Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by Blash2

  1. 2 cents you meant, otherwise you're adding a famous rapper
  2. What exactly is extreme? We're in an EET forum, I supposed EE specificity was a requirement rather than a limit
  3. Hello everybody. Thanks to @K4thos for the original tweak, to the suggestions gathered, to me bothering everyone (lol) but most of all to @Roxanne completing the job, we have a new "Protagonist can die" tweak. The new tweak: - is compatible with the 2.5 releases and of course EET; - makes the game end ONLY when everyone in the party is dead, regardless of charname's condition. Just to better explain, my game didn't end even with charname chunked. I could revive him in a temple and of course I had to modify his appearance with EEKeeper. Enjoy! https://www.dropbox.com/s/ar7egyefm39m8o2/Protagonist_Can_Die_V93.zip?dl=1 EDIT: Charname can be petrified, imprisoned (level 9 wizard spell), mazed (level 8 wizard spell) etc.: gameover cutscene does not play, ever.
  4. As many others I'm sure, that mod is a gold mine
  5. Very nice, glad to have been of help
  6. My initial intent was to keep BG1 soundset through the entire EET. Then I discovered this: https://github.com/BGforgeNet/bg2-tweaks-and-tricks#extended-soundsets-for-npc It is very interesting because it allows to: - keep one soundset through EET without any transition; - enrich characters' soundsets adding lines from BG2 (or vice-versa); - preserve some sort of consistency considering BG1 and BG2 voices are very similar, where SoD ones are not (try to listen Minsc for example: same actor but completely different voice acting). So I kinda "updated" my intent Speaking of the suggestion you gave me, thanks first of all! I prefer though not to mess with game files and rely on mods made by people who know their business But most of all, it seemed to me a pity that existed three different mods/tweaks doing just half of the work: K4thos only for Polish language, yours only for BG1/SoD and qwerty1234567's one only for BGT. I told myself, why not try to do something to let the whole community have a "complete" tweak? Yes, I read : I'm already in contact with him and offered to do some testing, he told me he will let me know as soon as possible. Of course I'll post here any update.
  7. I did some tests: @Ulb's NoSodSound works wonderfully, but of course doesn't affect the BG2EE portion of EET. @qwerty1234567's "BG2 Tweaks and Tricks" unfortunately can't be installed on top of EET, but in the future hopefully will I'll post again when there will be any news about the topic, in the meanwhile thanks everybody!
  8. The coolest mod manager evah https://forums.beamdog.com/discussion/74335/project-infinity-public-beta-for-all/p1 https://www.gibberlings3.net/search/?&tags=projectinfinity&search_and_or=and&sortby=relevancy https://github.com/ALIENQuake/ProjectInfinity It's @AL|EN's project, involving also many member of the modding community.
  9. Very interesting! Detect Magic is an AD&D spell that's missing in the BG saga, it is a very welcome addition. It seems you're making very interesting mods! What about putting them on GitHub for future Project Infinity usability?
  10. Attract the modder's attention to the unnoticed bug report with a casual comment: done
  11. That's great, another component for my next EET run!
  12. @qwerty1234567 send me a private message with your e-mail address, I will buy you a license straight away, with the sincere hope you'll make all your mods fully EET compatible (by the way, I noticed you're working on Unique Artifacts, that's another mod I'm very interested in). @AstroBryGuy would you consider adding another option for your Jaheira Recast mod, that would be "keep BG1 character sounds"? Currently only new SoD and BG1+BG2 are available. Edit: I'm sorry.. it seems enough not to install Jaheira Recast to keep her BG1 soundset intact. Nevermind and I seize the opportunity to thank you for your work
  13. It would be nice to have an online install order where single modders propose changes, and those changes have to be approved by other mod authors, so a discussion may arise in not very clear situations. Something like pull requests on GitHub.
  14. What about the install order of single components of mods? There are mods having components belonging to multiple categories.
