have a look and see if timestop immunity makes lot difference might need to put in more ts immune done for other areas but other bugs in progress
jube's Content
There have been 73 items by jube (Search limited from 24-April 23)
#523753 Vecna
Posted by jube on 28 September 2011 - 07:18 AM in Miscellaneous Released Mods
have a look and see if timestop immunity makes lot difference might need to put in more ts immune done for other areas but other bugs in progress
#523354 Vecna
Posted by jube on 23 September 2011 - 12:11 AM in Miscellaneous Released Mods
TR areas
11...Dragon Corridor
42...Undead Lab
13...Main Lab
12...Furnace Room
45...Meeting Room
20...Android 0 Cell
39...Horse temple
48...Liabrary 1
49...Liabry 1 Level 1
50...Liabry 1 Level 2
04...Liabrary 2
40...Pre throne
31...Throne
To get to loloths complex , first get the TR master key from 31, then get to 13, in the picture on the wall there is container with an " Astral map " this is a very special scroll which reveals the location of Loloths complex on the Astral, without it getting there is impossible.
Ok, please go and have a quick go and see what the bitch queen is up to, that will give you a flavour of what the REAL mod plays like, remember the TR complex is an INTRODUCTION, Loloths complex is 5 times as big and at least twice as tough. And that is itself also an introduction, the quest for the rod of seven parts will be 3-4 times the size of the entire mod so far and obviously tougher. I am actually rendering new area graphics for the rod quest with brand new character animations, by the time i am finished ( next year some time ) i plan it to be at least as big as SOA.
Will post a whole bunch of changes in a day or so as another hotfix ( that will cover all the observations so far ), and then if possible` you guys can play TR through again up to Launching after Loloth ?
Yes AAR020 is done and would be usefull to do since it gives some plot background.
There is a WHOLE bunch of music, sound effects, and text screens to do to give atmosphere and a bit of diversion from the carnage, only some will be in the hotfix.
Am creating script to detect if party has key Mega powered kit and bump up difficulty in key places to suite, after TR it should not matter what kit you have, if not so will adjust loloth complex accordingly,
Got to admit plain forgot to copy the timestop resistance strings into a lot of creatures, doing that now
Once again thank thanks thanks
#523260 Vecna
Posted by jube on 22 September 2011 - 12:07 AM in Miscellaneous Released Mods
Well OK then! I'm not going to go full blown Big World Project because of the biffing it does at the end, but I'll throw on a whole bunch of goodies. Unfortunatly Alex Macintosh has pretty much disappeared from the web as far as I can tell, so if you have the .zip or .rar of it handy that would we great! Otherwise a fresh run will be ensuing tomorrow or the next day with my party packing the big guns! A plus with that is that I can start to hone in on some of the smaller stuff such as text etc, but I think at least some of the notes I have from my last run might be helpful.
Can't wait for the next update!
-Jax
here you go mate
Attached Files
- am-v5.rar 690.35K 354 downloads
#523235 Vecna
Posted by jube on 21 September 2011 - 04:55 PM in Miscellaneous Released Mods
As an example vecna is expecting a main character with 24 strength/dex/con lv 25+ MU Lv25+ Fighter ( dual kensia or something ) 8+ attacks per round AC -12 or lower and stacked with magic. like i said you are doing extremely well with the people you had, properly equipped i think you wont need any ctrY.
#523229 Pecking order of the gods
Posted by jube on 21 September 2011 - 01:55 PM in Delusions of the Mind
I think the Vecna mod story line is prob still a go, so far DEFINATLY not cannon, but in the spirit of lots of other addon material which is also not quite cannon, i certainly dont mind standing next to Die Vecna Die !
Ya know, the BG series is far from consistent in it's own story line, much less FR cannon. If I were you, I'd just assume that the players are no longer in the FR setting when they start going after Vecnas artifacts and have done with it.
