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#594997 Readme

Posted by Roxanne on 13 May 2017 - 01:00 AM in Secret of Bone Hill

Updated for 2.06


The Secret of Bone Hill
a mod For Baldur?s Gate II
Requires either BGT-Weidu or Tutu
VERSION 2.06
Sir BillyBob Production


1. Introduction
2. History
3. Installation
4. Walkthrough
5. Credits
6. FAQ
7. Changes

INTRODUCTION
++++++++++++

Since Horred the Plague had started merging the larger mods together to create Big Picture (BP), I have found a new reason to play a game that has been sitting on a shelf for several years. I did play TDD when it first came out but that by itself didn't keep me hooked on the game.

So as I keep playing and beta testing Horred's work, I then discovered the BGT mod. That really gave me a reason to go back and play the first game. Actually, I had to repurchase the game since I gave away my original copy (and ToSC).

With both packages now joined, I wanted to add something to the original game. There are plenty of mods for SOA or SOA/TOB (nothing for just TOB, hum...). I always like the first game but the games and additions in the second game just made BG1 too fustrating to play. Only recently have other modders added or enhanced the first game.

But the BGT-BP/BGT-NeJ-BP games don't work well with the mods designed for just BG1. So, I figured that the BGT-BP series needed a mod (NeJ is really an SOA mod). This is my first attempt.

As a first attempt, I decided to use a game that some of you may not remember. This is an adaptation of the original D&D game; L1 - The Secret of Bone Hill. Since then I have added the L2 mod to this package. I have also added a mini mod called The Hand of the Highwayman. You will find all the game information on Wizards of the Coast's website. Here is the link -

http://www.wizards.c...x=dnd/downloads

Contact me at the Spellhold Studios forum if you have issues/problems.

HISTORY
+++++++

The mod takes place on the Isle of Lendore, near the town of Restenford. To get there, a wizard named Pelltar will show up at the Temple of Lathander in Chapter 4 (anytime after you finish the first mines before heading out for the bandit camp). He will send you there and bring you back once you help his town. Waiting too long to accept this quest will make the quest easier and less challenging. However, you must complete this quest before you enter Candlekeep.

The second part of the mod takes place after you exit the crypts of Candlekeep. You will meet Fabio or Pelltar. That person will ask you to go back to Restenford with them. If you decline, he leaves. You will not be able to do this quest later.

INSTALLATION
++++++++++++

It is in Weidu format. To install, unzip the zip file to your game folder and double-click on Setup-BoneHill.exe. To uninstall, double-click on Setup-BoneHill.exe again and select the Uninstall option.

The install has two parts. You have to install both to make this mod work. You can uninstall the first part later for patch updates. The second part only needs to be uninstalled if totally removing the mod.

Because this mod adds new areas to the Worldmap, you need to install Yacomo's Worldmap mod after installing this mod. If you are also installing DSotSC, TDD, CtB, or SoS, install thoses mods before Yacomo's Worldmap mod.

WALKTHROUGH
+++++++++++

After you clear out the Naskel mines, go visit the Temple of Lathander. Pelltar will be there and ask you for help. Agree to help him and he will teleport the group to a new town. This is the town of Restenford. Explore the town and make sure you talk to people!

After talking to people, go exploring. There are several areas outside of town to investigate. The southern area may be the easiest to do. From there, work counter-clockwise.

There are several areas around town for you to explore. Make sure you have plenty of healing potions.

Talk to Pelltar about what you found and he will send you back to the temple when you are ready. There will be one more quest before you can leave though.

After exiting the Candlekeep mines, the second quest begins. You can accept this quest only at this time. Accepting the quest will send you back to Restenford to begin another adventure. This one takes place in the town of Garrotten.

A full walkthrough may be built later.

CREDITS
+++++++

Where do I begin?

Horred the Plague, Hlid, Vlad, Stone Wolf, Avenger, Ken and everyone on the TeamBG and PlagueZone forums that has answered my questions. Thanks also to Exnem for the helm, it saved me from having to build one. Special thanks to Chev for being my master beta tester.

