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[Release] BGSpawn version 1.11


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#21 kthxbye

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Posted 07 May 2009 - 05:15 AM

Korax's neutral until charname meets him and talks to him, there is a forced Dire Charm effect during conversation. :) I don't think there are allied creatures anywhere, if not summoned or charmed (through usual ways or by dialog like Korax).

I know there could be issues with the calls for help component, that's why I said I could test it in a complete run through BG1. Anyway, I don't know how much work would changing the scripts be, so I don't know if it's worth the effort. Moreover, the most important thing is that you're interested in trying it for your mod. I suggested it because I think having an area that "lives" since the very first step in it is something that really adds gameplay value to the atmosphere, so it would only be an option to "enhance" gameplay and in no way a "patch" for the "spawn inside sight distance" issue.

Regarding that, I don't want to "create" problems where there are none: like I said, 99% of the time monsters spawn outside visual range. When they spawn inside the range, they anyway spawn halfway between the character and the maximum visual range allowed, so it's never in middle of the party, and 99% of the time this happens it's not a problem either, unless the spawned monsters are ranged users. Moreover, I noticed slowdowns on my pc in general - even with no programs open - sometimes, so it could be that when I get the spawn too near to the characters it's because of my machine.

I apologize for the lenghty post but I find it really difficult to convey what I'd like to say in a forum - it always sounds like I'm complaining or similar, but that's not the case. :) The mod's great as it is, I just wanted to suggest you an idea that I like and that maybe you hadn't thought of before.

EDIT: re-reading the post I noticed I haven't answered to one of your questions. Right now I experienced spawns inside visual range only in the Gnoll Fortress and in the area south of the Friendly Arm Inn. As I said anyway it could be because of slowdowns of my machine during that particular spawn, but in no way related to the mod and/or to BG. (I'm sorry I didn't mention slowdowns before but I noticed them only after my first post about the spawn thing.)

Edited by kthxbye, 07 May 2009 - 05:20 AM.

All of the above must be considered totally IMHO.

Rose NPC and ktweaks for BG:T

#22 melkor_morgoth75

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Posted 07 May 2009 - 05:33 AM

You're more than welcome with your ideas and suggestions kthxbye, much appreciated :)

I can think of changing the current configuration, which simply follows the standard vanilla game way of spawning. I sympathize your idea of having the spawns "happening" just as soon as u load an area, but it's something that needs testing. Let's say i can put it on my "to do" list as an optional component eventually.

One other aim i have for the future, would be to "randomize" (if possible, i'm not still sure about it) the "points of spawns" so that u won't know WHERE a spawn could happen in the area (again, something that would bring freshness to the game),

thanks again for your kind words (and feedback), I'd like, when possible (and if RL permits), to improve the mod.

mm75

Edited by melkor_morgoth75, 07 May 2009 - 05:36 AM.

Tired of the same boring spawned creatures u face in BG? Try BGSpawn

#23 -Guest-

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Posted 09 May 2009 - 03:04 PM

First, I love BGSpawn! I don't know how many times I've played through the game, but I'm finally afraid of random encounters. Yay!

Well... actually I was afraid of them.. I installed SCS to try and up the difficulty of the story encounters, but now the random encounters aren't working the way I expected. Example, before installing SCS, I'd run into large groups of Ankhegs (4 or so) in the farm area South of BG's bridge. Now, Only one or two appear at a time. Also, I've not seen a were-wolf since installing SCS. So.. Is there a particular part of SCS that breaks BGSpawn? (I'm hoping to uninstall whatever has made random encounters easy again, and get back to saving after every fight)

I've tried Googling for the answer, and obviously I ended up on this forum searching for the same. No luck, so I thought to just ask. Thanks for any assistance.

#24 10th

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Posted 09 May 2009 - 05:01 PM

@Guest
Looking at the scripts, the following conditions have to be met by your party in order to get the chance to encounter 4, or even 5 ankhegs:
-One of your party members has to be level 6 or higher.
-Your Party has to have at least 5 members.

10th

Edited by 10th, 09 May 2009 - 05:07 PM.

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#25 melkor_morgoth75

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Posted 10 May 2009 - 10:07 AM

10th is correct, to have some Ankheg to face u have to meet "some conditions" ...