Such is the theory behind Ravenloft anyhow. You walk through the strange mist and are suddenly in a different plane ... it's now your problem to figure out how to get back
Thats a fair idea, i would be effectively taking them to my own campaign setting, BUT i have to explain how they get there ( the connection ), if not to them then to myself
Your right on your previos post i could use that pocket plane Ravenloft is located on, it does indeed mention links to other campaign settings within its core material, but its bloody complicated !! LOL
#523213 Vecna
Posted by jube on 21 September 2011 - 11:26 AM in Miscellaneous Released Mods
#523210 Pecking order of the gods
Posted by jube on 21 September 2011 - 10:47 AM in Delusions of the Mind
"Oerth is home to prominent wizards such as Bigby, Drawmij, Tenser, and Mordenkainen whose spells have spread even to the Forgotten Realms. Mordenkainen is an acquaintance of Elminster Aumar's; the two have met on numerous occasions at Ed Greenwood's house on Earth to exchange spells and lore.[1] Mordenkainen, when he had newly mastered interplanar travel, used to visit Waterdeep with some regularity.[2]
In the book Passage to Dawn by R.A. Salvatore, when Harkle Harpell enters into an unorthodox contest of wizardry with the Sea Sprite's wizard Robillard, Harkle and Robillard cite a number of Oerthly wizards, including Bigby, Melf, Otiluke, and Tenser. "Robillard blanched despite his own impressive display. Of course he knew of Bigby! He was one of the most powerful and impressive wizards of all time, on any world."[3]
The Oerthly bard Gwydiesin of the Cranes has also chatted with Elminster on occasion.[4]
Both Elminster Aumar and Khelben "Blackstaff" Arunsun have spent time on Oerth, and Elminster suspected that Khelben Arunsun the Younger settled there to begin a life away from the elder Khelben.[5] "
Assuming this is correct, and Derived from the Forgotten realms setting content itself, ( have yet to check the reference notes, but wiki is usually pretty good ) then i think my history/universe setup will fit within the cannon quite well !! I think i can make a very powerfull argument for every piece of of my universe as long as connections can be made, but if the above is wrong/misleading then i need to continue down the route of rewriting things.
Unfortunatly i am and always have been a bit of a d+d purist ( i even loath the rule changes past rev2 ) so if i cant make my ideas fit into the agreed D+D universe then thats it, start again or give up.
At the moment the VecnaV23 mod is quite big, by next year it will be one of the biggest mods in terms of new content and game hours. All this NEEDS to be based on firm D+D rules and principals, i dont want people saying " yea great mod but breaks the rules "
#523205 Vecna
Posted by jube on 21 September 2011 - 08:25 AM in Miscellaneous Released Mods
Doing the rest of the areas as per your observations, when sould i post the updated areas ? say when you have finished the TR complex?
Attached Files
- VecnaV23HotFix1.rar 5.23K 287 downloads
#523189 Pecking order of the gods
Posted by jube on 21 September 2011 - 03:32 AM in Delusions of the Mind
"Ten years later, in the second edition Dungeon Master's Guide (1989), Vecna's history was expanded under the description of his Hand and Eye. This information was further developed in 1993's Book of Artifacts.
With the release of the adventure Vecna Lives! in 1990, written in support of The City of Greyhawk boxed set, Vecna finally appeared in person, re-imagined as a demigod, and the chief antagonist of the adventure. At the end of the adventure?presuming the players defeat Vecna?he is transported to the Ravenloft campaign setting.[7] However, it wasn't until 1998 that there was a Ravenloft-centred follow-through, Vecna Reborn.[8]
In 2000, Wizards of the Coast released the last adventure to be written for D&D's 2nd edition rules, Die, Vecna, Die!, a three-part adventure tying Greyhawk to the Ravenloft and Planescape campaign settings. In this adventure, Vecna was given the rank of a lesser god"
Ok am i wrong or does that say Vecna appears in Greyhawk, Ravenloft, and Planescape campaign settings, and that these settings are tied together by him ???????????? And am assuming thats the same vecna, not 3 different Vecnas ??? Given the separate campaign cannon isnt that impossible ???
#523105 Pecking order of the gods
Posted by jube on 20 September 2011 - 04:17 AM in Delusions of the Mind
and i see what you mean about infinite realities as only part of Planescape setting
but given that, would the answer to the original question not be, "read the FR rule book with a magnifing glass, and if it does not give you a clear view you are stuffed ". Cos none of the other material in the rest of the D+D universe applies at all, apparently not even the rules. And what do i do about spelljammers? , so if they visit sigil then pop to the sword coast, thats sigil and the sword coast in the spelljammer setting not sigil in Planescape, and sword coast in Forgotten realms, so the spelljammer setting copies all the ones it touches? Well suppose that works within the concept.
No ethreal travel between campaign settings is a real problem for my mod, i need to do a lot of thinking and maybe abandon the idea.
