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#563590 Query re mods added to BWP install

Posted by Strontium Dog on 26 October 2013 - 09:46 AM in Mega Mod Help

Not quite. From what I have been told, the spell50 mod only overwrites the specific spells it mentions in its readme file. All other spells will remain unaffected by the spell50 mod. So, since the spell revisions mod is mostly  acceptable to me (with many previously useless spells now with -6 to their saving-throws) and since some of  the spell pack mod's components are able to overwrite most of the spell_revision mod's mistakes, with the spell50 mod correcting most of the rest, I am content. In previous  megamod games, I had ridiculous situations  in which powerful mages soon ran out of spells against fighter-types with lots of protective magical devices. In such games I  would have my mages launch ridiculously-nerfed fireball spells at opponents or launch symbols of death etc. which all NPCs almost always saved against easily so that I would have to rely on using the horrid wilting spell and saving and resting  all the time - pathetic.Now, finally, not only will liches and the like actually be very dangerous, lethal adversaries for me, but my mage characters will be at least as powerful as my fighters.




#563589 Query re mods added to BWP install

Posted by Strontium Dog on 26 October 2013 - 09:37 AM in Mega Mod Help

Thanks for the warning. I will see if earlier SOBH versions will be accepted by the BWS setup. I want to make sure that my install is as perfect as possible as I do not want to change it for at least 5 years.




#563568 Query re mods added to BWP install

Posted by Strontium Dog on 26 October 2013 - 02:13 AM in Mega Mod Help

The Bwp batch file install method seems too complicated for me so I have opted for the BWP setup as almost all of my desired spell choices appear if I install the spell_rev mod  followed by some components of the spell pack mod and then the spell50 mod.

That said, I have one last query:- when checking the BWP set up engine I find that it  refuses to recognise my secret of bonehill download and one or two very minor mods(COM Encounters). If I go through and install everything else as instructed, would it be the end of the world if I then installed the secret of bonehill mod and com encounters mod  via weidu afterwards? Or would that foul up the whole installation? Thanks!




#563448 Problem with spell revisions mod

Posted by Strontium Dog on 23 October 2013 - 04:03 AM in Mega Mod Help

OK, so how do I go about using the BWP batch script? 




#563425 Problem with spell revisions mod

Posted by Strontium Dog on 22 October 2013 - 02:03 PM in Mega Mod Help

There are serious problems I have now with the spell revisions mod, It allows me to deselect certain of its more uselessly altered  spells by altering the .tp2 file with /* and */ but the trouble is that in order to get at the .tp2 file I have to unravel/install the spell revisions mod and pick it out. Once picked out I cannot set it back together again so the BWP installation refuses to recognise that I have the spell revisions mod in the relevant download folder. If anyone can give me some advice on how to fix this problem, I would be most appreciative, thanks!  it is just a great pity that the spell revisions mod creator did not choose to install his mod in components of 1,2, 3 or 4 similiar spells per component like the lost crossroads spellpack creator did. Then it would have been dead easy to sort this out.




#563424 BWP Installation order of two spell mods

Posted by Strontium Dog on 22 October 2013 - 01:31 PM in Mega Mod Help

Oh, I see you were referring to the spell revisions mod perhaps when writing about the "level 50 mods". It is true that spell revisions mod has some spells with saves at -6 but in the past vanilla game I had to stop wasting time casting spells at high level NPCs as they always managed to save easily and thus avoid petrification or death or whatever. With spells like fireball etc. nerfed at 10-20th levels, it was hopeless for mage PCs.




#563422 BWP Installation order of two spell mods

Posted by Strontium Dog on 22 October 2013 - 01:16 PM in Mega Mod Help

Umm, no animate dead is not affected by the spell50 mod. I intend to have triple-classed PCs and not nerf xp gains so I assume that my characters will be c. 30/30/30 by the end of the game or so, perhaps if aided by some xp bonus gimmick I once dreamt up. At any rate, I have always frowned upon the nerfing of spells like fireball to 10th or 20th level or whatever as that always led to fighters  reigning supreme if they had enough protective devices. The spell50 mod will at least make mages as powerful as fighters.Sadly, the spell50 mod does not allow saving increased throw penalties but I think a mod I once encountered does do that(bg2tweaks?). I also do not think that there are extra animations onscreen to slow the game down as the spell50 mod merely increases the damage involved, nothing more.

