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Darkest Day 1.14 and World Map


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#1 aernor

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Posted 22 November 2013 - 06:38 PM

A bit of clarification please. I've just finished a clen installation of TDD, and noticed the map is different. Is the map a separate mod which I need to run?

Also I've begun checking Athkatla to see if everyone is present and correct. The Gully Dwarf who used to live in the Copper Coronet and update your map, with Riatavin I think. isn't there.

Apologies if this isn't the correct forum, but it may or may not be something to do with the world map.



#2 The Imp

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Posted 22 November 2013 - 09:31 PM

Well, the TDD updates the game map, but so does a few other mods, and the Worldmap mod is there to solve the problem that comes from having two or more mods that do this, because the only way to solve the problem is to overwrite everything the mods have done... the Worldmap mod then patches the included map so that the additional areas of each mod gain a place... these mods include the the Darkest Day(TDD), Baldur's Gate Trilogy-weidu(BGT, and it's own mods), Shadows over Soubar(SoS), Never Ending Journey(NEJ), Tortured Souls(TS-BP). They each have their own map change included in the mod, but their compatibility required the Worldmap mod if they are installed together as you won't be able to access their areas without it.


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#3 aernor

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Posted 23 November 2013 - 02:34 AM

Thanks for your quick reply Imp, may your dice always be loaded.

But I'm still a bit in the dark. From what you say I didn't have to "run" anything.

So the only things I've loaded are BG2, Throne of Bhaal, biowares batch, Fixpack v10, and Darkest Day 1.14.

And there's no gully dwarf there .... and no Riatavin.

Of course the folks who updated TDD may have changed one or two things.



#4 aernor

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Posted 24 November 2013 - 07:02 PM

Either there have been some significant changes to TDD or I have problems. Still just got Fixpack loaded and Darkest Day. Been through Irenicus' dungeon and out.

The kender at the city gates is there, Forp the gully dwarf is missing from the Copper Coronet, and the paranoid map salesman from the Five Flagons.  The only 'new' area I have is Small Teeth Pass.

No noticable errors installing TDD and original areas like Umar Hills appear where they are supposed to be.

HELP !



#5 Isaya

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Posted 01 December 2013 - 07:43 AM

You absolutely need to install BP-BGT-Worldmap for TDD v1.14 to work with its new areas on the worldmap. TDD itself doesn't include anything to add new areas to the BG II map. However it adds what is required for BP-BGT-Worldmap to add the TDD areas on its map.

 

You need to extract BP-BGT-Worldmap archive in the game folder before installing TDD.

You need to install BP-BGT-Worldmap (run its setup) after TDD.

 

This is also stated in the readme and the mod tries to enforce the mandatory presence of BP-BGT-Worldmap directory in the installation script (tp2). In principle you would have had a message "Please EXTRACT ONLY the BP-BGT Worldmap mod into BGII - SoA folder for TDD to commence; more in TDD/README" if BP-BGT-Worldmap is not extracted.

Provided it was already extracted, you only need to install BP-BGT Worldmap. Also install the component that updates your save games, otherwise you'll have to start a new game.

 

To get the new locations to become reachable, I'm afraid you'll have to go back in time in your save games to get the talks that update the worldmap.



#6 Wisp

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Posted 01 December 2013 - 07:55 AM

You need to extract BP-BGT-Worldmap archive in the game folder before installing TDD.

Just as a general FYI, on Worldmap's side, this is no longer necessary. TDD just needs to be updated to remove the check.


Edited by Wisp, 01 December 2013 - 07:57 AM.


#7 -aernor-

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Posted 03 December 2013 - 09:52 AM

Reinstalled

1. SoA 

2.TOb

3.TOB Patch

4.Fixpack 10

5. World Map extracted to game directory

6 TDD 1.14 extracted and installed

7 World Map installed

 

Avaunis and the Kendar are both there, and the map updates correctly.

(Yeslick is also there, and has a voice.)

 

BUT No gully dwarf in the copper coronet and the paranoid salesman in the five flagons missing.

 

It doesn't appear to be a map issue. However I remember from the past, I think it was TDD 1.02, that there was a problem getting FORP the gully dwarf to spawn. TDD added the bonus merchants automatically, if you added them again as the result of another mod then it overwrote the area and no FORP, but I don't recall any problems with the five flagons.



#8 -aernor-

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Posted 03 December 2013 - 12:06 PM

Alright I've solved it, and taken my first tiny step in modding, using Infinity Explorer for the first time.

 

The copper coronet script contains the following:

global{"spawn_forp","ar0406",0)

xpgt (player1,779,999)

 

Using shadowkeeper I promptly gave myself the experience points and Forp appeared.

Although I understand the programming, the rationale escapes me.

 

So off to the 5 Flagons

The coding is different :

global("spawn","ar0509",0)

levelGT(Player1,10)            (if your character is 10th level??)

CreateCreature("DDpkmap",[350,513],12)

 

Again there is a conditional statement here, different to the Copper Coronet and in my opinion completely unnecessary.

If you feel able to take on the Planar Prison then you're quite capable of having a go at Purskal.

 

Anyway CreateCreature("DDpkmap") produced my salesman and the map updated correctly.