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#461 Wardibald

Wardibald
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Posted 14 January 2024 - 11:02 AM

Hi all,

 

Is it safe to assume this is not compatible with the currently recommended spawn mod BGEESpawn in Kathos' EET Mod Compatibility List ?

Just checking I guess, since this mod is apparently still maintained.  I remember enjoying it way back when.


Horum omnium fortissimi sunt Belgae - J. Caesar, De Bello Gallico

#462 Graion Dilach

Graion Dilach
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Posted 19 March 2024 - 11:53 AM

Hi all,

 

Is it safe to assume this is not compatible with the currently recommended spawn mod BGEESpawn in Kathos' EET Mod Compatibility List ?

Just checking I guess, since this mod is apparently still maintained.  I remember enjoying it way back when.

Sorry for the late response.

 

The two mods can be installed together and they will stack on top of each other in that case, regardless of their installation order. BGSpawn will always disable the vanilla spawnpoints though, and due to that, it'll disable the Enemy Randomizer when used.


Edited by Graion Dilach, 19 March 2024 - 11:53 AM.


#463 Wardibald

Wardibald
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  • 56 posts

Posted 25 January 2025 - 10:17 AM

Hi all,

 

Is it safe to assume this is not compatible with the currently recommended spawn mod BGEESpawn in Kathos' EET Mod Compatibility List ?

Just checking I guess, since this mod is apparently still maintained.  I remember enjoying it way back when.

Sorry for the late response.

 

The two mods can be installed together and they will stack on top of each other in that case, regardless of their installation order. BGSpawn will always disable the vanilla spawnpoints though, and due to that, it'll disable the Enemy Randomizer when used.

Hey, thanks :)

(sorry for the late hey, thanks)


Horum omnium fortissimi sunt Belgae - J. Caesar, De Bello Gallico

#464 ALIEN

ALIEN
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  • 987 posts

Posted Yesterday, 01:11 AM

BGSpawn System 1.3.4

GraionDilach:

  • Limit cloned BG2 CREs to mons lacking BG1 counterparts.
    In addition,
  • Sirines are cloned to prevent them interacting with Sil
  • Greater Wolfweres remain backported, to prevent interacting with the Werewolf Isle.
  • Salvage kobold group with SCS assumptions.
  • Update Kobold Scribe's class.
  • Update changelog and fix PI metadata.
  • Fix a few spawns having wrong area and timer references.
  • Change BG2 backports' random treasure to BG1 ones.
  • Clone BG2 backport creatures to their own file.
  • Also separate unique resources/adjust values where appropriate to reduce the chance of any unwanted change coming from difficulty-altering mods assuming these monsters are encountered in their native BG2 environment.
    Note that the status quo was enforced, so monsters where a BG1 counterpart also exists weren't switched to their BG1 counterpart.
  • Fix references to missing WOLFWERE creature.

Project Infinity public BETA - mod manager for Infinity Engine games

Infinity Auto Packager - automatically generate and adds mod packages to GitHub release

Modder's Guide to GitHub - you cannot have progress without committing changes