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Shin

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Posts posted by Shin

  1. 21 minutes ago, Jarno Mikkola said:

    You should replace that with all the other EE mods, rather than BP, cause that's not a thing. Yes, the Big Picture was an old mod that got blown apart and ripped away as it was originally multiple mods brough together and a few of those evolved, while most of it got burried among other hundreds of mod.

    Ah, maybe I should have adopted another abbreviation; I meant the Black Pits.

  2. In essence, IWD-in-BG2 is mostly solely an engine conversion where you can play IWD in the pre-EE BG2 engine. This was nothing to sneeze at back in the day, but arguably doesn't stand out as much now due to release of IWD:EE

    IWD-in-EET is part of a much larger project that aims to add IWD and IWD2 to the existing EET structure, ultimately enabling availability of BG, SoD, BG2, ToB, IWD, IWD2 and BP in the same playthrough.

  3. 5 hours ago, jastey said:

    @Shin did you experience problems in the game or did you look at the files only? The mod uses the correct standard definition of Imoen's joined and post dialogue from inside "EET/other/cpmvars/eet_cpmvars.tpa" (and inside the mod %IMOEN_JOINED%, %IMOEN_POST% as defined in all the cpmvars.tpas). This indeed lets it patch for BG1 the ImoenX_ dlgs. But, finalizing the EET install with EET_End.exe as necessary before playing will unify the joined dialogue as required by creating one for Imoen for the whole saga.

    This is standard procedure for modding EET directly, patching to the game before the EET_End.exe unifies the joined dialogues of the NPCs.

    Right, yeah -- this is what I thought while posting, the problem probably stemming from my setup with having installed this mod onto EET and after EET_End. I had the problems in the game, but solved it by transferring the dialogue states to the proper file. Probably not an issue then.

     

    4 hours ago, jastey said:

    That, indeed, is a good correction. I noticed it myself when I realized that the council of six was Athkatla, not BG, but then forgot to check what it should be instead.

    It was just a test whether anyone is actually playing the mod, you know. :suspect:

    👍 Of course.

     

    4 hours ago, jastey said:

    @Lightbringer Thanks for the kind words. :)

    @Lauriel is working on a mod that also enables what EBG1 does but for SoD it will be so much more. We are working on making the two mods compatible by modular design so players will have the choice between Lauriel's content or mine for the different components.

     

    12 hours ago, Lauriel said:

    it will be on the same vein as the Endless BG1 mod, but its main objective will be to allow some of SoD to be completed before moving on to BGII.  It always bothered me that, after finding the information that stated Caelar's intended purpose behind the attempts to capture the protagonist, he/she would still merrily continue toward where he/she should NOT be going.  They give you this info, and you're just supposed to ignore it. 

    Cool, I'll try it out if it coincides, about to transition into SoD soon.

  4. Another possible bug is with the Imoen <-> Liia Jannath component. The IMOEN2_.DLG file generated by installing on EET won't work since Imoen uses IMOEN2J.DLG for her lines. Also the dialogue references between Liia and Imoen seem weird, with among other things one state of IMOEN2_.DLG leading to another state in the same file rather than back to Liia as would be expected -- but maybe that's due to the EET install as well. In the same way, because of IMOEN2_.DLG not being the file Imoen uses, her reply to the servant C#STSRV2 also won't fire.

    Edit: Could likely be solved by adding EET compatibility, installing onto BG1/SoD and importing through the EET install -- should consolidate the lines into the proper DLG file.

    Also, when Belt proclaims you hero of Baldur's Gate, his line "By the power bestowed upon me as Duke of the Council of Six of this city" should probably be Duke of the Council of Four (with the Council of Six of course being in Athkatla).

     

     

     

  5. Possible bug (EET install): Voleta Stiletto disappears as soon as you enter the thieves' maze. The c#stdstr.bcs script seems a bit premature on her, as Global("SarevokBehavior","GLOBAL",1) will be true once you pursue Sarevok after the coronation -- meaning Voleta will destroy herself before she gets a chance to talk about the maze.

    Edit: Other than this, the appearance of Elminster, Sarevok's equipment, the hero ceremony, Ophyllis and transitioning over to SoD all seem to work well, even on an EET game in progress. Great work and splendid functionality to have! For another possible bug/incompatibility, moving to the second floor of the Ducal Palace once I'm back inside after the hero ceremony crashes my game -- related to Nila maybe? Will investigate more tomorrow.

    Edit 2: Actually after looking at the BCS (BG0109 in EET), I think it might explain the crash. The AR0110 etc designations are no longer valid in EET (BG1 areas are renamed), and as such this component may not be compatible with it in its current version:

    IF
      Global("C#st_HeroOfBG","GLOBAL",1)
      Global("C#st_PrepareContainersPC", "MYAREA", 0)
    THEN
      RESPONSE #100
        MoveContainerContents("AR0110*Container1","AR0109*Container2")
        MoveContainerContents("AR0110*Container2","AR0109*Container2")
        MoveContainerContents("AR0110*Container3","AR0109*Container2")
        SetGlobal("C#st_PrepareContainersPC", "MYAREA", 1)
    END
    >>>>>>>>
    EXTEND_BOTTOM ~%NBaldursGate_DucalPalace_L2%.bcs~ ~.../ar0109

    The install process works around this with the script name, but not the area names.

