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#537497 BG1 NPCs for SoA & ToB

Posted by Quester on 17 March 2012 - 01:42 AM in BG1 NPCs for SoA & ToB

Well I don't know what I'm doing wrong, but I get errors all over when trying to install the latest version. Whereas version 2.0 worked just fine.Attached File  SETUP-BG1NPCSOA.DEBUG   33.15K   434 downloads



#537401 BG1 NPCs for SoA & ToB

Posted by Quester on 15 March 2012 - 02:28 PM in BG1 NPCs for SoA & ToB

Are you sure about that? Since the first component is #0, shouldn't the last one be #23?



#537364 BG1 NPCs for SoA & ToB

Posted by Quester on 15 March 2012 - 10:00 AM in BG1 NPCs for SoA & ToB

Hi Smiling Imp,

Just a question: what is the 'Deekin in ToB' component number? As I was unable to install it automatically when I tried 23, and you don't mention component numbers in neither your readme or tp2 file.



#536672 BGSpawn

Posted by Quester on 04 March 2012 - 11:01 AM in Miscellaneous Released Mods

Hey mm75, any progress on that delay issue?



#536616 Zalnoya and the shadow thieves

Posted by Quester on 03 March 2012 - 10:58 AM in Miscellaneous Released Mods

Allright should be All right. Alright is not a word.


http://dictionary.re...wse/alright?s=t



#536561 BWP 10.3 tactical. in-game issues

Posted by Quester on 03 March 2012 - 01:27 AM in Mega Mod Help

Well I would prefer not having that message pop up all the time, hence the question as to how to get rid of it. ;)



#536521 BWP 10.3 tactical. in-game issues

Posted by Quester on 02 March 2012 - 02:07 PM in Mega Mod Help

Turumbar's contingency bug[Not fixed][Hotfix is provided] "You can not cast multiple instances of the same contingency spell on yourself" sometimes pops out randomly on mage-chars.

Reason: Turambar's slow drow weapon disintegration component from Turumbar fixes uses some kind of contingency-like spell to detect drow weapons. Which is apparently bugged for now. As a temporary solution you can comment lines in Baldur/Baldur25.bcs which cast "TUDRWUD" spell. Use search in those scripts

Update: bug is reported to Turumbar


I'm getting this bug and it's bugging me! <_<

I'm not sure I understand what to do, though. Is it possible to fix it in an on-going game or would I have to restart?



#535715 Bigger Fonts mod for Baldur's Gate 2

Posted by Quester on 22 February 2012 - 11:33 AM in Miscellaneous Released Mods

I finally succeeded in making some new fonts. These are much smaller than the fonts included with this mod, yet still quite legible at 2560x1440 resolution which is what I use.

Posted Image

Sorry for the huge image. To use these, install the mod in the first post (after Widescreen mod) and then just put the files in your override, replacing what's currently there.

Try them out and tell me what you think. Also, let me know if you have any suggestions for better fonts to use. I did try to find the original BG text font but was unable to do so, so I chose some other nice looking fonts (IMO). Please tell me if you know the name of the original, though.

Attached Files

  • Attached File  fonts.7z   11.08K   1279 downloads



#535461 Bigger Fonts mod for Baldur's Gate 2

Posted by Quester on 19 February 2012 - 03:19 AM in Miscellaneous Released Mods

Well I tried using haen's fontbam generator in the linked thread to create a new font to put in the override after installing ghostdog's Bigger Fonts mod. But I can't make it work. What I wanted to try was to use the font Constantia (regular, at size 12) which comes with Windows 7. It looks somewhat similar to the original font used in BG, I think. But I can't make this work. Anyone?



#535149 BGSpawn

Posted by Quester on 15 February 2012 - 10:40 AM in Miscellaneous Released Mods

You could try asking in the Help forum if any of the code gurus can spot what's causing the delay. As it is, it's a little too easy to escape without having to fight anything. Yes, you could self-police by sticking around long enough for your enemies to show up, but doing so feels a little meta and a little silly as well.

Aside from that, the general idea is awesome. More variety, more replayability, more fun. Any chance of seeing an updated version with even more variations/additional enemies soon-ish? You might browse through here for some inspiration, perhaps.



#535084 Nice to meet you, Nephele!

Posted by Quester on 14 February 2012 - 11:34 AM in Nephele

Two suggestions for the next version of Nephele:

1. More cross-mod banters! Particularly, I think she and Yeslick would have some things in common, yes? Him being a fatherly type, she being a motherly type.

2. Her stats are a bit underwhelming. Especially her wisdom, considering A), she's a cleric, and B), she's old and experienced. Perhaps you'd consider a minor stat-boost?

3. Otherwise, she's awesome! :cheers:



#534951 Beta-testers Wanted: Keldorn romance mod

Posted by Quester on 12 February 2012 - 12:22 PM in IE Modding Discussion

Hi Berelinde, how is the testing going on this? Any chance of seeing a full release soon?



#534874 BG1 NPCs for SoA & ToB

Posted by Quester on 11 February 2012 - 08:13 AM in BG1 NPCs for SoA & ToB

Excellent, fantastic, splendiferous! Well done and thank you.

And now I will go play.

