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#615556 IA Content Thread

Posted by skellytz on Yesterday, 04:28 PM in Infinity Animations

Thanks for your interest in this relic. Short answer: with the latest Infinity Sounds + TobEx AfterLife you no longer need the components which restore unique animation/soundset codes as these have finally been externalized. Here is a newer version with just the highland dog and black widow animations (both currently unused) and the restored BG1 palette colors for your convenience.

 

Previously, I attempted to use Infinity Animations to add these animation codes, but the legacy version of IA doesn't support changing the walking speed of the added animations, which is faster than most BG1 creatures. I'd tested different movement effects/methods and all of them caused issues either with haste or polymorph. The polymorph version of the black bear uses the same creature file as the ones spawning in, e.g., the wilderness areas.

 

Anyways, I've only recently released Infinity Sounds, so now I need a break before I can resume working on a new version of IA which will allow you to tweak things like animation walking speed, walking sound frequency, foot circle size, blood color, etc.




#615546 [MOD] Vampire World for EET

Posted by skellytz on 25 May 2024 - 07:44 AM in BG:EE Modding

My mods will be moving to Github with help of SHS staff.

This sounded like a declaration (rather than a request), but we haven't received any details from you since then.




#615534 Infinity Sounds v2

Posted by skellytz on 23 May 2024 - 03:21 PM in Infinity Sounds

Infinity Sounds v2

In a nutshell, Infinity Sounds is a mod for Baldur's Gate II which aims to improve many sonic aspects of the game. The mod allows you to, e.g., restore all the classic Baldur's Gate sounds, remedy a lot of audio-related issues, overhaul creature sounds, revive EAX support, and tweak NPC soundsets.

Download  |  Readme  |  GitHub

 

Supported games


The following games are currently supported:

  • Baldur's Gate II: Throne of Bhaal
  • Baldur's Gate Trilogy
  • Baldur's Gate: Enhanced Edition
  • Baldur's Gate: Siege of Dragonspear
  • Baldur's Gate II: Enhanced Edition
  • Enhanced Edition Trilogy

 

Components


Infinity Sounds includes a total of nineteen distinct components. Please read the documentation before installing:

  • Restore BG1 Spellcasting Voices
  • Restore BG1 Spellcasting Sounds
  • Restore BG1 Weapon Sounds
  • Restore BG1 Armor Sounds
  • Restore BG1 GUI Sounds
  • Restore BG1 PC Soundsets
  • Restore Gulp Sound
  • Restore Chunked Death Sound
  • Tweak Sound Channel Volume Levels
  • Enable Footsteps During Combat
  • Mute Reputation Change Sounds
  • Mute Tooltip Paper Sound
  • Restore BG1 Ambient Sounds
  • Restore Environmental Audio
  • Restore & Tweak Soundsets
  • More Existence Sounds
  • Tweak Existence Sound Delay
  • Restore NPC Voiceovers
  • Additional NPC Voiceovers (by Salk)

 

Changes


Spoiler




#615487 BGT Tweak Pack

Posted by skellytz on 05 May 2024 - 07:04 AM in BGT-WeiDU

It's still intended for the latest BGT and the tweaks haven't been included.




#615486 TobEx AfterLife

Posted by skellytz on 05 May 2024 - 06:59 AM in ToBEx

No conflict! In fact, we're trying to develop these mods with compatibility in mind.




#615456 [Removed] Sandrah NPC

Posted by skellytz on 26 April 2024 - 03:14 PM in BGT Archive

Your question isn't stupid, but this is an archived topic and the mod had been irrevocably removed for a reason.




#615454 NearInfinity

Posted by skellytz on 24 April 2024 - 12:04 PM in IE Modding Tools

Awesome! Thank you :)




#615364 Looking for a mod

Posted by skellytz on 16 February 2024 - 04:25 AM in Classifieds

Apparently, it hasn't been fully translated/proofread. Ask Leonardo Watson (at G3 so that he gets a notification) whether he has ever received the full version.




#615359 [Solved] Installation order: request for clarification and help

Posted by skellytz on 14 February 2024 - 02:37 PM in BGT-WeiDU

As far as I'm concerned, your conclusions are correct.




#615357 [Solved] Installation order: request for clarification and help

Posted by skellytz on 13 February 2024 - 03:48 PM in BGT-WeiDU

I was trying to post this in a new thread, but the forum software croaked with a database driver error... I hope it's OK for my plea for help to end up in here instead!

I've split this into a separate thread.

 

I've tried to cross-check with the Big World Project document - which is a monumental masterpiece! - but the breadth and extent of its content kinda overwhelmed me, and I feel like I'm back at square 1 with my comparably puny "modding" project...) please give me heads-up if this plan is doomed to fail, or what I should (re)consider when implementing it, for best results?