Special thanks to King Diamond for fixing my tilesets that were so ugly. I never said I was a graphic artist!

Thanks to Yacomo for the great map we use in BGT-BP and now in Tutu.

I did pull several pictures from somewhere (long ago, don't remember). So if it is copyrighted and you are pissed, let me know, I can always get another picture.

F.A.Q.
++++++

1. Yes, you have to have BGT-Weidu or Tutu installed.

2. Several areas has some of the BP "hardness" code added to it, so if you are a higher level character and/or playing at above Easy, you will get more enemies. In theory, this code should work with both the BGT version and the Tutu version.

3. I am very open to any recommendations on this. I realize there isn't much banter to this mod yet. Any help would be greatly appreciated. Other languages, etc.

4. This will install either the BGT-Weidu or the Tutu version based on what I find in your data directory. Not having the correct files of either mod will cause a failed install of this mod.

5. If you did not install Yacomo's Worldmap mod and you are playing Tutu, you will have problems moving between the areas of Restenford. You should not be seeing the older original BG map!

6. Installation of Yacomo's map requires you to restart your game. You may not see the changes to your worldmap otherwise!

CHANGES
+++++++

2.06 Minor fixes during install. Support for Weidu 1.99 and BGT 1.04
2.05 Contains fixes from King Diamond. Supports Worldmap v6.
2.02 Fixed Mind Helm, Berserker, and added new AI scripts from Horred.
2.01 Fixed TP2 file to actually work with Tutu (sorry). Added future language translation
support. Fixed doorways in Restenford. Fixed music problems.
2.00 Updated packaging to install either Tutu or BGT versions.
1.95 Updated mod to work with BGT-Weidu. Doesn't work with older BGT-BP.
1.92 More script and dialog fixes. Closed several holes in the storyline of L2.
1.9 More dialog fixes, finished the L2 sequel.
1.8 Cleaned up tilesets, fixed dialog loops and started the sequel mod.
1.0 First full version.
.7 Additional dialog fixes, locked down Fabio to leave party when you return to coast.
.6 Patches for missing ARE files, dialog typos, usuall stuff.
.5 The full package. Beta version.
.2 Fixed statue, added staff and sword to level 4. Fixed sword's dialog.
.1 Nothing yet. First release.

 

Am I correct in assuming that it is not compatible with EE?

You are correct. There was an announcement for an EE/EET compatible version some time ago - but the modder to provide it has since disappeared and there is no news about it.




#595045 [MOD] Sandrah Saga For EET

Posted by Roxanne on 18 May 2017 - 12:24 AM in Miscellaneous Released Mods

Hey Roxanne! I'm starting a new EET playthrough with Sandrah as part of a BWS install, and I wanted to get your advice on party composition since Sandrah has such a huge amount of crossmod content and relationships with Bioware NPCs. ^_^

 

I'm really early in the game (just passed Beregost) and have already met about 6 NPCs I can't fit into the party. Right now I've got Sandrah, Imoen, Finch, Jen'ilg, and Neera (with Neera expansion installed). Will I miss out on content or break any quests if I switch out Jen'ilg until I'm closer to Baldur's Gate? And aside from Imoen (and Sandrah obviously) are there any NPCs you'd say are must-haves to always keep in the party? 

Jen'lig has her own personal quest which runs all through BG1 (with a possible second quest during ToB -

Spoiler
). Since the stations of her quest are linked to events in the protagonist's main BG1 quest it means that kicking her out makes her go finish the quest on her own - you cannot get her back but you loose no other contents but her own.

 

There are no NPC's

are must-haves to always keep in the party

from Sandrah's perspective, not even Imoen (you just loose a lot of additional contents related to Imoen  AND the protagonist without her being in the BG1 party, but everything is still playable, just less interesting.).

