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#601829 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 18 April 2018 - 09:01 AM in Mega Mod Help

Roxanne: Fine, but how do I install the mod now? After looking more in the fixpack it seems it deletes the file handle_charsets.tpa and then fails to change the code to make stuff work after this. Is that a right observation?

 

If so, can I just restore the handle_charsets.tpa file from the mod archive and it will work? Or is it best if I altogether revert the mod (delete and extract it again) to get rid of the stuff fixpack has done?

Delete it and try to use the unmolested v12. You probably would need to open the mod.tp2 and look for GAME_IS to add EET after the BG2EE. If the mod works in EET or not is something to be seen.

Or ask the mod forum about it.




#601827 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 18 April 2018 - 08:50 AM in Mega Mod Help

But I am doing a manual install on BGT currently not EET. The mod just wont install and I think it's because that fix in the fixpack fails. So maybe fixpack could be updated for to v12?

You are right. The EET fix was for V11. The mod has updated to v12 but without making it EET compatible.The fix no longer works and the mod v12 is not usable for EET anymore.

This is the author's or maintainer's decision. EET compatibility fixes were an interim solution and only valid for the mod version they targeted. A mod update will either contain its own compatibility changes or reject it. It is not for fixpack to overrule the mod owner's decision in this..




#601813 [MOD] Shine On Caelar

Posted by Roxanne on 18 April 2018 - 12:03 AM in Miscellaneous Released Mods

"Do NOT use this mod when playing SoD for the first time"

Hi Roxanne,

 

I'm sorry but I don't understand precisely what you mean by that.

 

I will try an EET-playthrough and I don't grasp what it implies to that end.

The mod provides an alternative but skips one of the BIG battles to get into Dragonspear Castle.

 

This is meant as a hint to at least once enjoy the original game as it was written and developed with much work and care. Only if afterwards you feel that you want another way to solve the case with Caelar, you should use that other road. It is for those with an urge to fill a gap in the original game, but for that you should at least know what is going on and decide only after you know the story. But of course you make decisions as you want, it is just my suggestion.

 

PS In EET you will be able to play the ToB contents regardless of whether you took the SoD alternative or not. Only prerequisite is that Caelar is still alive at SoD end.

Thanks a lot.

Well thought.  

i'll try with and without.

By the way, is the mod now included in a BWS installation?

You can select it in BWS, it is under NPC-related mods. It is not pre-selected.

And yes, you can install it anyway, because the decision which route you take is made in the game.




#601811 [MOD] Shine On Caelar

Posted by Roxanne on 17 April 2018 - 11:39 PM in Miscellaneous Released Mods

"Do NOT use this mod when playing SoD for the first time"

Hi Roxanne,

 

I'm sorry but I don't understand precisely what you mean by that.

 

I will try an EET-playthrough and I don't grasp what it implies to that end.

The mod provides an alternative but skips one of the BIG battles to get into Dragonspear Castle.

 

This is meant as a hint to at least once enjoy the original game as it was written and developed with much work and care. Only if afterwards you feel that you want another way to solve the case with Caelar, you should use that other road. It is for those with an urge to fill a gap in the original game, but for that you should at least know what is going on and decide only after you know the story. But of course you make decisions as you want, it is just my suggestion.

 

PS In EET you will be able to play the ToB contents regardless of whether you took the SoD alternative or not. Only prerequisite is that Caelar is still alive at SoD end.




#601801 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 17 April 2018 - 10:21 AM in Mega Mod Help

 

What is "STRG+Q"  I understand the first part of that from clua console but I don't know what that is.  I have used the EE Keeper editor only at this point, I just downloaded NI and am studying how to use that utility as it looks like that is a better tool to use instead of EE Keeper.

 

STRG+Q is a quick way to get any creature as a party member so you can see the statistics and inventory screens etc in game without needing NI or EE Keeper. It is a shortcut to see limited information at a glance.

You can also use it to get back a kicked out party member in case the leaving dialogue did not trigger correctly.

