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#596506 EET Compatibility

Posted by Roxanne on 14 August 2017 - 12:33 PM in Sarevok Romance

done




#596956 resurrect kagain in SoD

Posted by Roxanne on 07 September 2017 - 12:20 PM in Mega Mod Help

playing BG EE Trilogy and would like to call my good friend Kagain to SoD (and maybe later to BG2). I buffed him like to 11 level fighter with 5 axe * and other stats. he was really cool and now i lost him. He's lost after the battle with sarevok.

 

is there a possibility to "resurrect" him? maybe he's hiding in "nowhere" with all his stuff? i don't care about his story or silence mode. he didn't talk a lot before. 

 

C:CreateCreature ("KAGAIN") or <...> ("KAGAIN6") doesn't work. Code is accepted, but there is no Kagain aroung point. 

There is no easy way to bring Kagain back. Pure BG1 creatures are supposed to be removed after the BG1 to SoD transition.

 

You would need to edit and append a number of scripts to make him reappear in SoD and you need a couple of further tweaks to do it again in BG2. Already being in SoD does not make it easier. A pure CreateCreature does not work here.

 

(To change the current game behaviour, you need to do something called *modding*.)




#597478 Failed Install

Posted by Roxanne on 14 October 2017 - 09:38 PM in Mega Mod Help

OK. I have tried to avoid this, but I am attempting to install the recommended selection from the BG1-BG2 BGT custom bat. I followed all the directions and every single time I receive a message in the big world set up that the trim pack does not exsist and to run the big world bat....( I assume via the BIG WORLD install you find in you bg main folder) when I go to that and ( Yes I run as admin) It always finishes and says the spedific folder or files cant be found and that's it........

I know it says the bgt original option is out of date......should I run BWP v16 ?

 

OH one big question.....do I need to patch both bg and bg2 when doing bgt ? and do I need to turn on cheat codes ? or is the cheat cones only when doing this manually as described in the BWP PDF ?

This may help

http://www.shsforums...ws/#entry597363




#597741 BWS - without EE

Posted by Roxanne on 27 October 2017 - 01:42 AM in Mega Mod Help

You can use BWS in a limited way together with BWP v17. Look at these details:

http://www.shsforums...225#entry597262

http://www.shsforums...c/59470-bwpv17/




#601970 Is There A Way To Run BWS Standalone, Without Actual Games Installed?

Posted by Roxanne on 24 April 2018 - 07:04 AM in Mega Mod Help

I've had few free hours at work so I figured I'd spend them preparing my selection list, carefully sifting through mods and components, readmes, descriptions and dependencies, generally doing prep work without actually installing anything until I export my selection .ini here and import it back at home. However, BWS refused to let me into component selection mode unless I provide her with the paths to actual games. It makes no sense because actual games aren't needed to dig through mods as far as I understand. However the reason was to put this limitation where it is, is there a way to bypass it other than dragging both BG1 and BG2 folders to my work?  :rolleyes:

Unless you really want to implement your selection, it is sufficient to point the BWS to a mod directory be it already modded or not. BWS only checks for certain files to exist e.g. bgmain for classic games or movies\melissan.wbm to check for ToB. It will refuse to do a real install if the game is already modded, so it is harmless.

 

To see the whole list of checks and required files look up Big World Setup/includes/17_Testing.au3. open it with Notepad++ or similar and navigate to the portion starting at line 30. You will see what files are checked in which game.




#600802 Extracting Spell Revision Failure

Posted by Roxanne on 05 March 2018 - 02:00 PM in Mega Mod Help

Hello, i m new even if i already follow your project and tried it by the past but without success cause the game was a copy.

 

I actually tried to install Spell Rev Item Rev and SCS Rev without BWS. It worked but i ve installed the french translation before the mods so i ve messed up the game. Then Jarno Mikkola from gibberlings3 give me a link for BWS, i was really happy to see this complete program to help me.

