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K4thos

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Everything posted by K4thos

  1. technically yes but people didn't like an idea of xp cap even between campaigns let alone chapters. There is a topic regarding it somewhere in EET section.
  2. See that is too fast for me. At this point you'll be level ~11 before starting SoD, and 13 or so starting SoA. Add IWD into the mix, and increase those levels by 4. Personally I'd rather stay a bit under-leveled to get more of an organic challenge (versus the dumb artificial challenge given by the difficulty slider). But I don't think anyone's talking about doing this by default. Only as an optional tweak. And what would be an appropriate reduction for such a tweak. from what I understand such values in Lightbringer's game are mostly caused by BG2 rewards for thieving skills and spell learning (thousands per activity) which by no means are recommended for BG1 portion of the game. It's unlikely that BG1 mods changes progression so much but if that's the case it would be good to highlight which ones are most offending when it comes to XP rewards. Maximum XP values after doing everything in vanilla BG:EE with a party of 6 is about 227k per character according to this post. -------- Not sure how much XP can be acquired during SoD. This will be important to figure out suggested values for global XP reduction so if someone can provide such data (preferably separate for quests and monster kills) it would be useful. I think the overall goal when all is said and done should be not more than 500k total before starting BG2 portion of the game (vanilla SoD XP Cap)
  3. the rewards at 50% would be still stupidly high by BG standards, imo. Notice that only IWD content beaing adjusted during installation, nothing else in the main game. Take a look at rewards during IWD prologue: Prologue: Easthaven 1 200 - Because you bashed the bottle-bogarting basement beetles 1 200 - For whuppin' the wild Wolf in the workshop 1 200 - For lying to Jhonen or For telling Jhonen the truth 1 200 - For telling Elisia you delivered the blade of Aihonen to Johnen 1 200 - For helping Old Jeb stay off the wagon 1 200 - For giving Damien the remains of his fish 1 200 - For showing Gaspar evidence of the caravan's demise 2 400 - For telling Hrothgar about the caravan 1 200 - For giving the shopping list to Pomab 2 400 - For rescuing Jermsy in BG1 during prologue / chapter 1 equivalent for doing quests like these would be roughly 25% XP compared to IWD, at least from what I remember (did that calculation a while ago).
  4. when it comes to IWD1 content total quest rewards looks roughly like this (files are patched so that each quest distributes XP per character regardless of how large is your party, so the values below are already divided by 6): Prologue: Easthaven - 2400 Chapter 1: Kuldahar - 9017 Chapter 2: Dragon's Eye - 21167 Chapter 3: The Severed Hand - 46167 Chapter 4: Dorn's Deep - 48917 Chapter 5: Wyrm's Tooth - 258083 Chapter 6: Lower Dorn's Deep - 353417 --------- Heart of Winter - 886042 Trials of the Luremaster - 205000 From my calculations XP rewards in IWD1 are about 4 times as high compared to rewards usually received in particular chapters in BG1 and early BG2. So by default XP rewards in IWD content is reduced to 25% in IWD-in-EET during installation (this may change in future) which means at the end of vanilla IWD1 campaign (without expansions, so content that most players will finish during BG1) your character will have 182 92 more XP from quests alone. As for IWD2 content the XP rewards are not that much of a problem considering 3rd dnd values are kept and they are really low compared to 2nd dnd rules (it may change in future though, especially for monsters considering it's not that hard to give them 2nd rules values based on official dnd monster manual or calculation based on hit dices). It's recommended to install global XP reduction for killing monsters - not sure what will be the suggested value. Global XP change for quest can be installed too but I don't think it will be suggested for small installation that includes IWD-in-EET. The monster XP value will be far more important.
  5. which town areas? This may be a bug
  6. Just to know I can if I wish No problem, it's enough to know it before, so I can finish any business there before the point of non return. Is there any other area that gets closed forever after SoD? nope, I don't think so. You can even return to Dragonspear castle interior. Although not into (SoD ending spoiler) but that is obvious.
  7. correct me if I'm wrong but I don't this Gavin is compatible with BG2:EE. Quote from readme: BG2:EE compatibility is needed to add EET support. As for Valeire is there even BG2 version of the mod? Can't find it.
  8. can't reproduce it on windows on either BG:EE or EET. Line 219 is the last line in file. The only thing that comes to mind is back slashes used in tp2 file weidu INCLUDE command. Try opening tp2 files and change \ into / (ALWAYS section) to see if it will help.
  9. thanks And don't worry, it will work if it already works for BG2:EE. All the patch does is swapping chapter numbers with variables and evaluating them during installation based on platform so there is no chance that something would be broken in either BG2:EE or EET. EET doesn't change BG2:EE content in a way that could conflict with mods like this. And of course I'm offering troubleshooting in case something is suspected to be related to EET.
