Jump to content


Falagar's Content

There have been 12 items by Falagar (Search limited from 24-May 23)


By content type

See this member's

Sort by                Order  

#594152 Should Drizzt Saga & RoT be combined into one big mod?

Posted by Falagar on 21 March 2017 - 10:14 PM in IE Mod Ideas

Personally I don't know the complications that would arise, and if the Authors would go with the idea. I see some benefits from this if both projects were to be combined into one giant adventure:

 

1) Consistent characters (no need for duplicates of the same character)

2) Keep consistent weapons & armor from Drizzt Saga to RoT.

3) Chance to eliminate old bugs (hopefully new bugs won't appear).

4) Chance to eliminate any lingering conflicts with scripts, items, creatures, etc.

5) New Banter (for consistency purposes)

 

Possibly other benefits I'm not seeing? Also the combined mods will need a new name...

 

Also making Drizzt Saga & RoT as being optional components if you just wanted to play the BG1 Quest line or just the BG2 Quest line, but doing so would require a small story change.

 

So this idea good or bad? Honestly I don't know the real inner workings of how these mods are made, and what it would take to do something like this, and if it even is practical.




#593952 BWS broken archives

Posted by Falagar on 16 March 2017 - 12:09 AM in Mega Mod Help

I was attempting to do Tactical Selection (EET), and a few of the download links are apparently defects, I provided the attached download debug.

 

Also here is the affected downloads:

 

Rogue Rebalancing

aTweaks

Worldmap

Attached Files




#593930 BGTEE Play testing bug list.

Posted by Falagar on 15 March 2017 - 09:18 AM in Mega Mod Help

I would just use the EET shortcut that installs after the BWS is finished instead of just using the BGEE & BGEE2 icons.




#593904 Restoring the "Fly" animations for corpses

Posted by Falagar on 14 March 2017 - 08:28 PM in IE Modding Discussion

I apologize if this is not the correct board for this type of discussion, I was not sure where to post this. When I was looking through the BGEE topics that I noticed a user made a comment that the Flies animation went missing after 1.3 was patched to 2.0, and possibly onward? I have not tested out 2.3 patch yet, but has this been restored in 2.3 or will this require a bug fix?




#593892 General discussion

Posted by Falagar on 14 March 2017 - 12:48 PM in Almateria's Restoration Project

:P lol what was the deal with the hut?




#593888 BWS for EET: errors with installation

Posted by Falagar on 14 March 2017 - 12:38 PM in Mega Mod Help

That I'm not entirely sure on, I would wait a bit till someone here can give a better idea what's going on with it.




#593885 General discussion

Posted by Falagar on 14 March 2017 - 12:27 PM in Almateria's Restoration Project

Out of curiosity, but since you practically found all the unused content for SoA, but are you going to look inside ToB later? Unless there is still stuff to be found in SoA. Also about that omitted Plane of Earth that was causing problems, have you considered letting another modder take a whack at it, and make that as a separate mod? Sounds like it was one of the more problematic restorations.

 

Also I'm kind of curious to know what that Plane of Earth looked like if anyone has any screenshots.

 

Hope you're doing well these days, and sorry about that little thing about ARP back on G3, I hope I didn't offend lol.




#593884 BWS for EET: errors with installation

Posted by Falagar on 14 March 2017 - 12:24 PM in Mega Mod Help

If I'm not mistaken, but RoT I believe is currently going through some revisions.




#593882 Free space inside the Baldur's Gate.

Posted by Falagar on 14 March 2017 - 12:09 PM in IE Mod Ideas

I don't have the song itself, and I'm not too familiar what kind of setup the Infinity Engine needs to allow new audio to be played, I think it needs to be in .acm or .mus form correct? I imagine if you were to convert the MP3 format to those formats that it would only take a few minutes to do.




#593851 Free space inside the Baldur's Gate.

Posted by Falagar on 13 March 2017 - 08:35 PM in IE Mod Ideas

Elfsong you say? By the way if someone ever does, I would love to see the actual song of the Elfsong Tavern be put in as a small mod for nostalgia purposes.

 

Also when it comes to graphics...have you all tried contacting graphic artists over at the Unreal Engine Forums? Usually that is where most of the talent is currently located, and I believe their asking price to do animations, and art would be minimal for something like this.

 

Just a idea, I don't know if they would really do it.




