Some icon editing is required here (btw, is it OK to do that?)

    sure, if you're an artist or find one, feel free to improve icons. Don't forget about red animation on icons, though (not used by EE, but I don't see why mod like this couldn't be released for old engine too)

    btw. SoD icons suffer from obvious colorloss and transparency problems that Beamdog never addressed. Example:


    SoD icons have been made with partial transparency applied in some spots (or at least that's by assumption based on the above image), but the outcome file has been saved into BAM v1 format (which is limited to 256 colors for all icons and doesn't support transparency at all), instead of BAM v2, so now they look straight out broken. If I remember correctly, when I imported the icons into EET icons file, I did some fixes on SoD icons to get rid of those blank spots but they still look kinda bad.

  6. Remove effects by resource opcode with the name of the spell in resource field, when placed before other effects, is meant to clean out all effects previously applied by that spell (in order to make them not stack or to reset duration).

  7. @subtledoctor, please re-read the post. Both HoW and TotLM takes place in present day, alongside IWD2. That implementation won't change.


    tl;dr: for me the ideal structure of this would be something like:

    On an unrelated note, this may sound weird but I'm not fan of modular mods at all. For example I'm overhelmed by SCS components - majority of times I have no idea which SCS options should I select. I'd prefer SCS options like this tbh 😛




    19 minutes ago, Istfemer said:

    I proposed shifting the rectangle with Athkatla to the north and putting in on top of Alandor river. I'd still like to hear your opinion on this.

    fine by me, I will send you xcf file.

    1 hour ago, Ulb said:

    Also, Wyrm's Crossing is really far from Baldur's Gate but I think that's been an issue with the old map as well.

    this is no longer an issue. Beamdog removed BG city walls from Wyrm's Crossing area.





    edit: also according to official maps, Wyrm's Crossing is quite far from the city walls (notice that the distance is of similar size as the city itself)


  9. sure, no problem with releasing more map art variants or using base image, if that option is more popular. I've chosen clothify filter for this showcase since on grainy image differences between different icon art styles seems less prominent.

    Also if some artist would like to adjust the colors or work further with the base image, PM me.

    1 hour ago, Ulb said:

    Fire Leaf Forest, Nashkel Mines and Wilderness Lake look really weird placed right into the mountains like that.

    according to the in-game signpost Fire Leaf Forest is in the Cloud Peaks mountain range: 


    also the area is quite rocky and has high probability of snow. On BG:EE worldmap it's located below Nashkeel, which is a town located in northern slopes of the  Cloud Peaks . Wilderness Lake placement is a result of existing links between areas and its position on BG:EE map. Of course I'm ok with further tweaking BG1 areas placement - current one was quite a rush job on my part.

  10. 8 hours ago, Daxtreme said:

    I'm not sure because it's been discussed a lot, but what is the actual plan as for carrying over stuff from IWD1? Will your XP and gear carry over the main BG campaign?

    doing otherwise would be against majority of posts in this topic. I promised to take the feedback into account, so yeah, everything will carry over (one way or another).

  11. 3 hours ago, subtledoctor said:

    Looks like? Not sure if you're basing that on looking at the engine, or just playing the games. I speak from 2nd-hand information, but that information amounts to something like:

     - Tried to mod some stuff in PSTEE, but it is nigh-impossible because of being hard-coded;

     - Modding the same stuff in the EE 2.x engine is easy, that stuff is not hard-coded;

    - Ergo, there are some major differences between the engines.

    I only finished classic PST and played PST:EE just a little to test some stuff, so I wasn't aware that many things are hardcoded compared to BG2:EE engine. Thanks for information.

    What I said in my previous post still stands - the mod like this is feasible in EE 2.x engine from technical point of view (without EEex). I'm just not motivated to work on it, if the only purpose of said work is to make the PST more moddable. As mentioned, if a talented writer with a vision for the mod implementation in BG saga context will be interested in collaboration I can handle the technical stuff.

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