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#521902 Vecna

Posted by jube on 31 August 2011 - 01:03 PM in Miscellaneous Released Mods

Holy shit! Combine that pirate mod (http://weiducommando...s-of-the-realms) and this vecna mod, you'll get a totally new game. This is Illustair by the way, sorry for triple posting. I get lazy sometimes on signing in.hehe

I'm not sure on what you intend to do with the spelljammer something, another mod? or just an addition to this Vecna mod? Maybe I should just wait up till it comes out then?

EDIT: How very stupid of me. I'm certain, I didn't install the Vecna mod before. Probably because I knew at the time more versions are being produced, and I was still in my BG1 game, so I didn't bother installing it just yet. Doh!

WEIDU LOG:

Spoiler

Now that I did. A question: would it matter if the BGT Worldmap and Generalized Biffing came before the 3 vecna components? Because if I remember correctly, any map modifications/add-ons should be placed BEFORE the BGT Worldmap.

I also remember seeing "could not find C:Program Files\...etc\tisunbat" during Vecna installation, does it have any major implications ingame?




Hi mate, first dont wait for any further versions of Vecna, i would play the most recent version now, i am currently on contract and there will be no further vecna work till i get back. ( about 2 months this time round ).
Yes the SJ ships/ combat etc will be part of the Vecna mod, i have no idea if there will be tie-in to the french mod but doubt it, cos Vecna players are GOD-KILLERS and that sort of raw unbridled power i doubt will fit in any other setting, there is not much fun in the game if you can kill everything on screeen with just a whim, and outside the Vecna setting thats exacly what really powerfull and experienced players can do, so yes doubt the french guys will want 30+ lv destroyers stomping on their pretty dungeon :)



#522358 Vecna

Posted by jube on 07 September 2011 - 03:34 AM in Miscellaneous Released Mods

back for a bit.
The next stage of Vecna is on its way, rendering areas etc, But have decided on no more part releases, the original reason for releasing the adventure in bits ( as i write it almost ) was to allow other modders into the adventure and to give a chance for player feedback to affect future revisions, on both counts it seems a tad barren :) so no point :) .
Thus the next release will be a while away but will have the hunt for the Rod of Seven Parts included.

Miloch am creating some new futuristic creature anims, A tank/cyborg type thing from Fallout2 , some robots and Flying Plasma Cannons etc from Starcraft, should i aim to make em fully IA compatible and publish them there or keep them within the vecna mod ? I doubt anyone else would ever use futuristic stuff in their mods? And if kept them within vecna would allow me more flexibility as regards anim slot types, and also is there a IA B6 in the pipeline, should i wait for that ?



#520525 Vecna

Posted by jube on 10 August 2011 - 02:24 PM in Miscellaneous Released Mods

I suppose Mass Effect doesn't have anything usable? Never played it but I think it also uses the Aurora/NWN/KotOR engine.



Had a look at the screen shots and YES perfect, god knows how they got the screens to look so much better with the same engine, if i can find a way to export the models will be good to go, might be a bit problematic cos doubt will be a level editor etc, Starcraft3 is excellent cos all the models go straight into 3d max with a custom import script but backgrounds are rubbish.
These My link are the models using for spelljammers, should be really cool.
Can anyone recomend any bg2 specific IN DEPTH tutorials,based on recent Max versions ( and vue9 cos most of models are in vue )
Am not on contract yet, riots in uk :)



#520438 Vecna

Posted by jube on 09 August 2011 - 07:25 AM in Miscellaneous Released Mods

all good thanks, but a bit small, even scaled up 2:1 not big enough (any more and you really start to see pixelation ) the free 3ds models on the spelljammer website are better and will use them.
As for the rest Starcraft2 is going to be the majour resource for effects, new creature anims ( yes there will be actual robots you can hack to death ) and exterior ship models/meshes, but still stuck at ship interiors will keep looking.
Anyways i am on contract now for a month or so, hence will not be posting as much, by time i get back hope there will be some feedback posts on vecna as is :)



#520273 Vecna

Posted by jube on 06 August 2011 - 10:32 PM in Miscellaneous Released Mods

thanks M , knights looks promising but scared that the graphics would shout star wars, players looking out for R2D2  :lol:
One of the hundreds of flash online games would be perfect, they mostly use pre rendered perspective backs which can be beautiful but how to get the jpegs ?



