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#21 horred the plague

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Posted 12 July 2005 - 07:24 PM

Errmm... how do I edit a .BCS file...?  :blush:

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Okay, get yourself an editor. I recommend DLTCEP over NI for a single tools, simply because you don't need any java runtime to support it. You can get DLTCEP from here. Now, click the edit tab, scroll down to the Script(BCS) tab and click that. A new window opens. Click on Load Script, and choose the script BPSHADOW from the list. When it opens, go down just below the first block (paragraph, whatever you want to call it). Copy my little tidbit from above, and paste it in there. Make sure there is one empty line both above and below it. Click the Save Script button; close the editor when it's done, and get back to your gaming. ;)

#22 bpfan

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Posted 12 July 2005 - 09:01 PM

kinda irrelevant, given the imminent changes.

However, my last run-through, I got through the VoS, with no CLUA action, on INSANE difficulty.

How, you may ask?

Well, first, my party was, IIRC, about 800K XP (at least, my FMT, Imoen, Jaheira, and Minsc were). They'd played through almost all BGT-DSotSC-NTotSC-SoBH content.

Second, they had all their gear from before their capture. In my version, while the thieves get to keep all my money (no small sum!), they turn over my gear to Irenicus. Being a busy mage, Irenicus stashes it in the alarmed bedroom for later examination, wherein I find it before going through the portal. Not canon, but a reasonable interpretation, no worse than being able to recover your stuff at Spellhold.

Third, I had the Vale of Shadows nerf included in, I think, the S & H patch, installed.

Better weapons and armor make a huge difference. Imoen's Invis 10'r.and a Protection from Undead scroll make the tombs themselves a cakewalk.

FWIW, I'm greatly pleased to hear that NeJ2 will in all likelihood be compatible with the BP platform after all.

Now, if I can just figure out how to use DLTCEP. And wait for the Bestial Animations project to wrap up.

If someone (perhaps, even, me) were to decide to import IWDII content into the BP platform, where would you like to see it?

A). Prior to the transition to BGII. After all, you're more or less at loose ends after killing Sarevok, no set amount of time has to pass before you go to Athkatla, this is an easy insert. While it would probably majorly screw with difficulty of BGII content, that's already an issue--a PC who's done all the BG1+mods, +NeJ1, +CI, content, may well hit Waukeen's Promenade with over a million XP.

B). At some point in Chapter 2/3. Easy enough to run into an NPC who begs you for help and dispatches you to the Frozen North.

C). The Portal in Spellhold. Kinda screws with going direct to the Underdark, but how many people really bypass the Sahuagin city, anyway?

D). After killing Irenicus. Either at the point in TDD when you go to Easthaven, or after the final battle, or at some point thereabouts.

E). Something else.

Obviously, the later in the game it happens, the more work necessary to make it challenging, but the earlier it happens, the more likely it makes everything later too easy.

#23 delnaja

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Posted 12 July 2005 - 10:16 PM

Errmm... how do I edit a .BCS file...?  :blush:

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Okay, get yourself an editor. I recommend DLTCEP over NI for a single tools, simply because you don't need any java runtime to support it. You can get DLTCEP from here. Now, click the edit tab, scroll down to the Script(BCS) tab and click that. A new window opens. Click on Load Script, and choose the script BPSHADOW from the list. When it opens, go down just below the first block (paragraph, whatever you want to call it). Copy my little tidbit from above, and paste it in there. Make sure there is one empty line both above and below it. Click the Save Script button; close the editor when it's done, and get back to your gaming. ;)

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Thank you, Horred!
You rule :)

#24 delnaja

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Posted 12 July 2005 - 10:41 PM

Errmm... how do I edit a .BCS file...?  :blush:

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Okay, get yourself an editor. I recommend DLTCEP over NI for a single tools, simply because you don't need any java runtime to support it. You can get DLTCEP from here. Now, click the edit tab, scroll down to the Script(BCS) tab and click that. A new window opens. Click on Load Script, and choose the script BPSHADOW from the list. When it opens, go down just below the first block (paragraph, whatever you want to call it). Copy my little tidbit from above, and paste it in there. Make sure there is one empty line both above and below it. Click the Save Script button; close the editor when it's done, and get back to your gaming. ;)

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Umm... when I try to save the (modified) script, it says "You opened it read only!".
What am I doing wrong? :huh:

EDIT: no worries, I found it... under the Settings tab. Figures. :rolleyes:

Edited by delnaja, 12 July 2005 - 10:47 PM.