 

You need to rescue Dynaheir (and bring her to safety from the gnoll fort) and Viconia from their respective perils to gain some items for Sandrah's main quest, but you need not to keep them. You need Drizzt in the party during the Drizzt-Saga quests, but that should be obvious. You need Jet Laya for the initial DSotSC quest - this is implied by that mod itself (DSotSC episodes provide a lot of insight and additional quests for Sandrah and Jen'lig - but this is optional stuff that just glues all the contents tighter together and makes the story richer.)




#595054 How to assign a name to a drink?

Posted by Roxanne on 18 May 2017 - 10:50 AM in IE Help

a round table when a new idea presents itself,

Charles Bisson and King Diamond have this in mods that date back to 2004/2005, code for it can be found in their mods in abundance, even if Weidu today allows some improvement like this http://www.shsforums...nk/#entry595040

There is about a dozen mods around that use these features, have rumours open/advance quests or reveal areas/secrets.

 

Almost any mega-mod adding contents can be consulted if someone really needs advice to add a string (SAY 0xa4 @20730 >>> @20730 = ~Saerloonian Wine~) or APPEND a simple dialogue with some new lines and actions.

 

Of course the easier way is to insult everybody time and time again instead of investing the same amount of time to do some research for the basics.




#595088 Current version(s) of NTotSC?

Posted by Roxanne on 21 May 2017 - 12:52 AM in NTotSC

There is not a ONE version of NTotSC compatible with all the games at this time. K4thos long ago announced a new version that would do that, but until today it has not happened.

 

For BGT there is version v1.70a which requires a patch called v171. (I do not know if this is also for BG1 alone, but I know no reason why it should not). It works perfect in BGT. Both parts are hosted here on SHS.

 

For BGEE there is none (this should have been covered by the K4thos one mentioned above).

 

For EET there is an interim version (I made to support my Sandrah mod - this is why it is not backwards useable for BGEE) created because of the K4thos delay - it is not a *full* version as it does not support additional language item descriptions or journals in EET format. Contents-wise it is fully playable and as far as I know bug-free in EET. It also has the PRVZ mos areas and omits some tweaks from the old mod. (links for it are on the G3 EET mod list.)




#595105 [MOD] Sandrah Saga For EET

Posted by Roxanne on 21 May 2017 - 08:50 PM in Miscellaneous Released Mods

Thanks Roxanne!  ^_^ I'm still in Chapter 2, exploring up and down the Sword Coast, doing pretty much all the side quests before the main one. 

 

I have another question - I'm trying to hunt down the bandit in Waterdeep, and can't find the entrance to the sewers. I saw your response to this question in another thread, where you said it's

 

Spoiler

 

and I've combed that entire area for ages, but can't find any entrances. What am I looking for, exactly?

Spoiler




#595125 [Mod] All Things Mazzy

Posted by Roxanne on 22 May 2017 - 11:13 AM in Miscellaneous Released Mods

The author's own assessment confirms what I had anticipated when playing the mod - it was more or less intended as a joke or exercise (maybe later to be made into something better?).

From my memory - I have not played this in a long while as I never again took Mazzy into my party:

Spoiler

 

PS - a more interesting source may be the relationship between Mazzy and Sheena (from her own mod).




#595134 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 24 May 2017 - 03:35 AM in Miscellaneous Released Mods

hey, not sure if its a bug or not, but Haiass dont pop around, made lil reinstal added/changed some stuff around instal, trying some new things~

 

is there a command to use to force his apperance outside of Candlekeep? 

 

thanks in advance

Not very clear what your situation is...

Is it a new game and you just leave Candlekeep and he does not appear?

Spoiler

For other situations you need to be more specific.




#595138 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 24 May 2017 - 08:44 PM in Miscellaneous Released Mods

well, its new game, I got Sandrah to party, was waiting like 10 mins in each zone, outside of candlekeep, then Friendly Arm Inn and zone in between.

Strange.