#522417 Vecna

Posted by jube on 07 September 2011 - 03:18 PM in Miscellaneous Released Mods

Miloch am creating some new futuristic creature anims, A tank/cyborg type thing from Fallout2 , some robots and Flying Plasma Cannons etc from Starcraft, should i aim to make em fully IA compatible and publish them there or keep them within the vecna mod ? I doubt anyone else would ever use futuristic stuff in their mods? And if kept them within vecna would allow me more flexibility as regards anim slot types, and also is there a IA B6 in the pipeline, should i wait for that ?

You'll have to use the IA scheme anyway to get all those animations in your game (since otherwise the game only has hard-coded slots) so you may as well publish them there. Eventually, we have to overhaul IA so it uses only ANSI prefixes, not all the weird characters that throw Russian and other OSes for a nutty. But that will be a while unfortunately, unless Erephine or someone else gets to it first - I'll be bogged down with thesis work for some time. When we do that, we'll have to also change the patch in all the mods that use IA (so far, that's only your mod, Aurora and Pack Mule I think... hopefully not too many others).

Cool then will publish em at the IA thread when finished, obviously was going to stick to IA convention and suppose since am doing the bam compiling i can chose a slot-type to fit rather than trying to make an existing bam fit a prescribed slot-type. I like BIG graphics ( never forget meeting a cyclops for first time the bam really blew me away ) so plan most as 4 parters. Vecna already contains a 9 part ( 9x255x255 ) anim of the pheonix which fills the WHOLE screen when it goes off, through a shed load of experimenting i found thats the biggest graphic you can get into a VVC and display completely on screen, resizing, cutting and scaling can all be done in GIMP as long as its a single bam sequence.
Hey good luck on your thesis, should we call you doctor soon :)



#522962 Vecna

Posted by jube on 18 September 2011 - 12:38 PM in Miscellaneous Released Mods

Hi mate, just finished a long work stint so sorry for the delay.
All excellent stuff am implementing most of your suggestions, except 2 dragons sequentially is not too much, its just a start, at one point you will be fighting 3 dragons simultaneously :).
Am very keen to get you through AAR031 since you will find a master key there to unlock most of the treasure in the complex, not sure we are allowed to post email addresses here, its a bit of a no-no on other sites have been on, and cant PM you cos your a guest, so post your saved game here just before the crash and i will take it from there, if i cant re-create the crash then post the other stuff, that way at least the big experts on this site can lend a hand ( i hope ).
The other crash i had once as well, and could not re-create , i think it could be cos i am pushing the engine quite hard, since it feels very different from when an area is missing resources etc, anyway a reboot seemed to help loads.



#523753 Vecna

Posted by jube on 28 September 2011 - 07:18 AM in Miscellaneous Released Mods

thanks again mate no kbd so keep it short this update covers the fights in tr complex
have a look and see if timestop immunity makes lot difference might need to put in more ts immune done for other areas but other bugs in progress

Attached Files




#523354 Vecna

Posted by jube on 23 September 2011 - 12:11 AM in Miscellaneous Released Mods

Hi guys, first welcome onboard Morianthi :) Am at work and on a bloody tablet ( who the hell said on screen keyboards were cool !!!, this whole tablet craze comes from a conspiracy of star wars fans , am sure :) ) so keep this short.

TR areas

11...Dragon Corridor
42...Undead Lab
13...Main Lab
12...Furnace Room
45...Meeting Room
20...Android 0 Cell
39...Horse temple
48...Liabrary 1
49...Liabry 1 Level 1
50...Liabry 1 Level 2
04...Liabrary 2
40...Pre throne
31...Throne


To get to loloths complex , first get the TR master key from 31, then get to 13, in the picture on the wall there is container with an " Astral map " this is a very special scroll which reveals the location of Loloths complex on the Astral, without it getting there is impossible.

Ok, please go and have a quick go and see what the bitch queen is up to, that will give you a flavour of what the REAL mod plays like, remember the TR complex is an INTRODUCTION, Loloths complex is 5 times as big and at least twice as tough. And that is itself also an introduction, the quest for the rod of seven parts will be 3-4 times the size of the entire mod so far and obviously tougher. I am actually rendering new area graphics for the rod quest with brand new character animations, by the time i am finished ( next year some time ) i plan it to be at least as big as SOA.