  15. Thanks @Cahir and @4udr4n for the feedback! @qwerty1234567, what about making it natively compatible with EET? I would gladly offer you a SoD license (I'm not joking). Since I'm not a modder and can contribute only to a lesser extent, I'd just be happy. Beside, you just wrote a new version is due soon, what better opportunity than this one to add full EET compatibility? I think many players would be enthusiast, also because, as @Cahir pointed out, there are some awesome tweaks not present anywhere else. And, what about making a dedicated topic in this forum? In my opinion your tweak pack is not properly known and should have a better place. In the meanwhile, I'll try to do an EET install with https://github.com/thisisulb/NoSoDSound and https://github.com/BGforgeNet/bg2-tweaks-and-tricks and find a way to verify if all the game will retain BG1 soundsets thanks to the combination of the two mods. I'm talking about the topic here too: http://baldursextendedworld.com/Vanilla_Forums/discussion/855/npc-voices#latest.
  16. why didn't I see that mod before? I searched around, it's almost not advertised and not discussed at all, but the tweaks seem awesome! Many are already present in other tweak packs, but many other are unique and extremely interesting! So, it is fully compatible with EET? I'm somewhat confused, since the readme says "It will work with BG1, BG2, BGT, Enhanced Editions (not all components are applicable to all games).". Moreover it talks about the transition from BG1 to BG2, it doesn't talk about SoD at all. I'm referring to: BG1 soundsets prevail Prefer BG1 sounds, after transition soundsets do not change. https://github.com/BGforgeNet/bg2-tweaks-and-tricks/blob/master/README.md
  17. Ok, let's put some order in the mess I wrote. Problem: vanilla NPC soundsets change from BG1 to SoD and again from SoD to BG2. Three different soundsets. This breaks immersion. Here are the possible solutions I found. It's just brainstorming, don't take anything personally: 1. @K4thos expands his tweak to include English language; 2. @Ulb modifies his mod to work in the BG2 part of EET too; 3. With NearInfinity, I detect all the sound files for every NPC, for every game. I analyze them and find a correspondence for each (for example: Viconia BG1 battlecry, Viconia SoD battlecry, Viconia BG2 battlecry etc.). I make copies of BG1 sound files and I rename them using SoD and BG2 file names, and put the resulting renamed files in the override folder. I also detect voice lines that exist in SoD/BG2 but not in BG1 and for them I use empty audio files. It is quite difficult but technically possible. No mod required, just a lot of work. 4. A combination of the three previous solutions. For example (but I'm just speculating): @Ulb provides @K4thos with whatever is missing to complete the EET Tweak, I do the dirty work (if necessary) analyzing and categorizing the sound files. I'm just gathering some ideas, I think there is material to achieve a nice result, solving a not critical but quite annoying issue. What do you think?
  18. Wow, interesting! I see Imoen is missing, but the reason is quite obvious.. @Ulb, considering @jastey's Imoen4Ever mod, would you think about adding Imoen too? Or maybe it's just about Imoen 4 Ever choosing BG1 soundset instead of SoD or BG2 (maybe a mod option?), since Ulb's mod deals only with SoD "existing" character and Imoen isn't one of those. We still have the BG2 problem, the soundsets will still suddenly change from SoD to BG2 (https://forums.beamdog.com/discussion/52721/sod-and-bg1-soundsets). On a sidenote, two considerations: - the voice actors are the same for BG1, SoD and BG2, so voices should sound the same. However, considering 20 years have passed and technology used has changed, they don't. So, even if the person acting is the same, the voice sounds really different; - I found the following consideration somewhere on some forum, but can't find it anymore. Anyway, it is true that BG1 had limited soundset, where SoD (for example) has many more sound effects (i.e. characters saying something when in BG1 they would have not). EDIT: Found! https://forums.beamdog.com/discussion/60343/why-are-there-voice-changes I'll paste this relevant comment: "The other reason is that BG1 soundsets were incomplete. Less selection phrases, less battle cries, and completely lacking things like 'Hide in Shadows' comments, 'Pick Pockets' comments, and etc. Again, it'd be very inconsistent if new NPCs had full voicesets while the old party members used outdated ones." From another forum, an ironic comment (https://steamcommunity.com/app/257350/discussions/2/2906376154317626317/ "I've made it into BG2 at this point, and I guess I'd just forgotten about Valygar, or maybe never used him before, but that dude's VO is some rough business. And I want to strangle whoever's idea it was for characters to repeat their successful stealth line every time they make a stealth roll. "I'm certain I'm out of sight. None shall see me n-" SHUT UP!" So, to recap, adopting BG1 soundset for the whole EET also means deleting some sounds (the ones that don't have a BG1 correspondence), but I'd personally not care. This also might prove useful: https://forums.beamdog.com/discussion/69714/bg1ee-bgsod-and-bg2ee-voice-packs-renamed-for-use-in-the-other-games Also, @K4thos, would you consider updating your EET Tweak to work with English too?