 

I ve patched with the recommended mods installation plus spell Rev, Item Rev (and SCS Rev), but it failed and then i have patched without any mods (general mods + Spell Revision) and the last message is the same :

 

 

Testing if more extractions are possible and needed...
>BiG-World-Fixpack-master\* .
Checking Spell Revisions v4 (pre-release) ...
The extraction of the following mod(s) failed:
Spell Revisions v4 (pre-release): The Mod itself (Gibberlings3-SpellRevisions-v4b14-0-gc17796f.zip)

Some files were not extracted. Do you want the BWS to run an integrity test on those files first, provide the files yourself (see remarks) or
just continue?
Enter [t]est, [p]rovide or [c]ontinue.

 

There s the .txt in attached files : attachicon.gifBiG World Extract Debug SR.txt Tell me what i should do to help you to resolve this trouble.

I told you in the G3 post you made.




#596691 NPCs in party

Posted by Roxanne on 20 August 2017 - 02:56 AM in DSotSC (BGT/EET)

Is it mandatory to have a free slot in the party for a DSotSC NPC to run this mod? Or can I complete it with my 6 members original party?

The elf Jet'Laya, the one waiting at Friendly Arm, is required to start the whole mod. You need to take her to get DSotSC started and also during the initial quest to rescue her sister. After that, kick her out and pick up your waiting NPC again.

There will be other NPCs that offer to join you for the other quests - you need none of them.




#596908 Where is the weidu.exe ?

Posted by Roxanne on 01 September 2017 - 07:38 AM in Rogue Rebalancing

Sorry,  I am missing something ?  I just opened the rr-v491 archive and cannot find the weidu.exe inside O_o. 

 

Just take any other setup-somemod.exe, make a copy of it in your game folder, re-name the copy to setup-rr.exe and that is all.




#596442 Isaya's patched version

Posted by Roxanne on 12 August 2017 - 07:00 AM in Imoen Friendship

removed




#596509 Isaya's patched version

Posted by Roxanne on 14 August 2017 - 12:46 PM in Viconia Friendship

done




#600596 Mods for BGT not currently included in the BWS

Posted by Roxanne on 25 February 2018 - 10:55 AM in Mega Mod Help

- The new NTotSC v2.0 replaces the former version + patch

- EET_Tweaks has parts for BGT as well

- the Ascalon mods (quests and Breagar) have been updated and revised by jastey

- Jarls has been redone and even components be added (also by jastey)

- the whole cdtweaks package has been overhauled and is completely changed from what was in BGT before

- RE has many new components

- Ashar NPC

- The Old Gold

- Animal Companions by Ulb

- Complete Rework of the NEJ Universe




#599613 [Solved] Adalon drow bug on EE [spoilers] [gamebreaking bug with PPE i

Posted by Roxanne on 16 January 2018 - 03:25 AM in Mega Mod Help

Try this:

Put the attached file into BG2EE/override

restart the game and talk to Adalon (without having done other weird stuff before)

Attached File  CUT44C.BCS   10.25K   688 downloads

 

At least in my EET install (1.0 RC9.2) it works without issue. I repaired even some other players saves with running through this script.




#596225 Is it possible to make a mod that shows creature resistanses

Posted by Roxanne on 02 August 2017 - 08:57 AM in IE Mod Ideas

This mod may interest you:

 

Reveal Hidden Gameplay Options

 

https://forums.beamd...-v2-0-or-higher




#600910 Love Isra! Any Siege of Dragonspear dialogue?

Posted by Roxanne on 11 March 2018 - 02:10 AM in Isra

Hi. First off, thanks for the great mod. Really enjoyed going through Baldur's Gate with her by my side.

 

I'm now in Siege of Dragonspear, and was wondering if she had any unique dialogue for that game. If not, I may drop her off and pick her back up in Shadows of Amn (can't wait to see what great things she brings to that game!)

 

Thanks in advance!

I think her appearance in SoD is an error. Did she stay in your party when the Korlasz intro was finished?

The BGEE part was created before SoD was released and has not been revised thereafter. The mod is missing a script block to let her disappear once you are transferred to the Ducal Palace.