 

What I meant was that it would have been nice if I could have had the altered spells from spell pack and spell revisions mods and then extended their damage to a potential 50d6 or whatever with the spell50 mod.




#563408 BWP Installation order of two spell mods

Posted by Strontium Dog on 22 October 2013 - 08:02 AM in Mega Mod Help

That is a pity to learn. I had hoped it would simply allow the spell to be extended to level 50 rather than a whole overwriting of the spell. Well, at least the spell revisions mod allows one to exclude via complicated brackets certain spells and the lost crossroads spell pack seems to allow spells to be installed one by one via components which is easy. At any rate, thanks a lot, both of you! One does not always get such useful advice online.




#563381 BWP Installation order of two spell mods

Posted by Strontium Dog on 21 October 2013 - 02:08 PM in Mega Mod Help

I am planning to do a BWP install including an altered spell revisions mod and some of the components of the spell pack lost  crossroads mod so as to avoid clashes. It would greatly help me if someone could tell me  which of those two mods gets installed first before the other. Thanks a lot!

 

Oh, and I would also like to know the installation order of the spell50 mod in relation to the 2 mods I mentioned above. Thanks so much!




#562426 Worries re downloading

Posted by Strontium Dog on 25 September 2013 - 03:41 AM in Mega Mod Help

Hi,

 

I recently bought a new PC after having a crappy very old Mac. I only just read that the damned windows program compatibility assistant would prevent me from installing BG2 TOB over  BG2 SOA. I am now deeply worried that this might have on other games I have recently installed. Would this program compatibility assistant have prevented me from installing neverwinter nights/shadows of undrentie/hordes of the underdark? Those 3 NWN  games was all installed in one download  so i am hoping it went through. Would this blasted program compatibility assistant have prevented me from installing patches to my other  games? I am just not sure what harm this blasted thing has done to me.




#562420 Query re big world project

Posted by Strontium Dog on 25 September 2013 - 02:15 AM in Mega Mod Help

I am absolutely appalled!  Several years ago, I planned on installing all the various megamods via the big world project but failed due to having to go abroad etc. Now I cannot seem to find  the previous set-up whereby I could just download a huge set of files in one and just pick and choose from a menu which mods I wanted installed with easy explanations as to which mods were easily compatible  with almost all mods and which mods were not compatible with which others etc. Now it seems that I have to arbitrarily choose specific mods and carefully exclude the non-english mods and still get tons of bugs. Damn!




#562230 Query re big world project

Posted by Strontium Dog on 20 September 2013 - 03:57 PM in Mega Mod Help

Where do I go to download the big world project? Thanks!

 

Also, another question:- if I installed all major compatible megamods and most of the compatible smaller adventure mods as well, how much xp would my party gain in all, roughly? It is just that I plan on having all my 6 party members be fighter/wild mage/ thieves or fighter/wild mage/clerics, using the savegame editor to achieve this and other changes, so I want to know how many levels these 6 triple-classed characters  could get by the end of the game if they did every possible extra adventure mod as well as the usual game.




#556638 Couple of questions re BG status

Posted by Strontium Dog on 02 April 2013 - 12:13 AM in IE Modding Discussion

Hmm, I do recall a previous auto-installer which correctly installed  all the relevant mods one wanted in the right order and prevented incompatible mods from being installed together.

 

At any rate, the BG1EE/BG2EE game does not appeal since I want access to all previous megamods as well, the latter presumably only working on a PC.

 

Pity re Icewind Dale 2 game engine not working yet. I would have far preferred that to the  AD&D 2nd edition rules.




#556605 Couple of questions re BG status

Posted by Strontium Dog on 01 April 2013 - 05:51 AM in IE Modding Discussion

Hi There,

 

I haven't played the whole BG megamod thing for years and want to try again. I am curious as to whether buying the BG1 BG2 TOB games will be compatible with  my Mac(OSX 10.6.8)?  It's just that I used to play the whole BG epic on a windows vista PC, originally.

 

Also, I read some stuff  online about a new baldur's gate "enhanced edition" or whatever. This seems to be  merely  the same as the previous game plus a few minor  extras. Do I have to buy that or can I just stick to the old game?

 

Does anyone know if that 3rd-edition Icewind Dale 2 rule-mod ever got made compatible with the BG megamods in general?

 

 

Also, where is that wonderful long list which shows in which order the various mods need to be installed etc.? Thanks a lot!