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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. When someone wants "a link" for one of my mods I send them to the project page (e.g. IWDification). It gives a nice overview of the mod and acts as a hub for anything else the player wants--more info (readme, subpages), download, or engagement (forum, Discord). For a non-English audience none of this is really helpful, and ditto for someone who is already familiar with the mod. As such I'd suggest that rather than changing all of the existing download links, you add a 'home page' or 'more info' link.
  2. The Gibberlings Three IWDification is a mod to bring some of the elements of Icewind Dale into the Baldur's Gate series of games. A lot of this project is based upon the work of the IWD-in-BG2 conversion project, which later formed the backbone of IWDEE. The mod adds various elements such as selectable bard songs, two-handed axes, and over 70 new spells into your BG2, Tutu, BGT, BGEE, BG2EE, or EET game. Version 5 adds a French translation (thanks mickabouille) and various bugfixes. Learn more about the mod View the Readme Download Forum Discord
  3. IWDification is a mod to bring some of the elements of Icewind Dale into the Baldur's Gate series of games. A lot of this project is based upon the work of the IWD-in-BG2 conversion project, which later formed the backbone of IWDEE. The mod adds various elements such as selectable bard songs, two-handed axes, and over 70 new spells into your BG2, Tutu, BGT, BGEE, BG2EE, or EET game. Version 5 adds a French translation (thanks @mickabouille) and various bugfixes. Learn more about the mod View the Readme Download v5 Changelog: French translation, courtesy of mickabouille IWDification now includes a configuration option in iwdification/iwdspells/iwdspells.ini that allows the player to override IWD spells added by other mods. By default, IWDification will not override IWD spells added by other mods; this ini allows the user to force IWDification to use its version of spells even if they were previously added by other mods. IWDification installs IWD spells in two phases: first it installs a spell, then does some 'postproduction' changes (e.g. accounting for BG2 resources not present in IWD, cosmetic changes to match BG2 aesthetics, &c.). These postproduction changes now explicitly check that a given spell was added by IWDification and not a different mod, as this could potentially generate warnings or prevent installation. Resolved a small incompatibility with the multiclass kit mod In general, IWD included tieflings as extra- or outer-planar creatures in terms of spell effects. We've decided to make the choice to treat tieflings as prime material in origin as this matches better with the game lore. Due to a typo, paladins would play a random string in the feedback window when they received their immunity to fear Spell fixes: Spiritual Wrath was not playing a cosmetic visual due to a typo Song of Kaudies was supposed to protect against Demilich Howl, Moon Dog Howl, and War Cry, but was doing so by trying to copy an effect which may not be present on all games Skeletons created by Soul Eater were supposed to have a randomized melee weapon, but the script was targeting the wrong resource Monster Summoning I could cause crashes if certain animations weren't defined Spell fixes that only apply to oBG2: Animal Rage wasn't working Blood Rage no longer affects enemies, per its description Cloud spells could fail if a needed action (added in ToB) wasn't present, so the mod now adds it explicitly Whirlwind could hit more than once per round Wither isn't supposed to affect golems, undead, or extraplanar creature but this wasn't working due to a missing file Several summoning spells were summoning the wrong HD of creatures when cast at the minimum level
  4. Looking into this, these are the default coloring of these characters. Drab Colors isn't changing anything here.
  5. Cheers, but I didn't take it as such. Even if it was, I'd still prefer honest feedback--especially if it's actionable.
  6. Spoilers ahead, you've been warned. As part of the current quest to help Thalantyr track down the cursed bracers, he asks you to select three gems to power the scrying device. subtledoctor provided some feedback over yonder, which I've included in its entirety: I replied in thread: So, I wanted to post here and ask players specifically how they approached the gem selection. In general I love feedback, so if you've got other issues you'd like to share feel free!
  7. I'm sorry I didn't see this sooner. First, thanks for the feedback, and I'll try to explain where I was coming from with the parts you have issues with. Spoilers in reply! The Calling was intended to be a series of class-specific quests that I'll probably never get to; in its current form it's just the quest intended for mages, but made available to all classes. The idea was to try and emphasize class-specific elements--in the mage part specifically, I tried to emphasize research and intelligence-based puzzle solving. It's why the end bit is pattern-matching spell challenge with Thalantyr and Melicamp, and the gem selection. I'll be honest, I didn't think the gem selection was that much of an issue, as the answers are in the descriptions. The 'correct' answers are Black Pearl, Rogue Stone, and Water Opal. The Water Opal description states: The Water Opal description was the bit that prompted the whole gem selection puzzle, as it's in the unmodded game. The Calling adds Black Pearls, one guaranteed on the Lighthouse area plus a chance on any given sirine. Their description includes: Granted Rogue Stones aren't as explicit, but even getting the other two correct guarantees you to the third-best scrying result ("solid choices") out of five, and one good selection from the second-best result ("excellent choices"). Even picking the three most expensive stones should get you "solid choices" at worst. I felt it was in character for Thalantyr to let the player twist: he strikes me as the swimming instructor who throws you into the deep end and, if you can't hack it, is not sure if he should rescue you. Thanks for the feedback--I'll think about it and see if I can give the players a bit more guidance without compromising the puzzle.
