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Shin

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Everything posted by Shin

  1. Very nice release, thank you! Compatibility-wise, is it designed for BG2EE as per the hotfixes at https://forums.beamdog.com/discussion/comment/806853/#Comment_806853 ? And what are the recommendations on BWP/EET?
  2. That is very interesting. Presumably it's not directly related to the graphics overhaul or EET then (though the graphics overhaul also generates graphical glitches with many closed doors, like its BGT predecessor). I haven't run into any other mods or areas that generate the horizontal lines so far though - if they appeared on only one or two maps that would probably be acceptable - but with the graphics overhaul installed they suddenly popped up in most or all of the BG1 areas, which is a little too distracting for me. I'll see if any maps still seem affected without the mod.
  3. It works as far as the nightlights go, but seems to generate artifacts like the horizontal lines in several areas. Also, since/if this is based on the BGT mod, is it adapted for compatibility with mods that change .wed files? I.e. if the BGT graphics overhaul was compatible with a certain mod, can one expect EET graphics overhaul to also be compatible with that mod? Edit: Only seems to happen in BG1 areas. Possibly related to the EET import process, biffing of map assets, etc?
  4. if it works with vanilla BG2:EE than should be fine. I don't see anything there that would need to be changed for EET. Thanks, I'll give it a go.
  5. A question on multiple strongholds, is the multistronghold component that was previously a part of SCS (http://gibberlings3.net/forums/index.php?showtopic=25760) likely to be compatible as it's a minor mod recently taken out of the rest of SCS? Or is it better to just go with the multistronghold mod of Tweaks Anthology to play it safe?
  6. subtledoctor's fixes don't work with EET becaouse both EET patch and hix fix overwrites the same files. What you need to to do is: 1. Download and extract clean SCS from the official link 2. Download and extract EET compatibility patch on top of it 3. Download and install Big World Fixpack that adds patch 2.x support to SCS (it patches files rather than overwritting them) I could add those patch 2.x fixes directly to EET compatibility patch but wanted to make changes only related to EET support, so that once the original SCS author shows up (or when SCS lands on Github) it would be easier to see what changes are actually related to compatibility. Worked very well, thanks.
  7. Running into some issues while trying to install SCS: 1. The "vanilla" v30 version from G3 + the EET patch results in install failure, which I believe is similar to the pre-hotfix v30 install failures: 2. The hotfixed v30 version from https://forums.beamdog.com/discussion/comment/806853/#Comment_806853 + the EET patch also fails to install, though later in the install process, where it seems player1.dlg is a culprit once again: 3. When using only the hotfixed v30 the installation works, but of course treats the game as BG2 and skips all the BG1 components. So what's the current status of SCS with EET, is it supposed to work with vanilla + EET patch as in the compatibility list, or should the hotfixes be applied? Or is there another option? Edit: Actually I just realized I didn't upgrade to 6.3 yet - would that be likely to sort this out and make option 2 above feasible, seeing as it's the player1.dlg file that causes issues again?
  8. this explains it. I've checked this mod with 'BGEE_to_EET_mod_checker' tool in past and don't remember this file to be reported as conflicting with BG2. Is PLAYER1.DLG new addition to BG1 NPC Project? I will install all mods from BG:EE compatibility list to see if any other than BG1NPC Project uses this file. Probably following code will be added to 'EET/compat/bg1npc/include.tph': ACTION_IF FILE_EXISTS ~%patch_dir%/dlg/PLAYER1.DLG~ BEGIN ACTION_DEFINE_ASSOCIATIVE_ARRAY remapped_dlg BEGIN "PLAYER1" => "PLAYER1_" END MOVE + ~%patch_dir%/dlg/PLAYER1.DLG~ ~%patch_dir%/dlg/PLAYER1_.DLG~ END this will handle it automatically during installation. Shin, you can paste above code to 'EET/compat/bg1npc/include.tph' and re-install EET. edit: alternatively the file could be simply appended to the existing one considering BG2 file seems to be properly filtered. I will take a look how exactly BG1 NPC Project deal with it when installed on BGT. That does indeed seem to solve the issue, thanks.
  9. Did this happen before as well? Did I overlook something in the installation process? I tried rolling back to weidu 239 as well, but same result. Edit: It works on vanilla BG2EE, so something might be up with the conversion process. can't reproduce it. Version downloaded from here (Clone or download -> Download ZIP) installs fine for me on RC6 using weidu 239.03. You're aware that BG2:EE mods should be installed before setup-EET_end.exe, right? Yes, I didn't run EET_end yet and Ascension is the first BG2EE mod I try to install. However I do have SoD mods installed from the BGEE compatibility list, as per argent77's post above. Edit: Simply removing player1.dlg (that seems to be empty) from the override directory appears to solve the immediate problem and allows the install, for now.
  10. Attempting to install ascension 1.5 beta onto a fresh EET 1.6 + SoD install with weidu 239.03 results in the following error for me: Did this happen before as well? Did I overlook something in the installation process? I tried rolling back to weidu 239 as well, but same result. Edit: It works on vanilla BG2EE, so something might be up with the conversion process.
  11. Any chance to opt into the beta? I'm planning an EE trilogy playthrough in the upcoming weeks and SR is always a welcome addition.
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