Alright I went to an auto save outside of FAI before meeting them.  Brought up Kahlid with the above command and he shows up as single class ranger.  I reload the game, go inside and recruit them both and it's back to him being a cleric/ranger.  I thought the log shows the changes being done, but it's not showing up that way, unless I need to go back further and the game or something.  I may just try starting a new game and see if it takes effect.  Though I am confused because bring up the console gives me the corrected Kahlid.

You may go back to a save prior to entering the FAI main map.




#601799 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 17 April 2018 - 09:25 AM in Mega Mod Help

 

What is "STRG+Q"  I understand the first part of that from clua console but I don't know what that is.  I have used the EE Keeper editor only at this point, I just downloaded NI and am studying how to use that utility as it looks like that is a better tool to use instead of EE Keeper.

 

STRG+Q is a quick way to get any creature as a party member so you can see the statistics and inventory screens etc in game without needing NI or EE Keeper. It is a shortcut to see limited information at a glance.

You can also use it to get back a kicked out party member in case the leaving dialogue did not trigger correctly.




#601798 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 17 April 2018 - 09:21 AM in Mega Mod Help

Is there a reason why the Imoen Romance mod is installed early among the BG1 npc mods in BWS? Since Imoen friendship needs to go before it BWS wants to install them both that early. However the BWP manual installs them with the other bg2 npc mods as is more expected since they are both bg2 mods after all.

 

Which way is the correct one?

Imoen romance should be installed as early as possible because it makes some changes in ToB dialogues taking into account ONLY vanilla NPCs. If you install her late, other mod NPCs may have appended as well to those dialogues and you will encounter abrupt endings of some some very crucial dialogues.

Install order has ABSOLUTELY NOTHING to do with where the contents appears in the game, it is based on how mods depend on each other or the order in which they may change the same selection of files.




#601794 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 17 April 2018 - 09:09 AM in Mega Mod Help

It is the npc_ee mod.  Khalid turns up as a Ranger/Cleric and Jaheria as a Multi class Ftr/Druid.  Options that are chosen when the mod is installed.  There are class "adjustments" for many of the npc's in the game that get done when the mod is installed.  In this case I will just use EE Keeper to adjust Khalid and Jaheria back to their classes, I was trying to figure out if I could just re run the mod and go through and make whatever class adjustments to those npc's as needed, but I guess since it was done thru BWS and EET is finalized re-running the mod won't have an effect.

Just to make this short.

No need to worry at all.

According to your weidu.log of BG2EE, it says that npc-ee was the last mod before GUI that you installed. Obviously you already changed Khalid and Jaheira there. So everything should be as you want it.

However, these changes would not appear in the game if you play with a save where you already visited the Friendly Arm or even recruited those two. Your changes only have an effect if you never saw those two in the game yet.

 

Test this by C:CreateCreature("Khalid2") and then STRG+Q > now look at what class that Khalid has.




#601772 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 16 April 2018 - 10:31 PM in Mega Mod Help

I have an EET install that was done through BWS.  A mod for NPC's installed with some options that I'm not to thrilled with and wanted to adjust.  I found the MOD in the BGEE/SOD folder and re-ran it with the options I wanted.  I verified through the Weidu log that it ran and it was confirmed, but the NPC changes didn't change.
 
So my question would be, does this mod maybe need to be run in the BG2EE game folder  with those mods for it to take effect?  I was assuming this since I'm of the impression that most mods will run thru BG2EE.  I am attaching my Weidu logs, if something else is needed I will be happy to provide that.attachicon.gifWeiDU.logattachicon.gifWeiDU-BGEE.logattachicon.gifWeiDU.log

 

 

You installed the changes from that mod into BGEE, and then EET imported everything from BGEE into BG2EE.  So:

 

1) Uninstalling/changing that mod in BGEE will have no effect, since you are playing BG2EE.

 

2) You cannot do anything about that mod in BG2EE, since it is not actually installed in BG2EE.

 

You need to change it in BGEE, and then re-run EET  to import that changed version of BGEE into BG2EE.  Since you used BWS this effectively means just doing the whole installation over again, I think.

I principle it is what subtledoctor says, changes in BGEE after you ran EET (or BWS ran it for you) have no effect since that game is no longer used. If you could state which mod/mod option you want to get rid of, there may be some way (or not) to change that. Which one is it?