@Guest: anyway i understood u faced some of them in a previous game, then, after u installed SCS, u didn't have the same encounters, or at least BGSpawn doesn't work as it should. Is that correct? Or is it just a matter of party members and Highest levelled character? Please may you post also your weidu log please? Installing SCS before or later BGSpawn really makes no difference and u should not have different behaviours in your game.

mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn

#26 -Guest-

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Posted 10 May 2009 - 10:40 AM

@Guest: anyway i understood u faced some of them in a previous game, then, after u installed SCS, u didn't have the same encounters, or at least BGSpawn doesn't work as it should. Is that correct? Or is it just a matter of party members and Highest levelled character? Please may you post also your weidu log please? Installing SCS before or later BGSpawn really makes no difference and u should not have different behaviours in your game.


Correct, I've ran into large groups of them before, and the members of my party are the same, except a little more experience. So I'd assume the same difficulty spawns or harder would show up, no the weaker single ankheg spawns.

WeiDu.log :
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.07
~SETUP-BGSPAWN.TP2~ #0 #0 // BGSpawn system based on levels & party members (NOTE: Baldur's Gate Trilogy - BGT required): 1.00
~SETUP-BGSPAWN.TP2~ #0 #1 // Vampiric Wolf Lord (inspired to DavidW Wolf of Ulcaster) NOTE: this changes some Vampiric Wolf in the game. It's used by BGSpawn-system: 1.00
~SETUP-BGTTWEAK.TP2~ #0 #100 // Eldoth reminds of Skie's ransom: 8
~SETUP-BGTTWEAK.TP2~ #0 #400 // Add Semaj's Cloak and Upgraded Koveras' Ring of Protection: 8
~SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 8
~SETUP-BGTTWEAK.TP2~ #0 #600 // Druid/Ranger-responsive bears in BG1: 8
~SETUP-BGTTWEAK.TP2~ #0 #800 // Import more items into Shadows of Amn (WARNING: This can be considered a cheat): 8
~SETUP-BGTTWEAK.TP2~ #0 #901 // Random activated traps in the pirate cave -> Install-time randomisation: 8
~SETUP-BGTTWEAK.TP2~ #0 #1000 // Bags of the Sword Coast: 8
~SETUP-BGTTWEAK.TP2~ #0 #1200 // Arkion reacts to player's reputation: 8
~SETUP-BGTTWEAK.TP2~ #0 #1300 // Coran responds to the death of a wyvern: 8
~SETUP-BGTTWEAK.TP2~ #0 #1400 // More bandit scalps: 8
~SETUP-BGTTWEAK.TP2~ #0 #1600 // Hooded unarmoured mages and thieves: 8
~SETUP-BGTTWEAK.TP2~ #0 #1700 // Salk's Pen-and-Paper ruleset corrections: 8
~SETUP-BGTTWEAK.TP2~ #0 #1800 // Import more NPCs into Shadow of Amn: Alora: 8
~SETUP-BGTTWEAK.TP2~ #0 #1801 // Import more NPCs into Shadow of Amn: Branwen: 8
~SETUP-BGTTWEAK.TP2~ #0 #1802 // Import more NPCs into Shadow of Amn: Eldoth: 8
~SETUP-BGTTWEAK.TP2~ #0 #1803 // Import more NPCs into Shadow of Amn: Kagain: 8
~SETUP-BGTTWEAK.TP2~ #0 #1804 // Import more NPCs into Shadow of Amn: Kivan: 8
~SETUP-BGTTWEAK.TP2~ #0 #1805 // Import more NPCs into Shadow of Amn: Sharteel: 8
~SETUP-BGTTWEAK.TP2~ #0 #1806 // Import more NPCs into Shadow of Amn: Skie: 8
~SETUP-BGTTWEAK.TP2~ #0 #1807 // Import more NPCs into Shadow of Amn: Xan: 8
~SETUP-BGTTWEAK.TP2~ #0 #1808 // Import more NPCs into Shadow of Amn: Yeslick: 8
~SETUP-BGTTWEAK.TP2~ #0 #1900 // Restore BG2 XP bonus for traps, locks, and scrolls: 8
~SETUP-BGTTWEAK.TP2~ #0 #2100 // Exotic Weapons For Taerom: 8
~SETUP-BGTTWEAK.TP2~ #0 #2200 // Item BG1-ification: Price changes: 8
~SETUP-BGTTWEAK.TP2~ #0 #2201 // Item BG1-ification: Reduced stack size from 40 to 20: 8
~SETUP-BGTTWEAK.TP2~ #0 #2202 // Item BG1-ification: Lore changes: 8
~SETUP-BGTTWEAK.TP2~ #0 #2203 // Item BG1-ification: Scroll casting level changes: 8
~SETUP-BGTTWEAK.TP2~ #0 #2204 // Item BG1-ification: Item behaviour changes: 8
~SETUP-BGTTWEAK.TP2~ #0 #2300 // Disable hostile reaction after charm: 8
~SETUP-BGTTWEAK.TP2~ #0 #2400 // Enemy items shatter: 8
~SETUP-BGTTWEAK.TP2~ #0 #2500 // Access Ulgoth's Beard west of Wyrm's Crossing only: 8
~SETUP-BGTTWEAK.TP2~ #0 #2600 // Prevent access to Durlag's Tower from adjacent areas: 8
~SETUP-BGTMUSIC.TP2~ #0 #0 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate and Tales of the Sword Coast Music
~SETUP-GUI.TP2~ #0 #1 // Game Graphical User Interface (GUI) -> "Baldur's Gate Trilogy" (Elminster wielding sword)
~SETUP-SCS.TP2~ #0 #10 // Detectable Spells: v12
~SETUP-SCS.TP2~ #0 #20 // Allow enemy AI to detect the party's magic items: v12
~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v12
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v12
~SETUP-SCS.TP2~ #0 #1020 // Antimagic attacks penetrate improved invisibility: v12
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v12
~SETUP-SCS.TP2~ #0 #1040 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v12
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v12
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v12
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v12
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v12
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v12
~SETUP-SCS.TP2~ #0 #3060 // Allow Yeslick to use axes: v12