Look for C:GetGlobal("HaiassJoinSan","GLOBAL") and C:GetGlobal("HaiassLevel","GLOBAL"). If any of them is other than 1, something was missed in Sandrah's script.

 

You can go to the area of Gorion's death and

C:SetGlobal("HaiassMiss","LOCALS",1) and C:SetGlobal("HaiassMissTime","LOCALS",1) with having Sandrah selected (your cursor being on her portrait), as these are locals, not globals.

 

If that does not help, do these in sequence while in the Gorion area (BG2700)

SetGlobal("HaiassJoinSan","GLOBAL",1)
SetGlobal("HaiassLevel","GLOBAL",1)
CreateCreature("Haiass1")

 

PS - if it is a new game, does it mean it is a new install? I would be cautious if things go wrong already that early in the game - maybe something went wrong with the install.




#595156 BiG World Setup (an attempt to update the program)

Posted by Roxanne on 27 May 2017 - 11:36 AM in Mega Mod Help

Hello,

 

Since I have when people disappear and don't post long-term status/future and because i think that this community deserve clean and straight-to-the-point communication, I bring some news for you:

 

BWS reach it's end-of-support state from my side

 

Anyone who want's to takeover the project can contact me at alienquake(-a-)hotmail.com.

where agb1 quiet? 3 people left, nobody ask why? There must be resones! no one will update? Whyyyy?

One of the reasons whyyyyy not many qualify to maintain BWS may lie here:

 

Supported Games (according to BWS own description)

- Baldur's Gate: Enhanced Edition (standalone game)
- Baldur's Gate II: Enhanced Edition (standalone game)
- Enhanced Edition Trilogy( BG1:EE + SoD + BG2:EE + IWD1:EE + partial IWD2-in-EET ) [sic]
- Baldur's Gate 2

- Baldur’s Gate Trilogy ( BG1 + BG2 )
- Icewind Dale / Icewind Dale: Enhanced Edition
- Icewind Dale II / Icewind Dale II: Enhanced Edition (?? error in BWS description) [sic]

- Planescape: Torment (now EE, but not on BWS list)
- Classic Adventures

 

Even the various possible BG installs are a challenge in its own - but then those other games?

Monumental...even if you had all those games to begin with (just like you need for testing).

 

PS

Just as a personal example - myself, I played and modded and installed with or without BWS uncountable times (and supported BWS and fixpack in the past) but still I just ever used two games from that list, namely BGT and recently EET...




#595179 Southern Edge now available at SHS

Posted by Roxanne on 30 May 2017 - 02:50 AM in Athkatlan Grounds

Is it compatible with EET as well?

(Maybe there is an issue with chapter numbering for things becoming available at later parts of BG2?)




#595182 Southern Edge now available at SHS

Posted by Roxanne on 30 May 2017 - 03:49 AM in Athkatlan Grounds

EET compatibility was added in the new version, so yes. It should work just fine.

Great - I will try it, I am still in BG1 part of EET so I can easily add it to my current playthrough (probably just need to add the map manually to my worldmap.).




#595184 Southern Edge now available at SHS

Posted by Roxanne on 30 May 2017 - 04:30 AM in Athkatlan Grounds

Sadly, savegames can't be updated on EE. Only on vanilla BG.

You are right. Kind of...

Spoiler

 

PS - Did a quick visit in my EET setup and checked it randomly. It all seems to work fine (Dialogues, inns, area travel, items). Since I am still in BG1 in my playthrough I look ahead to pay it a *real* visit later on.




#595189 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 30 May 2017 - 09:56 AM in Miscellaneous Released Mods

A couple of oddities here.

 

One with Jen'lig:

 

Spoiler

 

And the other with Sandrah:

 

Spoiler

Jen'lig

This is not intended behaviour and (worse) it is not something I can reproduce in my install. It is nothing I ever encountered in any previous install. This means that most likely it originates from some other mod that either changes thieves (?their backstabbing abilities, which is something a githyanki would never do, they always face their foe) or weapon useage. Nothing I can analyse without more data.