#522962 Vecna
Posted by jube on 18 September 2011 - 12:38 PM in Miscellaneous Released Mods
All excellent stuff am implementing most of your suggestions, except 2 dragons sequentially is not too much, its just a start, at one point you will be fighting 3 dragons simultaneously .
Am very keen to get you through AAR031 since you will find a master key there to unlock most of the treasure in the complex, not sure we are allowed to post email addresses here, its a bit of a no-no on other sites have been on, and cant PM you cos your a guest, so post your saved game here just before the crash and i will take it from there, if i cant re-create the crash then post the other stuff, that way at least the big experts on this site can lend a hand ( i hope ).
The other crash i had once as well, and could not re-create , i think it could be cos i am pushing the engine quite hard, since it feels very different from when an area is missing resources etc, anyway a reboot seemed to help loads.
#522890 Pecking order of the gods
Posted by jube on 17 September 2011 - 12:48 AM in Delusions of the Mind
Yep totally true, and accurate, but not an argument for infinite layers of power ( in my humble opinion ), infinity is not that a hard concept to integrate into a finite universe, mathematically it is simply 1/0 and when you meet it in an equation ( obvious case being infinite curvature in a singularity ) it means your equations are wrong. Philosophically the equivalent is that when we say infinite we mean " i do not understand how this works within my understanding of the universe, but it does work somehow, thus my understanding is incorrect " which is the situation with the planes. But that also implies that there are correct equations and a correct understanding, i would argue in light of the previous, that the infinite layers of power are not infinite at all, its just that they are incomprehensible to players, thus also leaving opportunities for DMs to slowly fill in those missing equations and make the incomprehensible into nice linear functions . Hopefully when quantum and enistinien maths are successfully integrated we can do the same with singularities.
So is there a ethereal plane in the realms ? And can a character/god etc travel between greyhawk and Forgotten realms? Cos if the cannon says no ive got a shed load of rewiring to do on my mod. I can certainly understand that campaign settings can be very seperate but if they share the same or similar rule set arnt they by definition linked? a potion of etherealness is a potion of etherealness, dont they both send the player to the same plane ?
I think in all the literature have read the ethereal plane connects to all points in the universe simultaneously, exactly the same as dimension 11 in current M theory, so is it an argument that if there is no mention to an ethereal plane in a campaign setting its the same as saying " there is a ethereal plane but we have no possible way of accessing or detecting it , thus to all intense and purposes it does not exist " again the exact same situation we have with dimension 11
#522866 Pecking order of the gods
Posted by jube on 16 September 2011 - 01:51 PM in Delusions of the Mind
As` for the pre-gods storyline not sure if its craftien, probably, but from the various hints by many different writers would say its a constant theme and thus campaign outline. But NOT Cthulhu, the whole pantheon was dealt with in detail in deities an demigods 1, the original edition ( before christian cultists had the whole section banned) and they were just not that powerful , MAYBE the big C himself who uniquely could be in many different places at once, without Avitars, and thus break the bounds of spacetime, but in the outer planes where time is under the control of the gods of that plane, then he would be calamari on toast,def not in AO's league and beyond AO, not a chance.
But on the right track, i am thinking big C is akin to a tadpole while what we are talking about with the old ones is the daddy bullfrog. Ao in my game/mod has its history exposed but thats my take on the story.
#522865 Vecna
Posted by jube on 16 September 2011 - 01:05 PM in Miscellaneous Released Mods
Unfortunately the game crashes before I can ever meet Lolth to get the eye/hand. Similarly, I can get to the map with Android 1 and then it crashes immediately, so feedback for end-fights will hopefully be coming once we get those bugs sorted. =)
OK!! Feedback from AAR017:
-The Nambassu "Welcoming Committee" is perfect, just enough princes to keep you interested, not so many demons you feel claustrophobic. Just right for the introductory fight.
- The Marilith Prince (AACRE066) needs a bit of a weapron tweak, as it can't take down a summoned skeleton lord right now...doesn't make much sense as a normal Marilith can (and it makes the fight too easy)
-The group of Mariliths outside the sphere are almost too easy (due to mass dispell of their stoneskin and protections). Solutions I thought would bring the heat a bit more: Group the a.i. so if you pull one, you pull them ALL (though this zerging doesn't scream "inspired tactical solution," it sure would make it harder. OR if the Marilith Prince was a caster and you felt the NEED to get through the marilith horde to kill him quick. If the Prince is re-made to a caster you could thin out the reg. Marilith mob a bit, as killing 3 or 4 while taking down a special "Prince" casting character sounds pretty tough...
