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#614801 Baldur's Gate Trilogy v1.22

Posted by Salk on 10 March 2023 - 06:30 AM in BGT-WeiDU

My bad.

 

I missed the fact that two EFF references have been moved.

 

Sorry about the false alarm.




#614798 Baldur's Gate Trilogy v1.22

Posted by Salk on 09 March 2023 - 03:20 AM in BGT-WeiDU

skellytz,

 

while checking on the text, I happened to take a look at SW1H03 (the bastard sword Kondar) and I was wondering about two things:

 

1) It is described as a +1 weapon that is +3 against shapeshifters but when I look at the file's properties I see two .eff (DOPPHIT and LYCANHIT) that add a +2 bonus to THAC0 against 106 and 122. Shouldn't it also add 2 points of damage? In my BG1 installation I see in fact two additional eff. (DOPPDAM and LYCANDAM) that do exactly that.

 

2) The weapon does not seem to improve THAC0 or inflict any extra damage to every other creatures. Aren't a generic +1 THACO bonus and a generic +1 damage bonus missing here?

 

Thanks! 




#614817 Baldur's Gate Trilogy v1.22

Posted by Salk on 13 March 2023 - 01:26 AM in BGT-WeiDU

Thanks. Much appreciated.

 

One question: does Vampiric Touch really work the way it is described? I mean, the hit points loss from the target is actually transferred to the caster?

 

If I am not mistaken, the EE engine has introduced flags that would make spells like this and other similar ones (ex. Larloch's Minor Drain) really work as intended. I guess this is not the case for us? 




#615157 Baldur's Gate Trilogy v1.23

Posted by Salk on 08 December 2023 - 09:39 PM in BGT-WeiDU

Congratulations on releasing version 1.23(.1), skellytz!

 

Great to be back here at SHS.




#615366 BG2 Improved GUI

Posted by Salk on 19 February 2024 - 03:14 AM in BG2 Improved GUI

Let's just hope Insomniator will be back to us in a near future to address your bug report, colo.

 

I'm also using the Multiplayer start in order to play a solo game with 6 generated characters so that was useful info in my case.




#615353 BGT 1.22 & 1PP HQ Music for BGT

Posted by Salk on 12 February 2024 - 08:12 AM in BGT-WeiDU

Of course I'm also interested in it.  :cheers:




#614796 BGT Game Text Update: Errors, Typos, Corrections

Posted by Salk on 08 March 2023 - 01:11 PM in BGT-WeiDU

It's the least I can do. Cheers!



#614802 BGT Game Text Update: Errors, Typos, Corrections

Posted by Salk on 10 March 2023 - 11:51 PM in BGT-WeiDU

A very minor suggestion for an entry in BGT's journal.tra:

 

@311092 = ~The priestess of Umberlee.
 
A little Umberlee priestess is dead now. I wonder if I could hope now to get some divine help from Talos in the near future... as well as fresh fish each dinner...~
 
I'd swap "A" with "The", remove the first "now", place the second "now" after "hope", swap the ellipsis in the end with a full period.



#614808 BGT Game Text Update: Errors, Typos, Corrections

Posted by Salk on 11 March 2023 - 10:33 PM in BGT-WeiDU

skellytz,

 

does BGT by any chance override the game text description of the Detect Evil spell?




#614978 BGT Game Text Update: Errors, Typos, Corrections

Posted by Salk on 10 April 2023 - 11:44 PM in BGT-WeiDU

skellytz,

 

sometimes I encounter a few strings with odd symbols I am not sure how they are interpreted/parsed by the game. A series of such strings are #16215-16229. They begin with "%nl%_%nl" in the original BG text. From what I can see, the EE team changed it to "_%nl" for BG1, while the BGT BG1 text has removed those altogether. In my BG2 GTU, I have "%nl%_%nl" again, which is weird, since I got those lines from the EE game text, meaning that the EE team chose differently for BG1 and BG2


Any advice about this?


Also, something else to report. The strings #16235-16260 have text and character sounds both in the BG1 game text and the BG2 game text but both text and sound differ. Interestingly enough, the BG1 sounds exist and match while the BG2 sounds exist but do not work. I checked BG2 EE and those .wav files exist and play in German (if I understand correctly).

 

Do you know anything about it?




#615032 BGT Graphics Overhaul

Posted by Salk on 21 April 2023 - 02:04 AM in BG Graphics Overhaul

Thanks for the update, weigo!

 

Could you tell us, out of curiosity, what makes some areas more annoying/difficult to patch than others?

 

Cheers!




