Jump to content


bpfan's Content

There have been 139 items by bpfan (Search limited from 26-April 23)


By content type

See this member's


Sort by                Order  

#215806 Beta Testers Needed

Posted by bpfan on 20 July 2005 - 05:28 PM in Big Picture

Count me in for testing....



#215050 Confused you will be and held and scared

Posted by bpfan on 13 July 2005 - 02:57 PM in Big Picture

Oh, I planned to beef things up. IWD was for starting 1st level characters as well, and Vlad had to beef it up for a BG2 party for NeJ. I'd have to do no different. But that makes it paramount to decide an a point of insertion before proceeding, to make sure that it's challenging without providing a ludicrous XP level for what comes later. If I set it for pre Chateau Irenicus, it certainly doesn't need to be a mod that give 3 million XP!

So I'll need to decide on a point of insertion, develop an appropriate level of additional difficulty, and keep the plot as vague as I can with regard to tie-ins to IWD1, so as not to muck with what Vlad's doing.



#214942 Confused you will be and held and scared

Posted by bpfan on 12 July 2005 - 09:01 PM in Big Picture

kinda irrelevant, given the imminent changes.

However, my last run-through, I got through the VoS, with no CLUA action, on INSANE difficulty.

How, you may ask?

Well, first, my party was, IIRC, about 800K XP (at least, my FMT, Imoen, Jaheira, and Minsc were). They'd played through almost all BGT-DSotSC-NTotSC-SoBH content.

Second, they had all their gear from before their capture. In my version, while the thieves get to keep all my money (no small sum!), they turn over my gear to Irenicus. Being a busy mage, Irenicus stashes it in the alarmed bedroom for later examination, wherein I find it before going through the portal. Not canon, but a reasonable interpretation, no worse than being able to recover your stuff at Spellhold.

Third, I had the Vale of Shadows nerf included in, I think, the S & H patch, installed.

Better weapons and armor make a huge difference. Imoen's Invis 10'r.and a Protection from Undead scroll make the tombs themselves a cakewalk.

FWIW, I'm greatly pleased to hear that NeJ2 will in all likelihood be compatible with the BP platform after all.

Now, if I can just figure out how to use DLTCEP. And wait for the Bestial Animations project to wrap up.

If someone (perhaps, even, me) were to decide to import IWDII content into the BP platform, where would you like to see it?

A). Prior to the transition to BGII. After all, you're more or less at loose ends after killing Sarevok, no set amount of time has to pass before you go to Athkatla, this is an easy insert. While it would probably majorly screw with difficulty of BGII content, that's already an issue--a PC who's done all the BG1+mods, +NeJ1, +CI, content, may well hit Waukeen's Promenade with over a million XP.

B). At some point in Chapter 2/3. Easy enough to run into an NPC who begs you for help and dispatches you to the Frozen North.

C). The Portal in Spellhold. Kinda screws with going direct to the Underdark, but how many people really bypass the Sahuagin city, anyway?

D). After killing Irenicus. Either at the point in TDD when you go to Easthaven, or after the final battle, or at some point thereabouts.

E). Something else.

Obviously, the later in the game it happens, the more work necessary to make it challenging, but the earlier it happens, the more likely it makes everything later too easy.



#208246 Testing Edwin & Kivan

Posted by bpfan on 04 June 2005 - 01:48 PM in Mega Mod Help

NI version is 1.32. Java is Java 2, Version 1.5.0, build 02.b09.

Haven't managed to progress real far. The TDD areas don't work on my map, and I've had trouble identifying the area codes. For that matter, CtB areas are on my map, and I don't have it installed (I tried, unsuccessfully, to add it to this game).

I may just cut the extras and head for Spellhold.



#204185 Testing Edwin & Kivan

Posted by bpfan on 10 May 2005 - 01:18 PM in Mega Mod Help

Well, I got through BGT, including DSotSC, NTotSC, the expanded SoBH, and then NeJ1 and Chateau Irenicus (NeJ1 is a tough slog after trying the new version, but unless and until compatibility is permitted and achieved, it will have to do....)  On the plus side, I actually got through the Vale of Shadows on Insane Difficulty, without cheating!  (except, of course, for retrieving the items I had at the end of BG1).

Now I'm in Athkatla, and I've got the Edwin Romance and the Kivan mods installed.  I'll see how far I get--it's been a long time since I got into ToB in a BP game!

Anyhow, when I got to Edwin, when I clicked on him, he gave me his parting dialogue from BG1 and walked off.  Then another Edwin appeared, and clicking on him gave the proper BG2 dialogue.  When he joined my party, he was missing his necklace and Mae'Var's key.  CLUA'ing in the key is easy enough, but is there a way to CLUA his necklace into the proper place?  Just adding it to the game, if it can't be removed, does nothing but tie up an inventory slot.  And I haven't been able to get NI working properly, and SK doesn't work with BP, and I haven't been able to make heads or tails of DLTCEP at all yet.

