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Blash2

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Posts posted by Blash2

  1. Just now, jmerry said:

    The bug in question affects all games.

    I don't think it's a problem with the auto-pause feature exactly; a manual pause on the exact tick that a spell goes off would likely also decouple that spell's saves from each other. It's just that auto-pausing whenever you cast a spell will do that all the time.

    Most of the time, it's a cosmetic bug. There aren't that many spells with multiple real effects that all have saves.

    Could there be any problems beside icons showing anyway even if the save roll against the effect succeeded?

    If the problem is purely cosmetic, I could keep auto save on spell cast, right?

  2. On 3/19/2022 at 11:18 PM, CamDawg said:

    Thought it might be good to have a thread of stuff that's broken but requires fixes in the engine itself. This is stuff that, generally, EEFP won't be able to fix.

    I'll start with an oldie but goodie: using the auto-pause for 'spell cast' causes all sorts of issues. To replicate, start an IWDEE game with a druid and at least one other character. Memorize some Sunscorch spells on your druid, rest your party, and enable 'Spell Cast' on the auto-pause menu. Cast Sunscorch on the other party member.

    Pausing on the moment the spell is cast causes each individual effect in the spell to be rolled separately for saves and probability. In the attached screenshot, the target has made their save against the actual blind effect, but failed the save for the blind icon, 'blinded' message, and damage. These effects should all roll one save collectively and either all be blocked or succeed.

    Icewn011.png

    Wait, in my last EET playthrough I enabled auto pause on spell cast because it was very convenient to immediately cast another spell without wasting time.

    Are you telling me that feature was broken and is still broken in a EET game? Or are you just talking about IWDEE?

  3. On 2/15/2022 at 5:24 PM, Chitown Willie said:

    Blash2,

    Is the new tweak (v93) compatible with BGEE?

    Looks like the .tp2 requires BG2EE or EET:

    BEGIN ~Protagonist can die~
    REQUIRE_PREDICATE GAME_IS ~bg2ee eet~ ~This component is not compatible with your game~

    It's made for EET, so it requires EET..

    It shouldn't be hard to get to install on BGEE, but I have no idea how to do it honestly.

  4. 11 minutes ago, Graion Dilach said:

    I probably could do this. I had to look up the soundsets during taht mod and I am aware of the in-campaign voice changes. Which do matter though. Neera's voiceset changes for SoD because Adoy's in her head, Imoen's voice changes during Irenicus's dungeon and Aerie/Nalia changes during ToB. Even if one ignores Nalia and Aerie, the Neera/Imoen voiceover changges are fully plot-relevant and needs to be kept around.

    I don't really see the point of it though, because I don't see it as a problem. Transitions changing the voiceset is basically how the characters evolve here.

    OMG I would be forever grateful to you!

    Anyway, I perfectly understand what you say. Changing idea and realizing that this problem is not really a problem has always been a potential solution. I mean, I could indeed tell myself that voices change as characters evolve. But transitioning to SoD and suddenly hear my characters speak in a very different way is simply immersion breaking, it was as my characters were not them anymore.

    The best solution (I think) would be to complete BGEE soundsets with BG2EE sounds that are missing in BGEE
    It's well explained here: https://github.com/BGforgeNet/bg2-tweaks-and-tricks/blob/master/docs/soundsets.md
    Unfortunately that mod doesn't do what I need.

    Anyway, I initially thought it perfectly made sense wanting to have one soundset when there are already so many mods that allow to have a consistent portrait through all EET (for example). To me, it's just another aspect of EET character continuity.

    Concluding, please let me know if I can do anything to make this new mod happen, I'm more than willing to help.
    Unfortunately I don't know where to start if it comes to modding, otherwise I would have tried to find a solution personally.
    For istance, I could help gathering all the sounds for every character, choosing them among the various games soundsets so that they sound consistent and no sound is missing.

    P.S.: My EET party is Charname, Minsc, Jaheira, Viconia, Imoen and Edwin, and I'm going to use @jastey's Imoen Forever mod, so Imoen won't be away from me for a long time 😁

  5. I'm starting another playthrough soon, so I'm again having a look into this problem.

    Currently the situation is the following:
    - No feedback from @K4thos about adding English to his already existing EET Tweak component 😭
    - @Magus
    's mod seems not doing what I need: https://forums.bgforge.net/viewtopic.php?f=31&t=399&sid=5c7c5f4e10b948ad360f5b7ef79ba78a
    - @Ulb isn't currently active in BG modding and an update to his mod in the near future is very unlikely
    - I tried asking @skellytz here: http://www.shsforums.net/topic/59358-infinity-sounds-v2-beta/
    - Maybe @Graion Dilach could help since he made this mod: https://forums.beamdog.com/discussion/82008/graions-soundsets-for-bg-sod-bg2-iwd-eet-ee-2-6-last-update-2022-11-13/p1

    Apparently I'm among the very few that cares about having a consistent soundset for my characters through all EET, but I'm not alone and I won't give up 😅

  6. 12 hours ago, Christian said:

    I don´t know if it conflicts technically, but it conflicts logically. As I understand it the tweaks component removes the talk incident that leads to slaughter. So there is nothing left for your main character to "talk down".

    Thanks, you're right. So installing "Tweaks Anthology -> NPCs don't fight." should be enough to peacefully keep Minsc and Edwin in the same party during BG2.

    I started worrying a bit too much because in my last EET game I thought I had all the mods needed to play with my preferred party (Charname, Minsc, Jaheira, Viconia, Imoen, Edwin) through all EET, but transitioning to SoD I discovered that I couldn't keep Minsc and Edwin together.

    I find (and contributed to) the solution here: https://forums.beamdog.com/discussion/51615/is-there-a-way-to-keep-both-minsc-and-edwin/p2
    But I'm not completely sure about BG2EE part. I hope Tweaks Anthology will do its job.

  7. 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.

  8. On 4/21/2020 at 7:04 AM, Ulb said:

    The BG-SoD transition sets a certain variable after switching the voice sets, all my mod does is set that variable before that happens.

    I haven't looked at the SoD-BG2 transition but I doubt it's an isolated variable code block just for the voice sets.

    I just skimmed through this thread but your goal is to have consistent BG1 sound sets for all your NPCs through out EET?

    If so, there should be a relatively easy way to achieve that without much modding I think.

    BG characters have a certain flag, which either prevents or allows them to be exported. If that flag is set, characters can have their portrait and voice sets edited (like the player character) or not (like NPCs).

    So, if you just download those BG1 voice sets (they should be available around the web) and just set that flag for the characters you want them to have (I think Shadowkeeper can do that, otherwise you will need NearInfinity) you can just re-set their voice sets after campaign transitions.

    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? 

    46 minutes ago, Cahir said:

    @Blash2 I see BG2 Tweaks and Tricks got SoD and EET support: https://golem.bgforge.net/mods/tweaks-and-tricks

    Did you check if this consistency soundest component works now on EET

    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.

  9. @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 🙂

  10. 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.

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