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[MOD] The Darkest Day z


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#1 shadowlich

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Posted 26 January 2016 - 01:50 AM

TDDz is an attempt split TDD into components and turn them compatible with BG2EE, Worldmap 10.2, Extended Animation and EET (blessed by Max Schnur https://twitter.com/...754073893249025)

 

I want to upload TDDz.zip (37MB) in the upload section but it failed.

 

 

Can someone help me?

 

 

[Edit: Topic Title]


Edited by shadowlich, 07 February 2016 - 03:02 AM.


#2 Roxanne

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Posted 26 January 2016 - 02:11 AM

Hurrah

I waited eagerly for this release to come out for EET, TDD without some of the old overpowered stuff but with its quests contents resurrected!!

 

The upload system in SHS is broken since long and many modders now use github for their mods.

 

I am sure the crew maintaining BWS (e.g. agb1) will soon contact you with an idea of how to publish your work here.


Edited by Roxanne, 26 January 2016 - 02:11 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3 shadowlich

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Posted 26 January 2016 - 05:14 AM

Tx for your support :)

 

Indeed, I make TTDz as customizable as possible: make items undroppable, replace them, change creatures xp, replace creatures, replace by better scripts at player heart contents!

 

Have to find a place to upload it...



#4 Roxanne

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Posted 26 January 2016 - 05:30 AM

You may try

 

https://www.sendspace.com/

(I am not sure how they react when too many people download it)

 

or

 

https://help.github....les/set-up-git/

(no download restrictions here but needs some time to get to know the handling)


Edited by Roxanne, 26 January 2016 - 05:32 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#5 agb1

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Posted 26 January 2016 - 06:09 AM

I've been using SourceTree as a graphical tool to interact with Git repositories (e.g., 1 repository = 1 mod).  I've never once used the git command line - it's not really necessary.

 

@shadowlich - if you'd like, we can add a TDD repository to the BigWorldProject "organization" on Github, or you can create your own.  An organization is basically a grouping of people (members) and repositories, and you can assign the members into teams and give them access to modify repositories.


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#6 shadowlich

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Posted 26 January 2016 - 06:10 AM

A lot of people suggested me Github, think I have no choice; will do it...



#7 agb1

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Posted 26 January 2016 - 06:20 AM

@shadowlich - feel free to PM me if you want any help getting it set up.


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#8 shadowlich

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Posted 26 January 2016 - 09:45 AM

@agb1: Ok, fine, please, insert me a TDDz repository, I'll download SourceTree

 

Hope I won't do any mistakes as in my job  :whistling:



#9 agb1

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Posted 27 January 2016 - 04:05 AM

For those not following the thread on Beamdog forums, you can now find TDDz here:

https://github.com/B...rldProject/TDDz

The readme is inside the TDDz folder.

Still pre-release (master branch only).

BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#10 Roxanne

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Posted 27 January 2016 - 05:17 AM

I received this error when installing in EET

 

ERROR: Unix.Unix_error(20, "stat", "TDD/Itm/SCRX17.itm")
PLEASE email the file SETUP-TDDZ.DEBUG to shadowlich
Using Language [English]
[English] has 2 top-level TRA files
[TDDz/Translations/English/Tp2.tra] has 1857 translation strings
[TDDz/Translations/English/Setup.tra] has 226 translation strings
 

I copied the SCRX17.itm from the compat folder it is in to itm and continued.

 

Rest of the installation ran without error.


Edited by Roxanne, 27 January 2016 - 05:19 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#11 Roxanne

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Posted 27 January 2016 - 05:57 AM

I finished installing TDDz in EET

but there seems to be a major issue (unless this is intended) - the side quests are all installed, but the main quest including Rusty Scabard area and the corresponding creatures are missing.

Is this intentionally left out?


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#12 agb1

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Posted 27 January 2016 - 06:05 AM

Commit log shows Riatavin is commented out as "still in importation" - not sure if that is the part in question.

Intent is to bring all parts over. It is work in progress.

Edited by agb1, 27 January 2016 - 06:06 AM.

BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#13 Roxanne

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Posted 27 January 2016 - 06:09 AM

Commit log shows Riatavin is commented out as "still in importation" - not sure if that is the part in question.

Intent is to bring all parts over. It is work in progress.

That is another sidequest - it is still not there

 

So - I keep quiet and wait.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#14 agb1

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Posted 27 January 2016 - 06:17 AM

If you are interested you can join the TDDz project on GitHub.  I am sure shadowlich would appreciate the help.


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#15 K4thos

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Posted 28 January 2016 - 01:17 AM

I'm wondering what you are planning for returning joinable NPCs from BG1 (Kagain, Kivan, Montaron, Shar-Teel, Xzar, Yeslick). They were rather underdeveloped in TDD compared to usual BG2 NPCs (pretty much just initial dialogue, no interesting banters with other NPCs) but some of them were connected to the TDD quests if I remember correctly. Usually options available in stand-alone mods for these NPCs are more preferable:

Yeslick: http://www.spellhold....net/ie/yeslick
Kivan: http://www.gibberlings3.net/kivan/
Montaron (currently under development) http://athkatla.cob-...opic.php?t=6140
There is also this mod, but I'm not sure how developed these NPCs are: http://www.baldursga...php?board=133.0

Any chance to make every TDD joinable NPC appearance optional in TDD without removing quest content? Which of them you are planning to implement?