At least that was the case in my game with Isra in the final party. She is supposed to re-appear in SoA later.

 

(This needs to be added to BD0103.bcs

IF
    OR(2)
        InMyArea("rh#isra") 
        InPartyAllowDead("rh#isra") 
    GlobalLT("BD_PLOT","GLOBAL",51)
THEN
    RESPONSE #100
        ActionOverride("rh#isra",LeaveParty())
        SmallWait(1)
        ActionOverride("rh#isra",DestroySelf())
        Continue()
END

)




#595436 Mod for resetting NPC proficiencies and level when joining?

Posted by Roxanne on 15 June 2017 - 09:40 PM in Mega Mod Help

Isn't there a mod that allows for you to, when an NPC joins, re-pick all their proficiency slots?  I'm assuming its one that sets their level back to 1, but with all their current XP, and allows you to pick from there?

According to your weidu.log in the other post, you already have it installed

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #3 // Joinable NPCs more closely match the player character's experience -> On initial joining only: v1.9 BWP Fix




#601925 De'Arnise Hold - nothing to do?

Posted by Roxanne on 21 April 2018 - 01:56 PM in Mega Mod Help

Bone Hill or any other mod using a graphic that looks like DeArnise Hold has nothing to do with it. Those are different areas with different scripts etc, It is just the same graphic file that is used.

 

What it rather sounds like is a mix of the deArnise before and after the quest, Check the area code CTRL+X and see what it says.

AR1300 is the keep outside where you meet Nalia when it is under siege, ar1304 is the same area after you won the battle.

You can also check it when going near the drawbridge, there will be either slaughtered soldiers or gravestones in the before or after.

If you are in the wrong place at the wrong time just try CluaConsole:MoveToArea("ar1300")




#598799 Global Variables and expediting Stronghold quests

Posted by Roxanne on 11 December 2017 - 01:16 PM in Baldur's Gate Series

Hi, first time playing around with NPC strongholds, which I love. Except I don't really want to invest so much time into them so I was wonder if anyone know maybe any Global Variables that are the timers for the next quest or issue to fire so I can get to saving Imoen within 2 or 3 weeks of game time (while still having gone through most of the quests), particularly the bards playhouse quest. Don't really want to have Haerdalis in my group.

I opened up a similar thread in the g3 forum/NPCstrongholds but it looks pretty inactive over there, so I figured I might have better luck here.

The globals you ask for are quite different depending on the stronghold you look at and the NPC who holds it.

A comprehensive answer would fill a small booklet.

 

The best to source to look at them is to go to the NPC_Strongholds/scripts folder in your game directory. Look for the baf file that appears to suit your situation best (e.g. KishEdwin.baf for the case that Edwin has the mage stronghold). Luckily for you, the scripts are named quite meaningful. You will find the globals and triggers that advance the quests in there.Again, the author has named them quite readable, which makes things easy for you (relatively easy).




#598030 A fix to Nephele mod in BWS fixpack.

Posted by Roxanne on 08 November 2017 - 04:33 AM in Nephele

This fix is not needed (already included) for NepheleEET

This fix was done by me (with agb1 help) long time ago to rescue ToB in BGT (otherwise finsol.dlg would end in Nirvana).. The mod was never upsated for the old game so it is still in Fixpack.

When K'aeloree later allowed modders to upgrage his mods for EE/EET, I did that and, of course, included all fixes into the EE version. Since the EE version and the classic (unchanged) version are distinct in naming, fixpack will only patch the old version if found in an install.

So there are no issues of any nature with this.




#596886 Bags (and chests, and sacks...) of holding

Posted by Roxanne on 30 August 2017 - 11:14 PM in IE Help

This conversation started in another topic, but it's worth a separate thread. Bags of holding, gem bags, basically "containers" (putting this in quotes to distinguish from proper containers in areas) must come with an STO file. In the properties they have what I take to be a hard-coded button, "Open container." I'd like to know whether it's possible to change that button to accept special conditions or checks or to make it lead somewhere else instead of the inside of the STO? Probably not. Is it possible to add another button, then, the way we can add one to conversables? Of course, there isn't much point if the first button is always there and accepts no lock or cypher.