 

The cave

Spoiler




#595191 Sandrah Saga for EET (Bug and Support Forum)

Posted by Roxanne on 30 May 2017 - 11:14 AM in Miscellaneous Released Mods

she tells you should return to the cave when you're already there, nothing else.

 

I see what you mean

 

"....Please, let us go back to that cave and take a closer look at this haunted cave, just to make sure we have not missed something crucial."

 

Thanks, I will change that.

 

 

Jen'lig

I am aware of a mod family that still causes some oddities with item use etc for some classes - the author is working on this or may even have fixed it meanwhile. (Mod NPCs like Jen'lig but also Sandrah can use items they should not be able to use...)




#595218 Southern Edge now available at SHS

Posted by Roxanne on 31 May 2017 - 12:07 PM in Athkatlan Grounds

Those who enjoyed the Eilistraee's Song mod (this includes me) will like this mod. And those who like this here mod and never came across the other one, should install it soon.

Like all your mods it does not even attempt to be sensational but highly original with a lot of love to detail.

I especially like the references to the protagonist's earlier adventures (no spoiler here).

 

And the size is just the right mixture - there is enough to explore and revisit but you do not get carried far out of the game for extended periods.

The idea to have it *just around the corner* , no excessive travelling needed, is brilliant,

 

I am sure this will soon become a standard addition to Athkatla.




#595250 Near Infinity, Replacing Creatures in Spawn Scripts.

Posted by Roxanne on 03 June 2017 - 10:37 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?

Yes it is - but try Argent77's proposal first and then let us see if there is still a problem.




#595302 [MOD] Expanded Thief Stronghold for EET

Posted by Roxanne on 09 June 2017 - 08:05 AM in BG:EE Modding

Doesn't work with latest: BiG World Setup (https://bitbucket.or...p/bigworldsetup)

Archive name (EET_Expanded_Thief_Stronghold-master.zip), installer name (GBThfKp -> EETGBThfKp)  and compatibility issues during installation:

##### Expanded Thief Stronghold #####
The mod was not found.
After the mod is present, the install may be started another time.
Enter [r]etry, [c]ontinue or [e]xit.
[r]


##### Expanded Thief Stronghold #####
### 0000: Expanded Thief Stronghold: v2.21EE (+ BWP Fix) ###
Ready for installation
### 0001: Improved Mae'Var: v2.21EE (+ BWP Fix) ###
Ready for installation
### 0002: Thief Stronghold for All: v2.21EE (+ BWP Fix) ###
Ready for installation
Setup-EETGBThfKp.exe --no-exit-pause --noautoupdate --language 0 --skip-at-view  --force-install-list 0 1 2 --logapp
[Setup-EETGBThfKp.exe] WeiDU version 24000
Using Language [English]

Using .\lang\en_us\dialog.tlk
ERROR: No translation provided for @2
Continuing despite error.

Installing [UNDEFINED STRING:   @2] [v2.21EE (+ BWP Fix)]
Compiling 1 script ...
Compiling 27 scripts ...
ERROR: No translation provided for @1034

[EETGBThfKp/Scripts/TSGBase.baf]  ERROR at line 8 column 1-34
Near Text: @1034
	Not_found
ERROR: parsing [EETGBThfKp/Scripts/TSGBase.baf]: Not_found
ERROR: error compiling [EETGBThfKp/Scripts/TSGBase.baf]: Not_found
ERROR: compiling [EETGBThfKp/Scripts/TSGBase.baf]!
Stopping installation because of error.

ERROR Installing [UNDEFINED STRING:   @2], rolling back to previous state
Will uninstall   5 files for [EETGBTHFKP/EETGBTHFKP.TP2] component 0.
Uninstalled      5 files for [EETGBTHFKP/EETGBTHFKP.TP2] component 0.
ERROR: Not_found
PLEASE email the file SETUP-EETGBTHFKP.DEBUG to g_blucher@yahoo.com
Automatically Skipping [UNDEFINED STRING:   @2] because of error.
Using Language [English]

SKIPPING: [Improved Mae'Var]
	Main component required.

