Jump to content


Photo

Baldur's Goth for TuTu/BGT NPC expansion now in v3.1


  • Please log in to reply
13 replies to this topic

#1 AnnabelleRose

AnnabelleRose

    The great pretender... of modding!

  • Modder
  • 2083 posts

Posted 03 March 2006 - 07:42 AM

The new version has few changes other then bugfixes (most suggested by Ascension64). The main change is that you can now install all the portraits in your portrait folder as well, should you wish to use them ingame for a PC.

Download mirrors have been updated:

To re-hash the old post:

This is the first of my expansions for the Baldur's Goth Project, which can be found at Spellhold Studios. I love the mod, and it is a staple of my Baldur's Gate Installs. The only thing I did not like was the fact that the "modded" NPCs did not fit in as well with the Default Bioware NPCs when this mod is used. So with the help of Sister Sinister, I started work on expansions for the project. This is but the first of many planned projects.

Basically, it is a paperdoll and portrait mod that aims to make the "modded" NPCs for both of the BG2 engine in BG1 expansions look more "Goth'. It provides no actual new content to the mod other then aesthetic changes.

It has been uploaded to the SHS Download Center, Yahoo Geocities, and Gaming Nerds R Us.

Current Mirrors:

Spellhold Studios

Thanks to The Wizard you can find the file in the "bgoth" folder of his kick-ass mirrors!

http://iegmc.mirror....a.com.sg/bgoth/

ftp://mirror.intermedia.com.sg/pub/iegmc/bgoth

http://iegmc.tiefighter.org/bgoth

http://america.iegmc.net/bgoth


The readme for those interested:

==========================

~ Baldur's Goth for TuTu/BGT - v3.1 ~

==========================

- A Baldur's Gate II (SoA with or without ToB) Mod

+) Section 1. About
===================
This mini-mod is a companiion to Baldur's Goth which enhances the graphical side of Baldur's Gate. This is an attempt to make the modded NPCs more "goth" and fit in more with the original Baldur's Goth mod. This version features edited portraits and paperdolls for all but one of the modded NPCs for the TuTu and BGT expansions of Baldur's Gate I.

+) Section 2. Installation
==============================
BTBGT is a WeiDU mod, which can be installed before or after any other WeiDU mod. Official patches and non-WeiDU mods should be installed prior to all WeiDU-mods, including The conversion of BG1 to either TuTu or BGT. It will only work if desired NPC is installed first.

+) Section 3. Components
=====================
Fabio - Fabio is the bard from The Secret of Bone Hill mod by Sir BillyBob. Fabio is a neutral bard, who can be found in the town of Restenford. The Secret of Bone Hill has it's own forum at Spellhold Studios. http://www.shsforums...p?showforum=194

Indira - Indira is a wonderful NPC mod by Ghreyfain. She is described as "half-elven, lawful good fighter/mage to be found in the Firewine Ruins." Her webpage can be found on the TuTu enhancements page: http://www.pocketpla...p...4&Itemid=94

Mulgore - Mulgore is one half of a NPC mod by Grave. Mulgore is a chaotic evil half-orc barbarian, who can be found at Ulgoth's Beard. He can be found (along with Xavia) at Spellhold Studios on this thread (they do not have their own website): http://www.shsforums...mp;#entry229673

Mur'Neth - Mur'Neth is a NPC mod by Andyr. He is described as "a member of the race of ooze-like shapechangers who venerate Ghaunadaur, the evil deity of oozes, moulds and the like". He can be found in the Naskell Mines. He has his own page at Gibberlings Three: http://www.gibberlin...rneth/index.php

Xavia - Xavia is the other half of the NPC mod by Grave. Xavia is a neutral evil half-elf female assassin. Like Mulgore, she can be found at Ulgoth's Beard. She can be found (along with Mulgore) at Spellhold Studios on this thread (they do not have their own website): http://www.shsforums...mp;#entry229673

+) Section 4. Special Note
==========================
Finch was not included in this mod at the request of Bons. I aksed for her permission via PM at Pocket Plane, and her responce was very nice:

"While a player can privately replace an NPC's portrait with anything they desire, I cannot endorse a mod that would change this attribute to be so at odds with Finch's character. I'd personally find it detrimental to the work I put into creating her, so I'll have to decline participation. Thank you for inquiring and good luck with your project."