  8. My testing farms for Tweaks and other mods (these installs have the relevant fixpack installed): And the ones for testing the fixpacks themselves: Inside each I just symlink the relevant mod folders to my local repo. That and using weidu_external makes life substantially easier for testing.
  9. Cheers, and thank you! And yeah, oBG is not supported.
  10. Yes! I'm hoping to get an updated French translation from @mickabouille, otherwise I think I'm pretty close.
  11. The stuff from TotSC (Balduran's Isle, mage prison) would work better in IWD, and be appropriate for the party's levels towards the middle-to-end of the IWD campaign. I'm not so confident on Durlag's, as I think it has a canon placement in the Sword Coast.
  12. Yeah, we need another thread to discuss BoG. I think the outcome is going to be a description update, but we should discuss it at least. I mainly brought it up here as another point where BD, for better or worse, treated tieflings as non-primes.
  13. @mickabouille I'm getting pretty close to a new release. Could you send a PR when you get a moment?
  14. IWDification after Tweaks does result in this, but I'm unable to replicate the issue if Tweaks properly follows IWDification--the 2H axes are usable by fighter-clerics.
  15. I don't think this advances the case one way or another, but I thought I'd include this for thoroughness. Bolt of Glory needs some work, which we can take up in another thread. Bolt of Glory does different damage depending on the target, per its description (oBG2) : In oBG2, this was done very loosely (and I'll need to revisit in BG2FP) : "prime material" was any general: humanoid, undead was general: undead, and fiend/elemental were done via single race checks. There was also no crosschecking, so in theory a humanoid elemental could take 6d6+3d4 damage, while something like a bear (general: animal) took no damage at all. The EEs refined this quite a bit: to begin with the spell is set up so that only one eff can be applied for damage to any given target, with some changes to the description: "Demon" is now "Fiend", and damage is by "their nature" and not "their plane of origin". Solars, planetars, and aasimars (by race) are immune. (IWDEE has no aasimar race entry, but is otherwise identical.) Undead damage (8d6) is applied to general: undead. Elemental damage (3d4) is applied by race to elementals, genie, githyanki, salamanders, and tieflings. Fiend damage (10d6) is applied by race to demons, imps, antisolars, and dark planetars. Anything not listed to this point is given prime (6d6) damage. Tieflings (and githyanki) are not from the elemental plane, but I suspect they were put there to distinguish them from primes. Similarly, antisolars and dark planetars aren't fiends, but seem to be placed to take max damage from a divine bolt. I'm actually not a fan of this, as it implies Bolt of Glory is inherently a good-aligned spell, despite having no such restrictions on who can use the spell.
  16. In both of these cases, "BG UB" and "BG RE" would serve the same purpose, and be technically correct (the best kind of correct).
  17. While Spell() does require an IDS entry, SpellRES lets you use spells by their file name instead for spells that are not int he SPCL/SPIN/SPPR/SPWI namespace. Dark Moons in particular use SPDMxxx as their spells: Blindness is SPDM101, Mirror Image is SPDM106, &c.
  18. My previous post may not have been made in seriousness, so I'll try to actually contribute something this time around. David, Graion, and SD have already covered anything I might have said about trying to integrate the story into the BG timeline: I'm unconvinced there's a way to do it that doesn't compromise IWD's story and lore, though I'll do my best to keep an open mind. If it's not going to be integrated into the main story and instead offered as a separate campaign Black Pits-style, then the relevant question shifts to why you'd spend that much work to achieve, at best, parity with IWDEE. As for actual mod support: yes, of course. Tweaks already supports everything so by adding support for one more platform I can finally get rid of those last non-gray hairs on my head. However, until the project gets further along (and has more non-Russian documentation) there's not too much to be done. As a practical suggestion, I'd strongly suggest building CPM-style libraries so that mods can easily support IWDEE/IWD1-in-EET the same way we do BGEE/EET/BGT/Tutu for BG content. And since no one has mentioned the biggest issue yet: as there is no game named Icewind Dale 1 (IWD1), the name should properly be IWD-in-EET. I was too late to correct mods like BG1 NPC Project, and I don't want to miss the boat here.
  19. As I discovered later, it was also fixed several versions back in IWDification and I had completely forgotten. So folks who were following the (current) recommendation of sourcing IWD spells from IWDification weren't running into issues.
  20. I'm 100% onboard with supporting my mods in IWD1-in-EET. This is 100% unrelated to the fact that my mods are built into IWDEE itself and I have absolutely zero effort to get them included. COMPLETELY unrelated facts. Completely.
  21. And ultimately, the issue comes down to oBG2 uses different IDS names for the orc animations. We've got it fixed, code-wise.
  22. As reported by @DreamingSpire on Discord, the arcane spells will fail to install if Check the Bodies is installed, erroring out when trying to patch decasta.itm. I've committed a fix for this to the repo as a workaround, and will be looking into compatibility with CtB more closely when I have some more time.
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