#601770 [MOD] Shine On Caelar

Posted by Roxanne on 16 April 2018 - 09:32 PM in Miscellaneous Released Mods

Hey, can you elaborate what conditions cause the additional dialogue options (at dead man's pass)  to show/not show up?

I'm at that stop right now but have no option to overrule the NPC leaders.

This is set by the script in BD3000, the Coalition Camp

IF
GlobalGT("bd_mdd420_good","global",1)
GlobalLT("bd_alt_willing_surrender","global",2)
THEN
RESPONSE #100
SetGlobal("bd_alt_willing_surrender","global",2)
END

It depends on how you dealt with Caelar in previous meetings.

It does not appear in all of the conversation path's of that meeting, only if you follow the *peaceful* path during that meeting. You should get it when de Lancie says ~It pains me to say it, but Nederlok is right. This time. Though I'd happily sacrifice the Bhaalspawn's life to end this war, we don't know what sending them off with Caelar means.~ And you say ~I still think surrender is the best option....~

 

PS - I consider that there may be more options to trigger the alternative and I am open to suggestions. Since it is just evaluating globals, it will be simple to implement.




#601745 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 15 April 2018 - 08:58 PM in Mega Mod Help

some reporting from my BWS megamod install: i've got inventory stutter problem only when Sandrah is in my party, and that is not fun at all, cause i did want to try this new mod.

Weidu.log - http://textuploader.com/duvit

video - https://streamable.com/tw56a

p.s. yep, not biffing installation helped with wrong spell names problem

This lag (it is not stuttering, there are no scripts involved here) has been noticed by users with or without Sandrah. There is an official report at bean dogs about it, It is an issue of the game inventory handling itself.

Anyway, it appears that with Sandrah and or some other specific party members it happens more often than without them.

It is nothing that can be solved by BWS or the Sandrah mod. It may be improved by patch 2.5 of the game, but I have no information about that yet. It only affects inventory screen handling when you select items and the game does its checking to highlight the party members who can use it. It does not slow the normal play.

There are scripts looking for an item by looking in every potential inventory spot of every character constantly, which can be a pain.
 

While this remark is generally valid, it is not the case here, as several tests done by others and reported here have made clear.

What could be a factor is that big scripts are running AND the inventory management as it is currently installed both may consume resources, regardless of what those scripts do. This was tested by removing all item checks from the scripts of party NPCs (including Sandrah) and still having the problem. There is some assumption that running large scripts while browsing the inventory is a bottleneck, regardless of the content of the scripts.

But again, there is no proof for it and the issue is random for some users and not reproducible.




#601739 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 15 April 2018 - 01:19 PM in Mega Mod Help

some reporting from my BWS megamod install: i've got inventory stutter problem only when Sandrah is in my party, and that is not fun at all, cause i did want to try this new mod.

Weidu.log - http://textuploader.com/duvit

video - https://streamable.com/tw56a

p.s. yep, not biffing installation helped with wrong spell names problem

This lag (it is not stuttering, there are no scripts involved here) has been noticed by users with or without Sandrah. There is an official report at bean dogs about it, It is an issue of the game inventory handling itself.

Anyway, it appears that with Sandrah and or some other specific party members it happens more often than without them.

It is nothing that can be solved by BWS or the Sandrah mod. It may be improved by patch 2.5 of the game, but I have no information about that yet. It only affects inventory screen handling when you select items and the game does its checking to highlight the party members who can use it. It does not slow the normal play.




#601726 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 14 April 2018 - 11:04 PM in Miscellaneous Released Mods

Hello!

I have a little problem with the Darkest Day mod and I hope you could help me.

I was in the Riatavin city for the darkest day mod. When "Something" happen that make me need to return to Athklata in 2 day, another cutscene happened at the same time from the Sandrah saga mod that make me return to waterdeep within 2 days also (The time when I gain the spell to teleport to Waterdeep). Since the 2 happen at the same time I priorised Waterdeep and done the quest here. After I reteleport with the spell to Riatavin and after to the city gate of Athklata like I was suppose to. But in the city gate nothing happen and they are no special gate guard npc to talk to. Also the npc  Aramir are not in the gov distrinct main building. Did a conflict happen between the 2 mods? Are there something I can do to make Aramir appear?