Feedback from AAR043 (inside sphere, Hand of Evil encounter)
-You might want to prevent exiting the area once the fight begins (just noticed that I could leave, which would enable cross area pulling which is cheesy. Anvil had lots of inhibitors like that which made sure you took the fight at face value, not sure if you want to, just posting the observation.
-The game really would benefit from a pause when the Hand of Evil is talking to you...it's hard to focus on text when the cambions are mincing your mages.
-Ok the two main fights here had a few loopholes, but taken face-on they were pretty darn tough. I've been trying to come up with ideas but I'm kinda stumped on solutions so I'll just comment on the dynamics:
1) Cambion Rush was hard as heck on my first try, but after a second go I found a pretty big tactical loophole: I could just throw my fighter/mage up front with Prot. from Magical Weps. and Immunity: Abjuration and just whittle the cambions down in the choke. I thought that perhaps fewer cambions and harder displacer beasts might make the fight a bit more dynamic, but that would depend on the displacers.
2) I was scared like heck when I saw those displacer beasts (AACRE079) because I didn't know what to expect, but since they have no magic resistance my first 2 horrid wiltings very quickly cleared the room of them. For such an engaging and new creature I was almost sad to see them go so easily, so maybe some tweaking or magic resist?
3) Ok, the night-hag fight went much like the Cambion fight, crazy hard at first, then swung to too easy upon further exploration. I found it pretty odd that they just stood there neutrally once the Hand of Evil left, but I also can't see anyone being able to clear the area with both the hags and cambions going at you in such a tight space, so I dunno :/ . Anyway, having the chance to summon a horde and spread my party out just about nullified the whole fight. I think Keldorn took 10 dmg total, but that was it for the party. I just kept summons up while the hags burned down their entire spell roster, then waltzed in for an easy kill. Their spell rosters were wicked hard when I tried the fight without summons however, and found the fight to be much more engaging and timing-sensitive (almost overwhelming with so many hags, especially the mass creeping doom, but do-able with 5 or 6 reloads and the right party/spells).
Ok I'm about out of time for now, but I've cleared 2 of the first areas of the Twisted Rune Complex as well, so I'll throw up the notes some time this evening. (I did make a note of the area one of the crashes occurs in though, AAR031, as soon as the load screen finishes I see my party and a room of skeletons and the game crashes. Might be an animation thing, I really don't know). I'll be keeping count of reloads for the tough fights as well so you can get a sense for the learning curve (or at least my learning curve, heh). Feel free to let me know if this is the type of thing you're looking for, if not I can try and focus the feedback differently =).
All the Best,
-Jax
Doing AACRE066, thanks
Mariliths outside the sphere--- yes will give em a group shout, so no pulling one at a time. Will do that for some other encounters as well,
Hand of evil talking to you ????? Will check but on my game when the PC gets near enough a dialog initiates and thats an automatic pause, hmm maybe there is something going on with your installation, especially since i have never had a crash at AAR031, with my single character it plays fine.
Can you please post your Weidu.log and SETUP-VECNA.DEBUG and your saved game, and details of you OS ( windows type ) and computer, i will set up a duplicate installation on a spare similar pc and try to recreate the crash, diagnose and fix, if i cant then we have to go into your game crash dump and work from there.
AAR043
Yep left the cross area pulling in there deliberatly on this area, am lulling the player into false sense of security, later that tactic will backfire big-time
1,2) I think giving the displacers 50 magic res should do the trick what do you think ? I cant get away with making them a lot harder, they are originally 5hd monsters and making them super powerful is stretching the P+P core to far ( they are already way beefed up from their P+P base ), but yes agree a shame since their anims are so damn good !
3) Hmm damn ! they should have cleared the summons with death spells, i pulled the mu scrips from tactics2, will check their spell lists have enough Dspells and that the script is functioning proper.
YES this is perfect perfect !!!! do not change anything about your commenting style
you are in for a real ride ! by sounds of things you have only done 15% of the mod you wait till you get to loloths complex on the astral plane ! Do you want me to post a list of treasure and locations so you can try all the cool kit or is it better that i give no hints and you play through "blind" so to speak ?
#522847 Vecna
Posted by jube on 16 September 2011 - 02:15 AM in Miscellaneous Released Mods
Allright then let's get to it!
