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K4thos

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Posts posted by K4thos

  1.  

    87

    Thanks guys, I re-downloaded the patches as a .zip this time, rather than individually, and have around two dozen mods installed now. The only ones that didn't install were Thrown Hammers, and SCS. In my oh-so scientific method, I also dropped Weidu 23902 on-top of the EET install, but I'm pretty sure it still said 23901 when I ran it. Probably some other mod like BPSeries AI interfered with SCS. We'll see how it goes. Can't wait until this is all ironed-out and integrated into BWS. Perhaps Faerun shall expand further...

     

    SCS didn't install probably because you didn't use Big World Fixpack on it (after applying my patch that just adds compatibility with EET - BWF can patch it later just fine). Without it or several manual changes SCS mod doesn't support patch 2.x

     

    BpSeries is not recommended. I haven't check if it needs any update to work with EET (doubt it considering it's just AI) but seems excessive considering EE games with patch 2.x have like 2256 lines of (amazingly written) AI script code per NPC by default. Code that uses many commands that weren't available in old engine (which BPSeries was written for) and fully controllable behaviours via shortcuts.

     

    Also keep in mind this post. It's better to wait for this release considering it will be up soon (got contracts to finish related to my work by the end of Monday but after that I will be able to finalise the release in relatively short time span).

     

    --------

     

    edit: btw. thanks to all for answering questions :)

  2. Is there an ETA for the RC6?(even an approx like this week or this week end or next week) I still have a few days with a lot of free time to try and get some more bugs down.

    Things ready but not yet pushed on Github:

     

     

    - EET now merges BG:EE TLK with BG2:EE file instead of dynamically expanding it. This means that from now on saves will behave exactly like in vanilla games and will be always valid when it comes to vanilla content on different installations. More information here: http://gibberlings3.net/forums/index.php?showtopic=28198

    - Fixed bug with spell effects descriptions

    - Fixed RC5 regression in Ducal Palace second floor script (SoD)

    - Starting from ToB campaign without playing previous campaigns allows you to summon default BG2:EE NPCs

    - SoA quests controlled by global script will now remain active during ToB

    - Updated EET_functions.tph (STATE_REALLY_DEAD check changed into 'Dead' trigger, WITH_TRA command used to not overwrite strings used by mods dependent on AUTO_TRA - BG2:EE NPC patches should be re-downloaded since they use this external file)

    - Dynaheir, Khalid, Yoshimo recognized dead by Fate Spirit in ToB

    - Neera spawned in correct coordinates if game was started in SoA

    - fixed critical bug in save patcher (problems when resource present in SAV file doesn't exist in game). Also implemented workaround for weird weidu bug - some strings exported from TLK to TRA becomes messed up if the new file overwrites previous one. DELETE command used before exporting doesn't fix it. Only deleting the file via AT_NOW seems to make weidu not screw the output file

    - GUI auto biography feature now supports multi-class characters

    - Fixed biography table generation for ARCHER and WILD_MAGE kits

    - HLA screen in SoD GUI now available in SoD style

    - improved auto detection of BG:EE installation (loop through all default GOG, Steam, Beamdog directories - let me know if you use default directory but the game prompt to type it manually rather than asking for default directory confirmation)

    - Chapter names shows up correctly in Journal

    - SoD Chapter 9 and 10 textscreens no longer replace ToB ones

    - Changes to util.lua functions moved to M_EET.lua (FPS based message and journal pop-up time, support for both BG:EE and BG2:EE style journal entries, chapter labels)

    - Underground River name correctly presented on worldmap

    - Fixed level 1 BG:EE CHR files importation

    - Pocket Plane ability no longer can be casted successfully inside Pocket Plane

    - One Aec'letec even if you killed some BG2 Tanar'ri before meeting him

    - no backup made upon patching Baldur.lua via 'Finalise EET' component

    - 11 SoD items correctly imported to BG2

    - Characters turned to stone in BD1000 no longer uses DPLAYER3.BCS (vanilla SoD weirdness)