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v12
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v12
~SETUP-SCS.TP2~ #0 #3090 // Prevent party members from dying irreversibly: v12
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v12
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v12
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v12
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v12
~SETUP-SCS.TP2~ #0 #5033 // Smarter mages -> Mages use spells from BG1 and BG2; mages pre-buff: v12
~SETUP-SCS.TP2~ #0 #5043 // Smarter priests -> Priests use spells from BG1 and BG2; priests pre-buff: v12
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v12
~SETUP-SCS.TP2~ #0 #5060 // Harder giant and phase spiders: v12
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v12
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v12
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v12
~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v12
~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v12
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v12
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v12
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v12
~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v12
~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v12
~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v12
~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v12
~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v12
~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v12
~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v12
~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v12
~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v12
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v12
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v12
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v12
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v12
~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v12
~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v12
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v12
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells and effects (required for most other components): v8
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v8
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v8
~SCSII/SETUP-SCSII.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v8
~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v8
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v8
~SCSII/SETUP-SCSII.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v8
~SCSII/SETUP-SCSII.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v8
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v8
~SCSII/SETUP-SCSII.TP2~ #0 #4020 // Make Watchers' Keep accessible between SoA and ToB: v8
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v8
~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Prevent party members from dying irreversibly: v8
~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v8
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v8
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v8
~SCSII/SETUP-SCSII.TP2~ #0 #6051 // Improved fiends -> Fiends cast spells like normal wizards: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6110 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6123 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod): v8
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6140 // Enemy mages use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages): v8
~SCSII/SETUP-SCSII.TP2~ #0 #6150 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6180 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6190 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6200 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v8
~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7030 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7051 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v8
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7071 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v8
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v8
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v8
~SETUP-ESERIES.TP2~ #0 #0 // eSeries v1.8
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v17
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v17
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait.: v17
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait.: v17
~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v17
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v17
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v17
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v17
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v17
~BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders.: v17
~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script.: v17
~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v17
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v17
~SETUP-BTSERIES.TP2~ #0 #0 // BGTuTu btSeries by Yovaneth, derived from Sarkyn's gSeries

