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#181 -new(mike)-

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Posted 18 June 2011 - 10:26 PM

You should always start a new game when installing mods, but since no part of vecna has fired yet, it should be safe to reinstall over.

Unless you biffed... then that can create problems.

It really depends on what mods were installed after vecna.



i have install BWP 9.10 with VECNA V15 and i am in the BG1 part.
now, i want to reinstall BWP 9.10 with VECNA V18 and other mods not change.
after i reinstall BWP 9.10 with VECNA V18, in order to play without errors, must i begin a new game or i can use my saved file to continue.

thanks very much

#182 Cerest

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Posted 18 June 2011 - 11:16 PM

*sign*

If I was you, I would reinstall and start over. Some mods randomize crap with weidu at installation. Therefore, different installations => different randomizations.

But...

But again, did you biff? It could be fine if you install Vecna 18 over Vecna 15 without having to reinstall the entire BWP. Also, don't use BWP 9.10, use 10 :P
This is especially safer if you haven't encountered any vecna stuff yet. But again... what did you install after vecna? normal BWP stuff? Or did you manually install/uninstall extras?

But, I would wait a little while Vecna v19 will come out within the next couple of days(?). Jube will hopefully clarify your issue.

Edited by Cerest, 18 June 2011 - 11:19 PM.


#183 -new(mike)-

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Posted 19 June 2011 - 04:46 AM

*sign*

If I was you, I would reinstall and start over. Some mods randomize crap with weidu at installation. Therefore, different installations => different randomizations.

But...

But again, did you biff? It could be fine if you install Vecna 18 over Vecna 15 without having to reinstall the entire BWP. Also, don't use BWP 9.10, use 10 :P
This is especially safer if you haven't encountered any vecna stuff yet. But again... what did you install after vecna? normal BWP stuff? Or did you manually install/uninstall extras?

But, I would wait a little while Vecna v19 will come out within the next couple of days(?). Jube will hopefully clarify your issue.



thank you very much

i buff and only normal BWP stuff after vecna

i think i will be safe for me to wait until VECNA V20 come to install
,and play a new game

#184 jube

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Posted 19 June 2011 - 10:40 AM

Hi all Vecna V19 is uploaded and ready for DL.

Thats about it for the core adventure, have checked all keys and subquests are there, everything needed to get to the final battle is correct. I think i can now, with some confidence, say we are out of alpha and into beta1.


Cerest.......... will put your revisions into V20, will look at them tonight
.......... Um yes am aware of the planar sphere mod and the "shade of vecna" and at the moment have chosen to ignore it :) , if you read through this thread you will soon see that vecna is not only a god but one of the key players in the AD+D universe, In my mod you are facing cosmic powers, and unbelievable creatures, defiantly the hardest array of creatures ever seen in a BG2 mod yet Vecna never makes an appearance, why ?
Simply if Vecna appears in person ( being one of the rare group of gods and elders who do not use avatars ) everyone else will be dead, in the most ugly manner imaginable, 120 seconds later! Not much of an adventure :)
Vecna IS painful death :) , so defeating him, or any of his schemes, in the planar sphere is a bit rubbish.
As for the countless "xxxxxx of Vecna " from other mods, i would say they are all fakes made by ordinary mages mainly for profit. This will be painfully obvious when you get your hands on the real deal :)


Mike........... Yes you are totally safe with vecna, the quest is totally separate from BG2/TOB plot lines and any other mod plot line V19 is good to play since V20 will have a few harder fights.


edit......... cant open your zip file Cerest, either corupt or winrar does not like it, can you re-upload in rar format please. also careful with the setup file not to accidentally delete any formatting, also careful not to add or delete any CR's ( carrage return ), the text looks very different in game from that you see on a text editor

Edited by jube, 19 June 2011 - 11:25 AM.


#185 -new(mike)-

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Posted 19 June 2011 - 04:50 PM

thank you very much, jube

your vecna is a great job and i like it very much.

i decide to install BWP 10 with vecna V19 and play BG.

when vecna later version come,i will reinstall BWP 10 with vecna later version and i will use my saved file continue game.

thank you very much

#186 Cerest

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Posted 19 June 2011 - 06:47 PM

Certainly...

A couple of issues...