So please, no one ask for a Finch component. Let's respect her wishes. Badgering people about thier mods is one of the many ways the modding community looses many talented modders.

+) Section 5. Credits
=====================
Major Tom Sawyer -
Coding, Packaging, and Portrait Editing.

Sister Sinister -
Encouragement, Patience, Planning, Portrait Editing, and Snuggling.

Andyr -
Original author of the Mur'Neth mod.

Ascension64
Pointing out several embarassing errors as well as how I could correct them.

Ghreyfain -
Original author of the Indira mod.

Grave -
Original author of the Mulgore/Xavia mod.

Sir BillyBob -
Original author of The Secret of Bone Hill mod.

SConrad -
WeiDU Coding and Packaging (I totally ripped of his work). Not to mention the layout for this readme, it looked so cool!

Thanks to:
- Andyr, Ghreyfain, Grave, and Sir BillyBob - This mod would not exist without thier hard work. Thanks again for allowing permission for this mod.
- Ascension64. Thanks for your suggested future bugfixes.
- Sister Sinister, for your constant help.
- Jyzabyl, your support has always been a constant help.
- SConrad, for not getting POed when people rip-off his coding.
- Spellhold Studios - For hosting and providing a forum for this mod.

Modding and packaging tools used in creation:
- WeiDU by Westley Weimer
- Shadow Keeper by Mud Master? I am not certain on this....
- Photochop by Adobe.
- Notepad by Microsoft.

+) Section 4. Contact Information
=================================
For technical issues, please contact MTS at majortomsawyer@hotmail.com, or on the Baldur's Goth forum at Spellhold Studios - http://www.shsforums...p?showforum=269

The Baldur's Goth for TuTu/BGT mod is not developed, supported, or endorsed by BioWare, Black Isle, or even The Pocket Plane Group.

+) Section 5. Version History
=============================

v3
- Added the option to Install the portraits in your portrait folder to be used by <charname> or muli-player characters. The portrait names have been slightly altered so they will not override the NPC portraits if you choose to use them for the PC, but not for NPCs.
- Corrected the size of the Mur'Neth M portrait from 172 x 110 to 170 x 110 as it should have been originally.
- Removed the .bmp.bmp extension from the easter egg.
- Many corrections and fixes as suggested by Ascension64:
- Added placeholder to the backup folder.
- Removed the question marks from ~Install mod component~ to prevent two question marks showing.
- Removed the thumbs.db file and changed all folders from the slideshow view to icons.
- Renamed the Mur'Neth folder to MurNeth, as it could cause problems with non-english language systems because of the apostrophe.

v2
- Corrected an error with Fabio's .cre files not having the extension listed in the .tp2 file.
- Thanks Ascension64!
- Corrected the spelling of Indira, thanks Kulyok/Ascension64/Camdawg and sorry Ghreyfain.
- Indira is no longer a cyclops.

v1
- Initial release.


Edited by MajorTomSawyer, 08 November 2006 - 11:12 PM.

- The transitioned former modder once known as MTS.


#2 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 20 October 2006 - 02:07 PM

Ok, I've checked all those mirrors listed and the latest version I can find is v1. Where is 3.1 or whatever the latest version is?

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#3 TheWizard

TheWizard
  • Member
  • 354 posts

Posted 28 October 2006 - 12:00 PM

The file GTBGT_v3.1.rar on the mirrors is v3.1. ;)

Original Characters and Creatures - http://www.iegmc.org/dnd


#4 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 28 October 2006 - 03:21 PM

The file GTBGT_v3.1.rar on the mirrors is v3.1. ;)

Yeah... it was kinda confusing at first but I think I finally figured it out. If I'm right, there are two versions or components to Baldur's Goth: Baldur's Goth I v3.1 for BGT/Tutu and Baldur's Goth II v1. Both are only partially compatible with EasyTutu (only some components will install). Our full list is at G3 - my testing results for Baldur's Goth are about halfway through the first page. Just thought I'd let the author or anyone else familiar with this know so they can look into it and update accordingly.