First thing's first, you've created a really neat mod here! My hat's already off to ya for adding so much content. I had a bunch of other mods installed on my first run but because of the crashes I'm starting a fresh planar stride today. Just Vecna and Teleport are added, so any glitches will be easier to deal with (full bg2 install, patched, yada yada). I had plenty of ideas and questions about mod compatibility, (like how Valen's level drain would affect the run, or merging the Mortis undead transformations) but that's down the road.
-Party I'm running with for the fresh run: Main (Fighter/Mage Duel), Keldorn, Mazzy, Jan, Nalia, Anomen
Ok, a few observational notes from my first run-
-This would be really really hard with an evil party, as I had to rely pretty darn heavily on Keldorn's super dispels (mostly because of it's area of affect...) On that note, the mods I usually run nerf the Inquisitor's dispel, so if you want to keep things die-hard difficult you could consider doing something similar. (I find it still quite challenging with it at full strength, however.)
-As it currently plays, the sheer number of bad guys that are stacked (and that have true seeing) means that rogues, bards, and just about anything other than a pally, warrior, or mage with weapon protections will do down in a flash. Some modders don't mind this, (a la improved anvil) and others do. Just an observation.
-The Staff of the Ram+6, Full Plate +2, and Darksteel Shield all dropped a whole whole bunch off bad guys. While it did seem a little like Christmas come early, for the items to remain special and truly "unique" the bad guys (mostly the fodder mages and fighters I think) need to keep these items on death. (I'll make a note of the .CRE files on this next run)
-You've added some freaking amazing bad guys! That being said, I think some of the finesse and wonder of these beasties was lost due to a semi-common tendency of "mass groupings". Ex. I was really excited to see a Demon Hulk, but not so much when there were 8 of them in a "Demon Hulk Ball." On this fresh run-through I'm about to start I'll try and give a more play-by-play of the encounters to help hone-in on specifics of fight gameplay.
-Without Timestop (A lot...lot..lot of Timestop) I don't think I could have done my first run. Just a tactical note I made on the first run, but I relied on it pretty heavily. Also, I thought it would be a nice touch for some of the more powerful cadre of the plains to be immune to Time-Stop (I can't imagine some of the gods and demi-gods to be hampered too much by a wizard's little time bubble).
Now about the crashes, I made a note of the 2 places the game crashed in the Twisted Rune complex, but I'm sure you'll want to see the log files when I run this fresh run. I don't remember the specifics of documenting crashes in the BG2 directory, so if you could give me a refresher on that I'll be able to shoot you the logs for any crashes I run into.
Ok, with all that out of the way, I'm planning on heading down to the edited planar sphere map tonight (sorry, couldn't remember the plane off-hand ), so I'll have some fight feedback sometime tomorrow! =)
Hope some of this will be helpful to ya!
-Jax
excellent!!!! It plays just about as i had envisioned it.
The grouping of monsters is a damn good point, looking to sort that by more intelligent scripts that handle group attacks/defense better and a little better placement, will wait for your full comments before committing changes to specific areas.
If i remember correctly ctrl X ( or alt x ) will show you the area name while in game, as well as coordinates, all the areas have the AAR prefix ie AAR001, so thats an easy method of locating the point where bugs/crashes hit.
Did you get all the way to the end ? Ie the final battle with Loloth etc and get the hand/eye, did you do all of the TR complex? What did you think of the android1 encounter and the dialogue with Hastur ?
Also make sure you are playing V23, you will not need teleport for that since its been integrated since v20 odd.
When get back tonight will dig up all the data we will need for crash dumps etc,
Once again thanks mate, your comments have galvanized me to polish the hand/eye quest and really push forward on the Rod of seven parts quest.
#522813 Vecna
Posted by jube on 15 September 2011 - 09:02 AM in Miscellaneous Released Mods
Hey there Jube,
I've play tested a whole bunch of this mod and I think it's a stellar idea! I have a bunch of feedback from crashes to play-ability, but I'm not sure if you want it all posted in this particular spot. Is this the best place for all of that, or would you prefer an e-mail back and forth?