  10. dialogue filtering is not implemented for Baldur Gate city anymore because there is no way to enter the city after BG1 anyway (due to SoD plotline). So I'm afraid you will need to clean dialogues/NPCs yourself if your mod gives access to BG city areas in later parts of the story (although if you send me such changes than they can be implemented by default). What? You can't access Baldur's Gate city during BG2? play Siege of Dragonspear to find out why. Or if you don't care about spoilers check out these topics: http://gibberlings3.net/forums/index.php?showtopic=27996 http://gibberlings3.net/forums/index.php?showtopic=28549
  11. dialogue filtering is not implemented for Baldur Gate city anymore because there is no way to enter the city after BG1 anyway (due to SoD plotline). So I'm afraid you will need to clean dialogues/NPCs yourself if your mod gives access to BG city areas in later parts of the story (although if you send me such changes than they can be implemented by default). You are right. Cyric's granddaughter fell into her own trap...BG City would not be accessible without my own tweak. Embarassing. If I remember correctly I've sent you list of filtered BG city content before this change. If this is not the case then the list and code should be retrievable from Github history, but I have no idea which commit it was and there is crazy amount of 284 commits
  12. dialogue filtering is not implemented for Baldur Gate city anymore because there is no way to enter the city after BG1 anyway (due to SoD plotline). So I'm afraid you will need to clean dialogues/NPCs yourself if your mod gives access to BG city areas in later parts of the story (although if you send me such changes than they can be implemented by default).
  13. First post updated with following mods: Installed on BG:EE: - Sharteel NPC mod for SoD - Drake NPC - Rough World Installed after EET (native support, no patches needed): - Lefreut's enhanced UI - Sirene NPC for BG2:EE (should have full continuity if BG:EE version is present) - Pai'Na NPC for BG2:EE - Pale Master Sorcerer Kit (currently need to be downloaded from master Github branch) - Mystic Fire Paladin Kit (currently need to be downloaded from master Github branch) - Bardic-Wonders (currently need to be downloaded from master Github branch) - Arcane Archer Fighter Kit (currently need to be downloaded from master Github branch) -------------- there are also compatibility patches for TeamBG's Armor Pack and TeamBG's Weapon Pack: http://gibberlings3.net/forums/index.php?showtopic=28534 edit: thanks agb1, sent pull prequest for Pale Master Sorcerer Kit. No problems with other kits.
  14. TeamBG's Armor Pack patch: https://dl.dropboxusercontent.com/u/35433122/TeamBG's%20Armor%20Pack%20patch.zip TeamBG's Weapon Pack patch: https://dl.dropboxusercontent.com/u/35433122/TeamBG's%20Weapon%20Pack%20patch.zip These are native native compatibility patches so should be extracted on top of original mods and installed after EET. If someone has account on http://www.baldursgatemods.com please send the author link to this post. Maybe he will be interested in incorporating them officially.
  15. jojo678, this happens when Finch is not installed (without him Indira override script is not created). Reported to author. Download file attached to this post and extract it to EET/other directory - I've added code that creates referenced override scripts if they don't exist yet. EET_functions.zip
  16. This is not the case. Just like "Dungeon be gone" or "Skip Candlekeep" or "Skip Irenicus", that mod would still be based on an install that has the full contents (resources etc) of the complete game (see K4thos earlier comment), You would just jump a couple of chapters and never see their contents. You will also never meet the NPCs that start in that skipped section. But since those chapters nevertheless still exist in the game, there are no technical issues. correct, you can still install any mod with SoD content compatible with EET. I was referring to mods that may need the SoD game world progress in order to work correctly later on (that's why Sandrah came to mind since other mods are usually made with single campaign in mind). Things like setting up some variable, talking to someone or have access to SoD areas - notice that if you skip whole SoD you won't be able to visit these areas during SoA because links between SoA-SoD areas won't be active (although BG1 ones will be visitable). already tested. You can check it out with save appended to this post (it's made with SCS installed but it shouldn't really matter). 000000041-Sarevok battle SCS.zip
  17. http://www.shsforums.net/files/file/1135-disable-enhanced-edition-npcs/
  18. http://gibberlings3.net/forums/index.php?showtopic=27741&page=35&do=findComment&comment=250285
  19. when it comes to making the expansion not needed during installation than this is not going to happen due to reasons discussed in this topic In short: baseline content available for mods should be the same, otherwise it would be headache for modders.
  20. dobut it. The problem lays in EE engine (affects many mods that uses TIS v1 format, we're waiting for Beamdog to fix it in the next patch). Should be fine on old engine.