    - Shorter travel times between BG1->SoD, SoA->BG1, ToB->SoA (feedback regarding it needed)

    - wav files packed into multiple 100MB biff files rather than one 700+ MB

    - Siege of Dragonspear areas reachable when progressing through story contrary to vanilla SoD which removes access to them after each chapter. It's a 2 step process. First cleaning takes place to get rid of characters that shows up later in the SoD story after the chapter that the area was meant to be accessible is finished, so you are still able to finish pretty much all side content in later chapters. Second cleaning takes place when you visit these areas after finishing SoD story - in such case everyone related to Crusaders and Coalition is disabled, so the areas are ready to be repopulated again by mods (desperately needed for Coalition Camp and Dragonspear Castle considering almost everyone there were involved with the main plot)

    - WeiDU updated to beta 239.02 (still not a stable release so watch out installing other mods, also missing one crucial feature for EET so workarounds still in place)

     

     

     

    Things that I'm still messing up with:

     

     

    - arrays with spell effects and general descriptions are now used during conversion to automatically assign BG2 strings if appropriate

    - new function used during conversion will now automatically add missing 'Protection from Display Specific String' effects based on BG2 TLK values

    - Killed NPCs won't show up in SoD (with some exceptions related to story)

    - Developers Documentation added to docs directory

    - Exported strings from foreign languages to make chapters.tra translating faster

     

     

     

    And than some testing is required too since some of these changes are quite radical (mostly SoD travels and TLK appending). I hope everything will be ready in few days, but hard to tell exactly how long it will take.

     

    I don't know if it has already been reported. The Underground River map (BD5000) does not have a name on the worldmap and therefore no travel time either.

    thanks! Fix is ready for next release.

  3. this will be fixed in all patches with the next release by updating EET_functions.tph to use WITH_TRA command (hopefully weidu will receive stable release soon because latest version will be needed for these patches and we can't request internalizing them by authors when the code relies on unstable features), so no need to report it. For now I would recommend skipping installation of optional components (other than portraits) for NPC mods that uses patches, since LOAD_TRA used at the end of main component without re-loading setup.tra can indeed screw something like alternative KIT installation.

    Either way it may be a good idea to wait for next RC before starting new installation considering this will be major update (probably last RC release) and the mod will be finally feature complete.

  4. thanks for report. It's caused by last block added into main component that uses LOAD_TRA to get Fate spirit dialogues (no other way to do it since these mods uses AUTO_TRA feature). So after this step we should reload setup.tra before other optional components are installed. To fix it just add:

     

    Xan:

    LOAD_TRA ~Xan/%LANGUAGE%/Setup-Xan.tra~

    right above "BEGIN @48"

     

    Kivan:

    LOAD_TRA ~Kivan/tra/%LANGUAGE%/setup.tra~

    right above "BEGIN @165"

     

    --------

     

    edit: newest weidu has WITH_TRA and PATCH_WITH_TRA commands that could be used here instead. But it still has beta status and who knows when the stable version of weidu will be released.

  5. This mod has an optional Category Portraits component to assign portraits from a pool of random portraits to actors that are not assigned specific portraits by the main component. This component is highly recommended and covers beings that are genericly named. For example, human characters named "Thief" or "Mugger" will get portraits from the male or female Rogue pool, characters named "Commoner" or "Peasant" will get portraits from the commoners pool, and "Drow" will get portraits from either the male or female Drow pool. There are more than ninety pools of random portraits that range from a few portraits to over 20. There are more breakdowns for groups of Humans than there are for other races. Please note that you may get repetition in portraits if you speak to multiple characters as once a pool of portraits is exhausted, then an additional round of picks from the portrait pool will be assigned to additional NPCs.

     

    There are two ways to install the Category Portraits component - Sequentially or Randomly. If you install the component 'Sequentially' then Portraits from the Pool are assigned in numerical order to allow for reproducible results. That means that when you speak to "Mugger" in the dark alley, he should look the same if you were to reinstall the mod. There is also a Random option to grab a random portrait from the pool so that our friend the "Mugger" might get a different portrait if this component was installed a second time. If the random option is selected then a random pick will be selected. The way the random picked works is that all possible numbers from a pool are used before a second pick of the same number is picked meaning that you should not get random picks out of a group of 5 with the same number being used until all 5 of the portraits have been picked.