Will post a whole bunch of changes in a day or so as another hotfix ( that will cover all the observations so far ), and then if possible` you guys can play TR through again up to Launching after Loloth ?

Yes AAR020 is done and would be usefull to do since it gives some plot background.

There is a WHOLE bunch of music, sound effects, and text screens to do to give atmosphere and a bit of diversion from the carnage, only some will be in the hotfix.

Am creating script to detect if party has key Mega powered kit and bump up difficulty in key places to suite, after TR it should not matter what kit you have, if not so will adjust loloth complex accordingly,

Got to admit plain forgot to copy the timestop resistance strings into a lot of creatures, doing that now :)

Once again thank thanks thanks :Bow: :Bow: :Bow: :Bow:



#523260 Vecna

Posted by jube on 22 September 2011 - 12:07 AM in Miscellaneous Released Mods

Well OK then! I'm not going to go full blown Big World Project because of the biffing it does at the end, but I'll throw on a whole bunch of goodies. Unfortunatly Alex Macintosh has pretty much disappeared from the web as far as I can tell, so if you have the .zip or .rar of it handy that would we great! Otherwise a fresh run will be ensuing tomorrow or the next day with my party packing the big guns! :D A plus with that is that I can start to hone in on some of the smaller stuff such as text etc, but I think at least some of the notes I have from my last run might be helpful.

Can't wait for the next update!

-Jax


here you go mate

Attached Files




#523235 Vecna

Posted by jube on 21 September 2011 - 04:55 PM in Miscellaneous Released Mods

Alex Macintosh Trader is a`must, also unusual oddities shop, Alex Mac's items are just stupid! overpowered and should be totally banned in any other mod or campaign, in Vecna you are wishing you had 2 of everything :) likewise for unusual shop but you need plenty of money for that shop, i would suggest install the mods the`n cheat the items onto the party with shadowkeeper or equivalent.
As an example vecna is expecting a main character with 24 strength/dex/con lv 25+ MU Lv25+ Fighter ( dual kensia or something ) 8+ attacks per round AC -12 or lower and stacked with magic. like i said you are doing extremely well with the people you had, properly equipped i think you wont need any ctrY.



#520166 Vecna

Posted by jube on 05 August 2011 - 03:24 PM in Miscellaneous Released Mods

On a different note, am looking into the second phase of veca ( just looking at the moment ) which involves the players embroiled in the traveller saga, and i would like the players to have a few encounters in a friggin huge space ship, bit like conan on the death star :) :), this means a suitable perspective rendered background, i have tried my hand at 3DMax, and although i can manipulate the program, i just dont have the artistic skill to come up with anything i like ! So anyone have any ideas where i can rip a few suitable backgrounds from, old games, online games, anything that i can rip a jpeg from and size to suit.



#520165 Vecna

Posted by jube on 05 August 2011 - 03:13 PM in Miscellaneous Released Mods

Ok V22 downloaded and extracted fine, looks like you had a interrupted download for V19, try re-downloading if you need that particular version, otherwise i would go for the most recent ( thats V22 )



#516718 Vecna

Posted by jube on 17 June 2011 - 10:50 AM in Miscellaneous Released Mods

You know you are a weirdo when you F5 every 5 hours waiting for an update so you can reinstall BWP...

Hey Jube, there seems to be some typos and improper English usage in the .tra files... would you be willing to accept revisions? I'm waiting for V19 to come out since I'm assuming you have fixed some stuff too. :ph34r:

I would like to see Vecna 'done' soon, and I can help with some of the proofreading. It is taking me forever to get to ToB content since I reinstall every time I find a bug @_@

I can upload a word .docx file with tracked revisions along with the edited .tra file when v19 comes out if you would like.



YES PLEASE :) anything you find just feel free to revise, then post the tra files and i will integrate to next update. V19 is very nearly there, it is taking a long time to play each room for checking and i really want the whole thing to work for V19. I think should be good to go late tonight or early tomorrow morning. Once your playing V19 please take mental notes as you go along, i will be taking all suggestions and integrating them to v20



#516846 Vecna

Posted by jube on 19 June 2011 - 10:40 AM in Miscellaneous Released Mods

Hi all Vecna V19 is uploaded and ready for DL.