-Jax
Excellent mate, here would be fine, there is a separate thread i set up for bugs etc, but since your the only playtester at the moment, here seems more convenient. Yes any and all bugs, crashes etc, also a bit of detail on your installation, and which other mods your playing with. All the bugs will be simple ( they usually are ) but its your comments on difficulty, gameplay that are vital, as they will influence the vacna mod a LOT, remember that music/sound is not yet done, also part2 with all the sci-fi stuff is not started in v23
#522717 Pecking order of the gods
Posted by jube on 13 September 2011 - 04:27 AM in Delusions of the Mind
#522417 Vecna
Posted by jube on 07 September 2011 - 03:18 PM in Miscellaneous Released Mods
Cool then will publish em at the IA thread when finished, obviously was going to stick to IA convention and suppose since am doing the bam compiling i can chose a slot-type to fit rather than trying to make an existing bam fit a prescribed slot-type. I like BIG graphics ( never forget meeting a cyclops for first time the bam really blew me away ) so plan most as 4 parters. Vecna already contains a 9 part ( 9x255x255 ) anim of the pheonix which fills the WHOLE screen when it goes off, through a shed load of experimenting i found thats the biggest graphic you can get into a VVC and display completely on screen, resizing, cutting and scaling can all be done in GIMP as long as its a single bam sequence.You'll have to use the IA scheme anyway to get all those animations in your game (since otherwise the game only has hard-coded slots) so you may as well publish them there. Eventually, we have to overhaul IA so it uses only ANSI prefixes, not all the weird characters that throw Russian and other OSes for a nutty. But that will be a while unfortunately, unless Erephine or someone else gets to it first - I'll be bogged down with thesis work for some time. When we do that, we'll have to also change the patch in all the mods that use IA (so far, that's only your mod, Aurora and Pack Mule I think... hopefully not too many others).Miloch am creating some new futuristic creature anims, A tank/cyborg type thing from Fallout2 , some robots and Flying Plasma Cannons etc from Starcraft, should i aim to make em fully IA compatible and publish them there or keep them within the vecna mod ? I doubt anyone else would ever use futuristic stuff in their mods? And if kept them within vecna would allow me more flexibility as regards anim slot types, and also is there a IA B6 in the pipeline, should i wait for that ?
Hey good luck on your thesis, should we call you doctor soon
#522358 Vecna
Posted by jube on 07 September 2011 - 03:34 AM in Miscellaneous Released Mods
The next stage of Vecna is on its way, rendering areas etc, But have decided on no more part releases, the original reason for releasing the adventure in bits ( as i write it almost ) was to allow other modders into the adventure and to give a chance for player feedback to affect future revisions, on both counts it seems a tad barren so no point .
Thus the next release will be a while away but will have the hunt for the Rod of Seven Parts included.
Miloch am creating some new futuristic creature anims, A tank/cyborg type thing from Fallout2 , some robots and Flying Plasma Cannons etc from Starcraft, should i aim to make em fully IA compatible and publish them there or keep them within the vecna mod ? I doubt anyone else would ever use futuristic stuff in their mods? And if kept them within vecna would allow me more flexibility as regards anim slot types, and also is there a IA B6 in the pipeline, should i wait for that ?
#521902 Vecna
Posted by jube on 31 August 2011 - 01:03 PM in Miscellaneous Released Mods
Holy shit! Combine that pirate mod (http://weiducommando...s-of-the-realms) and this vecna mod, you'll get a totally new game. This is Illustair by the way, sorry for triple posting. I get lazy sometimes on signing in.hehe
I'm not sure on what you intend to do with the spelljammer something, another mod? or just an addition to this Vecna mod? Maybe I should just wait up till it comes out then?
EDIT: How very stupid of me. I'm certain, I didn't install the Vecna mod before. Probably because I knew at the time more versions are being produced, and I was still in my BG1 game, so I didn't bother installing it just yet. Doh!