     

    wow, you've actually implemented the random portrait assigning? :love: If I remember correctly I offered you help to write something like this but became distracted with these RC releases. Congratulations! I'm looking forward to try it out.

     

    I'm not sure how it will handle IWDinEET, if you are planning on renaming creatures or not.

    here is cpmvars file for IWD-in-EET : https://dl.dropboxusercontent.com/u/35433122/iwd_in_eet_cpmvars.tpa

    As you can see only 9 CRE files have been renamed, so probably nothing has to be changed in your mod. As for IWD2 content nothing is since almost all IWD2 resources already have 2 number prefix, so they don't conflict with other games.

  6. Should I add fix for it in EET fixpack than? Or would such fix conflict with Sirene, Gavin, BG1NPCs, Sandrah? If it's the former than how exactly should I modify the dialogue (which state and response and what has to be changed). Thanks in advance.

  7.  

    I'm sorta fine with leaving it up to players to regulate their own experience, with scaling as an optional feature. Scaling is never going to be a "perfect" solution but it is a solution of a kind. Another idea is just lowering the total XP gained in game by a percentage which I think probably works better but still will result in issues since it means you will need to switch between IWD and BG campaigns to not be underleveled.

     

    My own personal method of solving this is going to be to just swap in and out companion characters frequently throughout my adventure, trying to get at least a little bit of time with everyone which should even out the XP gains (and regularly just deducting XP from my PC to keep them at around the same curve). I was even thinking about making a mod around the idea of swapping characters in and out of your party frequently which I might look into after this releases.

    I have used a similar idea for my mod's extension after ToB - while the two protagonists of the sequel get a reduction of their XP (while keeping all their abilities), the new NPCs you can get come in at varius levels according to their story-line experience when you meet them. Thus, PC hardly gains another level in the first 3/4 of the sequel while lower level NPCs learn from travelling with you. This makes challenges and encounters of various levels still interesting even when you have a PC at ToB level in the party.

     

    Hmm... I like this idea regarding forced XP reduction without removing actual levels. Something like this can be added as an optional tweak for EET_Tweaks:

    Cut Protagonist's XP at the beginning of SoA to a chosen value:

    1. 89,000 (reduce XP to vanilla BG1 XP Cap range)

    2. 161,000 (reduce XP to TotSC XP Cap range)

    3. 500,000 (reduce XP to SoD XP Cap range)

    4. Custom Value

  8. Rearding scaling - I was thinking more about something to make let's say level 7 or 14 Cleric not automatically destroy every single undead in Vale of Shadows by just turning on 'Turn Undead' skill. Not necessary making the monsters a hardcore challenge or constantly improve them like in Skyrim. More details regarding this idea:

    - Average Party Level could be checked when you enter the area and compared to the level that is expected in vanilla game. By subtracting expected level from average level the script would know overall how much overlevelled the party is.

    - Script that improves monsters would than use one of let’s say 4 possible improvement steps for a monster - 1 improvement step gained for each 5 levels of the party above the expected level.

     

    The problem here is to come up with a fair system for these monster power incensements to not make them too hard compared to vanilla game by modestly altering the stats. Simple things like few additional levels to prevent undeads from exploding but running in fear instead when Turn Undead is used, additional Hit Dices, so creature don’t die on a single hit, improved saving throws to not always be affected by most devastating spell effects, better THACO to somewhat take into account that overlevelled party is likely wearing better armors compared to vanilla game etc. Nothing hardcore like Legacy of Bhaal mode.