Thats about it for the core adventure, have checked all keys and subquests are there, everything needed to get to the final battle is correct. I think i can now, with some confidence, say we are out of alpha and into beta1.


Cerest.......... will put your revisions into V20, will look at them tonight
      .......... Um yes am aware of the planar sphere mod and the "shade of vecna" and at the moment have chosen to ignore it :) , if you read through this thread you will soon see that vecna is not only a god but one of the key players in the AD+D universe, In my mod you are facing cosmic powers, and unbelievable creatures, defiantly the hardest array of creatures ever seen in a BG2 mod yet Vecna never makes an appearance, why ?
Simply if Vecna appears in person ( being one of the rare group of gods and elders who do not use avatars ) everyone else will be dead, in the most ugly manner imaginable, 120 seconds later! Not much of an adventure :)
Vecna IS painful death :) , so defeating him, or any of his schemes, in the planar sphere is a bit rubbish.
As for the countless "xxxxxx   of Vecna " from other mods, i would say they are all fakes made by ordinary mages mainly for profit. This will be painfully obvious when you get your hands on the real deal :)


Mike........... Yes you are totally safe with vecna, the quest is totally separate from BG2/TOB plot lines and any other mod plot line V19 is good to play since V20 will have a few harder fights.


edit......... cant open your zip file Cerest, either corupt or winrar does not like it, can you re-upload in rar format please. also careful with the setup file not to accidentally delete any formatting, also careful not to add or delete any CR's ( carrage return ), the text looks very different in game from that you see on a text editor



#516590 Vecna

Posted by jube on 15 June 2011 - 12:44 AM in Miscellaneous Released Mods

Hi all, am just about to release vecnaV19 , i was checking things in a BW tactics setup when noticed a fairly serious slowdown on my admittedly underpowered umpc, after much investigation i found it was due to many mods writing reams of code to BALDUR.BCS, CTB being the worst offender. Vecna no longer writes anything to BALDUR but would love to for encounters in the rest of bg2 as result of owning the hand/eye. But with all the other crap in BALDUR dont think it is a good idea, so got thinking cap on as to applying encounters without BALDUR, going to script creatures in various areas with behavior scripts to find players as soon as they are on screen.

An update on this, although ctb does write  reams of code to BAULDER i dont think its the main culprit here, is there any other scripts scanned automatically apart from player script, BALDUR and BALDUR25?

Ok used Jarno's LStest code, no scripts are firing continuously so not a script thing, ok now puzzled!!!!!

Have no time to take this further must get back to vecna :)



#515345 Vecna

Posted by jube on 18 May 2011 - 10:55 PM in Miscellaneous Released Mods

hi a0ro thanks a lot for the comments as soon as all the bugs done will add your suggestions.
As you noticed have yet to check all the treasure items took a lot of them from other mods, just assuming they worked. Bad assumption :). Will check them all for V16.
The copy machine should work with most scrolls, but not working too well yet :)

Miloch...
yes now have some time am very keen to finish it of, and am in a hurry, if i get called of to contract again the whole thing might bog down again. There is actually very little left to do on the main adventure. ( although a little worried about early reports of issues in a BW install, hope it gets added back to the BW setup so bugs can get reported back here ) just tweaks here and there.
Still hoping other modders take up the challenge and start writing high level mods for the planes, i have 15 or so empty off world areas just ripe for mini quests etc..



#515031 Vecna

Posted by jube on 13 May 2011 - 01:39 PM in Miscellaneous Released Mods

Damn found more bugs will upload late tomorrow instead



#517277 Vecna

Posted by jube on 25 June 2011 - 12:11 AM in Miscellaneous Released Mods

Hi all VecnaV20 is about finished, will be uploading tonight ( just checking some creature behavior ), Have done a massive "under the hood " revision of all the creatures, all resources now have the AA prefix so should be able to guarantee mod compatibility, All demons are now under P+P rules ( thanks to Avenger for the atweaks code i used ) and behavior is also from P+P( but remember demons on their home plane, or in the outer planes in general, are far harder and you are far more likely to run into Princes and Lords who's abilities and stats are much greater than a normal demon ). Generally the encounters are harder :)