Proficiency Type: Long sword
Type:  2-handed

You can Ctrl+F this in the tra and fix it yourself... I saw it a couple of times... but thought it was more appropriate for you to change it... since I wasn't sure which was correct without having to go into Near Infinity @_@

I encourage that you change the "Set Stat to X" modifiers to "+X Stat" modifiers instead in the items. This benefits characters ALL characters and not just those with lower stats, and still makes it important to roll for high stats.
Also some of the lore you provide is incredibly superfluous... perhaps "snip" some areas down? More lore, especially if not tied together => more confusion. "Before History was written, By Abdul Azir The Mad" is a good example. The phrase is true, "Less is often more."
Lore in spells should be snipped somewhat also...

There are weird American, British, and Australian English issues here... civilisations versus civilizations, fought versus faught, dammage versus damage... >.< I changed it to all American English standards.

Are Balor and Ballor the same person or a typo?

There are still some errors in setup.tra, but I removed a good section of them. Currently, I want to go back and rephrase...
Prefix issues, demi-human or demihuman needs to be consistent...
Characterization... Helm... doesn't sound like Helm :P
The other .tra files

As for the formatting... I don't think I removed any of the major formatting o.0
I used 7-zip to zip the files. Included is a .docx to track changes and a .tra with revisions. I tested it with 7-zip to see if I can open it.

I hope these are okay, and I hope you use the revisions feature of microsoft word to your advantage :P

EDIT: Rephrased some stuff
EDIT: The spoiler.txt in the Vecna v19 download is empty

Attached Files


Edited by Cerest, 19 June 2011 - 10:56 PM.


#187 jube

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Posted 19 June 2011 - 11:56 PM

Thanks mate, you seem to know what you are doing so am adding your setup.tra to V20 without checking, its pointless to repeat work :)
Yes take your point about a lot of lore ( i will call it plot ) but all of it is essential, at the moment its all in item descriptions and books, but most of it will get repeated in text screens and the journal.
I am working very hard on making knowledge of the planes pretty much compulsory when traveling off-world, and knowledge of the overall plot compulsory for completing the adventures ( if you don't Know who Hastur is chances are you are not going to give the right responses when talking to him, thus miss a key plot item et.....).
Yes there is a lot but remember it will be spread over 100+ hours of play time when this thing is finally finished, i have only populated 50% of the areas so far.
By the way think you have talked yourself into a job :)

#188 -Gatts-

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Posted 20 June 2011 - 08:58 AM

@jube: thank you so much for this mod:) i wish there would be more true high level mods like this one. Although it's a little buggy for me (playing v16 or v17, dunno) and i cant finish it, im definately playing this mod again in my next playthrough.

I cant find all of the three parts of the wardstone that I need to enter the next area. What are the item-codes for them? Is anyone walking on a walkthrough? That would be nice:P Maybe I will do one, when a more final version comes out, this mod deserves it:)

#189 jube

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Posted 20 June 2011 - 10:32 AM

@jube: thank you so much for this mod:) i wish there would be more true high level mods like this one. Although it's a little buggy for me (playing v16 or v17, dunno) and i cant finish it, im definately playing this mod again in my next playthrough.

I cant find all of the three parts of the wardstone that I need to enter the next area. What are the item-codes for them? Is anyone walking on a walkthrough? That would be nice:P Maybe I will do one, when a more final version comes out, this mod deserves it:)


Thanks mate, a few long hours went into it :)
Yes :) V19 is the only one where you can play all the way through, and gain the hand/eye at the end, the previous versions had bugs that prevented getting to the final battle. But fairly confident all sorted now, if you have played up to loloths lab complex ( on the astral ) i think you will have to use a saved game BEFORE the complex, since MANY bugs were fixed in the complex, or if you have time play it from the begining since the twised rune complex has some more juicy treasure added ( and some removed ). Also for V19 there is some unique graphics never seen in any other mod ( check out the Android1 encounter !! ).
Plese yes write a walkthrough and i will add it to Vecna documentation, but remember to play V19+ !!!! ( V20 will have some upgraded fights but all keys, plot items etc... will be identical from v19 onwards, it works now so dont want to mess too much :) )

#190 jube

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Posted 25 June 2011 - 12:11 AM

Hi all VecnaV20 is about finished, will be uploading tonight ( just checking some creature behavior ), Have done a massive "under the hood " revision of all the creatures, all resources now have the AA prefix so should be able to guarantee mod compatibility, All demons are now under P+P rules ( thanks to Avenger for the atweaks code i used ) and behavior is also from P+P( but remember demons on their home plane, or in the outer planes in general, are far harder and you are far more likely to run into Princes and Lords who's abilities and stats are much greater than a normal demon ). Generally the encounters are harder :)

#191 Cerest

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Posted 25 June 2011 - 09:10 PM

*pokes*

Ignore me :ph34r:

Edited by Cerest, 26 June 2011 - 02:03 PM.