     

    Of course if something like this will be implemented than it would require feedback from players if it still feel fair or makes the game frustrating. I don’t see a problem with adding a feature for disabling the system alltogether if player don’t care about monster power at all - in fact such thing could be added to in-game options menu, so that player could disable it mid-game if it becomes too frustrating (yep, patch 2.x GUI system is that awesome)

     

    Notice that with components installed that reduce XP in whole game (see: EET Tweaks) the system would most likely not even trigger in later parts since the party wouldn't be so much overpowered compared to expected levels and the content already have reduced XP gains by default compared to vanilla games - in case of IWD:EE 1/4 XP for quests to make them more in line with BG1 rewards, also existing monster XP reward is compared with re-calculated value using 2nd edition D&D rules for default Hit Dice based XP (Ravenloft Compendium) - lower value of the 2 is chosen for creature.

     

    -----------

     

    If anyone have idea how to design monster scaling in a fair way than we are very interested in such help. Modding skills are not needed (I can code everything), what’s important here is a grand vision how exactly it should work.

  9. IWD starts out at level one. I would really hate for players to be forced to be likely be level 2 or higher to go there. People who install the IWD in EET mod want to be able to easily experience this new section of the game. The beauty of BG1 was being able to explore such large swaths of locations. Please strongly consider IWD in EET to be easily accessible in Chapter 1.

     

    (Not to mention the enhanced roleplaying opportunity of having Erevain save his cousin in Nashkel).

     

    I'm actually experimenting with automatic monster scaling feature for IWD-in-EET content (disabled if you start new game in IWD from level 1). The proof of concept turned out successful, now it's a matter of designing actual system around it (if someone is interested in helping with it that would be great - I don't have experience with designing such gameplay systems). Here is how it works (not sure if this is optimal way to apply one-time effect although seems better than patching all scripts attached to CRE files)

    1. All IWD creatures are patched during installation with 'Cast Spell on Condition' effect that spawns invisible creature when party is in range < 50

    2. The spawned creature uses:

    LastSummonerOf(Myself)

    to target the caster and apply stats changes via:

    ChangeStat(O:Object*,I:Stat*Stats,I:Value*,I:Modifier*StatMod)

    depending on avarage level of the party and level of creature (which represents monster Hit Dice in BG games)

     

    The script running on that spawned creature also applies ''Protection from spell" effect, so that stats adjustment monster summoning is only done once for that particular creature.

     

    ---------

     

    Let's say the creature is 8 Hit Dice monster and we want to convert it to 9 Hit Dice monster. At the same time we are increasing other stats to replicate 'monster size' change (just an example). The script on invisible creature would look something like this (real code would also need additional triggers that recognize the power of the party and choose the appropriate scaling of course).

    IF
      OnCreation()
      Level(LastSummonerOf(Myself),8)
    THEN
      RESPONSE #100
        ReallyForceSpellRES("K#HDDIS",LastSummonerOf(Myself)) // this will disable further stat increasement
        ChangeStat(LastSummonerOf(Myself),LEVEL,1,ADD)
        ChangeStat(LastSummonerOf(Myself),THAC0,-2,ADD) //that's the THAC0 difference for monsters between HD8 and HD9 according to D&D 2e rules
        ChangeStat(LastSummonerOf(Myself),SAVEVSDEATH,1,ADD)
        ChangeStat(LastSummonerOf(Myself),SAVEVSWANDS,1,ADD)
        ChangeStat(LastSummonerOf(Myself),SAVEVSPOLY,1,ADD)
        ChangeStat(LastSummonerOf(Myself),SAVEVSBREATH,1,ADD)
        ChangeStat(LastSummonerOf(Myself),SAVEVSSPELL,1,ADD)
        SetGlobalRandom("K#DICE","LOCALS",1,8) //1d8 dice thrown
        SetGlobal("SmallToMedium","LOCALS",1)
    END
    
