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#599613 [Solved] Adalon drow bug on EE [spoilers] [gamebreaking bug with PPE i

Posted by Roxanne on 16 January 2018 - 03:25 AM in Mega Mod Help

Try this:

Put the attached file into BG2EE/override

restart the game and talk to Adalon (without having done other weird stuff before)

Attached File  CUT44C.BCS   10.25K   694 downloads

 

At least in my EET install (1.0 RC9.2) it works without issue. I repaired even some other players saves with running through this script.




#596478 deleted

Posted by Roxanne on 14 August 2017 - 02:40 AM in DSotSC (BGT/EET)

deleted




#598799 Global Variables and expediting Stronghold quests

Posted by Roxanne on 11 December 2017 - 01:16 PM in Baldur's Gate Series

Hi, first time playing around with NPC strongholds, which I love. Except I don't really want to invest so much time into them so I was wonder if anyone know maybe any Global Variables that are the timers for the next quest or issue to fire so I can get to saving Imoen within 2 or 3 weeks of game time (while still having gone through most of the quests), particularly the bards playhouse quest. Don't really want to have Haerdalis in my group.

I opened up a similar thread in the g3 forum/NPCstrongholds but it looks pretty inactive over there, so I figured I might have better luck here.

The globals you ask for are quite different depending on the stronghold you look at and the NPC who holds it.

A comprehensive answer would fill a small booklet.

 

The best to source to look at them is to go to the NPC_Strongholds/scripts folder in your game directory. Look for the baf file that appears to suit your situation best (e.g. KishEdwin.baf for the case that Edwin has the mage stronghold). Luckily for you, the scripts are named quite meaningful. You will find the globals and triggers that advance the quests in there.Again, the author has named them quite readable, which makes things easy for you (relatively easy).




#596477 Odd Bug

Posted by Roxanne on 14 August 2017 - 02:21 AM in Rogue Rebalancing

I'm working on the latest version of BGEE with SoD installed, and I'm using 4.91 of Rogue Rebalancing.

 

I've run into a strange bug after installing the mod via the executable installer, when I go to the first store in candlekeep (and a few others after that) there are items for sale whose name is replaced with lines of dialogue from throughout the game, and as I progressed I had Neera approach me with dialogue which didn't belong to her, it seemed that the dialogue chain was from another quest later in the game, something about a Duke.

I tried uninstalling the game and deleting all the files in the Steam folder for BGEE as well as all the files in the My Documents part, and then I reinstalled the game, freshly downloaded RR and installed that too only to encounter the same problem.

 

Any ideas?

The game is steam or gog version and you did not install modmerge?




#599719 Updating the fixpack (for end users)

Posted by Roxanne on 22 January 2018 - 11:24 AM in Mega Mod Help

BWP Fixpack v17.7 is the baseline for use with BWP v17.

 

Spoiler




#599903 Dace patches & EET compatibility plans

Posted by Roxanne on 30 January 2018 - 12:41 PM in Dace

See here http://gibberlings3....53#entry255931.




#600566 Romancing Imoen in a megamod?

Posted by Roxanne on 24 February 2018 - 01:36 PM in Mega Mod Help

Did you check this

http://imoen.blindmonkey.org/links.php

 

Just from the development history of the mods, Imoen romance is the *youngest* of those mods. So obviously that mod should be the one to make the checks to provide compatibility. You cannot expect older mods to take care of compatibility with something they do not even know about when being developped, right?




#600592 [MOD] (3.5 Edition) Weapon Style Rebalance

Posted by Roxanne on 25 February 2018 - 09:34 AM in BG:EE Modding

Any description of what this is? The SHS download page links don't open in mobile browsers...

(SHS in general is awful on mobile browsers, it completely screws up the formatting if you need to quote or edit posts.)

There is no further detail on the download page, just the same as post #1

and the download link http://www.shsforums...tyle-rebalance/




#600567 Romancing Imoen in a megamod?

Posted by Roxanne on 24 February 2018 - 01:48 PM in Mega Mod Help

For your list. Chloe will romance Imoen unless she has a romance with the (female) protagonist, i.e. when you play a male, this will be the case. The updated EE version of Chloe handles this more sophisticated but the BGT original was released prior Imoen Romance and thus cannot know about that mod.




#599332 Slightly confused, need install help please

Posted by Roxanne on 04 January 2018 - 12:00 AM in Mega Mod Help

Some just have to be downloaded manually because the script can't download from dropbox, zippyshare, etc. I think it would make sense for SHS or Gibberlings 3 to rehost some of those.

