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#595944 VC and NeJ3 - final releases

Posted by Demtrek on 20 July 2017 - 09:51 AM in Mega Mod Help

Humm, I tried your mods a year or so ago with a "Tactics" install using BWS, Trilogy.   OMG there were so many problems......such as...

 

Rothgars text showing up in Hobgoblin battle cries.

Transistions in Hand Broken

Transistions in Mage School Broken

Once the time dude sent me back to current time, key story creatures were not spawning to advance story line....(so long ago I cant remember names)

Orc camp for Dar not spawning

 

So if I am reading this correctly, these are fixed?  And it is fully compatible with a mega install?   (meaning there are only small bugs, no game advancement ending bugs)




#595254 Near Infinity, Replacing Creatures in Spawn Scripts.

Posted by Demtrek on 04 June 2017 - 08:56 AM in IE Help

Missing "dots" may indicate that the CRE resource has either not been found or not yet been cached internally by NI. Make sure they are located in the override folder with the right extension. If you created the CRE files in the same NI session you should either reload the resource tree (menu Game > Refresh Tree), or quit and restart NI.
 

We have a winner!!   Yes I was using some creatures I just made.  Today I got my dots when I tried again.  Thank you.




#595248 Near Infinity, Replacing Creatures in Spawn Scripts.

Posted by Demtrek on 03 June 2017 - 10:16 AM in IE Help

So in some past questions I have learned and mastered creating new creatures and renaming them using the "create copy" function in Near Infinity.

 

Now that I have a pallet of creatures I thought replacing them in scripts would be as simple as earasing the name and replacing it with the new creature script name.

 

THEN
    RESPONSE #100
        SetGlobal("BanditSpawn","GLOBAL",1)
        CreateCreature("BANDIC",[4354.2466],0) // Deke
        CreateCreature("BANDCAP",[4278.2608],0) // Bandit
        CreateCreature("BANDCAP",[4207.2585],0) // Bandit
        CreateCreature("BANDCAP",[4149.2498],0) // Bandit
        CreateCreature("BANDCAP",[4421.2472],0) // Bandit
        CreateCreature("BANDCAP",[4417.2605],0) // Bandit
END

 

 

Above is just a copy/paste....I attempted to replace "BANDCAP" with "NEWXXXXX".  When I compile I get errors.  The only thing I noticed was the original "BANDCAP" has ........... *Dots* underlining the name in the script, but when I copy and paste from the override section it doesnt.

 

 

Is replacing static or spawn creatures possible using NI?




#595140 BiG World Setup (an attempt to update the program)

Posted by Demtrek on 25 May 2017 - 10:57 AM in Mega Mod Help

Is BWS Original BG1+BG2 Trilogy playable anymore? 

 

In the last 2-3 weeks Ive done at least 5 installations of "Tactics" and there are game ending bugs.  I've tried a few posts and configurations but I cant seem to pin point why.  

 

I only play to the end of Chapter 3 each time, after that the game crashed whenever I try to enter Nashkel Carnival, wheather using map or Console.  The other two bugs are Death of Party game crashes before Hand Movie starts.  Duergar Bounty Hunters in the mines, the Rogue Duergar crashed game on his first action.  Each new install I checked these with a pre-gen character quickly skipping through the game to see if they are still present....when they are, I re-install.

 

Ive been using the Default Configuration of "Tactics" with only a couple of changes.  I get rid of Hard Times and I get rid of the the option that makes enemies +1 AC/Save/THAC0 and instead pick add more HPs.  The only conflict that shows is a Potrait Pack, "Drows" not being capatible with "BG Paint".  Ive tried installations getting rid of Drows and keeping it anyway, same bugs either way.

 

I read BWS isnt being updated anymore and since I read that, I was trying to get one last good install.   Am I too late?

 

Has anyone reciently used BWS on a Tactics install and played that far without this happening? or happening also?

 

update May 26th

 

Another install today, Ive attached a copy/paste log of almost everytime the BWS stopped and required a response.   Duergar Thief bug is no longer there and I am able to enter Nashkel Fair after completing the Mines.  But the Death Hand Movie still does not appear upon death of entire party and I simply crash to desktop.

