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#567278 New Thief NPC: Elicia the Wererat

Posted by Vvav on 09 March 2014 - 11:13 AM in IE Mod Ideas

A wererat, huh. As in Final Fantasy meets Oliver Twist -- Victorian clothing over dangling rat tail? Or just the high dex and ability to shapeshift once/day into, you know, the thing?

 

I'd love to see what comes out of this as I dig thieves of all kinds. Even those with tails sticking out of their pants, swirling and auto-pickpocketing the unaware commoners. Or maybe I'm thinking too much about Annah right now :shifty:.




#567273 PaintBG Introduction and Samples

Posted by Vvav on 09 March 2014 - 08:06 AM in Portrait Mods

I enjoyed this portrait pack in my last Tutu playthrough, but I noticed that two minor characters, Arkanis and his halfling fellow, didn't get the appropriate portrait replacement. Naturally this can be easily fixed by copying GenDwarfX and etc. from the package to the Override folder. Since this mod also strives for a complete update of minor NPCs' portraits, I believe this should be done automatically during the installation process.




#567088 Baldur's Gate Graphics Overhaul

Posted by Vvav on 25 February 2014 - 11:25 AM in BG Graphics Overhaul

Apparently the Degreenifier doesn't affect Durlag's Tower and Tazok's tent, which is a rather minor overlook in EasyTutu: http://forums.pocket...?topic=28204.0.

 

What I meant with area FW1100 was that the minimap displayed green water (fountains) at night while the actual in-game water graphics worked fine. That's a strange reversal of the green water issue which normally doesn't affect minimaps.




#566989 Baldur's Gate Graphics Overhaul

Posted by Vvav on 19 February 2014 - 10:52 AM in BG Graphics Overhaul

A minor one: the two big water vessels inside Tazok's tent (FW1901) contain pus. That's expected for Mr Half-Ogre, but still -- Yuck! The minimap displays water just fine.

 

Man, I just realized I'm about to finish this playthrough (the Duchal Palace). Somehow it felt wrong to play it with BG2 engine. I can't really explain this. Nostalgia?




#566915 Baldur's Gate Graphics Overhaul

Posted by Vvav on 16 February 2014 - 09:25 AM in BG Graphics Overhaul

I've got two more to report, chief:

 

1) Night version of the map of area FW1100 has green water (the actual night area works properly).

 

2) Durlag's Tower area (both night and day) has been flooded with pus, aka "green water."




#566840 Baldur's Gate Graphics Overhaul

Posted by Vvav on 10 February 2014 - 11:19 AM in BG Graphics Overhaul

I see you've already made the acquaintance of these glitches. The files you provided work. Quick and dirty.




#566818 Baldur's Gate Graphics Overhaul

Posted by Vvav on 09 February 2014 - 01:32 PM in BG Graphics Overhaul

It's been a slow Tutu playthrough so far and I've only just noticed a visual glitch. The area is FW0700, with purple spots removed.

 

EDIT: FW0700 (day) may be unplayable due to a critical error. I've also found more glitches around this particular area. Its night version is unaffected, though.

 

 


FAIL.jpg

Attached Images

  • FW0700.jpg
  • Baldr001.jpg
  • Baldr002.jpg
  • Baldr003.jpg



#566805 Why does BWP PDF say not to install Avatar Fixes?

Posted by Vvav on 09 February 2014 - 06:14 AM in 1PP

I'm not supposed to install it in the first part, but when that component came up, I didn't get an option to not install -- just between compatibility install and full install.

 

BWP's pdf contains errors so I'd be careful when following all the step-by-step instructions. Also take note that 1PPv4 is bugged and the extended palettes probably aren't worth patching the exe file (curiously, compatibility option is still required for the other components and I haven't noticed any issues with that). I use ShadowKeeper for changing colors and they actually stick upon state loading, so I recommend this method.

 

I believe the safest way would be to manually install 1PPv2.70 components, as it's pretty much the same content (you won't be installing additional shield and helmet animations, anyway). You won't be missing much and your game will still remain compatible with Item Revisions.




#566407 Baldur's Gate Graphics Overhaul

Posted by Vvav on 24 January 2014 - 03:03 PM in BG Graphics Overhaul

Alright then. I've been playing through Tutu for a while now and I haven't noticed anything odd, so I guess all the reports concern either BGT or EE. Some of the changes are very subtle though, such as Beregost and Ulgoth's Beard. My thief's much obliged for making night runs worthwhile.




#566393 Baldur's Gate Graphics Overhaul

Posted by Vvav on 24 January 2014 - 08:41 AM in BG Graphics Overhaul

Hey Yovaneth,

 

This is definitely one of my favorite mods here. Just to clarify: does it render Tutu Degreenifier redundant? I read that you've been fixing green water areas, so I figured it might.