 

 

This has been discussed many times in the past. Fact is that it is up to the modders to chose where to put their works.

Mirroring them in SHS or G3 without modders consent is not just unfair but also not practical. There is no mechanism to capture changes and updates to such mods, and over time you can easily have different versions of a mod floating around the internet.

 

BWS has long advocated to use an open database called github to host mods. Mods there (many use this now) are available even when the mod forums are down. Other players and modders can provide (propose) fixes and improvements to the mods on github. This creates a branch in the same repository and if some modder is absent for long time, players (or BWS) can even use the improved branch instead of the original. And the modder can always with a few clicks update the mod if he/she agrees with a proposed fix.

 

BWS itself or EET and a large number of mods already work in this interactive way, and mods worked on by more than one contributor use this regularly (e.g.BWFixpack).




#599289 Slightly confused, need install help please

Posted by Roxanne on 03 January 2018 - 02:33 AM in Mega Mod Help

So I know that not all the links that are in BWS are current.  Yet I have found the mods it says it cannot download or find. 

BWS states this:

 

"The following mod(s) could not be downloaded:

 
** Margarita Zelleod: The Mod itself (Margarita.rar)
** T'was a Slow Boat from Kara-Tur: The Mod itself (KaraTur.rar)
   Edwin Romance: The Mod itself (edwinromance-v207.zip)
   IWDification: The Mod itself (iwdification-Beta3.exe)
   Tales of the Deep Gardens: The Mod itself (Tales of the Deep Gardens v12.2.zip)
   Xulaye: The Mod itself (master.zip)
 
The following mods cannot be installed because of missing dependence:
 
The Picture Standard for BG2:EE:
13000: T'was A Slow Boat -> Vanilla
12000: Tales Of The Deep Gardens -> Vanilla
 
 
** Loading from the website requires manual interaction.
 
Some files could not be downloaded with the "BiG World Setup". Do you want
the BWS to try to load the mods again, provide the files yourself (see remarks)
or just continue?
Enter [r]etry, [p]rovide or [c]ontinue.
 
Now considering I went out and found/downloaded the files.  I cannot find any reference on where I need to put the files in order to use the "provide" function it is talking about.  Any assistance would be greatly appreciated.

I tested the last three links and they all work fine, might have been a temporary issue.
 

 

For the others - yes, this is an everlasting problems with modders if they put their mods on download sites that remove stuff that is not used for some time and similar. Nothing BWS can do about that, it is modders decision.

If you found more up-to-date links for any of those, just post them here and BWS can be updated.

 

 

Some files could not be downloaded with the "BiG World Setup". Do you want
the BWS to try to load the mods again, provide the files yourself (see remarks)
or just continue?
Enter [r]etry, [p]rovide or [c]ontinue.

enter p and it will open a file manager menu where you can point BWS to the downloaded file.

I suggest that you move downloaded archives/files into the same directory where you have the BWS downloads, this way BWS can find them easily next time and you need not download anything again.




#597666 Kivan - Imoen rest talk

Posted by Roxanne on 23 October 2017 - 10:44 AM in Mega Mod Help

Thank you Jastey, I found this variable in nearinfinity .bcs files and tried to adjust it via shadowkeeper, but somehow it didn't work. Clua console however did the trick. :)

LOCALS are stored differently from GLOBALS, as they belong to the individual NPC only. In savegames (with Near Infinity or EE Keeper) you find them on the creature files themself as *Effects*. You can edit them there.




#597638 Can I get permission to add Clairis and lord Daerthmac to my mod?

Posted by Roxanne on 22 October 2017 - 11:05 PM in DSotSC (BGT/EET)

1. K4thos has optained permission to maintain the mod from the original author, so he would be the person to ask.

2. Agree with jastey that the BGT/EET version would be the one to use, it is up-to-date and bug free.

3. If you let the original quest in Castle Daerthmac finish, i.e. the vampires are dead and you have the baby, you have the option to go to their sarcophagus and put wooden stakes through their hearts to lay them to rest. If you use this point to offer resurrection instead, there should be no compatibility problem with anything...you will justcontinue after the original is finished.

4.I have added myself some Sandrah content to the castle, so I have looked at that code carefully. If you do that as described in point 3 above and let the original plot finish and set its globals and all, then there is no hinderance to use the Castle afterwards as a stronghold. In my mod, I use some areas from DSotSC or NTotSC in similar ways - after they have done the job for the original mod, I use the areas and maps for further contents.




