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UMNiK

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Everything posted by UMNiK

  1. I guess that was my own assumption that EET was supposed to supersede EEs much like BGT (and before that TuTu) did the originals. I apologise if that is not the case (I feel like maybe there was something to that effect on the GitHub page at some point?..). Now again, I am a noob as far as the actual code goes, but BWS note specifically mentions WIZARD_REMOVE_MAGIC when selecting BPseries for EET ("This mod is temporarily marked Expert because of installation errors due to missing WIZARD_REMOVE_MAGIC in Spell.IDS and missing STATE_DISEASED_FIX in Stats.IDS."). Your patch did make the mod install without any errors though (I guess you'd know whether that meant fixing them or force ignoring the warning). I never expected you to fix every mod yourself, but I do hope you will keep AI scripts in mind for eventual "complete" BWS+EET experience. Perhaps just tag BP series on the front page as "partially compatible - needs work" for now? I know that BWS guys also read this topic, so hopefully they will keep on top of things if any new scripts crop up. Keep up the great work!
  2. Like I mentioned before, horred has been gone for almost 2 years now, and like you mentioned, EET is supposed to be the preferred modding platform going forward. Detectable stats are mandatory for installation, innate spell fixer is superseded by other mods (which is what i followed as per BWS notes). I understand you'd rather focus on your own bugs for now, but for the future i really think a good ai script is indispensable. If the BP ones are beyond repair, I guess i will have to hope against hope for new post-2.0 EE ones.
  3. Just another update on BP series Party AI. Figure I'll collate everything I've found out so far (though I've no way to tell which are EE, EET or horred's bugs). No way to toggle item use since the hotkey (E) is the quickloot one. When moving things in the inventory, there is a ~1 second lag if the item is equippable, making doubleclicking to split stacks impossible (as a workaround, put the stack in a container like bag of holding and take how much you need from there). Characters don't seem to recognise when their weapon is ineffective and switch to an effective one in the quickbar. Characters don't use spell stripping/remove magic spells (possibly getting an internal interrupt by default attack). Prebuffing hotkey fires at odd intervals for each party member, sometimes it works correctly (all 6 long-med-short), other times some lag behind. No way to reliably reproduce, sadly. Seems there is a bit of a conflict with new EE pathfinding down narrow spaces - characters will prefer to run the long way rather than wait for a free path (at least i think that's what supposed to happen in the EE). No one ever uses anything that can do friendly fire (possibly by design, though why not skulltrap a pack without characters). Wand and other item use seems extremely diminished from what i remember. Even with 2 full wands of magic missiles, I've had mages prefer the sling. Thieving mode only tries to hide in shadows and doesn't look for traps at all. To be clear about my intent: I find features like threat assessment (both saving spells if fighting trash and rushing mages rather than closest enemy), prebuffing and running away rather than duking it out in melee for mages mandatory for any BG playthough, more so any SCS playthrough, just for the sheer amount of mobs it adds. I do not know the internal differences between EE and regular ai scripting (horred did say these are EE compatible, but that was obviously before 2.0). Seeing how badly SoD flopped, I don't think it's reasonable to expect brand new EE scripts, so I'm hoping you guys can at least port the best (as far as i know) original ones.
  4. I installed the patched version successfully (without innate spell fixer, since bws recommends other mods for it). So far without crashes. The inventory is a little sluggish, but that's to be expected with detectable stats i suppose. UPDATE: seems like there are still a few problems. Default item use hotkey is the quickloot one, so you cant toggle item use; mages are very stingy with some spells, as well. I wish there was a way to test this easily, but i imagine the only way would be to install BGT side by side and do the same fights with the same setup.
  5. here is patch for bpseries. Extract it on top of v0.3121 before installing. Thanks so much! I'll do some play testing and report if i have any trouble. Maybe shoot the BWS curators a PM so they can edit the expert notes?..
  6. Hey, don't mean to be a bother, but I'd like to get a clarification on BP series party AI. The BWS note has 2 missing lines that would need to be fixed for full compatibility, so should I post in the BWS thread, original SHS one, or is this fixable from the EET end of things (a patch)? I have to admit I've gotten frustrated with prebuffing to the point of putting my play through on hold.
  7. Hey man, nice to see you are back. Sorry if I am missing something, here are some of the bp series features I miss the most: if CHARNAME tries to open a locked chest/door, the party thief will automatically walk up and open it up; party can toss antidotes/potions between each other as needed; 3 buttons for long/medium/short duration buffs; threat assessment (the default advanced ai just unloads on the first kobold it comes across). Maybe you mean default scripts other than advanced ai? I admit I haven't tried those since they don't even have "advanced" in front of them! Again, sorry if i'm being obtuse, could you point me to a default script with those features i described?
  8. What would it take to make the BP Series Party AI fully compatible, since horred is gone? I'm having a tiring time microing everything on my EET playthrough.
  9. I'm not gonna pretend to understand the modding benefits (what's IWD got to do with it?..), it is just that I've personally grown quite attached to stuff like NPC project (maybe beamdog's characterisation is better, but that is a maybe vs a sure thing situation). Since EET worked for pre 2.0 EEs, I had hoped it would be easy to preserve that and move forward with SoD at the same time. Like you said though, BGT is not going anywhere, just wanted some clarification from the EET modders. Thanks everyone.
  10. That's a shame. I could argue that BGT worked fine as a story for over 10 years now, but it's your decision.
  11. In the end it is for the EET author to decide - however, from the discussions we had, I understand that there is also a technical background, as EET requires the v2.0 improvements and they come with SoD in package. But you can of course use the current 0.9 beta version of EET and you will have the game you look for (even if the version is not the complete EET envisioned it is a playable game - I did it from Candlekeep to ToB end and it works.) It was my understanding that 2.0 went out to EEs without SoD also. Am I wrong?
  12. Maybe I'm just being an elitist, but I'd still like the option to just merge BGEE and BG2EE (I like Jaheira, for example).
  13. Seeing some conflicting reports about moddability and general quality of SoD, so do you plan to update the mod to work with 2.0 versions without SoD?
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