  6. On ‎12‎/‎2‎/‎2019 at 11:54 AM, Angel said:
    On ‎12‎/‎2‎/‎2019 at 9:41 AM, Lilaina said:

    edit. Oh yeah, one more thing. The Ioun Stone animation is kinda fast and distracting. Is there some way to slow it down? Other mods that add them have also had the same issue so I assume it's an engine limitation?

    This was actually directly copied from D0Tweaks.  There might be a way, but I am not very proficient with editing bam- or vvc files yet, so I don't know how to.  If you want to, you can turn the animation off in the .ini file though.

    They can be slowed down by reducing the frame rate in the vvc files.

  7. 9 hours ago, Jarno Mikkola said:

    Yeah.. but there are players who install things to their, to be played games, not: "Ouh, I'll research this topic the next 5 hour and then make an uneducated guess on if it will all work out." I have been doing that at least since 2007, and I am still not finished. It's 1/3 of my life, man.

    Well, sorting out compatibilities and install orders and deciding whether or not fixes are needed or up to date is something that you sooner or later have to get into if you want to have an EET game with multiple mods.

  8. 6 minutes ago, Lauriel said:

    Also, some of the dialogues occured twice.  I noticed this with Viconia especially. This is probably my fault since I think I installed the mod both in SoD folder as well as the EET one.  Would this explain why Imoen isn't working?  Should I start fresh and reinstall?  It takes pretty much an entire day so I'm hoping the answer is 'no', but I'm afraid it's going to be '(duh!) yes, try that'...

    Well, you could try just uninstalling the NPC project from EET/BG2, load an earlier save and see if the bugs persist. At any rate it's very likely your install procedure is causing glitches, so yes, and be careful with following the EET compatibility list. I've played through BG with the NPC project many times as part of EET and as far as the mod components go, it's been bug free -- so it's not the mod itself, and it's not EET.

  9. On ‎4‎/‎18‎/‎2019 at 5:46 AM, Azazello said:

    Another statement really hits home, again despite the technical advantages of EE (and that most of the thread discussion is about other things EE-related):

    http://www.shsforums.net/topic/54271-comments-on-bgee-bg2ee-news/page-45#entry550821

    On ‎4‎/‎18‎/‎2019 at 5:46 AM, Azazello said:

     

    Quote

    The bottom-line is that they released a version of Baldur's Gate (EE) which you really have to work...to find any advantages to compared to a BGT-installation with mods, yet with a number of sizeable disadvantages. ...Is BG:EE an enhanced version of the BGT install I have on my computer? No. Just no.

     

     

    Kind of necroing this particular discussion, but -- the post quoted is from december 2012, at which point BG:EE was about a week old. At that time, I would have agreed: obviously between BG1 EE alone+unmodded and tried-and-true BGT with full mods there's no contest; like a lvl 1 mage vs a level 30 fighter. The value of the EEs was never what came straight out of the box, though: it was clear very early on that their potential lay in the future, at least several years ahead, when BG2 and ToB were also available in EE format, when an EE trilogy playthrough would be possible, when (at least most) mods had been adapted and when the community could slowly but surely start to take advantage of the engine improvements -- which is exactly what has been happening and will continue to happen, just like support for original BG1 eventually started to fade in favour of Tutu and BGT.

     

  10. On 10/7/2019 at 7:25 PM, Greenhorn said:

    One more bug with that likeable chaotic evil guy, :p when dismissed he said that he was heading for FAI. No trace of him there. Mighty divination magic revealed that he is in some unknown area named FRIENDLY.are. I would be grateful for any pointers how to access it in Tutu. :D  

    Had a severe and extremely strange bug with Dave, that might be related to him being sent to an area that doesn't exist upon dismissal. I haven't managed to locate the exact cause, but basically what happened was this:

    1. My game started slowing down severely as I was playing through BG1 -- it got to a point where loading started to take 20 seconds or more.

    2. After some searching it turned out that my .gam save file had started growing exponentially in size, and that the culprit was the GV#DAVE.cre file it contained. Somehow Dave, located in FRIENDLY.are had started to memorize multiple copies of SPCL721, his storm shield ability. When the slowdown became noticable, he had literally several hundred thousand memorizations of storm shield and took up substantially more memory than everything else in the file combined.