  19. I decided to wait until the SoD part is fully published. Having Imoen for all EET is a game changer for me, it also allows me not to multiclass Viconia to thief. I don't ask for ETA or anything else, of course, but please just don't rely on Beamdog publishing 2.6 patch, because we could wait years Maybe in the meanwhile, also Project Infinity will have made considerable progress. Let me know if there is anything else I can do to help, and thanks again.
  20. In the meanwhile I'm searching for a way to upload my GrepWin search results.. done. @jastey https://photos.app.goo.gl/mzK5xJmqQc3ZPCu18 https://photos.app.goo.gl/MCft7tFYZ3rF3UDH8 https://photos.app.goo.gl/7Cyc7Ag7bcnBYJxH6 Seems I was unsuccessful in obtaining an explanation why Almateria's Retoration Project has been marked as incompatible with Imoen 4 Ever: http://baldursextendedworld.com/Vanilla_Forums/discussion/869/imoen-4-ever#latest I read the list of components and I can't figure it out myself: http://www.shsforums.net/files/file/1053-almaterias-restoration-project/ I'll probably risk installing both anyway..
  21. So we have to conclude SoS and I4E are not compatible? I'm not sure I understood what your conclusions are. Anyway I tried doing the research you asked me for. I placed the 8 unpacked mods that are placed before I4E in the list I posted earlier in a folder, selected that folder in GrepWin and did a search with the strings you wrote. No result found, but I'm suspecting I'm doing something wrong, maybe I'm not doing the search in the proper way. Is there a particular way to do it? EDIT: I wasn't searching in the subfolders, lol.. gonna repeat properly. Anyway, the quote was from this thread: http://baldursextendedworld.com/Vanilla_Forums/discussion/869/imoen-4-ever#latest I don't want to feed any controversy (from your point of view, you'll find abundant material), it is just to try to spread any potentially useful information/consideration on the matter. P.S. the more I look into it, the more switching from the former BWS to Project Infinity seems a huge work..
  22. I'm seriously trying to learn to use Project Infinity.. It might be a hassle, but also editing different .ini files to modify the mod URL is a long work too. If I succeed in using Project Infinity, I'll set install order as you say (Imoen 4 Ever first) very simply. Let me know if you need me to do that search anyway. In the meanwhile, here's a copy-paste of another answer I got on Roxanne's forum (if only there was only one community..): "In case the option to rescue Imoen is missing, the path in the other mod is closed. E.g. In Fading Promises the friendship/romance path will become unavailable. In the case of Shadows over Soubar as another example, the whole mod becomes inaccessible. The quest givers will leave because you are a bhaalspawn seeking revenge and not one acting out of friendship and loyalty."
  23. I attached the install order that is set in Roxanne's install tool. I'm not sure, but considering what you wrote it seems not to be ok. All the other mods you don't see are after I4E of course. Very interesting. My intention is to make a "stable" EET game as soon as possible, so I'm not so sure about risking with a test version. Of course, I wasn't talking about class changes done by your mod. I perfectly agree it is out of the scope of it. What I was wondering is if a multi-classed Imoen is recognized as mage. In other words, if a multiclassed thief/mage Imoen will talk about how she always wanted to learn magic or not.
  • Create New...