    IF
      GlobalGT("K#DICE","LOCALS",0)
      Switch("K#DICE","LOCALS")
    THEN
      RESPONSE #1
        ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,1,ADD)
        SetGlobal("K#DICE","LOCALS",0)
      RESPONSE #2
        ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,2,ADD)
        SetGlobal("K#DICE","LOCALS",0)
      RESPONSE #3
        ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,3,ADD)
        SetGlobal("K#DICE","LOCALS",0)
      RESPONSE #4
        ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,4,ADD)
        SetGlobal("K#DICE","LOCALS",0)
      RESPONSE #5
        ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,5,ADD)
        SetGlobal("K#DICE","LOCALS",0)
      RESPONSE #6
        ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,6,ADD)
        SetGlobal("K#DICE","LOCALS",0)
      RESPONSE #7
        ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,7,ADD)
        SetGlobal("K#DICE","LOCALS",0)
      RESPONSE #8
        ChangeStat(LastSummonerOf(Myself),MAXHITPOINTS,8,ADD)
        SetGlobal("K#DICE","LOCALS",0)
    END
    
    IF
      Global("SmallToMedium","LOCALS",1)
    THEN
      RESPONSE #100
        ChangeStat(LastSummonerOf(Myself),STR,4,ADD)
        ChangeStat(LastSummonerOf(Myself),DEX,-2,ADD)
        ChangeStat(LastSummonerOf(Myself),CON,2,ADD)
        ChangeStat(LastSummonerOf(Myself),ARMORCLASS,-1,ADD)
        ChangeStat(LastSummonerOf(Myself),MORALEBREAK,1,ADD)
        ChangeStat(LastSummonerOf(Myself),MORALERECOVERYTIME,-5,ADD)
        ReallyForceSpellRES("K#DMG1d8",LastSummonerOf(Myself)) //additional spell effect applied that grants 1d8 damage per hit
        SetGlobal("SmallToMedium","LOCALS",0)
        Continue()
    END
    
    IF
      True()
    THEN
      RESPONSE #100
        DestroySelf()
    END

    The problem is balancing such system, but at least it's possible :p With good enough system the same script could be used for every creature in game.

     

    ----------

     

    btw. Bill Bisco, if you want, you can simply start new game in IWD1 from level 1 using 'Change Campaign' EET feature.

  10. 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.

    She spawned in the wrong coordinates. Hotfix for it is attached to this post. Thanks for report.

    HotFixForNeera.7z

  11. Thanks a lot for the fix. I could advance the main plot without further issues after applying it.

     

    Another (minor) issue crept up though. The chapter text at the bottom of the journal dialog displays "EET_CHAPTER_8" instead of "Chapter 8". It worked fine until Chapter 7. There is a mention of EET_CHAPTER_8 in m_eet.lua and util.lua, but I don't know enough about Lua script to fix it.

     

    this one has beem already reported by Etamin via PM and is fixed for RC6, but thanks for report.

  12. I'm just encountering a strange issue. I'm currently in SoD, Ducal Palace, after picking up some of my former companions which includes Minsc and Dynaheir. Now, whenever I try to enter the bedrooms on the upper floor (BD0103) Dynaheir is removed from the party and the map. Afterwards Minsc is experiencing the dreaded stutter bug and can't walk more than two steps in a row. Even Safana's animation is always in her busy state on that map, although she can still move normally. I'm running a number of mods, so I don't really know whether it's EET-related.

     

    I've attached a save and the area script from the bedrooms area if you want to take a closer look.

     

    attachicon.gif000000101-Dynaheir issue.zip

    attachicon.gifbd0103.baf.zip

     

    It's due to leftower code from old implementation that is no longer valid (existing only for player6, that is why it happened to Dynaheir). As for the stutter bug I forgot to add a trigger:

    GlobalLT("BD_PLOT","GLOBAL",51)

    to a block that assigns local variable to NPCs. Hotfix for both problems is attached to this post. Thanks for reports.

     

    I ran your save through my installation and everything works fine - nobody leaves, nobody stutters. You talk to imoen - you rest - Skie visits - you wake up. Game goes on.

     

    It's a regression from latest RC.

    HotFixForRC5.rar

  13. but seeing as eet is probably going to be released in the next couple of weeks I think I will at least wait until then.

     

    at least wait for next RC which is almost ready.

     

    Not sure if this has been mentioned already, but the text for the chapters (chapter 6-8 I believe) in the journal seems to have some formating issues.

     

    screenshot, please.