 

Durring installation I had 13 Errors asking me if I wanted to patch a version of a mod that didnt match the current version.  In all cases it was because BW Fixer was using a outdated version of the Mod, no in other words choose "NOT TO PATCH". Attached File  BWS Error List BGT.txt   23.57K   491 downloads




#595002 2 Game Crashers BWS Tactics

Posted by Demtrek on 14 May 2017 - 10:43 AM in Mega Mod Help

Badurs Gate Trilogy BG1+BG2

 

1st- When ever my party dies, ( I have "no game over" installed) game crashed just before deathhand movie starts.  I tried adding Disable Movies=1 under Programs in the Baldur.ini file.  Added it to both the BG1 and BG2 ini.files.  Not a big problem as instead of having the Load Save screen to look at I have to start the game back up and load last save.

 

2nd- Naskill Mines, Tactics Encounter Deurgars on level 3.  After some experimenting I have found the Deurgar Thief is causing the game to crash.  Encounter lasts through the conversation with Gorken and on round one when the thief takes his first action it crashes, Ive tried to see what he does and I am unable.  Couple things Ive tried using Near Infinity.  I replaced his Bolt of Biting with 20 +2 Bolts because when I ctrl-Y him before he turns red the bolt of biting isnt showing up on corpse.  I also experimented with his profs.  I really dont know what I am looking for when I use Near Infinity to look at his file.

 

This is a fairly fresh Tactics install, 2 weeks ago.

Attached Files




#594779 No sound

Posted by Demtrek on 22 April 2017 - 08:18 AM in Valerie

No sound at all is kinda annoying.  I dumped her when I found this out, solely because of the clicking and double checking if she is highlighted....sound assures me I have a PC/NPC selected.  As a previous poster suggested, anything would be better then nothing.




#594735 Is there a way to run BWS standalone, without actual games installed?

Posted by Demtrek on 19 April 2017 - 05:36 PM in Mega Mod Help

Nope.  But just download all of them without installing them.  Then you can open the download folder and use rar to open the zipped files, dont extract them, you will be able to look through the readme's.  When you decide what you want and dont want fire up BWS again.   Once you fire up BWS again it will see you already started the process and start you on the third screen, dont do anything, hit the "Back Button" and reselect the "Trilogy", then you can install normally, including where you select or deselect the mods as you see fit.




#594580 BG1 BG2 BWT Download Errors.

Posted by Demtrek on 08 April 2017 - 12:42 PM in Mega Mod Help

Are you sure that's what you are trying to do ?

Aka, when you start the Start BiG World Setup - Update If Needed.vbs -file, go back to the very first page, then a page forward, select English as the language, then select the game type as "Baldur's Gate 2 / Baldur's Gate Trilogy (BGT) Customization".

DO NOT CHOOSE THE Baldur's Gate 2 / BiG World Project (BWP): Install.bat only -one, that's more than broken at this point.

You're awesome!!!

 

Thats exactly what I was doing wrong.  Durring these installations I was doing everything up to the actual installation, then closing BWS and starting it back up again later in the day.   I assumed it was saving my previous choices, but when restarted it was choosing BG2/BiG World Project as default and it was restarting on the third screen (one where you choose game locations and "Tactics"), so I could not see it deselected "Trilogy".

 

Thank You!!




#594569 BG1 BG2 BWT Download Errors.

Posted by Demtrek on 07 April 2017 - 12:13 PM in Mega Mod Help

Ok this has been my 5th attempt to install BGT BG1+BG2 using tactics.  Everything seems semi fine until the download process, in which I have to manually hunt down links.  Then I extract and install.   Here is my install logg which I stopped short "this time", as you can see it asked me a bunch of Yes/No patching questions...with 5 different install attempts Ive tried answering them both ways...this paticular one I skipped.  I figured the more recient version already has the patch. 

 

Then it just skipped over every mod until it gets to "missing BGT MUSIC", which I googled and found the music isnt nessassary.  In my previous 4 attempts I just skipped this, though it pops up 5 times before going back to skipping all the rest of the mods.  The entire installation is over 3 mins later, thanking me for using BWS.

 

I have no idea what Im doing wrong.

 

Attached File  BiG World Install Debug.txt   1.18MB   371 downloads

 

 




#594560 improved anvil lite missing: does anyone have it?