#517661 Vecna

Posted by jube on 29 June 2011 - 12:04 AM in Miscellaneous Released Mods

Hmm, not sure, i think v21 is quite a way away, am still tweaking v20 which have not uploaded yet ( despite my optimistic previous post ) My main problem has been fixing item issues in other mods.
I had imported items and spells from other mods expecting everything to work, but to my astonishment there are large mistakes everywhere, missing resources, bad effects etc etc... ESPECIALLY when it comes to spells, it leads me to believe there are other mistakes elsewhere to. I think someone should create a new BP type project with a set of mods all thoroughly checked for mistakes, using near infinity resource checker on each mod is a good place to start, quite a big job but would end up with a BP with no slowdowns that actually worked :)

Cerest...... eh? ignore what :)



#520143 Vecna

Posted by jube on 05 August 2011 - 08:31 AM in Miscellaneous Released Mods


Am in the testing bug squashing phase of this quest, if anyone is playing it please post bugs as you go


I've got a big pb : it took me quite a while to download Vecna v 19 and the file was corrupted (at the end, according to WinRAR) !

Is it normal and may I download the v 21, or has anybody encounter the same pb ?


no not normal   :lol: sounds like a bad dl to me. am dl V22 now to check everything is cool.If thats ok will check v19
Are you going to play it outside a megamod install ?



#519001 Vecna

Posted by jube on 17 July 2011 - 01:13 PM in Miscellaneous Released Mods

V22 is ready and will be uploading tonight, I will consider this as a release candidate, everything if pretty finalised, and unless i get any posts otherwise the difficulty will not change. There will be V23 in a few months time but that will only involve music, text screens etc. I have plans for V24+ which now include custom rendered tilesets ( yay 3dmax ) , you will be battling in a starship :) But will depend on demand, if this mod gets popular i will implement V24+ but if not i think V23 will be the final one :)



#518787 Vecna

Posted by jube on 13 July 2011 - 11:24 AM in Miscellaneous Released Mods


V21........ Massive internal revision of virtually everything, quest quite bit harder now, less adventurous of you might well want to stick to v20

If I'm being a moron... sorry >.<

But where is version 20?

http://www.shsforums...ds&showfile=880



Oh bollocks! yes thanks for pointing that out, got my versions mixed, this release was supposed to be v20, v19 being the slightly less insanely hard version.
Have no idea what to do about it :) suppose v20 must be the "ghost" release since cant change the filename on the download system, will edit last post to avoid too much confusion, thanks again :)



#518230 Vecna

Posted by jube on 06 July 2011 - 10:34 AM in Miscellaneous Released Mods

hi all been working like a slave on v21 oh so very nearly finished, took about a week of solid effort to properly catalog all the items,check them test em etc ( 198 magic items ) and then the same for the creatures ( 201 creatures ). Phew!!!, sorry P+P fiends will not be in v21, other things are more pressing.

Cerest.......... well have made no definitive list, some ROT items are missing vvc refs hence graphics on the spells are no go but they still have their effects, some items ( not sure where from ) have permanent flags on equipping effects, which is very serious for slowdowns, well the list goes on, Planet sphere mod is a bit questionable, to make a definate list would take a structured approach, with vecna have no time :)

Mike......... EH!!! what bloody fix :), yes am sure you dont need any fixes past v20, have checked v20, apart from loloth and orcus lacking script ( they just stand there ) everything works.
Note.... V21 is MUCH ( all the monsters in v21 have good intelligent scripts, mainly Tactics with a few of my own touches )  harder and is probably impossible outside of a BP game where you can stack up on super powerful kit.

I was hoping if anyone was "fixing" this mod they would post the problem then i could fix it, i am working on it big time and now would be a good time to flag any issues with bp since i wrote it for BP !



#515028 Vecna

Posted by jube on 13 May 2011 - 01:01 PM in Miscellaneous Released Mods

Hi all am back from a very long contract with no internet communication, but am back with a vengence, Vecna V16 is uploading, no majour differences but a shed load of bug fixes ( jees what was i thinking releasing v 15 lol ) Will go through this thread to check what i have missed later but please enjoy V16