#27 melkor_morgoth75

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Posted 10 May 2009 - 11:35 AM

First thing to notice is that u installed BG2 fixpack too late ... from SCS II readme, it needs BG2 Fixpack installed BEFORE SCSII. That could leave to major problems anyway in your game.

I'd suggest u to follow BIG World Project details for mega installation and regarding yours i'd go for:

BG2 Fixpack
BGT
BG1 NPC
SCS
SCSII
Tweaks
...series
BGT Music
BGT GUI

If u run this install, u won't have issues in your game. Current config is not correct according to author's mods ...

mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn

#28 -Guest-

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Posted 10 May 2009 - 12:57 PM

Okay, thanks. Sadly, though I've owned the games for nearly a decade, this is the first time I've actually installed any mods, and I probably should've had a plan upfront rather than doing the piecemeal install/play/install/play. Regardless, I was getting bored of just playing through the original game again anyways and thought about trying some of the other big mods (SOS and NEJ caught my eye). So, I'll probably just clear my entire game directory, and start back clean in the order you've suggested (and try to find the correct order to squeeze other content into). Though one more question, where does BGSpawn go in that series?

#29 kthxbye

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Posted 10 May 2009 - 01:47 PM

I think (melkor please correct me if I'm wrong!) you can install BGSpawns anytime after BGT. My suggestion would be to install it between BGT and SCSI, since installing SCSI before BGSpawns means the BGSpawns creatures won't always follow the rules you decided to use with SCSI (for example, hobgoblin shamans using BG2 spells even if you chose to let them use BG1 spells only with SCSI). That's the only difference between installing it before or after SCSI anyway, so it really isn't that important.
All of the above must be considered totally IMHO.

Rose NPC and ktweaks for BG:T

#30 -Guest-

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Posted 10 May 2009 - 01:49 PM

Disregard my previous question. I've followed to the Big World Project, and see that BGSpawn (and a host of other cool sounding mods) is in there. So, again, thanks for the help, and a great thanks for the mod!

#31 kthxbye

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Posted 10 May 2009 - 02:08 PM

Mmhh, my Imoen's been just Unholy Blighted to death by an hobgoblin shaman even if I installed SCSI after BGSpawn and chose to use BG1 spells only.. Odd.
All of the above must be considered totally IMHO.

Rose NPC and ktweaks for BG:T

#32 melkor_morgoth75

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Posted 10 May 2009 - 08:20 PM

Mmhh, my Imoen's been just Unholy Blighted to death by an hobgoblin shaman even if I installed SCSI after BGSpawn and chose to use BG1 spells only.. Odd.


Really i didn't touch Hobgoblin Shaman (only Hobgoblin Slayer), so it should be something related to SCS (if it touches such creature of course).

mm75

Edited by melkor_morgoth75, 10 May 2009 - 08:21 PM.

Tired of the same boring spawned creatures u face in BG? Try BGSpawn

#33 kthxbye

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Posted 10 May 2009 - 11:55 PM

Ups, I thought it was one of your creatures because I've never seen them in a vanilla install. My bet then is the hobgoblin shaman is formerly a BG2 creature, so affected by SCSII and not SCSI (thus, using BG2 spells too).

Edited by kthxbye, 10 May 2009 - 11:55 PM.

All of the above must be considered totally IMHO.

Rose NPC and ktweaks for BG:T

#34 melkor_morgoth75

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Posted 11 May 2009 - 01:01 AM

Ups, I thought it was one of your creatures because I've never seen them in a vanilla install. My bet then is the hobgoblin shaman is formerly a BG2 creature, so affected by SCSII and not SCSI (thus, using BG2 spells too).


Oh yeah, correct :cheers:

mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn

#35 kthxbye

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Posted 12 May 2009 - 01:48 AM

You might want to insert some more creatures in low-levels spawns at the Xvart village. I made it at level ~3 (5 people, higher one a bard level 4, lowest one Minsc level 2) and had to fight just two spawns of 2 xvarts each, one spawn of 7 or 8 xvarts between the village and the cave, two worgs in the middle of the village and obviously Nexlit and the bear.
With more creatures it would be more difficult but would recall more closely a village. :)
I'd also suggest to remove the worgs, as roleplaying-wise I don't see some xvarts manage to tame them.

(For instance: making the village a bit more like Gnoll's fortress, where with the same party I had to fight a lot of gnolls and it really was like a siege - loved it! I had to gulp every potion I had, and still left with the party with less than half health each! Really a challenge, and RP-wise a really good place.)
All of the above must be considered totally IMHO.

Rose NPC and ktweaks for BG:T

#36 melkor_morgoth75

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Posted 12 May 2009 - 02:36 AM

You might want to insert some more creatures in low-levels spawns at the Xvart village. I made it at level ~3 (5 people, higher one a bard level 4, lowest one Minsc level 2) and had to fight just two spawns of 2 xvarts each, one spawn of 7 or 8 xvarts between the village and the cave, two worgs in the middle of the village and obviously Nexlit and the bear.
With more creatures it would be more difficult but would recall more closely a village. :)
I'd also suggest to remove the worgs, as roleplaying-wise I don't see some xvarts manage to tame them.

(For instance: making the village a bit more like Gnoll's fortress, where with the same party I had to fight a lot of gnolls and it really was like a siege - loved it! I had to gulp every potion I had, and still left with the party with less than half health each! Really a challenge, and RP-wise a really good place.)