SKIPPING: [Thief Stronghold for All]
	Main component required.

NOT INSTALLED DUE TO ERRORS UNDEFINED STRING:   @2

F:\Games\Installed\baldurs gate ii - enhanced edition>
ERROR: No translation provided for @1034
ERROR: parsing [EETGBThfKp/Scripts/TSGBase.baf]: Not_found
ERROR: error compiling [EETGBThfKp/Scripts/TSGBase.baf]: Not_found
ERROR: compiling [EETGBThfKp/Scripts/TSGBase.baf]!
ERROR: Not_found
Expanded Thief Stronghold: v2.21EE (+ BWP Fix) (Expanded Thief Stronghold) was not installed due to errors.

Sorry, this was my first attempt to add a mod to the BWS (Maybe you are aware that the tool lost its *professional* maintainers). I think that all the errors are related to the same source, i.e.misnaming the Archive name (EET_Expanded_Thief_Stronghold-master.zip) in a BWS entry, Even though Alien helped me with it, we may not have caught all. I will revise it.

Meanwhile, if you skip the mod in BWS, pause the BWS, extract the mod manually and run the setup exe, does it give you an error then? If it installs manually you can just continue the BWS.




#595308 [MOD] Expanded Thief Stronghold for EET

Posted by Roxanne on 10 June 2017 - 12:07 AM in BG:EE Modding

I investigate this issue and I'm afraid that there a multiple problems with how things was done regarding the update and integration of this mod. I will post more at http://gibberlings3....showtopic=28740

I have completely revised the resource naming to make it unambiguous with the old mod.

New pull request to BWS submitted.




#595355 Problems with Worldmap in the Enhanced Trilogy

Posted by Roxanne on 11 June 2017 - 12:10 PM in Mega Mod Help

I have some problems with the map in Siege of Dragonspear. I cannot travel to the dragonspear castle courtyard from the worldmap. Not from coalition camp, not from dead man's pass.  Only with the console I am able to reach the courtyard.. Maybe it is a bug with the worldmap modification or something? Can someone tell me if it is a known problem in the Enhanced Trilogy mods?

Here I have a picture of the worldmap and my WEIDUlog attached

This looks pretty much like you used the BP-BGT-Worldmap mod WITHOUT the patch (from fixpack) required for EET. Is that possible?

 

If yes, check this post http://gibberlings3....topic=27741&hl=

and maybe other mods listed in section 3 may have the same issue...




#595357 Problems with Worldmap in the Enhanced Trilogy

Posted by Roxanne on 11 June 2017 - 12:25 PM in Mega Mod Help

I thought I had all mods installed correctly (?). It was the recommended version from the Big World Setup, I think.

Ok, I have tried it again a few times and somehow, when I click on a tiny point above the castle icon, I can actually travel there.

But it seems a little weird. I had no such problems until now.

And thanks for the quick answer :new_thumbs:

In this case it is the missing patch for sure. You do not have the distinct icons for the SoD maps, they all look the same and they overlap.

It is weird however that BWS did that - unless, a couple of months ago there was a problem with the patch used in BWS (solved meanwhile) for a week or two. Maybe you were unlucky to install at just that period?




#595359 Problems with Worldmap in the Enhanced Trilogy

Posted by Roxanne on 11 June 2017 - 12:48 PM in Mega Mod Help

Mh, yes...my installation is a few months old. Which patch do I need and is it save to install it now in my ongoing playthrough?

Looking at your Weidu.log it should be possible to fix it, however slightly cumbersome.

The main issue is to make the map effective in game. You would need to modify one of your saves (e.g. by using Near Infinity) and afterwards you will have lost the indications of visited/not visited areas on the worldmap. The thing is that the worldmap is not only a picture but also a part of your save where additional information is stored. Once you started the game, this file is constantly updated and in game you use that updated file, not the one originally installed.