  14. Well, poop. I'm not sure when I'm going to have time to do that. Might have to table it until IWD-in-EET is actually released

    no worries. And I was thinking about something else when writing that post. Of course IWD-in-EET will also use that system when I finally move to updating it with 2.x features. The conflict is only for now since the mod still has patch 1.3 codebase and it wasn't possible to resolve it differently back than. No point in overwriting this file by either mod when 2da file allows to implement it reasonably.

  15. I've just checked macros used for this patching and there was a huge bug in there. To be more precise:

    this:

    PATCH_IF ("%fx_type%" = 267) BEGIN
      PATCH_IF (VARIABLE_IS_SET $EVAL ~%array%~(~%StrRef%~)) BEGIN

    should be:

    PATCH_IF ("%fx_type%" = 267) AND (VARIABLE_IS_SET $EVAL ~%array%~(~%StrRef%~)) BEGIN

    oterwise other opcodes couldn't be updated correctly. Great find, argent77.

  16. In my recent walkthrough with EET RC5 I noticed a number of incorrect strrefs in effect opcodes that are used for displaying strings. For example, the spell of the Unsleeping Guardian in the opening dungeon of SoD should trigger the message "Slowed" if the target fails their save, but instead it displays "Your countenance has the air of dark thoughts and concern, my love. Might I ask what has brought this mood about you?" (including associated sound clip).

     

    So, I've written a small WeiDU routine to list all strrefs from effect opcodes and found a great number of incorrect lines.

     

    You can check it out yourself with the following script: attachicon.gifsetup-ListOpcodeStrings.zip

    thanks, looks like I've missed some opcode. Will be fixed for next release.

  17. Hmm... I don't see Refinements here! I believe that my fork of Refinements (which I'm alternating between calling "New Refinements beta 0.8" and "Refinements v4 rc8") should be compatible with EET.

     

    Read about it and download it here:

    http://www.shsforums.net/topic/58623-refinements-hlas-modularized-and-on-bg2ee/

     

    I would certainly like to hear feedback from anyone playing EET to make sure it is completely compatible. Never play with the vanilla HLA tables again! :)

     

    subtledoctor, from what I remember Refinemets HLAs overwrites BAM file with state icons. If this is still the case than take a look at this patch 2.x feature:

    Status Icons

    Status icons, the small graphics that appear on the Character Record screen to denote effects like Stunned, Charmed, or Fatigued, have been externalized to STATDESC.2da and can now support any spell icon.

    Note from the Developers: There is a new column in STATDESC.2da, BAM_FILE. If that column is empty or has **** as a value, it will be ignored by all opcodes that use the file for setting icons. However, if that icon has a proper string (i.e. SPWI417C for enchanted weapon) then that BAM will be scaled down to display as an icon on the character’s portrait.

    So all you need to do is use this 2da and reference each of the new BAM (you can extract them from that pre-made file) rather than overwrite whole file. Otherwise Refinements won't be compatible with IWD-in-EET unless installed earlier.

  18. Hmm... I don't see Refinements here! I believe that my fork of Refinements (which I'm alternating between calling "New Refinements beta 0.8" and "Refinements v4 rc8") should be compatible with EET.

     

    added to the list, thanks.

     

    No, it has been added to the wrong list. The mod is for BG2:EE and can be installed somewhere after the EET core component.

     

    fixed, sorry for confusion.

  19. IWDinEET still on hold while work goes on ironing out EET for 1.0 right? We aren't likely to see IWDinEET any time soon correct?

    That depends on the definition of soon... it has only been 15 years since the ToB came out. :devlook:

     

    This ;) And yes, EET 1.0 has priority now. We're also waiting to see if next patch will also cover IWD:EE. Updating the old version to patch 2.x only to find out that most of the work on this was useless wouldn't be exactly bright idea.

  20. Out of curiosity, does anyone know roughly what the file count it in /override with EET installed? I'm guessing this might be the kind of thing that can bring a tablet to its knees - at least an older one, like my A7 Mini 2 with 1GB RAM...