Posted by Demtrek on 07 April 2017 - 02:47 AM in IE Modding Discussion

Link is broke




#594541 BWS BGT Installation, Custom, Expert mode

Posted by Demtrek on 06 April 2017 - 07:07 AM in Mega Mod Help

Here is something else that seems weird: Same enemy (kobold chieftain) attacked by two of my characters. One rolls 18+1=19 and misses and the other 14+5=19 and hits! :blink:

If you use Near Infinity you can open the creature section and see there are like 30 different Kolbolds.  So you probably encountered 2 Kolbold Chieftains but only the name is the same, one probably has a better "THAC0".




#594428 Looking for Tortured souls V7.04

Posted by Demtrek on 31 March 2017 - 05:48 PM in Mega Mod Help

For now, this is all chinese to me (no offense to chinese people), but I guess what you said will make sense when I start the installation with BWS?

Yea, took me like 4 years to learn these guys's lingo.

 

1-BWS= Big World Set Up

 

2-BWS has about 7 screens you will have to fill out information on.

 

3- On the 3rd or 4th screen, at the bottom, you will see a drop down tab where you can pick what type of installation you want.  "Tactics" is the one I mostly use. Pick it.

 

4- Below that there is a button you can press to bring up a list of all the mods that belong to Tactics.  However some are currently not checked due to recent reports of bugs.  I recommend not messing with them.  Its a long list.

 

5- TSV705= Tourchered Souls version 705, Look for it and click the plus sign next to it..and you will see all the mods different componets.  So in other words, on bigger mods you can actually choose to add or not add various features.  He is saying pick options 0,1,2,3 and then find the MOD BDTOB version 174 click the plus sign next to that MOD and pick options 0,15,19.......




#594406 BG1 BG2 BWT Download Errors.

Posted by Demtrek on 31 March 2017 - 08:14 AM in Mega Mod Help

I used a strait Tacitics Installation from BWS, no editting the mods at all. (checking or unchecking)

 

Most of these Mods I dont need anyway.  I think the latest Worldmap is only available with Drop Box, I use winXP so thats out.  All links are either in Japanese or broken anyway.  Can I use a older version?

 

Im more worried about the dependence.  If I try a install anyway?  Or is there older versions I can use?  Suggestions please.

 

 

The following mod(s) could not be downloaded:

** Huple NPC: The Mod itself (Huple_NPC_1.4.rar)
          http://corellon.clan...ple_NPC_1.4.rar

Download site not English


   Improved Anvil Lite: The Mod itself (Improve__Anvil_Lite.zip)
          http://gamingnerdsru...downfile&id=185

Broken Link, unable to find another using Google.


   Item Randomiser: The Mod itself (randomiser-170206.zip)
          https://dl.dropboxus...170206.zip?dl=1

Uses DropBox, Win XP cannot access.


   Umbra of TROW - Arena: The Mod itself (UoT_v1.0.rar)
          http://trow.cc/forum...download&id=303

Website not English


   Tsuki NPC for BG2: The Mod itself (TsukiBG2 v.BETA1.zip)
          http://dl.dropbox.co...BG2 v.BETA1.zip

Website not English


** Sentrizeal's Alternate Avatar Pack: The Mod itself (SentrizealAvatarPack.zip)
          http://www.sentrizeal.com/pst_7.htm

Manually downloaded into BWS download folder, BWS still says it's missing.


   Tomoyo and the Underground City: The Mod itself (DNTv0.9.rar)
          http://trow.cc/forum..._download&id=65

Website not English


   Keldorn Romance: The Mod itself (KeldornRomance_v1-0.zip)
          http://kerzenburg.ba...omance_v1-0.zip

Broken Link

   Macholy's Living-Mod: The Mod itself (NML-V0.6.zip)
          http://trow.cc/forum..._download&id=42

Website not English


   Rogue Rebalancing: The Mod itself (rr-v490b1.7z)
          https://dl.dropboxus...77/rr-v490b1.7z

Says "File Not Found"


   aTweaks: The Mod itself (atweaks-v450.zip)
          https://dl.dropboxus...tweaks-v450.zip

Says "File Not Found"


   Almateria's Quest 2: The Mod itself (AlmaQuest2v3_WIN.zip)
          https://dl.dropboxus...uest2v3_WIN.zip

Says "File Not Found"


   Edwin Romance: The Mod itself (edwinromance-v207.zip)
          https://dl.dropboxus...omance-v207.zip

