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zenblack

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Posts posted by zenblack

  1. 7 hours ago, Guest the_sextein said:

    Also, you can't cut licensing deals for replicas of voices on a FREE MOD.  If you stay on topic you will notice that you have no argument here.

    Steam specifically states that it doesn't infringe "you promise Valve that your game will not include illegal or infringing content, and that your game will be consistent with your marketing materials."

    You don't get to decide what is and isn't infringing, you abide by what infringement means. That's what you don't seem to be getting. An artist has an agreement with the company in regards to what is an isn't infringing and their rights before AI existed and do not have specifications regarding AI which are then left to interpretation. But as the SAG strike demonstrated, that definition has to be clearly stated and agreed to by the artist.

    Just because you want Darth Vader's iconic voice to be AI generated because you like Star Wars doesn't mean that Disney could have done it without the express consent of James Earl Jones (which he gave). Deciding for anyone what their mod includes that could be entangled in something they don't want, like copyright, isn't your decision, nor are do you have the right to have your mod hosted on a site that adheres to an ethical agreement based on it's owners desires.

  2. On 12/6/2023 at 9:11 AM, CamDawg said:

    I've been inactive for months as I worked through burnout. The good news is that the others kept working (especially Argent77, Luke, Graion, and David) while I was--there's a massive queue of pull requests to prove it.

    Glad to here there was some progress while you were taking a break and I hope (selfishly) that you get that enthusiasm back sooner than later and your other projects go well. Thanks for the update!

  3. With the extremely successful release of BG3 and SCS being updated and going through it's hotfixing phase I was wondering what the status of this project is? I'd love to get in another run of BG2, but I can only play on EE's at this point and was really hoping this project was coming along over the last 2 years as I hate some of the engine bugs for the EE's (the movement stacking bug in particular). Not pressuring or expecting here, just would like an idea of how this is coming along.
  4. On 5/12/2023 at 8:48 PM, Sam. said:

    Also, I really need more upload space here.

    I hope you get what you need. These introduced graphical glitches in the EE are frustrating and anyone willing to take the time and have the knowledge you have to actually fix them is a huge contribution to BG2:EE staying alive. If someone is already critical about dated graphics, this can be annoying. I think with how big BG3 is becoming that there will be fans who will go back and check out the epic backstory.

  5. I just wanted to say I appreciate you putting in the effort here. Having and accurate consistant base to apply the spell, items and powers too would be appreciated as a default. From looking at it, someone seemed schizophrenic trying to get it done, not get it done right and probably having to worry about the spell/item team not being consistant in how it coded things. Carry on good sir!

  6. +1 Enthusiasm for Spirit Troll reinstatement. They were a core part of the difficulty of De'Arnise keep and them not being there definitely is a net negative. I am pretty sure you even fixed their invisibility by changing it to just permanent improved invisibility. If you feel that their spells are not thematic or don't fit with the attack on the keep I'm pretty sure you could add some Priest/Druid levels and turn them into a more dynamic combatant.

     

    Also just looking in the AD&D rules regarding spirit trolls, you could implement their lifesteal attack, this would also increase the difficulty and be thematic.

    http://www.lomion.de/cmm/troll.php

  7. I’m not super-interested in balancing EET because (a) it’s not my preferred play style and (b) I think if you write a mod that effectively removes the BG1 level cap, it’s your own responsibility to rebalance it.

     

    It sounds like the power gap if you just import from SoD is more like 1-2 levels? I might look at that, but it’s not too drastic and I’m not sure a gentle introduction to SCS is such a bad idea anyway!

    I don't understand how this would be an introduction to SCS. A player would have had it through BG1 and SoD and know what to expect. Especially since the SoD content ramps up the difficulty pretty well. This is why it's such a dramatic drop going into BG2.

  8. Wait 500K XP vs. 161K XP is not really 3 extra levels is it?? I thought like 1 or 2.

     

    Also I thought Beamdog wasgoing to address this?

    1 for Paladin/Rangers, 2 for everyone else if you are going from TotSC cap to SoD cap on single class characters.

     

    http://baldursgate.wikia.com/wiki/Experience_Tables

     

    I haven't heard anything about Beamdog doing anything about this. Even if they did, it wouldn't happen for years and to be quite frank it probably would be handled poorly.

  9. I think this would more or less suffice:

    1) Replace lesser golems with normal versions

    2) Add a bunch of various slimes to the Otyugh room

    3) Replace mephits in the plane of air with air elementals (normal and greater)

    4) Replace some goblins with aerial servants and/or invisible stalkers (instead of duergars)

    5) Add a couple fighters and a mage to each vanilla duergar encounter

    6) Add a couple levels to enemy thieves

    7) Increase number/frequency of mephits spawning from the portals

     

    Cambion, vampire and doppleganger are probably ok.

    Changes like this I feel would address the problem in CI, though I'd probably leave out invisible stalkers. For CC/Slave boat I think there are a goodly # of enemies they just need their level/spell selection adjusted to reflect the new cap.

     

    SoD experience cap is 500k. So I would use that as the assumed starting level for this particular component.

  10. David,

     

    I was wondering if you would consider adding in a "SoD" start component (on top of the improved start tactical component)? This component would adjust CI and initial Slum/CC encounters to reflect the massive jump in power that importing a party from SoD gives. This power evens out roughly after the first major quest line you complete but until then the encounters are trivial simply because they reflect the XP cap from BG1 or initial creation XP of BG2.

     

    If you feel that is outside the scope of the mod and/or not worth the time for the effort I can understand but it is one thing that both EE's and EET run into where the difficulty (even with max v31 components) curve is way off.

  11. Hello all,

     

    Supposing I was playing a chaotic neutral bard who wanted to acquire the temple of Talos would either of the Stronghold components in this mod allow me to do this?

     

    I know they work around class restrictions, but I'm guessing not alignment? So I'd be stuck with Helm.

     

    Is there anyway I can alter this?

     

    Have looked elsewhere in forums without much luck.

     

    Cheers.

    Start the game as some sort of Evil alignment and start the cleric quest path. EEKeeper yourself to CN again after you speak to the priests of Talos.

     

    * I don't know if you can simply be EEKeeper yourself Evil before entering the Temple district then back after the quest line starts since I'm not sure when it does it's alignment check.

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