 

Not sure if you're aware but there is a promising mod in development called A Journey's End (continuation to The Eve of War) written by one of Beamdog devs. Among other things it aims to expand on Sythillisian Empire story post SoA, pre ToB, so it will likely conflict with TDD content added after returning from Hell. It would great if TDDz would take that mod presence into account while patching files. Of course it's too early for that considering neither of those 2 mods have been released yet.


Edited by K4thos, 28 January 2016 - 01:46 AM.


#16 Roxanne

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Posted 28 January 2016 - 01:37 AM

I'm wondering what you are planning for returning joinable NPCs from BG1 (Kagain, Kivan, Montaron, Shar-Teel, Xzar, Yeslick). They were rather underdeveloped in TDD compared to usual BG2 NPCs (pretty much just initial dialogue, no interesting banters with other NPCs) but some of them were connected to the TDD quests if I remember correctly. Usually options available in stand-alone mods for these NPCs are more preferable:

Yeslick: http://www.spellhold....net/ie/yeslick
Kivan: http://www.gibberlings3.net/kivan/
Montaron (currently under development) http://athkatla.cob-...opic.php?t=6140
There is also this mod, but I'm not sure how developed these NPCs are: http://www.baldursga...php?board=133.0

Any chance to make every TDD joinable NPC appearance optional in TDD (if they are already implemented) without removing quest content?

 

Not sure if you're aware but there is a promising mod in development called A Journey's End (continuation to The Eve of War) written by one of Beamdog devs. Among other things it aims to expand on Sythillisian Empire story post SoA, pre ToB, so it will likely conflict with TDD content added after returning from Hell. It would great if TDDz would take that mod presence into account while patching files. Of course it's too early for that considering neither of those 2 mods have been released yet.

TDD's BG1 NPCs are in no way related to the quests that TDDz is ressurecting - furthermore they conflicts with mods that introduce some of these in BG2 (see list above) and in addition affect crosmod contents that some mods add to those NPCs. They are an old idea long overcome by better approaches and should be omitted. The issue of having multiple instances of an NPC has always been an issue in BGT and should not be repeated - especially, with EET providing a continuous game.

The journey's end (if at all compatible with a large number of mods that have BG2/ToB storylines/characters) as solution to fill between BG2 end and ToB start does not necessarily exclude TDD's interlude quest. Looking at the mod description, JE would require a large number of mods to be either re-written or incompatible anyway.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#17 K4thos

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Posted 28 January 2016 - 01:47 AM

on a completely unrelated note - Riatavin town looks exactly the same as Beregost from BG1 which always was the most jarring thing in TDD for me. Any plans to chnge its presence? Complete remake of a town would be probably too much effort, but changes in TIS file like different clutter (no fountain, statue, wagons, fence around the residence), grass and road texture (maybe use the ground texture like in that mage's district connected with Riatavin to make it consistant?), different trees placement (or even using above mentioned ground everywhere, so that trees are no longer needed), removing some houses tiles that can't be entered etc. would change the design enough to make it not immersion breaking for the player even though the majority of town would be similar to Beregost.


Edited by K4thos, 28 January 2016 - 03:11 AM.


#18 shadowlich

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Posted 30 January 2016 - 02:07 AM

For now, only Robilar is planned, don't know yet about the others

Keep only NPC quests should be possible, let me handle these uber spells and items for the moment...

 

For the return from Hell, I've never played it yet, but I'd like to move it before Hell if possible

 

Changing Riatavin town would be wonderful, we have to find some skilled volonteers...  :)

 

Thanks for every mod compatibilties I've never heard about!

 

 

[Any help are accepted, for exemple giving me walkthrough or information about quest is very useful, otherwise I have to reverse engeenering TDD code to find something I don't even know it (should) exists :) ...]


Edited by shadowlich, 30 January 2016 - 02:32 AM.


#19 Roxanne

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Posted 30 January 2016 - 02:46 AM

For now, only Robilar is planned, don't know yet about the others

Keep only NPC quests should be possible, let me handle these uber spells and items for the moment...

 

For the return from Hell, I've never played it yet, but I'd like to move it before Hell if possible

It may be possible to do that, the mage to initiate the quest could theoretically appear at another time and location. However the end in this case needs to be reworked as it leads to the transition into ToB, i.e. transition from BG2 to ToB is not at Ellesimes's final talk but after solving TDD.

This way this episode currently is the only mod bridging the gap between those two parts. It is also the only opportunity in BG2 after Hell to finish any open threads and quests you may have.

Changing Riatavin town would be wonderful, we have to find some skilled volonteers...  :)

This is a nice idea but maybe not urgent - Beregost is blueprint for many towns in the game e.g. it is also used for Soubar in Shadows over Soubar mod.

Thanks for every mod compatibilties I've never heard about!

 

 

[Any help are accepted, for exemple giving me walkthrough or information about quest is very useful, otherwise I have to reverse engeenering TDD code to find something I don't even know it (should) exists :) ...]

Here is a quite detailed walkthrough

http://www.geocities...an3001/tdd.html


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#20 shadowlich

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Posted 07 February 2016 - 03:10 AM

Riatavin component is done

Onset of the Darkest Day component (Cyric Quest) is done

Robilard component is done

 

I'll publish a version next week  ;)

 

However, I dig Robilard code and find nothing about his Quest #4 and Quest #5 (i.e. after Host Tower Mages encounter); does someone has a clue about them other that what is in the walkthrough?