Fact is, to do a repair only makes sense if you know how to edit a savegame and if you accept to start with a virgin map on which you need to find each area anew if you want to visit it. (If you have experience in Weidu, it may also be possible to transfer the additional save data, depends on your knowledge in these things.)

 

Edit

To give you a rough idea

You need to uninstall all mods installed after worldmap in reverse order - then uninstall worldmap - patch worldmap - reinstall it. Install the remaining mods in the original order (including EET_end which takes some time.

Then edit a savegame to make the new map effective - then check if everything works again.

(Optional create a weidu script to transfer old save information to new map).

 

Alternative is to live with the issue. There is not that much travelling in the late part of SoD anyway.

 

Or maybe wait until someone else has a better proposal than mine.




#595361 Problems with Worldmap in the Enhanced Trilogy

Posted by Roxanne on 11 June 2017 - 01:04 PM in Mega Mod Help

Ok, it seems it is a little too complex for my minor modding skills :)

But I am almost done with siege of dragonspear and then I am beginning with BG2EE. I would prefer not to tackle around with my save and the mods.

Are there further problems without the fix?

I think you should be fine in BG2, the patch was for SoD and IWD maps that are not part of the original Worldmap mod.




#595364 BG2EE Chloe!

Posted by Roxanne on 12 June 2017 - 02:52 AM in Chloe

For some reason I cannot install the "Chloe EET Extended Contents" as the installation is stopped with errors. I can install only the"Chloe for EET Original Contents" which is required to install the rest though.

 

Here is the Setup Chloe Debug if it may help

I checked the error that was reported

 

[CHLOE/D/RChloeToB.d]  ERROR at line 173 column 1-8
Near Text: hope
    Parsing.Parse_error
ERROR: parsing [CHLOE/D/RChloeToB.d]: Parsing.Parse_error
ERROR: compiling [CHLOE/D/RChloeToB.d]!
Stopping installation because of error.

 

and it is not there. Everything is correct and I can run install with no error. Either your download is corrupted or you are using an older version of the mod?

 

Anyway you may try to replace the file in your BG2EE/Chloe/D with the attached one Attached File  RChloeToB.d   16.59K   185 downloads

 

If you still have errors afterwards I propose to uninstall the whole mod again, download it once more and try with the new version.




#595366 BG2EE Chloe!

Posted by Roxanne on 12 June 2017 - 03:13 AM in Chloe

^ After replacing the file with the one you provided the installation worked :)

 

Thanks!!!

 

Guess my download wasn't corrupted though I'm surprised if it was due to me not having the latest version as I got the one from April(supposedly the newest).

 

Had a newer version came lately and where I might download it?

https://github.com/R...hive/master.zip

 

It is also the link you find on the mod download page (but not the green button that leads to the defunkt Spellhound file function) but the red download label. Also BWS should always point automatically to the latest version.

 

The mod was last updated on May 4th after some discussion with the original mod author. It now has some more ToB contents.




#595368 BG2EE Chloe!

Posted by Roxanne on 12 June 2017 - 04:11 AM in Chloe

Nice!!!

 

And slightly off topic: Is there a new version of Sandrah coming in the future or is the current version considered the "final one"?

 

I check every week for updates regarding it so I would be sad if its development was over.

 

And if its coming then what new content for it are you planning?

At this moment it is in *refinement*, means I do a large EET playthrough with her and fix minor bugs/dialogue grammar, spelling. Sometimes I add some additional dialogue options and other minor things. The advantage of having the mod on github is that you always get the latest version if you just download it prior installation.

 

Development is an ongoing thing with Sandrah.

- I add new crossmod for new mods that come out and are interesting me

- I have a longer term plan of adding contents for some NPCs who can join again after ToB in the SandrahRtF sequel (at the moment they can join but without special content for the new chapters, only the new generation NPCs have content.)

- In case IWD-in-EET may still come, there will be a large addition for Sandrah.