The darkest day mod ending are important for Sandrah saga if I read the readme correctly.

Sorry for the bother and thanks a lot! And sorry for my english.

Valek

Bad luck and a sheer coincidence - both events have nothing to do with each other. Sandrah's quest just starts after some timer and when you are in a city, Riatavin is city...

 

Go to Riatavin outdoors, area code "DD3300" when you check it with X in your game.

With console

C:SetGlobal("tz_bgarival","GLOBAL",1)

 

When you witnessed the scene following this and are ready to travel to the City Gates, check

C:GetGlobal("tz_bgarival","GLOBAL") it should answer with 3. If yes, you are ready to travel and the quest should evolve normal.

 

PS-

*The final episode of TDD is important for Return to Faerun as it clarifies the relationship between Sandrah, her grandmother and Cyric.*

This is in the readme. TDD has five episodes, the one I refer to here is the last one that starts in Suldarnessalar. Even that is not essential, just helpful. Even though Sandrah also interacts with the other quests at times, none of them are needed for her progress,

Doing them anyway is no mistake, it ties a lot of things from all over the game together and it is big fun.

If you found some other misleading quote, let me know so I can correct it. It may be a relic from former BGT days where TDD worked as a glue between BG2 and ToB which is no longer the case with EET.




#601725 [MOD] Sandrah Saga For EET

Posted by Roxanne on 14 April 2018 - 10:55 PM in Miscellaneous Released Mods

Hello! 

Little question about Shauhana:

Spoiler


And while talking about her, I just have to say that it's one of my favourite part of all Sandrah Saga, I really love Shauhana, her interactions and quests :)

Did you talk to the blind orc in the slums after you broughtt Shauhana to Amn?

Spoiler




#601713 RoTerror 3.1 for BG2EE/EET and BG2/ToB/BGT

Posted by Roxanne on 14 April 2018 - 12:14 PM in Region of Terror

It works in new game. Arlax appears near saradush. But not in my current save.

That is usual behavior if you install additional areas after you started a game and then continue from a save. The game will always load the worldmap already contained in the save and not the new and extended one.

 

You can solve this (if you are still early in the game) by removing the worldmap,wmp from the baldur.sav in your saved game (Near Infinity makes that easy). This operation will force the game to reload the new worldmap when you load the save. However, you will lose the map indication about already visited maps, i.e. you have to explore them anew - this is only for the display of the worldmap, it does not affect the status or the actual areas that you already visited.

 

All in all, there is no issue with the mod, it is all caused by using a save for a modified install.




#601710 RoTerror 3.1 for BG2EE/EET and BG2/ToB/BGT

Posted by Roxanne on 14 April 2018 - 11:03 AM in Region of Terror

Start a new game with a newly created player creature. Start the game.

With console

C:MoveToArea("rr3100")

 

When arriving there, take a look at the worldmap.




#601708 RoTerror 3.1 for BG2EE/EET and BG2/ToB/BGT

Posted by Roxanne on 14 April 2018 - 10:12 AM in Region of Terror

https://www.dropbox....rldmap.rar?dl=0

This is not the file, this is the worldmap mod itself.

 

There should be a folder called plainly *worldmap* with some files called .tbl and a .tra file.




#601706 atweaks still needed in fixpack?

Posted by Roxanne on 14 April 2018 - 09:59 AM in Mega Mod Help

Alright then. How about tomeandblood then? I noticed there as well similar things. The version says 0.70 which I have but all like 20 fixes fails and only 2 succeeds and that's with fuzz as well.

This would be something you better ask at the mod's support directly, as far as I know there are changes ongoing but I do not know the details.

https://forums.beamd...nd-sorcerers/p1




#601705 RoTerror 3.1 for BG2EE/EET and BG2/ToB/BGT

Posted by Roxanne on 14 April 2018 - 09:56 AM in Region of Terror

How do I upload files ?