I agree that BWP is definitely a good installation guide to follow though a bit outdated. Consider the following (off the top of my head):
 

TobEx
TobEx AfterLife
BG2 Fixpack
BG2 EE-Style GTU
BGT
Restored Textscreen Music (core package) + English language pack

Replacement lightmaps for Baldur's Gate city

Endless BG1

BG1 Unfinished Business
BGT Tweak Pack
1PP
Tweaks Anthology
AC's Misc Tweaks
Infinity Sounds
Widescreen

BG2 Improved GUI (component "Innate/Ability/Spell Description Screen on Right Click" might need to be installed before BG2 EE-Style GTU)

Generalized Biffing

 

As always: please check the readmes.




#615355 BGT 1.22 & 1PP HQ Music for BGT

Posted by skellytz on 12 February 2024 - 02:26 PM in BGT-WeiDU

In that case, it'll be done!




#615347 General issues and other shenanigans

Posted by skellytz on 11 February 2024 - 04:05 AM in Infinity Animations

Here's the hotfix:

Infinity Animations v5.1.2
Last Updated Feb 11 2024 04:00 AM


 
Changes:

  • Fixed script issues caused by the "Fix Area Creature References" component
  • Disabled the forced installation of the "Fix Area Creature References" component



#615346 Looking for a mod

Posted by skellytz on 11 February 2024 - 03:18 AM in Classifieds

The translation files are inside the BW Fixpack package (BiG World Fixpack -> ts25mini -> _copy).




#615345 BGT 1.22 & 1PP HQ Music for BGT

Posted by skellytz on 11 February 2024 - 02:56 AM in BGT-WeiDU

Is there enough demand for 1PP HQ Music to be officially uploaded to our GitHub and updated? If yes, I'll go through the necessary stages to get it done.




#615340 BGT music Full with modded game

Posted by skellytz on 10 February 2024 - 05:01 PM in BGT-WeiDU

"If you intend to install other modifications with Baldur’s Gate Trilogy-WeiDU, it is recommended that you install the music as close to the end of the installation chain as possible. This will allow you to uninstall this modification easily and avoid possible compatibility issues."

 

So installing at the end was at this time recommanded - this is from v1.21 and things may have changed of course. :ph34r:

My bad; I forgot that such a note used to be in the readme. My current recommendation is: install BGT music component before mods which may need to use BG1 songs.

 

I understand that all this seems rather confusing, then. So, let's just say I've had a vision of an approach that utilizes the song list dynamically and I'd like to try that out soon instead of approach you've suggested.

 

Anyway, it's good to know that it helps to move forward; the list should cover all the areas that need addressing. :D

Yup, it definitely does. Thanks!




#615337 BGT music Full with modded game

Posted by skellytz on 09 February 2024 - 02:21 PM in BGT-WeiDU

But, it was a BGT component that introduced this incompatibility, so it could also be resolved by it. I'll rename the PR: Compatibility issue. :shifty:

Come on, you're saying it as if it had worked before and only now it didn't. Let's get the facts straight: some of these mods weren't even originally developed with BGT in mind and only later the authors/maintainers released newer versions with BGT support. So, who introduced the issues: the author of BGT music or the authors of the respective mods which were intended to be installed on top of BGT?

 

In principle, it just isn't correct to do things backwards and, at least in my opinion, these issues aren't important enough to warrant a temporary patch that doesn't give me the satisfaction of a good solution. If somebody wants to play these mods, for now they can do a custom install with your suggestions or use a different option for BGT music.

 

the wait for updates is likely to be long, very long (over a year for some and even longer for Bonehill)... Don't get me wrong, it's not a problem but a fact, as you said it's a hobby... Besides, I could help you if you need it (for bonehill perhaps).

What? I didn't say a year. I said I'd look at your list. Thank you; it's very helpful, by the way :)

 

So installing one BGT component at the end of a list won't make any difference, in fact that's why you have the component, to split the installation process... :D

I'm not sure if I understand. BGT music was always intended to be installed right after the core component. This is because other mods need to know the contents of the song list. Otherwise how are you supposed to add an area for your NPC mod with BG1 music if you don't know what the song number will turn out to be at the end of the installation chain? And as far as I know, the reasons it's a separate component with options are 1) not every platform supports executable patching (e.g., macOS) and 2) the player was supposed to understand and accept the risks of hacking the executable.




#615331 BGT music Full with modded game

Posted by skellytz on 08 February 2024 - 01:36 PM in BGT-WeiDU

The BGT music component isn't inherently bugged, so we shouldn't call it a fix. We also don't want to split the installation of BGT core and music components just for these mods; they should be installed after BGT, so let's also not make the installation order more complicated. Basically, authors making mods for BGT with BG1 music should use a function which reads the song list for reference rather than exact song numbers taken from the original game. Previously you asked me to prepare such a function, and I did. I'll go through the list of areas and see where the patches can be added--at my leisure if I may, though :D Bonehill might need to wait even longer as it still needs to be officially updated and added to our GitHub.