Regards,
-Miloch

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#5 AnnabelleRose

AnnabelleRose

    The great pretender... of modding!

  • Modder
  • 2083 posts

Posted 08 November 2006 - 11:11 PM

10. Graphical mods
> Baldur's Goth for Tutu v1 [IEGMC/SHS]: Of mixed compatibility. Can only successfully install the mod for Indira, Mulgore and Xavia (and then only if you've installed those NPCs).
> Baldur's Goth II v3.1 [IEGMC/SHS]: New Portraits component only. Baldur's Goth has other issues, like a rather annoying mod of the start screen and the fact it apparently wipes certain other added portraits (e.g. Gorion). As such, should only be recommended to die-hard goths. If you've ever imagined sarcastic, thieving Imoen is really a vampire in disguise, this is the mod for you. Just keep in mind installation order (your favorite mods last) for this and other graphical mods.
> Not a mod as such, but if anyone wants drow or elf portraits, let me know and I'll try to package up what I use for some of my characters. Just thought I'd mention it because they seem pretty sparse otherwise (and good luck finding a drow portrait that isn't some cheezy rendition of Drizzt or scan of an old D&D module ).


Any idea what causes the problems for the other NPCs? To be honest I have never used Easy TuTu (playing BGT atm), but I like the concept. It seems much easier to use/install for newbies to modded games (cheers for your work and all that).

I will be more then happy to either release an Easy TuTu spefic version, or make optional components for Easy TuTu.

Also it is odd that it would wipe out portraits like Gorion's out. I am using it in BGT (which I am working on making a new version of the mod because you do not see their portraits in BG1), and I did not have this issue.

Since it was packaged by mod master SConrad, I'll PM him to have a look at this thread and see what his thoughts are.

- The transitioned former modder once known as MTS.


#6 SConrad

SConrad

    I swear to drunk I'm not God

  • Administrator
  • 11148 posts

Posted 09 November 2006 - 04:35 AM

Since it was packaged by mod master SConrad, I'll PM him to have a look at this thread and see what his thoughts are.

To me, it looks as if someone's talking out of his arse - at least when I check the version I prepared. Don't know if it's the same as the current version, though.

> Baldur's Goth for Tutu v1 [IEGMC/SHS]: Of mixed compatibility. Can only successfully install the mod for Indira, Mulgore and Xavia (and then only if you've installed those NPCs).

I didn't have anything to do with that, so I can't really comment on it.

annoying mod of the start screen

*shrugs* This is an optional component. In the mod, you can customise pretty much how you want with paperdolls, portraits and startup screen. If someone doesn't know how to only install certain components of a mod, then that's not my problem.

it apparently wipes certain other added portraits (e.g. Gorion)

It copies over new portraits to the override directory, thus successfully overwriting the old portraits.

If someone has replaced Valygar's default portrait with a picture of Gorion, which BGoth later overwrites, then that's not really my problem either. I have a hard time imagining someone doing something like that, in any case.

So, the answer is: No, it doesn't.

For not being an endorsement list, the entry sure looks a lot like you're discouraging people not to install it.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#7 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 09 November 2006 - 03:17 PM

To me, it looks as if someone's talking out of his arse - at least when I check the version I prepared. Don't know if it's the same as the current version, though.

