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[MOD] The Darkest Day z


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#61 Roxanne

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Posted 20 February 2018 - 02:53 AM

I'll do a clean install now that SoA is over and I'll pay a lot more attention in what content I'm going to download. Do you still reccomend BWS or is it better looking for every single mod by myself? Sorry for the little OT, I don't wanna spam and I thank you in advance for your reply.

 

Depends on whether you want to mod BG2EE only or if you want an EET install.

BWS makes sense only for large and complex installs on BG2EE or for EET installs, because that is where patching and install order start to get significant, which is something BWS does better than (most) players.

Or if you want many mods from different sites and are tired of searching them yourself. It is all a matter of scope and your own abilities.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#62 Ineth

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Posted 16 April 2020 - 07:58 AM

For some reason, TDDz seems to be incompatible with the Multiclassed Multikit Builder Mod on BG2:EE.

 

When the core component of TDDz v1.2.6 is installed, attempting to install the Multikit mod fails with:

ERROR locating resource for 'COPY'
Resource [SPWI975.spl] not found in KEY file:
  [./chitin.key]


The Multikit mod installs fine on a clean install, as well as on an install with many other quest/item/spell mods. TDDz is the only thing I've encountered so far, that breaks it - so I'm reporting the issue here.

 

Is it possible that TDDz adds a reference to this SPWI975 spell, but fails to actually install it?

 

UPDATE: The issue has been resolved here.


Edited by Ineth, 16 April 2020 - 10:33 AM.


#63 Roberciiik

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Posted 22 June 2020 - 10:18 AM

Hi,

 

I'm not sure if it is right place to report an issue to TDDz mod.

 

I tried to install TDDz with classic BG2+ToB game. I can see that scripts handles old game (there is a "GAME IS ~tob~" condition). However when I tested my installation I found that some places/features are "corrupted". For example Espurta map view is oversized, and Espurta building interior has incorrect doors/containers placement. I did not checked all areas, however maybe it is a common issue for more areas.

 

I can open issue on github if github is official channel of support.

 

Thanks.

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#64 The Imp

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Posted 22 June 2020 - 12:24 PM

For some reason, TDDz seems to be incompatible with the Multiclassed Multikit Builder Mod on BG2:EE.

...

UPDATE: The issue has been resolved here.


It might be worth telling the update here, aka the file associated with the incompatibility is that the "SCRX41.itm" file refers to the non existing resource "spwi975.spl", which should be the "Rary's Mnemonic Enhancer"-spell and so bug the MMBM during it's innitial install phase. Aka, it's a big mistake.


Edited by The Imp, 22 June 2020 - 12:25 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#65 Arkar

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Posted 10 October 2020 - 02:31 PM

Hi,

 

I have the Steam version of BG2EE, I tried to install TTDz but don't work :

 

I' d put TDD directory (from TDDv1.14), and TDDz on my game main directory, i launched the install and that apparently worked properly, no error message, that said me the install is ok, but when i launch the game : no changement, that launch the normal game. Any issue about this ? Perhaps i forgot a step ?

 

Thx, and congratulation for your work.

 

Arkar.

 

PS : sorry if my english is little bad, but i am french ;-)

 

 



#66 The Imp

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Posted 10 October 2020 - 02:43 PM

You might not have installed the GUI mod made during the TDD install to visualize the change... it's just a Graphical User Interface change, nothing else.

That might not be the only problem though. If you are on Windows 10, you are likely unable to modify old games in their default install folders because Windows 10 compatibility requirements not being up for craps in the past for nearly 10 year old games by then, so you ought to do the standard Windows 10 compatibility trick to be used in the case of the C drive, and install the game to the only folder you ought to if you want to modify it in a standard way like with a program like WeiDU, aka install it into the user Profile files folders, aka here:

C:\Users\<windows user profile>\<games folder or the appropreate translation of the name>\<games name folder>\ or like I use:

C:\Users\Jarno\Pelit\BG2EE\


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#67 Arkar

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Posted 10 October 2020 - 04:45 PM

Thx for the reply.

 

Yes, i am on windows 10, but i dont find it in my profile folder, just find my savegame folder.

 

And what do you name "GUI mod" ?



#68 The Imp

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Posted 10 October 2020 - 05:23 PM

And what do you name "GUI mod" ?


It's the mod that becomes to be in your game folder during the install of the other mod(TDD, SoS, BGT-weidu, and some other mod have the very same logic in them), it has a GUI -folder and a setup-GUI.exe file... and it might also have a setup-GUI.tp2 file(or this specific file is in the GUI folder). Haven't looked at the files yet to know for certain this time.

Anyways it should be there in the game folder after the TDD mod is installed as it's created during the install.

 

Yes, i am on windows 10, but i dont find it in my profile folder,

Then like I said, you should install the game again in the previously suggested directory so you can actually modify the files, after all the setup-modname.exe's are just a 16 or 32-bit excecutables that can't overcome the administeration rights the Windows puts on itself to deny your right to overwrite files in any other folder than your profile files. Which is why it's there for you to use. Well, and the $$$ the OS makes as it can't be easily pirated, let's be real about this stuff.


Edited by The Imp, 10 October 2020 - 05:25 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#69 Arkar

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Posted 11 October 2020 - 12:25 AM

Ok, i understand, but i have the steam version of BG2EE, and you can't choose the install folder (or I don't know how). All games are installed in C:\Program Files (x86)\Steam\steamapps\common 

 

I'll see to find a way with the administration right.