Says "File Not Found"


   Worldmap: The Mod itself (bp-bgt_worldmap-v1021.zip)
          https://dl.dropboxus...ldmap-v1021.zip

Says "File Not Found"


   Gavin NPC for BG2:ToB: The Mod itself (gavin_tob-20111125.exe)
          http://gibberlings3....download&id=904

Says "File Not Found"

The following mods cannot be installed because of missing dependence:

Gavin NPC for BG2 (BGT Hotfix)

Dark Side of the Sword Coast

Northern Tales of the Sword Coast (Dialog-Patch)

Northern Tales of the Sword Coast


** Loading from the website requires manual interaction.

Some files could not be downloaded with the "BiG World Setup". Do you want
the BWS to try to load the mods again, provide the files yourself (see remarks)
or just continue?
Enter [r]etry, [p]rovide or [c]ontinue.
 




#594394 BWS BGT Installation, Custom, Expert mode

Posted by Demtrek on 30 March 2017 - 05:13 PM in Mega Mod Help

Expert mode, you are a brave sole.  I wasted a year of my life trying to get one to work.  NEJ was responsable for a lot of the mishaps.  I had the same Rock Salt bug as well, and this was 4 years ago..or so.   The one that did it for me was trying to enter Tazooks Tent, it crashed and I could not advance the game.

 

I also tried to play NEJ using expert mode (same install) and everything was a complete mess.  Entire city maps in Athkatla were over written with different maps, so none of the transistions points worked.  Also at the Mage School, transistions leading to key story advancement areas were also broken. I was desperate to try to finnish it so I used the Console thingy to teleport around.  Since I didnt know where I was to go I had to do a lot of investigating using Near Infinaty.  It took me a long time just to finnish the School part....but alas when the story dumped me back at Ulcaster I was unable to advance from there and uninstalled.




#594379 Difficulty Level mod

Posted by Demtrek on 30 March 2017 - 08:13 AM in Mega Mod Help

I wasnt aware of what this did either.  I thought it was just a way to set the "factory" settings while in game....in case you forgot.  LOL, so I found this, because I wanted to know exactly what it did.....

 

http://www.shsforums...ulty-component/




#593926 BGTEE Play testing bug list.

Posted by Demtrek on 15 March 2017 - 07:19 AM in Mega Mod Help

Yes, I got a little mixed up.  It is the BG2EE icon I am using to start the game.  Also I attached the wrong installation.  I changed it.




#593868 BGTEE Play testing bug list.

Posted by Demtrek on 14 March 2017 - 08:18 AM in Mega Mod Help

I read somewhere in these vasts posts you modders were looking for people to play test and report bugs for BGTEE.  I started a game about 10 days ago.   But between work and fiddleing around with other stuff I realized Im falling behind with the lightning speed you modders fix stuff.   This is a list of jibberish I wrote in notepad then pasted here.  Some could be bugs, some could be the way it was supposed to be, some could be my ignorance on game mechanics. 

 

I didnt comment on installation errors because I dont know about that stuff and I see others did already.  I only comment on game play.  I am about 1/6th through the game.  About to explore the bandit camp areas.  The lower half of the BG1 map area is explored, Gnoll Fort, Nashkil, Cloud Peaks, Bear River, Bragg Area, ect...

 

Also I have not read every single post in these forums, so some of this stuff might of already been talked about.

 

STARTS HERE..................................................

 

BG2EE Folder Start Icon starts the game.

In "Tactics" I changed a few NPCs to multi class..like Xar and Imoen, they dont have spells even though they are listed as being level one in each class.  When they level up to level 2 they get spells.

When I select NONE for character information script, it changes back to advanced.  

Sarahs mod didn't work with 3 of my installations...After she joined party my inventory was messed up, about half my items were bugged in a way when I selected them to pick them up it would pause for 2 seconds.  The other half behaved normally.  When I left Gorions death site, game crashed.  When I re-installed without Sarahs mod, niether of these were an issue.

Lions way bandits. 1 female 3 males, they just looted a caravan.  Woman talks, saying something like "we'll just have to kill you now", only her and one male bandit (male just north of her) turn red.  The other 2 just stand there (2 south of her).  They can still be attacked and killed without penalty.