#598397 BWS notes for Tweaks Anthology

Posted by Roxanne on 19 November 2017 - 10:13 PM in Mega Mod Help

One more note once v4 is officially released: I had to re-order the options in the Adjust Cromwell's Forging Time component to work around a WeiDU quirk. The internal component numbers have not changed, but the order as presented by the installer is 8 hour/instant/24 hours, whereas in v3 it's instant/8 hour/24 hours.

 

IIRC BWS invokes the component numbers directly, in which case this shouldn't matter, but I wanted to let you know just in case.

BWS uses this (Example from BG2EE/EET)

 

@1225=Adjust Cromwell's Forging Time -> Instant forging (original BG2 default)
@1226=Adjust Cromwell's Forging Time -> Eight hours
@1227=Adjust Cromwell's Forging Time -> Full 24 hours (BG2EE default, includes sleep)

 

MUC;cdtweaks;Init;09;0111;
MUC;cdtweaks;1225;09;0111;   >>>selected by default
MUC;cdtweaks;1226;09;0000;
ANN;MUC;cdtweaks;1227;09;0000; non-ee only  >>>>skipped in EE

 

Like you said,, BWS takes component numbers directly, no need to change unless the above is no longer valid. With component numbers being the same, there should be no issue.




#597639 Bone Hill ...Pellar wont talk about hanging tree

Posted by Roxanne on 23 October 2017 - 12:37 AM in Mega Mod Help

Check this

 

GetGlobal("BHHandQuestAccept","GLOBAL")

 

If not exists

SetGlobal("BHHandQuestAccept","GLOBAL",1)




#596599 BWS randomly crashes after about a minute

Posted by Roxanne on 17 August 2017 - 12:47 PM in Mega Mod Help

So I posted about this issue at the end of the BWS thread on the Beamdog forums but I figured I'd probably get a faster response here.

 

Anyway, I'm trying to setup my first BWS installation for BGEE.  I'm on Win 7, UAC disabled, games are all in E:\Games and were started and have a save file, BWS is in E:\Program Files (though tried moving it to Games as well), my antivirus is completely off, and all games and BWS are set to English language.  However, every time I use BWS that application crashes after about a minute of use no matter what I'm doing.  It doesn't seem to make any log files either and there's no error messages, it just shuts down completely.

 

Any help figuring this out would be greatly appreciated, thank you.

Start BWS with

- *Start BiG World Setup - Update If Needed.vbs*

- A CMD window will open and check for the latest BWS version

- Let it finish to say *Press any key to continue*

- window closes and BWS starts some seconds later

 

Thank you, but that is how I normally start BWS up (since it gets updated almost every day it seems), so that doesn't fix it.

Sorry, I checked the latest BWS update again, all languages, all game selections, various types and settings, no crash.

There is no issue with the current BWS to be found.

It must be a local issue at your side. Maybe it helps to just delete the current BWS version completely and download BWS once more. Put it anywhere except the BGEE or BG2EE directory itself.




#601197 Help with RR

Posted by Roxanne on 25 March 2018 - 01:42 PM in IE Modding Discussion

Hi everybody, i'm new in the forums!

I have a doubt. I've downloaded the Rogue Rebalancing Mod 4.91 from Spellhold Studios and it said that it is compatible with the EE editions and Dragonspear.
It its installable with an executable. I did installed it and then i choose the parts i want to install when the command windows appear.

 

So far it says all was succesfully installed, however when i start a new game and create a new rogue or bard character the kit descriptions and abilities are still the same, and not the ones the RR Mod offers.
Am i missing or skipping an instruction on how to install it well?

Thanks in advance!

Do you have the BGEE+SoD game from Gog or Steam?

In which case you need to install modmerge before you can use other mods.

Also, you need to start a new game and not use a save from before you installed the mod.




#601571 Doing a manual install - need advice

Posted by Roxanne on 07 April 2018 - 03:58 AM in Mega Mod Help

To be honest, I have not done a manual install of a classic game for years but I used the tools and the BWP manual quite often in the past.

All those steps that you listed in the BWS extract are also done at one point or other in the manual when it describes some actions to be performed for a mod or in preparing a mod. The BWS does most of it at the beginning of the install automatically after it has unpacked the mods. Every now and then there are actions that can only be performed directly when installing the mod.

Provided the BWP manual has not changed its philosophy (I have not looked at more recent versions), then all of these operations will be individually be explained when it comes to a mod you want to install.