#192 -new(mike)-

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Posted 28 June 2011 - 11:16 PM

will V21 or later version be released in the next mouth?

if so,i want to wait for the lastest version of vecna to install BWP.

thanks

#193 jube

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Posted 29 June 2011 - 12:04 AM

Hmm, not sure, i think v21 is quite a way away, am still tweaking v20 which have not uploaded yet ( despite my optimistic previous post ) My main problem has been fixing item issues in other mods.
I had imported items and spells from other mods expecting everything to work, but to my astonishment there are large mistakes everywhere, missing resources, bad effects etc etc... ESPECIALLY when it comes to spells, it leads me to believe there are other mistakes elsewhere to. I think someone should create a new BP type project with a set of mods all thoroughly checked for mistakes, using near infinity resource checker on each mod is a good place to start, quite a big job but would end up with a BP with no slowdowns that actually worked :)

Cerest...... eh? ignore what :)

#194 Cerest

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Posted 02 July 2011 - 04:55 PM

what mods are these?

#195 -new(mike)-

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Posted 02 July 2011 - 07:38 PM

Hmm, not sure, i think v21 is quite a way away, am still tweaking v20 which have not uploaded yet ( despite my optimistic previous post ) My main problem has been fixing item issues in other mods.
I had imported items and spells from other mods expecting everything to work, but to my astonishment there are large mistakes everywhere, missing resources, bad effects etc etc... ESPECIALLY when it comes to spells, it leads me to believe there are other mistakes elsewhere to. I think someone should create a new BP type project with a set of mods all thoroughly checked for mistakes, using near infinity resource checker on each mod is a good place to start, quite a big job but would end up with a BP with no slowdowns that actually worked :)

Cerest...... eh? ignore what :)


thank you for your reply

if i install V20,i will not use the fix of vecna in the BiG World Fixpack v10.

when i install VECNA with BWP 10, i should delete the fix of vecna in the BiG World Fixpack v10.

right?

#196 jube

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Posted 06 July 2011 - 10:34 AM

hi all been working like a slave on v21 oh so very nearly finished, took about a week of solid effort to properly catalog all the items,check them test em etc ( 198 magic items ) and then the same for the creatures ( 201 creatures ). Phew!!!, sorry P+P fiends will not be in v21, other things are more pressing.

Cerest.......... well have made no definitive list, some ROT items are missing vvc refs hence graphics on the spells are no go but they still have their effects, some items ( not sure where from ) have permanent flags on equipping effects, which is very serious for slowdowns, well the list goes on, Planet sphere mod is a bit questionable, to make a definate list would take a structured approach, with vecna have no time :)

Mike......... EH!!! what bloody fix :), yes am sure you dont need any fixes past v20, have checked v20, apart from loloth and orcus lacking script ( they just stand there ) everything works.
Note.... V21 is MUCH ( all the monsters in v21 have good intelligent scripts, mainly Tactics with a few of my own touches ) harder and is probably impossible outside of a BP game where you can stack up on super powerful kit.

I was hoping if anyone was "fixing" this mod they would post the problem then i could fix it, i am working on it big time and now would be a good time to flag any issues with bp since i wrote it for BP !

#197 -new(mike)-

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Posted 07 July 2011 - 01:37 AM

when V21 will be released?

i want to install BWP with V21.

thanks

#198 jube

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Posted 07 July 2011 - 11:55 PM

mike........ any day now mate, am just finishing off, there has been SO MUCH work :)


Am trying to get weather to work in my areas ( thick fog ) anyone know of a tutorial on the subject or any info?

#199 Miloch

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Posted 08 July 2011 - 08:09 AM

Am trying to get weather to work in my areas ( thick fog ) anyone know of a tutorial on the subject or any info?

You could put a block in the area script, but fog does not work according to the IESDP :o.

Edit: hmm, maybe TobEx could fix it tho - seems to be fixing everything else...

Edited by Miloch, 08 July 2011 - 08:10 AM.

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#200 Jarno Mikkola

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Posted 08 July 2011 - 01:19 PM

You could put a block in the area script, but fog does not work according to the IESDP :o

Why not just throw in some invisible creatures that run effect spells which use the "Stinking Cloud" animation, eerhm preferably a gray, not green clouds.

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