Potion Seller at Carnival, the one in the tent selling the red and violet potions.  His opening text is so big it only shows the 1st response your allowed to make.  I knew what the other response was so I just pressed 2 on my keyboard, but there was no scroll down option to access it with the mouse.  Also when I lockpick the east chest no guards are called, west chest was too hard to pick, but when I returned later with a potion of thievery it opened and guards were called.

Marl and Dunkin at the Fieldpost Inn.  I walk in, they give a warning.  Montaron say something, I tell him to back down.  Marl and Dunkin go red without warning or 2nd conversation.

Kolbold Mines, Nashkil.  Duergar Encounter Level 3, Duergar Fighter shouts something that belongs to a different NPC, "Lies all if it!  We're your friends here, come into the tent and we'll talk about it"

Valley of the Tombs.  I emerged here from the Nashkil Mines.  Two women, Natalka who attacks me, and Elka who remains blue and follows Xar of all people.  I can only assume she is scripted to take out mages first but never turned red.  Also no conversation with either.  One attacks and about 5 rounds later the other one appears and follows me.  I attacked her just to get her stuff, no rep penalty when I did so.

Officer Via, Flaming Fist woman who buys scalps, buys anything now.

Reforming party, I just dropped Imoen, Khalid, Jaheira, Xzar, Montaron....all left the party with no ending conversation.  They just turned blue and stood there.  Thought nothing of it, just thought it was a new feature to prevent some of them leaving forever.  Went and picked up Vyn, Gavin, Kagian, Garrick, and Tiax.  Went back to where a dropped other 4, in front of Morning Lord Temple, and dropped all but Vyn, these 4 all gave departing conversations, told them all I would be back.  So now Im like...what the?  I talk to Jaheira and she gives me what should of been her departing conversation....so I tell her to wait.  Then I go talk to her again and she gives me her "want me back" conversation.  1st Option- take her back  2nd- Option leave her be  3rd Option-  Doppleganger Mage.  Option 3 was new...so I click on it
I say: Doppleganger Mage
Khalid says: Doppleganger Assassin
Jaheira says: Kolbold Cheiftan
Jareira is then in the party, Kahlid remains blue.
So now Im thinking about the other 3, Imoen, Xzar, Montaron.  Imoen behaves normally, I first get her departing conversation, then a normal "want me back" conversation.
Xzar and Montaron both have the 3rd option, like Jaheira, but the both ramble something about undead knights and ulcaster school...but also both join seperatly leaving the other standing blue.  Im guessing option 3 was supposed to be having one memeber of a duo join without the other, which is working, but the conversation part is messed up.

Shar Teel, when first met, I accept challange and she just stands there blue.  I have to attack her first.  Normally after one hit she gives in.  I took me 2 hits and she had 1 hp left.  Then she joins.

Enemy NPC's all have text they display as conversation that doesnt match up.  SO far it's only been in combat.  So if the NPC has something to say before they attack, nothing is wrong.  Once the attacking begins, durring combat, they shout weird things that look like they are conversations for BG2.

While resting on Dryad Falls screen, I have yet to explore the west half of the map.  Durring my rest, the Ogre Mage (westside center of map still unexplored and Ogre Mage still way out of sight) spams out some sort of countdown..."It seems we have been deceived, Kaishas remains on the island.  We must confront Selaad....ect...expires in 120 seconds." then the counter goes off 6 or 7 more times..

Ok, well I just visited the Gnoll Fortress...I've pretty much come to the conclusion that everyone I meet and fight has dialog errors, including a few that I dont fight....so Im not going to comment on the indviduals bugs reffering to these anymore.

Borda, false potion seller outside of Xzart Village doesnt have the bag the produces a random magic item once a day.   Not sure...if this is a bug, but it was a cool item to have.

Arrows from Magic Ammo Belt.  I put them in there unidentified.  When Im ready to ID them I selected 64 Unidentified Fire Arrows and hit the "to backpack" and it makes two stacks of 64 Fire Arrows, so double.  One is IDed the other stack remains non-IDed.  Same with arrows of biting, but not detination arrows.

Gem bags are doing same thing ammo belt is doing, but only certain items.

When I was using EEKeeper I was changing some spells for a enemy spell caster.  In the 5th level wizzard section some of the spell names are replaced by talk text.

Bandit scalps wont go into bags of holding.