 

Thx for give me a track.



#70 ALIEN

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Posted 11 October 2020 - 12:33 AM

@Arkar You can change where Steam place you games: Options > Game Library. But you don't have to, just copy whole BG2EE folder into D:\Games and run game from there.


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


#71 Arkar

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Posted 11 October 2020 - 01:47 AM

@Alien, I have now installed the game on my D:\, but the problem is same TDDz install without error, but when i launch the game, no change.



#72 Arkar

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Posted 11 October 2020 - 11:48 PM

Finally it's word !! Thx for your help guys  :shifty:



#73 zj1985

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Posted 30 June 2025 - 12:07 AM

Download the newest tddz 1.33 from github.When Iinstall tddz on eet,it shows

 

[tb#compile_patches/TDDZ/TEMP/_ONSETOfTheDARKESTDAY/DDGAME03.BAF] PARSE ERROR at line 12 column 1-59

Near Text: )
[ReallyForceSpell] argument [SUMMON_SKELETON_WARRIOR3] not found in [Spell.IDS]
 
How do I fix this problem?Thanks.

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#74 Isewein

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Posted 14 September 2026 - 06:41 AM

Some more- Area ARPO08 is missing, it has not been imported by TDDz from TDD/are folder? CtD when trying to enter from ARPO05. (You could decide to remove the transition, the area is not really needed - just the inside of an unused hut). - The transition from Easthaven to Amn is an impovement well done. Much better to receive the Rusty Scabbard hint this way. The fat man at Suldarnessalar was very often missed (forum threads are full of that).

Finished the quest- the conversation with Mary Magus at the end is erroneous. (when you return from the floating citadel) . She tells you to continue your journey from her house in the south (i.e.ARPO10). The transition from ARPO10 to MM5102 is activated but CtD as MM5102.are does not exist (is not imported from TDD). Anyway, this hint and activation should not exist at all with TDDz as this was the old transition to ToB (you went to MM6102, then to the next area, talked to Mary Magus again and she started MoveToExtension, i.e.(former)transition to ToB). Rather Mary should send you back to Suldarnessalar to continue against Irenicus (or, if you decide to change Ellesime like proposed above, it should lead the party back to ar2812 for the final Ellesime talk, including other mod contents (if added)  and transition. It looks like either way, there are some changes required as how this episode could work in EET.a) If you let Elhan trigger, than after the Citadel the party needs to return to fight Irenicus - the Mary transition to ToB must be disabled.b) If you give Ellesime the trigger after Irenicus you may either- b1) use her again to complete other mods stuff, give reward for saving her town and perform transition to ToB OR- b2) you put everything into a single Ellesime meeting and let Mary do the ToB transition (like in old TDD) If you decide on a), there is also some clean-up in the dialogues required as they all hint to Irenicus defeat, which has not yet happened in this variation. I hope this is helpful. PS I have stored a savegame from which I can always start a testrun of a new mod version if that helps you.

Heureka!This may be the solution to preserve most of the original idea as discussed before while incorporating your new idea of Elhan giving the quest and leaving Ellesime untouched. 1. Revise Cut60a.bcs (which is triggered by Irenicus death in Hell) by replacing..........PlaySound("EFF_M21")
        Wait(1)
        StartCutScene("tz_cut59a")
END2. Create tz-cut59a.BCS by making a copy of Cut59a.bcs with revised lines:::::::::Wait(1)
        LeaveAreaLUAPanic("AR2800","",[4400.3200],N)
        LeaveAreaLUA("AR2800","",[4400.3200],N)
        ActionOverride(Player2,LeaveAreaLUA("AR2800","",4400.3200],S))
        ActionOverride(Player3,LeaveAreaLUA("AR2800","",[4400.3200],SSW))
        ActionOverride(Player4,LeaveAreaLUA("AR2800","",[4400.3200],S))
        ActionOverride(Player5,LeaveAreaLUA("AR2800","",[4400.3200],SSW))
        ActionOverride(Player6,LeaveAreaLUA("AR2800","",[4400.3200],S))
        MoveGlobal("AR2800","A7Afaaq",[495.316])
        Face(N)
        ActionOverride(Player2,Face(N))
        ActionOverride(Player3,Face(NNE))
        ActionOverride(Player4,Face(NNW))
        ActionOverride(Player5,Face(NNE))
        ActionOverride(Player6,Face(NNW))

        Wait(1)
        FadeFromColor([20.0],0)
        EndCutSceneMode()SetGlobal("tzqueststart","ar2800",1)ActionOverride("suelhan",StartDialogueNoSet([PC]))
        END 3. Let Global("tzqueststart","ar2800",1) trigger the Elhan dialogue to get the TDD quest- If the player accepts, the mage is coming to get him to Candlekeep- if the player declines the quest, then the dialogue starts original Cut59a, thus transporting you onward to Ellesime and back to original storyline (DONE with this branch) >>>starts ToB 4. All of the TDD quest can stay as in your current version until Mary Magus last dialogue. 5. Revise dialogue DDMary state 3 >>> instead of the mapnote and current cutscene make Mary start original Cut59a instead  - this will transport the party to Ellesime and back to original storyline (DONE with this branch) >>>starts ToB


It pains me to say this, but Roxanne’s solution here really does strike me as much better than the current implementation of TDDz. Running off in the middle of the battle for Suldanesselar flies not only against reason, but also the original modders’ intention. Alien, as the current maintainer of TDDz, would you consider integrating this change?