#615293 General issues and other shenanigans

Posted by skellytz on 29 January 2024 - 07:29 PM in Infinity Animations

and said **** all you rest

The Imp, please refrain from using swear words and spreading misinformation in convoluted guesses. This a community board and we'd like to keep the discussions polite and structured.

 

Is force installing this component really necessary? #9000 // Fix Areas -> Creature References

No, it isn't. In fact, this component causes issues with some scripts due to changed actor names. Basically, it updates the names and animations in the actor section of the area files which the component author had assumed were reference-only (for the sake of consistency, i.e., the game still loads names and animations from the individual creature files and displays them instead). For example, the actor name might be "ppgith97" and the component changes it to "Githyanki" even though the game correctly displays the name taken from the actual creature file. There are instances where the exact actor name is used in scripts and changing it simply breaks things.

 

I might add a hotfix for this, but generally I don't like the way this component works.




#615286 [MOD] Vampire World for EET

Posted by skellytz on 28 January 2024 - 09:02 PM in BG:EE Modding

Something is completely wrong with upload process. I made a link to dropbox service as an alternative way. Hope admins can fix this.

As explained earlier, we're working on it. You may post your temporary download links in the mod support threads for the time being; however, we don't want to encourage redirecting the mod page download buttons to third-party file sharing providers (other than, e.g., official GitHub repositories) as primary means of downloading mods, which is why your updates haven't been approved yet.




#615248 BWP v20.1. CTD when enter in Friendly Arm Inn (AR6800)

Posted by skellytz on 20 January 2024 - 09:53 AM in Mega Mod Help

You've installed an older version of Infinity Animations with Moinesse's Avatars which have incorrect filename encoding. The latest version has addressed this issue. You don't have to reinstall; just download the mod package and copy all the files starting with "¢A¢" from the downloaded infinityanimations/content to your BG2 override folder. If the crashes persist, try copying all files from infinityanimations/content to the override folder.




#615238 [Solved] Restoring Gorion's talk

Posted by skellytz on 18 January 2024 - 01:04 PM in BGT-WeiDU

This is a bug in BG2 Fixpack - GTU that I had reported a few years ago. The GTU removes a trailing apostrophe from 4446 but forgets to include the audio reference. BGT v1.23 already has a temporary fix.




#615178 BWP v20.1 released

Posted by skellytz on 11 December 2023 - 07:07 PM in Mega Mod Help

That sounds good to me, but I don't know what the administrator of baldurs-gate.de will say when the number of downloads suddenly explodes.

If web traffic and reliability are your concerns, I'll gladly upload your projects to the official SHS GitHub and make the download links point to the files there instead. You'll have full access to your repositories if you wish to update anything yourself. If GitHub isn't something you'd like to get into personally, you may simply ask me to upload new versions in the future.

 

Please delete the files that have been out of date for years: BiG World Spanish v11.4, BiG World Russian v14.2, BiG World German v16, BiG World Trimpack v17

The files have been hidden.




#615174 BWP v20.1 released

Posted by skellytz on 10 December 2023 - 10:44 AM in Mega Mod Help

Due to an error I cannot upload the files at SHS. As long the bug is not fixed you can download the new version only at https://www.baldurs-....php?resources/

Updated BiG World English Guide, BiG World Fixpack, BiG World Installpack, BiG World Textpack English, and BiG World Textpack German download page links to always point directly to the latest versions on baldurs-gate.de official project page. This means you no longer need to manually upload any files here or update the mod page each time a new version is released :) Is this OK?




#615169 SHS Suggestions and Problems Thread

Posted by skellytz on 09 December 2023 - 10:23 AM in Directives from the Director

In the Downloads section I am not able to upload a new version of my files. I searched my file an clicked the button "Attach File" as usual but nothing happens. Instead after a few seconds there displays the error message "No file was selected for upload".

The file uploader currently doesn't work; possibly because it expects working spellholdstudios.net subdomains, which we've lost. The server admin will attempt to fix issues like that as soon as possible.




#615140 Baldur's Gate Trilogy v1.23

Posted by skellytz on 02 December 2023 - 10:00 PM in BGT-WeiDU

Version 1.23.1 is just a quick update addressing two issues:

  • Fixed incorrect worldmap headers which caused invalid area availability and travel times (thanks to LordFirkraag) [info]
  • Compatibility with BG1 spawn system in GemRB (thanks to Fernside2 and lynx) [info]