:cheers:



#534855 a couple of issues when installing BWP

Posted by Quester on 11 February 2012 - 12:35 AM in Mega Mod Help

Okay, I think I've solved these problems on my own:

1. This seems to have worked fine, since it just checks for the file to ensure that BGT is indeed installed.

2. CLABPA01.2DA was apparently altered by Konalan's Tweaks, the paladin component (which I had forgotten that I'd added). This caused BP's Level 50 ruleset not to install as above. For my own part, I just removed the Konalan's tweaks component and instead went with the aTweaks paladin component which does a similar thing.



#534710 a couple of issues when installing BWP

Posted by Quester on 09 February 2012 - 12:46 PM in Mega Mod Help

1. The "Improved Xvart village" component of BPv180 gets skipped automatically because it doesn't detect BGT. I believe this is because some things changed with bif-files between BGT 1.12 and 1.14, but I cannot seem to find the thread where I read something about this. Anyway, looking in the BP tp2, it looks like the component searches for BGTCRE.bif in the data folder, which apparently isn't there anymore. Until this gets fixed in either BP, BGT or by a BWP fix, could I just create a mock file called BGTCRE.bif in the mentioned directory before installation? I mean, is that enough or does the installation somehow need the actual BGTCRE.bif file?

2. The very next BPv180 component, the Level-50 ruleset by King Diamond, also failed to install. This has installed fine previously so I am not sure what the problem may be now. Here's the error message:

Appending to files column-wise ...
Copying and patching 1 file ...
Appending to files column-wise ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Appending to files column-wise ...
Cannot append column-wise because there are 11 lines in CLABPA01.2DA but I was only given 9 things to append
Stopping installation because of error.
ERROR: [CLABPA01.2DA] -> [override] Patching Failed (COPY) (Failure("cannot append column-wise to CLABPA01.2DA"))
Stopping installation because of error.
ERROR Installing [Level-50 Ruleset (Code By King Diamond)], rolling back to previous state
Will uninstall   8 files for [SETUP-BPV180.TP2] component 14.
Uninstalled	  8 files for [SETUP-BPV180.TP2] component 14.
ERROR: Failure("cannot append column-wise to CLABPA01.2DA")
PLEASE email the file SETUP-BPV180.DEBUG to The BP Crew
Automatically Skipping [Level-50 Ruleset (Code By King Diamond)] because of error.

Any idea what this CLABPA01.2DA business is all about? Like I said, it has installed fine before and I'm not sure what I've changed since then that could cause this.



#534433 BG1 NPCs for SoA & ToB

Posted by Quester on 07 February 2012 - 08:18 AM in BG1 NPCs for SoA & ToB

That would be great as I'd really like to include your mod in my upcoming game.

:)



#534420 Alternate Hubelpot portrait?

Posted by Quester on 07 February 2012 - 04:41 AM in Hubelpot

More beard!

And if you can, try to make it less recognizable who you used for the base picture.



#534318 Bigger Fonts mod for Baldur's Gate 2

Posted by Quester on 06 February 2012 - 04:18 AM in Miscellaneous Released Mods

Anyone interested in picking this up and tweaking it so the text is a little smaller (and perhaps a font more similar to the original, too)? I'd do it myself but I have no idea how. Ideally, the mod would allow the user to choose between 3-4 different font sizes.



#534207 NPC Portrait Pack Expansion

Posted by Quester on 05 February 2012 - 02:17 AM in Portrait Mods

Good one, Enkida.

Oh and...as much as I like your Kiyone portrait...would you consider making a version with black hair instead of green? I guess that would be a fairly simple tweak for someone of your immense and prodigious talent. ;)

Thanks for all the great work you do.



#534172 NPC Portrait Pack Expansion

Posted by Quester on 04 February 2012 - 02:53 PM in Portrait Mods

I like Yikari's current portrait. I would rather you replace that Otako guy in that case.



#534166 BG1 NPCs for SoA & ToB

Posted by Quester on 04 February 2012 - 01:22 PM in BG1 NPCs for SoA & ToB

Sounds great, SI. Any chance of seeing a new release soon?



#534137 NPC Portrait Pack Expansion

Posted by Quester on 04 February 2012 - 05:51 AM in Portrait Mods

Argh! I've looked through all pictures (210) in that pack, but I can't find that particular image! Am I blind? :crying:


It's in there. "po_hu_m_19_h". Yes, you're blind. ^_^



#534135 Refinements HLA-component and kitted multi-class characters

Posted by Quester on 04 February 2012 - 05:24 AM in Refinements

Okay then, thank you for the information. I will see if it works for me. :ermm:



#534126 Refinements HLA-component and kitted multi-class characters

Posted by Quester on 04 February 2012 - 04:31 AM in Refinements

Hmm...I see. By the way, what about the vanilla multiclass NPCs whose class include a kit? Off the top of my head, Jan comes to mind (illusionist/thief). How does that work with Refinements? And on that note, how do dual-classed characters work? Would there be the same problem with HLAs if one started with a kit and then dual-classed into a base class?



#534122 Varshoon - an Illithid NPC

Posted by Quester on 04 February 2012 - 03:27 AM in Miscellaneous Released Mods

I completely understand, and you may be right that it's best for this type of NPC, actually.