     

    all BG:EE and SoD content without any other mods add 2.55 GB to the BG2:EE. All graphic and sound resources are biffed during installation, so the Override directory is about 70 MB only with files that are modifiable by weidu. As for the file count it's 12 415 although I think the size of the files is more important than amount of them. In worst case generalized biffing can get rid of all files from Override.

  21. I was just wondering if the plan was still to have IWD be a location on the world map that you could just randomly go to for no reason.

     

    Personally, I'd really like to see CHARNAME and party be given a reason in-game to optionally go there, so that it feels more like a large side-quest or an expansion. I think just randomly picking up and going to IWD just for giggles would just feel a little odd to me. Can one or some of you amazing modders/writers please think on it, at least? =)

     

    Also, thank you immensely to everyone who is working on, and contributing to this amazing project. Seriously.

     

    Due to SoD story the inital plan to provide IWD1 storyline as it is has changed recently. SoD spoilers:

     

     

    The bad guy of the expansion is not really Caelar Argent but Belfihet, the demon banished from the Prime by Icewind Dale heroes.

     

     

    On 'EET Workroom' section of the forum I'm discussing with AWizardDidIt how to resolve this conflict and we came up with a plot that allows both IWD1 and IWD2 content to be available. Details are not yet finalised, so not sure if we should present them here yet and if it's even a good idea to spoil the mod before it's even released. But yes, there is a reason to finish IWD1 campaign and it doesn't conflict with SoD story anymore.

     

     

    In my soon-to-be-released mod I have included this idea for IWD1 and HoW. The mod gives you a reason to go there and also connects some parts of the main plot to IWD (also some new stuff is added). The downside of such an approach is that you get a certain *window* within the main evolution of the plot at which a visit to IWD or HoW makes sense. You need to do certain things first to qualify for the journey (e.g. not prior to Nashkel mines solved) - on the other hand, stuff will not trigger when you go too late (after Sarevok's defeat). In the latter case you can still go there to do plain IWD plot but there is no longer a connection to the Iron Throne activities.

     

    huh, you've finished implementing it already? I will send you PM regarding it. Hopefully it won't screw your efforts.

     

    There is also a mod developped that adds IWD specific banters and reactions to your Sword Coast company during IWD.http://gibberlings3.net/forums/index.php?showtopic=27760&page=3&do=findComment&comment=246035

    This is not really a mod but part of the core IWD-in-EET. You won't be able to skip installation of NPC interjections.

  22. You can use my DlcBuilder to create a distributable version of fully modded games. Afaik, the DLC model has been chosen in the first place because it was already implemented in a similar fashion in the mobile versions of the games.

    Intersting and great little tool. Once the iOS and Android versions are updated to patch 2.x (from what I read SoD is not yet available there and they still use patch 1.3) I hope someone will try it out with EET and share results here. Information how to convert EET installation for those platforms could be added to the EET readme file.

  23. If you're talking about a Windows executable launcher program, and it has anything mission-critical in it, then congratulations, you would successfully make sure I and AstroBryGuy and anyone else like us could never play EET. Not to mention players on iOS and Android (which, realistically, at some point they will be the majority of players).

     

    Please no.

     

    If it's just a few extra options or whatever, then who cares.

     

    don't worry, we're not interested in Windows only option. And it's indeed just extra options or whatever.

     

    My hope is that Beamdog is incorporating fixes to stuff currently posted on Redmine into the upcoming iOS/Android release, which will be 2.4; and then that will quickly filter back to the Win/Mac/Linux games, and to IWDEE. And probably 2.4 will be the last update to the Infinity Engine.

     

    I'm wondering - does iOS/Android releases support mods? Can you for example install EET on PC and somehow make it work on portable devices bought on Google Play Store and iOS store? Where are TLK files? What about biff files and Override folder?

     

    But the UI itself is moddable now, including the game's campaign-picking launch screen. Why not just modify that screen to include more options? There are several interface options in the game that tell the player "you must restart the game for this to take effect" ... couldn't a UI switcher work the same way?

     

    The GUI is sandboxed, there are no commands that can be used to access anything outside game via LUA code (other than Baldur.lua within documents directory).

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