Just notice that you are posting as guest not logged in. You cannot upload files here. You could upload it to dropbox or similar and post the link here,




#601701 RoTerror 3.1 for BG2EE/EET and BG2/ToB/BGT

Posted by Roxanne on 14 April 2018 - 09:24 AM in Region of Terror

Go to your BG2EE/worldmap and zip or rar the complete worldmap folder and post it here.

 

Just to make sure, you started a new game and did not reload some save?




#601699 RoTerror 3.1 for BG2EE/EET and BG2/ToB/BGT

Posted by Roxanne on 14 April 2018 - 08:22 AM in Region of Terror

the world map one

The worldmap is currently at version 10.2.2. The link in the signature is to a historic version.

Current one is here http://www.shsforums...p-bgt-worldmap/




#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.




#601685 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 14 April 2018 - 12:14 AM in Mega Mod Help

Some news.

 

The BWFixpack has now published a GNU GENERAL PUBLIC LICENSE in its database. A similar license already exists for BWS.

 

Given those two pre-requisites, it appears that the way is free now to consider some alternative approach to maintain and keep alive the BWS concept.

 

Ideas are already discussed:

http://gibberlings3....=76#entry259884

 

 

Privately used tools exist for some time and may soon be made available to a wider community. At least discussion has started and there is a lot of interest for a new approach, so something may really come out of it after all this time...
 
 



#601683 [MOD] Sandrah Saga For EET

Posted by Roxanne on 13 April 2018 - 12:55 PM in Miscellaneous Released Mods

Thats fine.  I was mostly worried about it conflicting with the Sandrah mod, but you just answered that for me.  I'm making notes of the mods I won't install thru BWS next time, I did a big install this time to just see how it rolled and for these reasons especially, so I can figure out what mods not to install next time.

 

I'm enjoying the Sandrah Mod and just want to make sure I don't do anything to break it at this point, so you answered what I needed.  Thanks.

 

PS - is this the primary Forum for Sandrah related discussions?  Not bugs or the BWS thing, just the Sandrah Mod.  I just found it and haven't had time to dig thru but I will later.

The BWS topic is for support and issues with that tool specifically. Admittedly it is not always obvious for a player having an issue where the source of it may be. So many use the BWS topic to report things because they used BWS to install their game. Many people visit and read the posts there, so often you get help there faster and surer than in some more specialized topics.

 

As for the two Sandrah topics - I created the Bugs and Support forum for the purpose stated by its name. The [Mods] one is something created automatically by the forum software, I guess the idea was to give mods a *home*.  Both are not strictly related to the mod, because many players - just like yourself - use it for help with *a game that contains Sandrah*. Personally, I have no problem with that, it just makes things harder to find for others. (The search function of this forum is not very useful.)




#601681 [MOD] Sandrah Saga For EET

Posted by Roxanne on 13 April 2018 - 12:16 PM in Miscellaneous Released Mods

I just met up with Khalid and Jahiera.  He is a Ranger/Cleric and she is a Fighter/Druid.  I'm assuming these changes are related to the NPC Mod that was installed with my BWS install of EET.  I try to use the "choose kit" option and all it gives me for Khalid is a bunch of Cleric Kits, there isn't an option to just move him over to straight up Ranger.

 

If I make changes to him with EE Keeper will it break the Sandrah Saga component of my game?

 

Am I missing the options somewhere to change him back to a single class fighter or ranger?

 

Should I just go in and uninstall the mod that changes this and start a new game?

 

I would like to keep my current game and just switch him using EE Keeper as long as that doesn't break anything.  I don't see much need for him as anything more than a fighter.  Of course I could just keep the two of them and get Nashkel out of the way and then drop them for other NPC's but I would like to fix his class problem long term in case I pick him back up.

This change is in no way related to Sandrah. So I cannot tell you where it comes from or how you switch it back.

 

As for gameplay, there is nothing in the Sandrah mod that is depending on those two NPC's classes. The only one who is evaluated by my mod is Imoen, who gets extra content if she has some magic abilities and becomes friends with my priestess of Mystra, goddess of all magic.

 

As far as I know the game, there is only the shadow druid quest for Jaheira in Cloakwood that makes reference to her being Druid but that one works just the same for Fighter/Druid. I would see no danger in changing them to what you prefer - but i  may not know everything.