WEIDU LOG:Spoiler// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0019
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01 BWP Fix
~SETUP-TDD.TP2~ #0 #0 // The Darkest Day, v1.14: v1.14
~SETUP-TDD.TP2~ #0 #1 // TDD Character Kits: v1.14
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.11 (January 2011)
~TXTMUSIC/TXTMUSIC.TP2~ #0 #0 // Restored Textscreen Music for BG1TuTu, EasyTutu, and BGT-WeiDU
~SETUP-RES_FIXER.TP2~ #0 #0 // Resource Fixer: v1
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #25 // Humanoid Animation Fixes: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #50 // Distinctive Genies: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #100 // Distinctive Fiends: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #150 // Pit Fiends -> All get the NWN animation: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #210 // Cambion/Isair Animation -> All cambions: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #260 // Alu-Fiend/Madae Animation -> All alu-fiends: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #400 // Distinctive Undead: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #410 // Skeleton Warriors -> Barrow Wight animation: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #450 // Seer Animation -> Some beggars and slaves: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #490 // Svirfneblin Animations -> Animations and sounds: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #500 // More Base Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #550 // More Icewind Dale Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #600 // More Icewind Dale II Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #650 // More Neverwinter Nights Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #710 // More Planescape: Torment Animations -> 25% of relevant non-joinables: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #7000 // Moinesse's Avatars for IA -> 25% of relevant non-joinables: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Areas -> Creature References: v5
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v8.01
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #1 // Worldmap for Throne of Bhaal -> Use new Worldmap for Throne of Bhaal as well: v8.01
~SETUP-BGTMUSIC.TP2~ #0 #2 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate/Shadows of Amn/Throne of Bhaal Music (WARNING: patches BGMain.exe)
~SETUP-INNATE_FIX.TP2~ #0 #0 // Innates Set to Level One
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.1
~SETUP-D2ITEM.TP2~ #0 #0 // Jamella's Diablo2 Item Store for BG2TOB v1.0
~VECNA/SETUP-VECNA.TP2~ #0 #0 // Vecna: v23
~VECNA/SETUP-VECNA.TP2~ #0 #1 // Modification of NPCs and strongholds quests.: v23
~VECNA/SETUP-VECNA.TP2~ #0 #2 // G3 Lv50 and Grand Mastery Patch.: v23
Now that I did. A question: would it matter if the BGT Worldmap and Generalized Biffing came before the 3 vecna components? Because if I remember correctly, any map modifications/add-ons should be placed BEFORE the BGT Worldmap.
I also remember seeing "could not find C:Program Files\...etc\tisunbat" during Vecna installation, does it have any major implications ingame?
Hi mate, first dont wait for any further versions of Vecna, i would play the most recent version now, i am currently on contract and there will be no further vecna work till i get back. ( about 2 months this time round ).
Yes the SJ ships/ combat etc will be part of the Vecna mod, i have no idea if there will be tie-in to the french mod but doubt it, cos Vecna players are GOD-KILLERS and that sort of raw unbridled power i doubt will fit in any other setting, there is not much fun in the game if you can kill everything on screeen with just a whim, and outside the Vecna setting thats exacly what really powerfull and experienced players can do, so yes doubt the french guys will want 30+ lv destroyers stomping on their pretty dungeon
#520758 Vecna is Back!
Posted by jube on 15 August 2011 - 08:44 AM in Mega Mod Help
#520717 Vecna
Posted by jube on 14 August 2011 - 01:34 PM in Miscellaneous Released Mods
I would say this is now past beta into RC1 ( although that is a personal opinion ) the adventure plays well and the party can get to the end without bugs impeding progress, played it for the first time with sound on and its VERY quiet !!,needs music and many ambients and effects added, will get to that later.
It is way to hard, but not impossible,the monsters are a bit dumb, and prone to well timed clairvoyance / dimension door / timestop attacks.
The finale i am very pleased with, have made it a true final confrontation with the mother of all battles, but again with timestop immunity and a cool head it is possible.
Have started a small amount of work on the spelljammer stuff but not to a screen i can show of yet
#520693 Vecna
Posted by jube on 14 August 2011 - 06:13 AM in Miscellaneous Released Mods
#520630 Vecna
Posted by jube on 13 August 2011 - 12:02 AM in Miscellaneous Released Mods
Also found a few "futuristic" hak packs for NWN, quite good space ships, future world etc will see what they look like on screen. The SpellJammer models are really beautiful and VUE is incredible, apparently its used on lots of major film productions, ie Terminator3 . Go to website and you can download a free student version, or just check the torrents
#520540 Rogue stone malfunction with twisted rune
Posted by jube on 10 August 2011 - 11:35 PM in Mega Mod Help
But if am reading this right the bug that prevents TR access only affects a few games with SCSII so nothing for me to worry about? Alternatively i was thinking of supplying the, correct, key items to the party when they talk to the "messenger to the gods" in the temple district, that would ensure they can get to the TR compound, but would effectively negate the Balderdash extensions.
Exactly the same thing happened to me when i was play testing Vecna, i got to the TR doorway with my rogue stone and could not get in, if i was just a player trying to play Vecna i would at that point assume Vecna was a bunch of crap and give up
So i think at least i am going to have to check for Balderdash and modify my dialog ( to point to where the players need to go to get the correct scroll ) accordingly ?
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