  21. of course it is planned ("soon"). Current version was created with patch 1.3 in mind. On current patch many tweaks don't work at all. To be honest I should have made this mod offline long time ago before changes are made - in current state it's a mess. technically no problems with that (other than awkward blank pages in journal between chapter 8 and 13) but I'm not sure if adding it to EET_Tweaks is a good idea. Reasons: - such change may conflict with mods (example: Sandrah). Considering EET_Tweaks is installed at the end this could break someone's game. - people usually don't read readme files (I'm guilty of it too) so may install such tweak by mistake - there may be people that never played SoD but influenced by user score on metacritics decide to skip it. I'm not entirely familiar with the controversy itself so I can be wrong but from what I've read the score may be influenced by GamerGate, so it's possible that it doesn't really reflect common opinion regarding the expansion. Personally I find it better than any BG mod that I played (which is not really surprising considering it's paid content) so I think everyone should give it a chance at least once. If there is demand for such change than external mod with self explanatory name like "SoD-be-gone" (installed at the beginning of installation so other mods could detect it and refuse to install if needed) would be a better idea, imo. If someone would like to create it (I'm to lazy to write readme file and not really interested in endorsing/hosting it) than all that need to be done is using this code: COPY_EXISTING ~BDSODTRN.BCS~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~StartMovie("SODCIN01")~ ~~ REPLACE_TEXTUALLY ~MoveToCampaign("SoD")~ ~CreateCreatureObject("K#TELBGT",Player1,0,0,0)~ END BUT_ONLY
  22. dunno what is causing it, maybe it's GPU related. On my computer sometimes fog looks fine, sometimes exactly as in redmine screenshots patch 1.4 still uses BGEE.SQL. Code for parsing new format that replaced it is ready, so I don't see a point in wasting time adjusting the old code when current EET code will work as it is when IWD:EE will be updated to patch 2.x. Some other things will likely have to be changed too (see differences in files that caused SCS to not be installable on patch 2.x games or even EET_Tweaks which in current state is partially broken due to changes since patch 1.3) and will need to be tested. Overall whole IWD-in-EET code has to be updated with the current improved EET codebase (tp2 files are similar) so we're waiting for latest patch before doing it. ----------------------- edit: Changes since RC8.0 release (we're currently on RC8.2 on Github release page): - Fixed regression in mod added Kit importation - Fixed biography - Fixed leftover strings in SoD GUI - Drake NPC installed on BG:EE support - EET_modConverter updated (fixed issue with flagging file as modified and error when option 1 is used) - Minor transition code adjustments (nothing needs to be changed in mods) - Linux now uses external LUA and ffmpeg binaries included in the archive - Fixed missing Boo in Minsc inventory - Fixed missing SoA starting movie - Reputation reset during SoA transition (instead of pre trial) - Added missing total play time timer to SoD global script - Key file workaround also added to EET_end - New icon - Corrected Durlag's Tower placement on EET Worldmap
  23. In deed. It looks reasonable in my current game. I looked at the value at the end of ToB (I am currently in my own sequel, so beyond the normal end of the game). you can add some hours from SoD because from what I see only BALDUR.BCS and BALDUR25.BCS have been patched with this code (forgot about BDBALDUR.BCS). This will be fixed in the next version.
  24. it's already implemented, use this in console: C:GetGlobal("K#TotalPlayTime","GLOBAL") unless RealSetGlobalTimer and RealGlobalTimerExpired are not working correctly this should print exact amount of hours played with the current save. Here is code used for real life hours and in-game days counting: //counts how many REAL hours you have been playing IF Global("K#TotalPlayTimeActive","GLOBAL",0) THEN RESPONSE #100 SetGlobal("K#TotalPlayTimeActive","GLOBAL",1) RealSetGlobalTimer("K#RealTimerOneHour","GLOBAL",3600) Continue() END IF RealGlobalTimerExpired("K#RealTimerOneHour","GLOBAL") THEN RESPONSE #100 IncrementGlobal("K#TotalPlayTime","GLOBAL",1) RealSetGlobalTimer("K#RealTimerOneHour","GLOBAL",3600) Continue() END //counts total in-game days passed IF !GlobalTimerNotExpired("K#TimerOneDay","GLOBAL") THEN RESPONSE #100 IncrementGlobal("K#DaysPassed","GLOBAL",1) SetGlobalTimer("K#TimerOneDay","GLOBAL",ONE_DAY) Continue() END
  25. well, not possible because the current code base in IWD-in-EET tp2 file has been written with IWD:EE patch 1.4 in mind and is not compatible with current EET code base. Once it's become updated to patch 2.x I will go back to update it so it will be compatible again. see the IWD2 part of the message - that one still needs work. It would be best to release whole mod at once for testing (or at least with first chapters of IWD2 that are related to Targos and nearby areas) but technically it would be possible to release just IWD:EE content first. Not sure how we will approach the release yet.
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