Certainly not a game-breaker, just an inconvenience...if anyone has any suggestions, they'll be much appreciated.



#199108 Crash on Rest

Posted by bpfan on 09 April 2005 - 03:04 PM in DSotSC (BGT/EET)

We recently found a copy of Heavy Fog, and Edwin had it in his spell book.  Erasing it fixed the problem.  Thanks very much!



#198975 Crash on Rest

Posted by bpfan on 09 April 2005 - 05:08 AM in DSotSC (BGT/EET)

I'd held off on reinstalling for a while, waiting on the new version of BP....but finally went ahead and bit the bullet, to have a look at NTotSC and the sequel portion of Bone Hill.

I've had a number of minor issues--some fubared names and dialogue, no trolls at Firewine, minimal Xvarts at the village & gnolls at the fort, missing access to dragon hoard, Viconia thinks she's BGII--but nothing serious, nothing meriting comment since most of these have already been reported and will no doubt be fine on the new platform.

However, at this stage--and I've just killed the Forest Dragon, and done just about everything it's possible to do before entering the city of Baldur's Gate, except going north to the Fields of the Dead--the game is now crashing when I attempt to rest.  Either at an in or out in the wilderness.  The game just stalls for awhile, then I get a popup telling me the program found an error and has to close.

Anyone else hit something similar?  Anyone have any suggestions?



#194623 Artist Needed for Worldmap Revision

Posted by bpfan on 21 March 2005 - 03:52 PM in Mega Mod Help

Just to throw in the two-cents on the IWD area...well, I think if you're up to it, adding it would be a great thing to do. If Vlad doesn't his program to reflect the map, well, that's certainly his choice. If someone doesn't install, NeJ, well, the map's just bigger and has areas he'll never visit.

And if someone else at some point decides to set a BP mod in the area of the Ten-Towns...say, for example, once BP 1.7 is released and I play at least as far as getting clear of Chateau Irenicus and figure out how to use DLCTEP and start trying to incorporate IWD2...then a big piece of work I wouldn't have a clue how to do will already be done!



#194193 NTotSC-install problem

Posted by bpfan on 20 March 2005 - 06:18 AM in DSotSC (BGT/EET)

Well, I never did have a "TXT" extension, and couldn't get it to work on Firefox. Switching back to Internet Explorer, I was able to change the file type from "text document" to "all files", and got it downloaded and installed properly. Thanks!



#194142 1.8 install error

Posted by bpfan on 19 March 2005 - 11:45 PM in Secret of Bone Hill

[BGARRI.DLG] loaded
ERROR: internal label [24] appears 2 times in processed DLG [25SPELL]
ERROR: postprocessing [25SPELL]: Failure("cannot resolve label")
Stopping installation because of error.



#194140 NTotSC-install problem

Posted by bpfan on 19 March 2005 - 11:32 PM in DSotSC (BGT/EET)

There's no "TXT" at the end when I look at the file, but it is a Text document instead of a tp2 program. How do I change it?



#193255 The New Face of BP

Posted by bpfan on 16 March 2005 - 10:37 AM in Big Picture

Enjoy your break, Horred!

It't be REALLY sweet if 1.7 was out by the first week of April.  My wife's gonna be out of town, I can take a few days off from work and have some uninterrupted, no-nag BP good fun!

Or not.  Don't rush on my account.  If you can't do it to your satisfaction, it's not like I won't find something else to entertain me.

But it really would be sweet.



#193094 A few questions I have

Posted by bpfan on 15 March 2005 - 08:57 PM in Mega Mod Help

NeJ provides the "Charming Rogue" class for Imoen. It's an optional component, so you can remove it if you wish. The other class changes, like Khalid and Jaheira are either changes made by the BGT or by BP. There's probably manual ways of resetting the kits--you can probably do it with NI.

"Packs" of them doesn't sound right. One of the quirks of BGT was that it would only generate a single random monster at a time, unlike the original BG1 which might have created 6 or so. BP-BGT improved on that by (usually) creating about three critters, usually different critters so that you might get attacked by a wolf, a hobgoblin, and a skeleton simultaneously. I don't remember packs of critters like you describe, but with so many different components being installed in so many different orders...well, you may just have some different variables, or be playing on more recent versions of the programs than I have.

If you're bugged by the new ghouls, you're just gonna love the Vale of Shadows! Horred redid the powers of the undead, beefing them up pretty substantially. Fortunately, there aren't a lot of undead in BG1, except the random encounters. But if you're not playing a single-class cleric, it's probably a good idea to keep Branwen or Viconia around....



#192562 Hello and a couple of questions.