 

I might opt for containers that are basic chests and sacks, not weightless or magical, and are conversable instead. Then it may be possible to "lock" access to their STO until conditions in the dialogue are met.

Make a conversible item, call it sack/chest/portable hole whatever, give it the adequate bam. In the dialogue set the options/conditions that opens a store or several stores (based on dialogue options) or no store at all.

 

Just look for one of the dozens of mods that does that already.




#596870 Performance and script checks

Posted by Roxanne on 30 August 2017 - 01:33 AM in IE Help

For my current mod I'm going to have to put quite a lot of stuff in baldur.bcs. There is just no other script that runs at all times and everywhere. I'm not seeing any lag, but then, I don't have mods installed that cram much else up there, like some people. In the interest of preserving performance, though, I'd like to understand - if anybody knows to tell me! - how the engine processes triggers. Does it quit looking through a block the moment something checks false or does it run to the bottom of the trigger list but simply doesn't execute the actions? I try to put the most generic and broad triggers, like ActuallyInCombat(), on top of my trigger stacks so that the engine can see these early warning signs and skip all the rest, but I don't know if that makes any difference. As in, between:

 

- true

- true

- true

- false  >> Go to next block

 

and

 

- false >> Go to next block

- true

- true

- true

 

?

But consider OR(XX) are treated as one trigger




#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.)




#596478 deleted

Posted by Roxanne on 14 August 2017 - 02:40 AM in DSotSC (BGT/EET)

deleted




#596516 deleted

Posted by Roxanne on 14 August 2017 - 10:21 PM in DSotSC (BGT/EET)

The updated mods are not backwards compatible with the old game (BGT), so continue using the known versions here.

DSotSC on my Github is backward compatible with BGT.

I am deleting this topic anyway to avoid confusion.




#596477 Odd Bug

Posted by Roxanne on 14 August 2017 - 02:21 AM in Rogue Rebalancing

I'm working on the latest version of BGEE with SoD installed, and I'm using 4.91 of Rogue Rebalancing.

 

I've run into a strange bug after installing the mod via the executable installer, when I go to the first store in candlekeep (and a few others after that) there are items for sale whose name is replaced with lines of dialogue from throughout the game, and as I progressed I had Neera approach me with dialogue which didn't belong to her, it seemed that the dialogue chain was from another quest later in the game, something about a Duke.

I tried uninstalling the game and deleting all the files in the Steam folder for BGEE as well as all the files in the My Documents part, and then I reinstalled the game, freshly downloaded RR and installed that too only to encounter the same problem.

 

Any ideas?

The game is steam or gog version and you did not install modmerge?




#598346 Questions about the BW(S) Fixpack.

Posted by Roxanne on 17 November 2017 - 12:01 AM in Mega Mod Help

The only difference between these two crefixer is the type of "end of line" (Line Feed and/or Carriage Return) in setup-crefixer.tp2

Nothing else.

crefixer is not needed in Fixpack. Those who want to use it for classic BGT also have the mod itself to do the same (or lolfixer). It is not used in EE games either way.

The case with this Fixpack is that the only ones who provide limited support and maintenance for it, are people from EE games (so called EE-diots). And the only reason for them doing it is support for EE installs via BWS. As a result, everything not used by BWS for EE/EET but still in the fixpack is not looked after.

The BWP supporting classic game installs has its own fixpack, so they(he) do not care either.

The old stuff however stays in the github database since it is *community knowledge*. It is preserved until someone removes it or cleans uo those parts or hell freezes or whatever.

It hurts nobody (it is 21KB extra download) since it is actually not used and causes no harm, just a bit of dead weight, just like about 40% of the fixpack at this time. Removing the stuff will just cause heated discussion mostly involving people with not sufficient knowledge of the topic, and there is actually no urgent reason for action, it is all cosmetic.