Lagg?  Well, there is something I've not complained about in a BG game in a long time.  Xvart Village, hoard of Xvarts coming at me, lagg appears.  I cast a fireball on what looked to be 25 or so and the fireball made everything lagg even worse, the whole killing part was skipped, except sound.  When the lagg reduced they were all dead...but it was still laggy.  Not until I went around killing the last of them and picking everything up did it go away.

Laurel, Paladin waiting for Gibberling Hoard at Bear River map, wont talk after I killed off all the Gibberlings.  I search whole map again looking for any strays that might of ran off in a random direction and could not find any.

Cant put Braggs body in a bag of holding, but I am able to put the rotten bodies from Ghouls.

At the inn IDing stuff.  I open potion bag and have a red skinny potion bottle...fake healing.. When I select it to move it to the inventory it also selects one in the bag that is already IDed and wont let me only select the unidentified one.  So I have to move both of them to the inventory.

I have 2 daggers, Both "Heart of Golems".  Both were not IDed.  I IDed the first one and the other was automatically IDed.  First, Im not entirely sure I had two of them.  It might be the same bug I reported with the arrows, where it made a duplicate when I transfered it to my inventory.  Second, the second one might of been a duplicate I already had IDed and was selected as per the potion bug I wrote above.  Maybe the arrow/gem ID bug is doing the samething as well, selecting a equal amount of already IDed arrows and moving them, instead of creating new ones.  I'll try to remember to take better notice.

Attached File  WeiDU-BGEE - Notepad.pdf   21.05K   209 downloads

 

I plan on playing the game all the way through the trilogy and posting these "bugs" as I play...but it could take a month or more depending...and if there is some major fixes or new content added I may just re-instal and start over if what Im doing seems to be outdated or not helpful.
 




#593499 8 Big Questions using Near Infinity to modify my Mega Install.

Posted by Demtrek on 02 March 2017 - 03:44 PM in IE Help



1ST QUESTION


  I want to go through the 14,000 creatures in my mega mod using Near Infinity. I'm looking to edit them to make them harder as I progress through the game. Once I am finnished, in about 1-2 weeks, I see there is a mass export option.  

So lets say I finnish modifying all of them.  I export a copy of all 14,000+ using the mass export option, then I decide to re-install my entire Mega Mod.

  (I always use Big World Setup and always pick the Tactics option...changing a few mods Im not interested in.)

 Lets say that in between installs someone has added new content to the BWS Tactics list that includes new creatures.  With my fresh up to date install....Do I simply import my previously exported modified creatures?

I guess what Im wondering is... will they try to overwrite the CRE file slot or will they overwrite based on the CRE script name.

So for example...

Lets say in my current installation, I open the CRE list with Near Infinity and the very first creature listed is #aa1gob.  A 4hp goblin with 1gp.  I change it to 9hp with 2gp, save and then export.

6 Months later new mods are availible, but it requires me to re-install my entire Mega Mod.

I re-install, open Near Infinity and see the first creature in the list is now #aa2orc and the second creature in the list is #aa1gob (4hp with 1gp).  I import my modified #aa1gob (9hp with 2gp), formerly in slot 1 now in slot two, will it overwrite #aa2orc? or #aa1gob?



2ND QUESTION

I see there is a option to load a creature for editing and then save it under a different CRE script name.  So I was thinking of making some new creatures and adding them inplace of current creatures in some of the mods where the same creature is used twice.

For example the Mod "Bone Hill" uses some of the same Hobgoblins you encounter outside of the Friendly Arms Inn.  However by the time I get to "Bone Hill" I am like 3rd level with some really cool stuff.  Which means I blow through a awesome mod with very few hard fights.

If I modify the Hobgoblins using Near Infinity then when I replay the game my party will get squished outside the F-Arms Inn.  

So how do I do this?  

Is this method correct?
1- Find CRE file I want to modify, modify it, save under anyname I pick.
2- Open the Bone Hill areas with Near Infinity that have the creatures I want to replace.  Open the spawn script and simply replace the CRE script name with my new one?

 



3RD QUESTION

In relation to the first two questions.  Now my Near Infinity is modified the way I "wish". I have adjusted original CRE files.  I have made new CRE files using exsisting ones (modified stats) and saving them under a new CRE script name to make a new CRE file,so the originals were still untouched.

Finnally I have gone through some of the areas replacing spawns with the new CRE script names.