    3. Fixing this was more grueling than expected, since programs I tried to edit the file with would either crash upon trying to remove the quantities of data, or put out a corrupted save file that would crash the game upon loading. Eventually I ended up removing his memorization through a console-activated script action, and even that was tricky since the game would freeze whenever I entered the same area as Dave. Getting rid of his many, many copies of storm shield reduced the size of my .gam file from close to 7mb to ~370kb, and everything now runs smoothly again.

    As stated I'm not sure about the exact cause of this bug, but it may well be more than just his faulty dismissal location since there aren't any other reports. Didn't find anything in his script or items that would seem able to cause it either, but posting here in case someone else runs into this belligerent and bizarrely bugged behaviour.

     

  11. There's no surefire way to do a multi-mod EET install, unfortunately. My personal procedure after several trial-and-error installs goes something like this:

    - Manual download and installation of every mod I'm aiming for, and for each one (unless I'm extremely familiar with it) check forums for updates or recent bug reports/incompatibilities. 

    - Roughly follow the latest BWP manual in terms of what types of mods go before other types. In my experience, very little about this changes with the EEs -- the BWP also usually gives a reasonable rationale for why something has to be installed before something else, or in separate parts, etc, giving you something to go on when deciding your own order. E.g, if a mod has to be installed in a more complicated manner to avoid conflict with another mod that you aren't going to install anyway, you can likely disregard the warnings.

    - Check forums over at baldursextendedworld.com for bug reports. Regardless of other opinions about that site, it's a good source for general large-EET-install troubleshooting.

    - Try to avoid or minimize the amount of mega-/large mods that add a lot of non-contained content or make sweeping changes. Double-check compatibility for any such mods that I do install, especially if they've recently changed. E.g, since the latest version of SCS adds a UI element for fine-tuning difficulty, it has become important to install UI mods prior to it.

    - When possible, install the mods I'm more unsure about late in the process so they're easy to remove again if they create more trouble than they're worth.

     

    With this I've grown fairly confident that I get a workable installation and can handle most subsequent bugs as they happen during the playthrough. As for mods not included for EET compatibility, one of the folders in the EET package contains information on how to check them for incompatibilities and how to instruct EET to import them from BG/SoD. For smaller/NPC mods it's usually fine, but if an NPC has content in both BG1/SoD and BG2 and comes with a separate install package for each game, this can cause some override issues.

    It can also be added that this method is hardly fast -- mod selection, preparation and installation usually takes me the better part of a week. But then again I also find it rather enjoyable, like a kind of ritual in anticipation of the playthrough.

     

  12. Found a likely bug with Moidre: she disappears immediately whenever you remove her from the party after chapter 2, no chance to get her parting dialogue.

    Possible explanation: this code in GV#MOID.BCS seems like the culprit:

    IF
    	GlobalGT("CHAPTER","GLOBAL",2)
    	!IfValidForPartyDialogue(Myself)
    	Global("GV#MOIDRecruited","GLOBAL",0)
    	Global("GV#MOIDGone","GLOBAL",0)
    THEN
    	RESPONSE #100
    		SetGlobal("GV#MOIDGone","GLOBAL",1)
    		DestroySelf()
    END

    I assume this is meant to remove her if you clear the Nashkel mines without recruiting her. However, it depends on the GV#MOIDRecruited global, which seemingly isn't set by any other function; her dialogue when you recruit her uses the GV#MOIDJoined global instead. The result is that GV#MOIDRecruited will always be 0, and so at any time after chapter 2, if Moidre isn't in the party she'll destroy herself. SetGlobal("GV#MOIDRecruited","GLOBAL",1) obviously fixes this.

  13. The EET fixpack mentioned was, iirc, created to alleviate some issues that EET players encountered as the game and/or other mods changed. E.g. the bug with the necromancer summoner in the Black Pits crashing the game became an issue for some EET players as the Sandrah Saga mod for EET included the Black Pits. Other fixes were implemented to handle errors that arose when the 2.5 patch hit, as can be seen here. I think at least some of these issues have been corrected locally now, but not sure about the final state.

    Edit: also, the fixpack, in terms of how it's installed, is its own separate mod, i.e. it can be installed after EET or other mods, unlike the old BW fixpack where you had to patch individual mods prior to installing them (but you still need to install it before reaching the parts of the game that it's meant to fix). As the fixpack still seems to contain fixes for 2.5-induced mod bugs though, it could end up creating bugs for mods that have since been updated to take 2.5 behaviour into account.

  14. Isn't it working already? From the readme:

    Quote

    IWDification also offers a conversion of the Icewind Dale spell system to Baldur's Gate. The differences between SCS's and IWDification's versions are fairly subtle: there some minor differences in how to resolve tensions with the existing BG2 system, and at a coding level SCS's version is a systematic and automated pull of resources from IWD:EE whereas IWDification works on a more case-by-case basis. Also, IWDification works on non-Enhanced Edition games. In any case, use one or the other (SCS's version won't install if IWDification's version is detected). It is possible that the two will be merged at some point in the future.

     

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