#615274 BGT Graphics Overhaul

Posted by Salk on 27 January 2024 - 10:34 AM in BG Graphics Overhaul

Weigo has been regularly posting updates about development, collecting feedback, and announcing releases at Gibberlings3 some time after SHS went down.

 

Perhaps he'll return to use this thread as main topic for the mod in the future.




#615066 BGT Graphics Overhaul

Posted by Salk on 28 April 2023 - 12:31 AM in BG Graphics Overhaul

Great news about finding a solution, weigo. It's always better to take a pause on a positive note.



#614971 BGT Graphics Overhaul

Posted by Salk on 10 April 2023 - 01:28 AM in BG Graphics Overhaul

Sergio,

 

check the pinned What is it? topic.




#614935 BGT Graphics Overhaul

Posted by Salk on 05 April 2023 - 07:55 PM in BG Graphics Overhaul

Oh and one more thing. I'd not miss much the option to keep the purple patches. I never used it, and I don't honestly think many do.



#614928 BGT Graphics Overhaul

Posted by Salk on 05 April 2023 - 04:31 AM in BG Graphics Overhaul

Hello, weigo!

 

Thanks for your effort to make this work for both EET and BGT. I am only interested in the latter and of course I will want to help. Unfortunately, when it comes to time available, this is not a very good period for me though. I expect to have much more free time in around 7-8 weeks' time. I know it's a lot but unfortunately my plate is full in the short period (mostly real life engagements but also some modding stuff).

 

Anyway TotoR above said that the current BGGOEET together with his minimaps fix provided a working solution.




#614940 BGT Graphics Overhaul

Posted by Salk on 07 April 2023 - 04:53 AM in BG Graphics Overhaul

weigo,

 

I asked before but you never said anything about it so I try again: TotoR said that the last BGGOEET already works fine on BGT if you apply the fixes he produced. I never got the chance to verify this but it would be smart to check it out before you work on your own version,

 

And BGGOEET has had its own github page for quite some time, maintained by ALIEN and the latest version there includes TotoR's fix.




#614944 BGT Graphics Overhaul

Posted by Salk on 08 April 2023 - 06:32 AM in BG Graphics Overhaul

Hello!
Since I have to rework the night maps for the EET version anyway, I have now reworked the EET and BGT version together and both now use the same wed file of the EE version and we are rid of the graphics errors.

Sounds great. Looking forward to it. But you said you keep getting crashes when you test it on BGT?



#614947 BGT Graphics Overhaul

Posted by Salk on 08 April 2023 - 09:26 AM in BG Graphics Overhaul

Keep us updated with your progress and thanks a lot for fixing the BGT version!




#614878 BGT Tweak Pack

Posted by Salk on 24 March 2023 - 08:51 PM in BGT-WeiDU

Hi skellytz!

 

Good with giving the glorious BGT Tweaks a pinned topic! Disable hostile reaction after charm  is a must-have component in my opinion. I used to always install Altered Spawn's third option but now this component is superseded by your own BGT Spawn Tweak, which would make sense to have here perhaps rather than being a stand-alone. I would also update Salk's Pen-and-Paper ruleset corrections because I think it's been missing most entries for a long time now. Please see here.




#615379 BP-BGT-Worldmap v13.0.0 Released!

Posted by Salk on 29 February 2024 - 11:08 PM in Worldmap

Congratulations on the new release!




#615183 BWP v20.1 released

Posted by Salk on 16 December 2023 - 07:38 AM in Mega Mod Help

I'm the author of Virtue v20 Alpha and if you happen to give it a try, I would be glad to have some feedback, khelban12.




#615325 General issues and other shenanigans

Posted by Salk on 05 February 2024 - 11:08 PM in Infinity Animations

Hello, skellytz!

 

Thanks for clarifying things about IA's #9000 component. If it's not too much of a hassle for you, I'd be grateful for a hotfix because a currently mandatory component being bugged is quite a critical problem in my opinion. I understand the hotfix doesn't actually turn this component into what you wish it was, but it'd a tangible improvement for users, especially considering that the issue was raised almost 13 years ago and is still present today.

 

Thanks!  :cheers:




#615354 General issues and other shenanigans

Posted by Salk on 12 February 2024 - 08:14 AM in Infinity Animations

Great!




#615369 NearInfinity

Posted by Salk on 20 February 2024 - 11:23 PM in IE Modding Tools

Argent77,

 

in the last version I noticed there must have been a color change for the highlight syntax (?) which makes some of it practically unreadable against the default, light Metal UI.

 

I attach a picture here to show what I mean.

 

 

Attached Images

  • NI.jpg