Since you mod the old game and this has not changed, you work on legacy stuff and you still need all those steps or you may have problems either during install or later in game. Only thing to consider are mods that have been updated between today and the release date of the manual, which may be some.




#601698 atweaks still needed in fixpack?

Posted by Roxanne on 14 April 2018 - 08:18 AM in Mega Mod Help

Keep the fixed version, fixes are for current version 4.52. It is an add-on to the coloring function.




#596806 Player1Fill

Posted by Roxanne on 27 August 2017 - 06:35 AM in IE Help

Identifies the character in the first party slot as opposed to Player1, e.g if you make Player3 lead your party.




#597081 Kova and Wizard Familiars

Posted by Roxanne on 14 September 2017 - 12:28 PM in Beyond the Law

Just an idea - I cannot veryfy it anymore since I changed from BGT to EET - but I played the mod in older days.

 

Take a look at some area scripts (all the main areas). When Kova is in your party, a lot of checks for the people hunting him are made (and sometimes they spawn to attack you). Check if maybe this code blocks the spawning of familiars.




#596584 BWS randomly crashes after about a minute

Posted by Roxanne on 16 August 2017 - 11:28 PM in Mega Mod Help

So I posted about this issue at the end of the BWS thread on the Beamdog forums but I figured I'd probably get a faster response here.

 

Anyway, I'm trying to setup my first BWS installation for BGEE.  I'm on Win 7, UAC disabled, games are all in E:\Games and were started and have a save file, BWS is in E:\Program Files (though tried moving it to Games as well), my antivirus is completely off, and all games and BWS are set to English language.  However, every time I use BWS that application crashes after about a minute of use no matter what I'm doing.  It doesn't seem to make any log files either and there's no error messages, it just shuts down completely.

 

Any help figuring this out would be greatly appreciated, thank you.

Start BWS with

- *Start BiG World Setup - Update If Needed.vbs*

- A CMD window will open and check for the latest BWS version

- Let it finish to say *Press any key to continue*

- window closes and BWS starts some seconds later




#598652 Small portraits for non joinable NPC

Posted by Roxanne on 01 December 2017 - 12:22 AM in IE Modding Discussion

Hello all

 

 

This is probably a "noob" question that I ask but I tried to assign small portraits to non joinable NPC (considering the fact that

BG1NPC, for instance, has deprecated them for copyright problems) in vain. 

It looks like I was naive in thinking I had only to take a small picture (with an "s" and not a "L") and rename it with the codename of the NPC.

Any idea?

 

Thanks

Use Near Infinity to open the cre-file of the respective NPC and look up what the NPC' s portrait name is at offset 34 (small) and 3c (medium), then name a bmp file of the right size to that name and put it into override. For example Minsc has MinscM and MinscL in my game.

PS if some mod has put already another file into a folder *portraits* for that NPC, that one has higher priority, so either overwrite or delete it there.




#595250 Near Infinity, Replacing Creatures in Spawn Scripts.

Posted by Roxanne on 03 June 2017 - 10:37 AM in IE Help

So in some past questions I have learned and mastered creating new creatures and renaming them using the "create copy" function in Near Infinity.

 

Now that I have a pallet of creatures I thought replacing them in scripts would be as simple as earasing the name and replacing it with the new creature script name.

 

THEN
    RESPONSE #100
        SetGlobal("BanditSpawn","GLOBAL",1)
        CreateCreature("BANDIC",[4354.2466],0) // Deke
        CreateCreature("BANDCAP",[4278.2608],0) // Bandit
        CreateCreature("BANDCAP",[4207.2585],0) // Bandit
        CreateCreature("BANDCAP",[4149.2498],0) // Bandit
        CreateCreature("BANDCAP",[4421.2472],0) // Bandit
        CreateCreature("BANDCAP",[4417.2605],0) // Bandit
END

 

 

Above is just a copy/paste....I attempted to replace "BANDCAP" with "NEWXXXXX".  When I compile I get errors.  The only thing I noticed was the original "BANDCAP" has ........... *Dots* underlining the name in the script, but when I copy and paste from the override section it doesnt.

 

 

Is replacing static or spawn creatures possible using NI?

Yes it is - but try Argent77's proposal first and then let us see if there is still a problem.




#599593 aTweaks BiG World ... erhm, compatibility fix report.

Posted by Roxanne on 14 January 2018 - 11:55 PM in aTweaks

Does new 4.52 still require fixpack patches?