I have exported the entire CRE files to easially add it back to a newer "up to date" Mega Mod, using BWS "tactics".

a- Assuming my modified CRE files that didn't change the script name will just overwrite.

b- My modified CRE files that I made a new copy and saved using a "made up" script name brought my total creature count up.  

So in other words, if I originally had 14,000 creatures and made 100 modified copies to bring it up to 14,100 total.  Then I re-install and look and find new content has added 200 more creatures.  When I import my former 14,100 Near Infinity CRE, will it automatically adjust to make it 14,300?

 



4TH QUESTION

Is there a easier way to do this?

I love this game, and I dont want what Im saying to come across insulting to modders.  In fact you Modders have given me hours and hours of awesome memories from when BG first came out.  I cannot believe how awesome this game is now with all these mods. 

 

But I would like to change the following.


1st- I want random encounters with be a little more diverse.  For example, Im not happy with a random encounter that is 9 Hobgoblins that 4 are captains, 2 spell casters, 3 Elite/Slayers.

I would like to change it to 1 Captain (who I beef up), 1 Cleric, 1 Wizzard, 2 Archers, 4 Foot Soldiers, and then ad 4 war dogs/or goblins to be used as disrupting skirmishers.

Let me use AR3200 Tradeway South for my example.

So the easiest way that my, non-modding self, can think of is to use Near Infinity to bring up AR3200.  Then look at the Points of Interest box and pick the random encounter trigger FW43000.  I double click it and it brings up its stat page.  Toward the bottom of the list is Script - FW43000.BCS, so I click once and in a box below it lists a bunch of .BCS scripts with FW3000 highlighted.  Next to the box is a edit button.  I click it and it brings up a huge script that lists all creatures that will spawn with that trigger mostly depending on two things...party size and time of day.  A spawning creature script looks like this...

RESPONSE #3
        SetGlobal("SpawnReset666467","AR3200",1)
        CreateCreature("HOBCAP01",[1037.450],0) // Hobgoblin Captain
        CreateCreature("HOBCAP01",[1037.450],0) // Hobgoblin Captain
        CreateCreature("HOBCAP01",[1037.450],0) // Hobgoblin Captain
        CreateCreature("HOBCAP01",[1037.450],0) // Hobgoblin Captain
        CreateCreature("HOBELITE",[1037.450],0) // Hobgoblin Elite
        CreateCreature("HOBELITE",[1037.450],0) // Hobgoblin Elite
        CreateCreature("SHOBSL01",[1037.450],0) // Hobgoblin Slayer
        CreateCreature("HOBSHA01",[1037.450],0) // Hobgoblin Shaman
        CreateCreature("HOBWIZ01",[1037.450],0) // Hobgoblin Wizard
        SetGlobalTimer("43001037450","AR3200",EIGHT_HOURS)

So to change out the hobgoblins would I just change the CRE script names  (example "HOBCAP01")?

And to add the disrupting skirmishers would I have to manually type and add to the list?

Like this......


"CreateCreature("MyGoblin", ect....

2ND- I want to change the creatures that are used too often in various mods to be different.  But Im thinking creating a new creature from scratch is beyond my abilities.  So is creating a copy and modifying it and then saving it under a new "made up name" the easiest way to do this?


5TH QUESTION.

I see when I modify a creature there is a color palette to change clothing, leather, metal, ect....but when Ive tried to use it in the past it doesnt change them on the creature until the creature is a corpse.  Does this actually work?

6TH QUESTION.

Adding or changing spells....Ive tried this and can't seem to get it to work...

7TH QUESTION.
Adding items...seems something is broke...maybe I'm broke.  Can't get the creature to save with the items.

8th QUESTION

Protection from Undead Items.  I wanted to change these, as I found like 3 of these items which makes undead a non-factor from that point on.  I was thinking instead of the Undead ignoring me, where even the most vile of Liches I can walk right up to and slaughter, I could just get them to still attack me but I would have a +8 to AC.

Undead Disruption Weapons...again too easy..would like to change it to +10 to hit +20 damage.  Still nasty to undead but gives them at least a chance to fight back.
 
 




#593435 Dog gone script

Posted by Demtrek on 28 February 2017 - 11:23 PM in Mega Mod Help

Ive seen it written somewhere in these vast forums before......