#593850 BiG World Setup (an attempt to update the program)

Posted by Falagar on 13 March 2017 - 08:30 PM in Mega Mod Help

I was wondering what was up with BWS-Setup today, I noticed many mods have been unchecked, but I if I had to guess it was because of the new information regarding some nasty bugs.




#593849 Notes, Oddities and Possible Bugs in My BWP Game (Spoilers)

Posted by Falagar on 13 March 2017 - 07:58 PM in Mega Mod Help

Hi everyone, it has been a very long time since I've last posted, but I've saw all of this, and I needed to say something.

 

1) It warms my heart when the old school modders of SHS take appreciation for the newer system, so that we still play your old mods for everyone to enjoy. I can't see myself playing EET without Darkside, Dark Horizons, and many other mods.

 

2) I wish you all didn't fight like this, there is nothing to be gained. Personally the hate for EE is unwarranted, and don't you all remember a long long time ago you all struggled to work with the original engine to be where it is today for the original BGT? EE on the other hand offers a more up-to-date system to keep up with technology, and that was sorely needed. You guys are expert coders, and something like this should be just easy, and maybe there will be times it can get newly complicated, but that is part of the fun.

 

3) People are most likely on newer hardware & software these days, and as this advances, the less compatibility BGT would have gotten since it needs older software which has long since lost support, that does not help both modders & players. The revival of the series into Enhanced Editions greatly solved many issues regarding that, but while offering new problems that will need to get fixed.

 

4) Consider the fact Beamdog basically generated a new generation of Modders, I know a lot of you guys will not be around this scene forever as if I recall...many of the veterans since the beginning have retired..though thankfully there is still some that stick around to offer modding support.

 

Aside from all this..I just want to say something that's been on mind as well, I feel sometimes the more you guys delay fixing your mods, the less likely you will ever get around to it. To this day some mods, and even ones still currently in Beta that they still suffer from some issues, and these issues have been around for a few years now (though evidence suggest a sluggish, but successful pace is being made since last year). To us players, we're not really getting any younger, and eventually we would probably move on to something else or just simply play the game in it's vanilla state seeing as there is no point to keep waiting for another year. Usually modding communities are never this sluggish, and I find that to be a bad sign. Maybe it is a unfair assessment, I understand that most modders have a life, but it is always good to have a 2nd or 3rd man (or woman) in charge if you have to be away for awhile. That way there is continuous support with no long stops because that is what has been happening for a long time now.

 

There is exceptions to the norm, but those modders are rare.

 

The goal should be here to try to get most of the old mods (on BWS) fixed properly without stops in-between. Once we are sure the mods are fixed once, and for all then we can concentrate converting, and introducing other mods.

 

The Mega Mods, Quest Mods, and Ascension should be the first step to make sure we can at least squash bugs that cause major problems (either recently, and bugs that have yet to be squashed for years). The players likely would want those mods the most aside from Stratagems, but of course that is my opinion on the matter. There is also the issue with the Area Maps that need to be fixed that cause horizontal lines that many mods suffer from, and that has been a major thorn in the side for EE Modding.

 

On a Final Note on the subject:

If the number of modders have dwindled from SHS, G3, and elsewhere then the best thing to do is gather the manpower, and focus on one mod at a time, and then proceed to the next, and then the next. Let's say for example The Darkest Day was the most bug ridden mod, but with all that manpower on one project that it will cut the time down than it would normally take when it's just a few people to fix it up properly, players reporting in would be a bit of a bonus to help speed things up. I recommend having events like this only on the weekends where most people are free, and on the week days the man power would spread out, and do their own thing, but comeback together again on the weekend to squash bugs in a big mod.

 

Also I encourage the use of Modding Test Saves to be used, so everybody is on the same level (Your BWS has to have the same setup as the other users in order for the testing to be accurate, and elimination of false errors). I'm ignorant on this subject however because I don't know if it's possible to use Modded Saves in other Modded EETs. The benefit of this would be so that people don't have to sluggishly get back to the part of the game where the testing would be begin, it would cut down a lot of time for everyone.

 

Alternatively...

 

We can run Multiple Mods instead of one mod for a Community Playthrough on the weekend too which would bring faster results, and eliminate multiple bugs rather than just squashing bugs from just one mod.

 

Also this would help Alien out as he would have the most reports on the weekends, and the regularly usual reports on the weekdays for BWS.