Posted by bpfan on 11 March 2005 - 09:44 AM in DSotSC (BGT/EET)

But ya see, only thing is, I'm trying to avoid the NeJ mod.  As I understand it,  it is Icewind Dale and Heart of Winter, right?  I haven't played those yet and wanted to play them in their original version before doing any mods on them or of them.

View Post


Faison,

NeJ1, which is no longer supported, is compatible with BP-BGT, but contains only the first 2 chapters of IWD1 (through Dragon's Eye).  NeJ2 adds the Severed Hand, but is not yet compatible with BP-BGT.  So the bulk of IWD/HoW is not included, at this time, in the NeJ mods.  I believe it is still Vlad's intent to eventually add the rest of IWD/HoW/TotL, but it may be years before that is done.

So don't install NeJ2, and if you have to install NeJ1, it's easy to skip if you prefer.

Or, you can just go ahead and play IWD/HoW/TotL before diving back into BP.  If you start now, you may just have time to complete it before Horred kicks BP 1.7 out the door....



#192271 New Install Instructions

Posted by bpfan on 09 March 2005 - 07:40 PM in Mega Mod Help

I decided to try myself, without a net. hopefully this, plus feedback, can serve as the nucleus for an eventual "sticky" guide....

1) Install BGII-SoA and ToB and the final ToB Patch. Start game at least once.
2) Install BG1 at the location C:\Baldur. Start game at least once.
3) Install WeiDU version of Baldurdash - ToB.
4) Unpack SoS WeiDU, then SoS WeiDU patch, then install SoS WeiDU.
5) Unpack TDD WeiDU, then TDD WeiDU patch, then install TDD WeiDU (I skipped the kits, but that's optional)
6) Unpack TS WeiDU, then TS WeiDU patch, then install TS WeiDU (I installed ONLY TS and the sounds/areas, thinking I could add the others later if they weren't supplied elsewhere)
7) Unzip bgt_mk3_112.

(that's as far as I got tonight, will continue tomorrow)

On Edit: well, if it won't work until 1.7, then I'm wasting time...



#192250 New Install Instructions

Posted by bpfan on 09 March 2005 - 04:32 PM in Mega Mod Help

Has anyone yet successfully installed a new version of BP?  With the updated versions of BGT, TDD, SoS, TS, etc?

If so, is there a new install guide around somewhere, or would someone who knows how  consent to create one?



#190178 BGT, NEJ, and SBT questions

Posted by bpfan on 25 February 2005 - 03:43 AM in Mega Mod Help

Well, Bioware never intended that you be able to play a druidic sorcerer, romance Imoen, or have Kivan or Yeslick back in party, either, but those and many other things are changed by mods, too.

My understanding is that Bioware wanted to provide a more or less level playing field for all characters starting BG2. So the character starts with no gear. As a little "something extra" for PC's imported from BG1, a few of their items are stashed in the dungeon. For PC's imported from TotSC, they get the benefit of starting with the slightly higher XP.

Of course, witb BGT, the need for equalizing PC's is gone; in fact, part of the appeal is that you can have options not permitted by vanilla BG2, such as having Minsc in BG2 reflect the strength-boosting book you gave him in BG1, or having Branwen or Xan in your party at the start of Chez Irenicus.

Bioware's intent, and whether it was for programming simplicity, game balance, or whatever, isn't necessarily the standard to which a modder should hold him/herself.

It's not like a player couldn't CLUA his/her stuff back if he was that keen on doing so. There are plausible reasons why the PC's gear might, or might not, be within Chateau Irenicus. If a modder wants to allow them to be kept, s/he needn't worry about Bioware's intent. And if a modder doesn't want to allow the option, s/he needn't worry about my opinion, either.



#190127 BGT, NEJ, and SBT questions

Posted by bpfan on 24 February 2005 - 05:35 PM in Mega Mod Help

Y'know, Irenicus doesn't hold CHARNAME and Co prisoner THAT long...and he's surely not that interested in the gear of a bunch of low-level punks...sure, the money's gone, but what if he just stashed the party's containers in Ellisime's bedroom or something, to study at some later date if he ever got that bored?



#190126 Corrupted Harbor District...Big Trouble

Posted by bpfan on 24 February 2005 - 05:32 PM in Mega Mod Help

I had the same issue, with a similar installation, a few months ago.  I think the concensus was that there was a CtB incompatibility (I had them at other places, too).  I don't know if the precise problem, or a solution, was ever found.



#189918 BGT, NEJ, and SBT questions

Posted by bpfan on 23 February 2005 - 03:31 PM in Mega Mod Help

When you come back from NeJ, you're at the portal near Irenicus' bedroom. So, unless you at least got the sewer golem to open the otyugh room for you before you went to Easthaven, there are some things you won't be able to do (like getting the acorns, or Sarevok's sword) without cheating.