Thanks again for your feedback, again much appreciated.

U have a point here about Xvart's village. At that levels with 5 party chars u can face up to 6 xvarts and eventually some wolves or worgs (anyway, for rpg-wise u can imagine as they come from below the village or just riding around). I kept into consideration a mod here in this very area: BP. BP as a single optional compoment who improves A LOT the Xvart Village with new creatures and Xvart themselves (that's why i didn't take care so much about improving this area).
I can think anyway of "grabbing" something from that component (Horred i think wont' mind) and implement in my mod ... nice catch :cheers:

U're right, Gnoll fortress is really hard right now and i enjoy it too. I remember any of my game when it was sooo easy and boring to go there...right now, VERY difficult fortress indeed :rolleyes:

Please, if u can, i'm always really eager to hear feedbacks as yours ;)

Thanks,

mm75

Edited by melkor_morgoth75, 12 May 2009 - 02:40 AM.

Tired of the same boring spawned creatures u face in BG? Try BGSpawn

#37 erebusant

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Posted 12 May 2009 - 08:02 AM

You might want to insert some more creatures in low-levels spawns at the Xvart village. I made it at level ~3 (5 people, higher one a bard level 4, lowest one Minsc level 2) and had to fight just two spawns of 2 xvarts each, one spawn of 7 or 8 xvarts between the village and the cave, two worgs in the middle of the village and obviously Nexlit and the bear.
With more creatures it would be more difficult but would recall more closely a village. :)
I'd also suggest to remove the worgs, as roleplaying-wise I don't see some xvarts manage to tame them.

(For instance: making the village a bit more like Gnoll's fortress, where with the same party I had to fight a lot of gnolls and it really was like a siege - loved it! I had to gulp every potion I had, and still left with the party with less than half health each! Really a challenge, and RP-wise a really good place.)


Thanks again for your feedback, again much appreciated.

U have a point here about Xvart's village. At that levels with 5 party chars u can face up to 6 xvarts and eventually some wolves or worgs (anyway, for rpg-wise u can imagine as they come from below the village or just riding around). I kept into consideration a mod here in this very area: BP. BP as a single optional compoment who improves A LOT the Xvart Village with new creatures and Xvart themselves (that's why i didn't take care so much about improving this area).
I can think anyway of "grabbing" something from that component (Horred i think wont' mind) and implement in my mod ... nice catch :cheers:

U're right, Gnoll fortress is really hard right now and i enjoy it too. I remember any of my game when it was sooo easy and boring to go there...right now, VERY difficult fortress indeed :rolleyes:

Please, if u can, i'm always really eager to hear feedbacks as yours ;)

Thanks,

mm75

DSotSC already stole Horred's Xvart Shaman's and Protectors and updated the area script for them, but adding a few more Xvarts and Shamans and Protectors to the vspawn locations wouldn't hurt.... :)
It takes a village...

#38 melkor_morgoth75

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Posted 12 May 2009 - 09:06 AM

Thanks Erebusant, i will have a look at DSotSC cre as well so :)

Mate, in the meantime just a bit off-topic, did u get my email? :P

cheers!

MM75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn

#39 Leomar

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Posted 19 May 2009 - 10:20 PM

German gamers reported, that BGSpawns is quite hard. There are areas, which has lots of more enemies as it is without your mod. The main reports are about the gnoll fortress. Each 40m spawns around 10 gnolls (with wild dogs) and make it impossible to go further without the whole party is defeated. They say the spawns happens to much and to often.

Have you changed the timer of the spawn points and/or added more spawn point with your mod?

Greetings Leomar

Edited by Leomar, 19 May 2009 - 10:21 PM.

A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
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BiG World Project - Big Baldur's Gate World

#40 melkor_morgoth75

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Posted 19 May 2009 - 11:51 PM

German gamers reported, that BGSpawns is quite hard. There are areas, which has lots of more enemies as it is without your mod. The main reports are about the gnoll fortress. Each 40m spawns around 10 gnolls (with wild dogs) and make it impossible to go further without the whole party is defeated. They say the spawns happens to much and to often.

Have you changed the timer of the spawn points and/or added more spawn point with your mod?

Greetings Leomar


No, i didn't add any new spawn points. But now u face the number of gnoll a fortress should have :)
Is that player resting after any fight with Gnolls? Please keep in mind that spawns ... re-spawn any 8 hours so that's why he could face them again and again.

What's the highest levelled character in his party and how many party members he/she has?

mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn



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