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carian

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Posts posted by carian

  1. Brand new player here (yeah really! There are still a few people who've never done BG before...) so I'm having to spend a LOT of time working through the mod descriptions to work out what'll work and what might be useful for a first playthrough, and make sense of the uber-picky mod ordering. (I've never previously had to spend more than a month researching such an old game's modding before I can ever setup/play my first game. :/ )

     

    Lucky you, I wish I could forget all my playthroughs and start afresh - so much fun to be had :)

     

    I'm sure you considered it, but I wonder why are you trying to mod your game on your first run. BG is perfectly playable without any mods, or even fixpacks (perhaps with the exception of widescreen mod, for modern monitors). From my experience adding mods will inevitably lead to complications - a chance of some random bug or crash somewhere during the game rises expotentially with every mod installed, even with best intentions and knowledge (not to mention that you may spend more time modding than actually playing the game - that's my constant problem). At least you'd have a point of comparison for your second try.

     

    Anyway, have fun and enjoy the game, no matter how you're playing it!

  2.  

    if there is one...

    Man, I go and work on the next EE patch cycle for a couple of weeks... tough crowd.

     

     

    all your work is greatly appreciated, in fact you're my personal hero :worship:

    just that after a few weeks of no announcements, imagination starts to run wild (and mine usually assumes the worst)

  3. Yeah, I'm noticing this too. When installing on BGT, even some BG2 stores get corrupted, trmer02.sto in my case. Furthermore, if another mod (like my Made in Heaven mod) adds items to the corrupted store, it corrupts even further and can make other items for sale vanish entirely. For example in my case trmer02.sto no longer sold the Belt of Inertial Barrier, just showing a corrupt empty item instead.

     

    when I found this bug, I commented out the code and reinstalled everything, since it was just the beginning of the game. Let's hope the fix will be included in the next cdtweaks release, if there is one...

  4.  

    Nobody is talking about bows (for the reason from Wiki - bows require skills). We are talking about crossbows only as a universal weapon. And speaking of balance - NWN2 is doing just fine with mages and crossbows. I see no reason not to add every class in the game ability to use it in BG either.

    Mm, perhaps it would be best to only make light crossbows universal, and leave the more specialized heavy crossbows restricted. That is what my original mod did if I recall correctly. It should not be hard to recreate, just check if it's a crossbow or bolt, and if a thief can use it. If yes to both, allow a mage to use it as well. Clerics should probably still be restricted due to the ban on edged and piercing weapons, and IMHO such a mechanical weapon designed for hunting game doesn't quite fit druids very well either.

     

    Oh what the hell, I'll write it up. :-)

     

    EDIT: And done! Here is my version.

    https://github.com/AngelGryph/MadeInHeaven/blob/development/mih/components/versatile_light_crossbows.tpa

     

    (If you want to try my 'Made in Heaven' mod, please feel free. But do keep in mind that it's still in full development and probably has lots of bugs still.)

     

     

    I've recently started playing BG1 with your Made in Heaven mod installed, and I really like it - tweaked encounters look very promising (and that one quest made me laugh). I'm just wondering if you have any host/forum for your mod beside GitHub. I tried googling it but couldn't find anything...

  5. I've run into a couple of issues when installing CDTweaks v3 (my game is bgt, GoG version)

     

    - Exotic Item Pack

    It breaks in-game stores/inns - buying items still works, but when I try to buy drinks in Friendly Arm Inn, it just displays random gibberish. Opening .sto files in NI shows that every modified store has a minor corrupted entry

    The problem seems to be in the block of code that adds scimitars:

    COPY_EXISTING_REGEXP GLOB ~^.+\.sto$~ ~override~ // adds generic scimitars to stores that sell short swords if not present already

    but it's a bit above my modding skills to find out where exactly

     

     

    - Adjust Cromwell forging time (instant, 8 hours, 24 hours)

    the installer skips this group without letting me choose anything - the first subcomponent 'instant forging' has REQUIRE_PREDICATE GAME_IS ~bg2ee eet~, and since my game is bgt, the installer just moves to the next group (even though the second and third subcomponent allows ~bgt~ engine)

     

     

    many thanks to all authors of this great mod :thumbsup:

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