 

That dog/wolf script needs to go.  Realism?  Not needed in this sense.  Would 2 low level bandits really attack a party of six?  Maybe if they had 2 war dogs.....oh they do, except the war dogs dont attack.

 

I keep encountering bandits with war dogs, it would be at least a decent fight if the dogs rushed in while the bandits plucked away with their bows, but instead dogs stay blue and wander around while my party takes down the 2 bandits in like 3 seconds.  Then I run over to loot, dogs turn red, get hit once, and run away.  *yawn*

 

I dont think the worgs or dread wolves use this "reality" script....maybe just replacing "wardog" with a lesser worg would work?

 

I have no problem with a pack of dogs or wolves running away after moral breaks, but a trained war dog would indeed fight to the death to protect it's master.




#593397 Mass increase in enemy stats?

Posted by Demtrek on 27 February 2017 - 03:19 PM in Mega Mod Help

How about https://forums.beamd...tweak-mod-ver-7 ?

Interestingly I already had that installed, but for some reason the increases to creatures were not checked durring installation.  Reinstalling it allowed me to choose the values.  I checked game for 3 mins, no crash, tried stacking arrows and it worked....then I checked my Near Infinaty and indeed AC, Saves, and HPs were all increased.   Awesome.....




#593352 [BGT-Tactical] CTD on dialogue with Ghastkill (BG1)

Posted by Demtrek on 27 February 2017 - 12:30 AM in Mega Mod Help

Holy crap, I fixed something.  It was the picture.  I used Near Infinity to change it and now it works.

 

Near Infinity    https://www.idi.ntnu...h/ni/using.html

 

1- Download and install

2- Load your instalation using the "Game" tab.  Browse to your instalation, then on lower "find file" enter "CHITIN.KEY"

3- Once your game is loaded, navigate to Area Tab and find AR3700 then you will see Berrun listed under the creature box.  As soon as you double click him it will give you the error that is crashing the game.

4- Under Berrun, you will see a edit tab, click it and find "small portrait" click it and select any portrait to replace it.  I just clicked the one below it, named Berun.

 

I suck at typing directions.....and I spell like a 6th grader.  Let me know what if any you dont understand and I shall attempt to clearify.




#593349 Mass increase in enemy stats?

Posted by Demtrek on 26 February 2017 - 10:43 PM in Mega Mod Help

Just installed a newer version of Original (non-EE) Mega Mod Trilogy using BWS.  On my last version I used Near Infinity to fly threw all 14,000 critters and increase their HP, AC, Saves...ect.....It took me 6 days.

 

Is there a easier way?

 

I love the mega mod world, so many items and choices, but I find some content way too easy with some of the awesome weapons I find.  If I raise their HPs too much it makes spell casters loose effectiveness in damage spells, wands, ect....not enoughn melee and archers lay waste too fast.....

 

If I wanted to give enemies +2 saves, +3 AC, and Double their HPs across the world can I do that some how without spending another 70+ hours?




#593307 Mod EE Question"s"?

Posted by Demtrek on 25 February 2017 - 10:14 AM in Mega Mod Help


Deleted




#593224 Mod EE Question"s"?

Posted by Demtrek on 22 February 2017 - 10:37 PM in Mega Mod Help

So I just bought all the EE stuff for BG1 and BG2.  Been playing the originals with mega mod instalation for a while.

 

I now know not all the mods can installed so Im living in some disappointment and joy while playing the new EE instalation.

 

One mod I really really wanted in this EE, is the one where the whole party has to die before the game needed to be loaded again.  My main character dies all the time, and it is a complete pain in the but to constantly reload and sometimes cheat with control Y to get through a encounter.

 

So, I guess what I want to ask....does it work?  if so can I install it now? (on top of my current "tactical")




#592901 Failed Tactical Installation

Posted by Demtrek on 05 February 2017 - 12:55 AM in Mega Mod Help

Same problem

 

2 weeks ago I downloaded the latest BWS and installed it.  Everything worked except on party death it would crash to desktop.  So over the next 2 week I tried various times, and it kept skipping the actual mod installation part, saying something like, "Mod was not installed because it wasnt selected".   And I was also getting those fruistraiting Yes and No questions every 20 seconds durring the first 5 mins of installing.

 

So I just deleted everything and starting over from scratch again.