#25 Chevalier

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Posted 12 July 2005 - 11:17 PM

If someone (perhaps, even, me) were to decide to import IWDII content into the BP platform, where would you like to see it?


YES!! I have a copy if it, but never played it. What you might want to start with is adding Region of Terror to BP-BGT. It would be a great learning experance. Region of Terror is much larger than SoS, TDD or TS and has some IWDII content. It would need to be updated to ToB (it currently needs an unpatched SoA) and WeiDUed.

Now, if I can just figure out how to use DLTCEP. And wait for the Bestial Animations project to wrap up.


It looks like Bestial Animations may not be compatible with BP. Read Horred's last post here.


Not having Played IWDII, I don't know what level you start at when you play or the best level for the game. So fit it in where best. I, like most BP players, like the biggest world to exploer. You can play BP and play almost none of SoS one run though and do all of SoS the next time. So if you do IWDII for BP, then make it so you have a choice of to play it or not.

I Ride for the King!


a.k.a. Chev


#26 Sir BillyBob

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Posted 13 July 2005 - 06:40 AM

IWD2 starts you out at level 1. Therefore, if you plan to add it to BP, you are going to have to toughen the monsters. Goblins aren't going to be much of a challenge if this takes place in SOA or even TOB. And if you add it sooner, the player transitions with even more XP. Hmm, the vale may not be a challenge at that point.

One thing about IWD2, there are lots of scripting commands that are not the same as in BG2, they may or maynot have a similar command but I have found that some scripts have to be either trashed or completely rebuilt to work correctly on the BG2 engine.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#27 horred the plague

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Posted 13 July 2005 - 09:28 AM

IWD2 starts you out at level 1.  Therefore, if you plan to add it to BP, you are going to have to toughen the monsters.  Goblins aren't going to be much of a challenge if this takes place in SOA or even TOB.  And if you add it sooner, the player transitions with even more XP.  Hmm, the vale may not be a challenge at that point.

One thing about IWD2, there are lots of scripting commands that are not the same as in BG2, they may or maynot have a similar command but I have found that some scripts have to be either trashed or completely rebuilt to work correctly on the BG2 engine.

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Yes, and it's the best features of the IWD2 language that are lost in the transition. There were several improvements implemented; I tried using some of their commands in BG2 before. Even one that exists in BG2 language, but doesn't work properly (LOS(I:Object*,I:Range*). Anybody remember the debacle of BPv161, a-d? I basically spent a month rebuilding my AI, just to have to rebuild it all over.

There is no logistic place for IWD2 in BG2, unfortunately. Sir BillyBob is right again. The only way something could be done would be a total rebuilding of the areas and creatures, to match the levels of BG2. And loss of either several animations, or at least several death animations. And Bestial Animations as-is won't work, because it is set up on its own criteria after the fact. Perfect for newer mods that have nothing to do with the old school, but of no use here. Unless I want to swipe a couple animations from it, and convert them to the TS/NeJ-based system I will be using, for my own modding needs.

#28 bpfan

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Posted 13 July 2005 - 02:57 PM

Oh, I planned to beef things up. IWD was for starting 1st level characters as well, and Vlad had to beef it up for a BG2 party for NeJ. I'd have to do no different. But that makes it paramount to decide an a point of insertion before proceeding, to make sure that it's challenging without providing a ludicrous XP level for what comes later. If I set it for pre Chateau Irenicus, it certainly doesn't need to be a mod that give 3 million XP!

So I'll need to decide on a point of insertion, develop an appropriate level of additional difficulty, and keep the plot as vague as I can with regard to tie-ins to IWD1, so as not to muck with what Vlad's doing.

#29 Yacomo

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Posted 13 July 2005 - 10:30 PM

Oh, I planned to beef things up.  IWD was for starting 1st level characters as well, and Vlad had to beef it up for a BG2 party for NeJ.  I'd have to do no different.  But that makes it paramount to decide an a point of insertion before proceeding, to make sure that it's challenging without providing a ludicrous XP level for what comes later.  If I set it for pre Chateau Irenicus, it certainly doesn't need to be a mod that give 3 million XP!

So I'll need to decide on a point of insertion, develop an appropriate level of additional difficulty, and keep the plot as vague as I can with regard to tie-ins to IWD1, so as not to muck with what Vlad's doing.

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How about beefing it WAY up and put it in between SoA and ToB or even somewhere into ToB? There is so much already available for SoA and so little for ToB :(

Just my two cents,

Yacomo