#188829 BGT-WeiDU

Posted by bpfan on 16 February 2005 - 08:24 PM in Mega Mod Help

Speaking of the musiclist....

One of the stumbling blocks for compatibility with BP-BGT was that the songlist was maxed. I know there's been some progress made with modding to make music keyed through other means--for example, in BG1NPC.

Can I suggest, if it's not too much work, leaving a few "holes" in the songlist, either by just dropping a few items or programming them to be triggered differently?

just a thought....



#187223 BGT-WeiDU

Posted by bpfan on 08 February 2005 - 09:53 PM in Mega Mod Help

This process for extracting stuff from BG1 for BGT...any reason to believe it wouldn't also work for IWD2?

Geez, I hit a wall in testing NeJ2, so I was gonna go ahead and install BP-BGT-etc; now everything's changing, and I'm not sure whether to sit tight for a couple of weeks, or go ahead and jump into a new game I won't have a prayer of finishing....



#187195 Flirting With Disaster

Posted by bpfan on 08 February 2005 - 05:33 PM in Mega Mod Help

I think Keira's existing soundset, such as it is, is pilfered from Fall-From-Grace, much as Jet'Laya is borrowed from Annah.

The voice actress was Jennifer Hale, who also did Mazzy Fentan (and I think Aribeth of NWN too). According to this, she's got quite a repertoire: http://www.imdb.com/name/nm0354937/. I dunno the ethics of it, if it would be considered stealing, but maybe you could put together a workable soundset if you have access to enough of her soundbytes (after all, she's a bard, so she might work with a number of different vocal styles and/or accents).



#185139 IWD II

Posted by bpfan on 30 January 2005 - 04:33 PM in Mega Mod Help

Thanks for the replies.

Right now, I'm going to finish up my run through NeJ2. Then, I'm going to set up two identical versions of the BP-BGT+everything else; one to play in, one to mod on. I'll start at the beginning, and try one area/section at a time.

I've no idea how long it will take Vlad to finish the IWD/HoW/TotL content of his NeJ, nor how he expects to integrate them into the existing BG plot. So I'll want to minimize exposition to the players as to exactly how current events relate to their recent, and possible future, experiences in Kuldahar. I'm planning to leave the events of IWD2 in the present day, whereas I think the official timeline is more like 20 or 30 years. Not a big deal for Isair & Madae, or Oswald Fiddlebender; I expect that I'll either be making Sheemish, Nate, et al elves or half-elves, or changing their names and eliminating references to childhood experiences.

So at this point--and naturally, this is subject to change, depending on practicality and suggestions--I'm thinking of having an NPC at Ribald's whisk them off, a la Hjollder or Pelltar. As goblins aren't much of a threat to characters between 12th and 15th level, I'll probably be upgrading the grunts. Perhaps, instead of Guthma and his fort, it'll be the Steading of the Hill Giant Chief, Nrosnra....(and maybe Grugnir the Frost Giant Jarl took some priestesses of Auril under his wing, but I'll be damned if I can think of a plausible way to work King Snurre Iron Belly in).

No new kits, no new items, no new music, no new NPC's, no attempts to make 3E features like feats work, no worldmap changes. At some point, probably new dialogue to reflect on Jaheira et al's reactions to their circumstances, but that's way outside the scope of my current expectations.

And I've already hit my first roadblock. I haven't been able to get NI to work properly on my new PC. I get the frame, I get the list of files, I can get separate windows for playing music or displaying the area graphics; what I can't do is get dialogue files, creature files, item files, are files, etc., to open. and when I copy an ARE file and save it with a new name, it tells me there's an error, but it doesn't tell me what the error is, or was.

So I probably need to figure out how to use other tools.



#184646 IWD II

Posted by bpfan on 28 January 2005 - 05:21 PM in Mega Mod Help

Just as BGT adds BG1 content to BGII, and NeJ is (gradually) adding IWD-HoW-TotL content to BGII...I've been toying with figuring out how to import IWDII into BP.

As a modding virgin, I'm sure this is far more complicated than I even dream, at this point.  I'm sure there's a relatively easy way to add IWD2's dialog.tlk file to the main one, after all, every other mod does it.  And I suppose that, if one already has IWD2 installed on their computer, as one has to have BG1 for BGT, one doesn't need to have a huge install program, just something that will import and rename from the other directory.  I'm sure that the area and creature and item scripts will have to be thoroughly checked, because of the differences in the IE versions and 2E vs 3E issues.

And I'm sure that there will have to be some serious "beefing-up" of at least the early stages of the IWD2 content, geared as it is for low-level characters, and I expect anyone who does all the BG1-SoBH-DSotSC-NTotSC-NeJ1 content will leave Chateau Irenicus with about a million XP.

So, I suppose I'll just ask if there's any interest in this, and if people who do have a clue about modding would be inclined to answer stupid questions if I do undertake this task....