Jump to content

K4thos

Modders
  • Posts

    1,420
  • Joined

  • Last visited

Posts posted by K4thos

  1. is it possible to consider setting cut-off values (according to chapter) for southern quests instead of percentile reductions in order not to disincentivize players from solving petty quests?

     

    something like (just made up numbers, probably very very off):

     

    bg1 - 10k

    SoD - 16k

    (IWD maybe even - 16k)

    BG2 - 64k

    HoW - 24k

    TOB - 100k

     

    something like that, dunno

    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.  

    I just reached [level 9] in my EET game, having defeated the cloakwood mines

     

    From what I've experienced so far, a global reduction in XP -- monsters or otherwise -- would have been very unwelcome.

    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. wow great! just what is needed in my opinion

     

    do you think you can reduce xp by just 50% in chapters 1-4?

    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.  

    You never could in any version of the game before, you could not visit ANY BG1 area at all. Why would you want to?

     

    http://gibberlings3.net/forums/index.php?showtopic=27996&do=findComment&comment=243849

    http://gibberlings3.net/forums/index.php?showtopic=28549&hl=

     

    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)

     

    Baator plane

     

    but that is obvious.

  6. Is there any particular reason for Gavin for BG1 and not Gavin for BG2 too being present in the BWS list?

    Same thing for Valerie.

    correct me if I'm wrong but I don't this Gavin is compatible with BG2:EE. Quote from readme:

    This mod is designed to work with Baldur's Gate II: Shadows of Amn with or without the Throne of Bhaal expansion pack. The mod should be compatible with other WeiDU mods.

    BG2:EE compatibility is needed to add EET support.

     

    As for Valeire is there even BG2 version of the mod? Can't find it.

  7. berelinde's Keldorn Romance is (should! I didn't test it, only implemented your changes) be compatible with EET.

    thanks :party: 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.

  8.  

     

    This may already be fixed in the new version - anyway

    Jonavi.cre in BG1200.are appears with BG1 contents during ToB when revisiting the area.

    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

  9.  

     

    This may already be fixed in the new version - anyway

    Jonavi.cre in BG1200.are appears with BG1 contents during ToB when revisiting the area.

    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 :oops:

  10. This may already be fixed in the new version - anyway

    Jonavi.cre in BG1200.are appears with BG1 contents during ToB when revisiting the area.

    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).

  11. 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.

  12. 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.

  13.  

    "SoD be gone" mod would be technically incompatible with any mod having SoD content

    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).

     

    I will give a try to this code ! sure ! I thought it would be so much harder (increasing chapter several times, "tuning" NPC, who know what's more...).

    l will give feedback (in this thread) if people are interested, and may even try to write the readme and host the mod (if others are interested).

    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

  14. I actually do agree with the idea by the OP, despite the shaky somewhat hard to understand grammar (that is, assuming such an option wouldn't be exceedingly difficult to provide). xD

     

    The beamdog entry is seen by many as not being up-to-par to Black Isle quality, and by others as not even a true "canon" game to the franchise so to speak given the nature of it's release by a completely different studio. To me, the option for removing SoD seems justified, and would probably save some people money who only want to play 1 + SoA + ToB (the "canon" series so to speak) in a merged journey.

     

    EDIT: To be honest, when I saw this mod I thought "ahhh, do I have to get SoD to play this?"

    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.

  15. I don't know if you consider to make a new version of EET Tweaks one day.

     

    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.

     

    Can you add a component to EET Tweaks that "restore" this behavior ? or something that add a dialog to Imoen at the very beginning of SoD-prelude that skip SoD ? IMHO, a component like this could fit EET Tweaks.

    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
  16. It seems that the fog bug has been partially fixed even if it's still listed.

    dunno what is causing it, maybe it's GPU related. On my computer sometimes fog looks fine, sometimes exactly as in redmine screenshots

     

    Out of curiosity, why doesn't IWDEE 1.4 work for IWD-in-EET? The 2.x patch, generally speaking, only affects the engine and UI. Since we'll be running in the 2.x engine anyway, those will already be up-to-date. The game resources - the .ARE, .BCS, .CRE, .ITM, .SPL etc. files should work just fine when dumped into the 2.x game engine.

     

    Is there a technical reason I'm not aware of? Or is it just, "we know a change is coming, so why put in the effort now and then have to change it later" ?

    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

  17.  

    it's already implemented, use this in console:

    C:GetGlobal("K#TotalPlayTime","GLOBAL")

    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).

     

    Took me 160 hours through the game with all of the already available mega mods installed + some additional quests from NPCs and 3 of the strongholds owned by my party. Maybe not a representative value because I also tested Sandrah and Chloe and did corrections/additions to those mods - on the other hand I know most of the quests and therefore do not spend time with searching around for things/creatures etc.

     

     

    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.

  18. Only thing missing is a gameplay timer, so I can know just how many hundreds of hours I'm going to end up sinking into this thing :D

     

    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
  19. K4thos, do you mean it's just not possible *right now*?

    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.

     

    After the IDWEE 2.X patch is released and IWD-in-EET is finished, THEN will it be possible to install it via BWS?

    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.

×
×
  • Create New...