I'll pretend I didn't read that. :P MajorTomSawyer has graciously offered to make his mod more cross-platform compatible if necessary, and I am offering to do what I can to help test further. I've done extensive cross-mod and cross-platform testing, and there are a number of instances where mods will conflict with each other, or base changes in the source (EasyTutu in this case) may make a previously compatible mod incompatible. I never suggested the mod was packaged crappily. No need to be impolite about it.

annoying mod of the start screen

*shrugs* This is an optional component. In the mod, you can customise pretty much how you want with paperdolls, portraits and startup screen. If someone doesn't know how to only install certain components of a mod, then that's not my problem.

I believe the screen mod itself was *not* listed as an optional subcomponent, but I'll test that again.

it apparently wipes certain other added portraits (e.g. Gorion)

It copies over new portraits to the override directory, thus successfully overwriting the old portraits.

If someone has replaced Valygar's default portrait with a picture of Gorion, which BGoth later overwrites, then that's not really my problem either. I have a hard time imagining someone doing something like that, in any case.

I believe the BG1 NPC Project offers portraits for certain, otherwise non-portraited (and non-joinable) NPCs, Gorion being one. In my test, Gorion ended up with no portrait after installing this mod, where he previously had one. So again, perhaps a conflict with another mod. And again, I didn't notice an optional subcomponent for this (and I did ask to prompt for each one).

For not being an endorsement list, the entry sure looks a lot like you're discouraging people not to install it.

I classified it as "yellow" which means it's partially compatible - some components install and some don't. If we were discouraging it, it would be classified red. As for my personal comments, they are not in the compatibility list itself by my own decision, as they would not be appropriate there.

As I said, I'll do some further testing. I'm sure we can work out any remaining glitches and change this to "green" (fully compatible).

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#8 SConrad

SConrad

    I swear to drunk I'm not God

  • Administrator
  • 11148 posts

Posted 09 November 2006 - 03:40 PM

I'll pretend I didn't read that. :P MajorTomSawyer has graciously offered to make his mod more cross-platform compatible if necessary, and I am offering to do what I can to help test further. I've done extensive cross-mod and cross-platform testing, and there are a number of instances where mods will conflict with each other, or base changes in the source (EasyTutu in this case) may make a previously compatible mod incompatible. I never suggested the mod was packaged crappily. No need to be impolite about it.

Compatibility rocks, no doubt about that, and much effort should be spent on making things work together. However, not all problems you describe can be caused by BGoth.

When people states that issues occurs that in no way can be caused by the mod in question, or when people are stating things without actually looking it up first, that usually suggests he or she talks out of his or her backside.

I believe the screen mod itself was *not* listed as an optional subcomponent, but I'll test that again.

It is in BGothII_v1 and in TuTu_BGoth. It's not even in GTBGT_v3.1.

I believe the BG1 NPC Project offers portraits for certain, otherwise non-portraited (and non-joinable) NPCs, Gorion being one. In my test, Gorion ended up with no portrait after installing this mod, where he previously had one. So again, perhaps a conflict with another mod. And again, I didn't notice an optional subcomponent for this (and I did ask to prompt for each one).

That problem isn't caused by BGoth, as stated before. There's no way it can be.

I classified it as "yellow" which means it's partially compatible - some components install and some don't. If we were discouraging it, it would be classified red. As for my personal comments, they are not in the compatibility list itself by my own decision, as they would not be appropriate there.

It was your comments I was referring to. I wasn't aware there was a difference between the first post and your addendum later down in the same thread, especially not since the original post says "see thread below..." - since that would suggest one is encouraged to look at that post for more information in the same 'informational' context.

Don't get me wrong - I don't have a problem with discouragement from installing mods because the contents don't appeal to someone. I've done so myself numerous times. I only dislike when people do it under the pretense of content neutrality (which was how I interpreted the list, but perhaps I'm wrong).

As I said, I'll do some further testing. I'm sure we can work out any remaining glitches and change this to "green" (fully compatible).

That would be desirable.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#9 AnnabelleRose

AnnabelleRose

    The great pretender... of modding!

  • Modder
  • 2083 posts

Posted 09 November 2006 - 09:50 PM

> Baldur's Goth for Tutu v1 [IEGMC/SHS]: Of mixed compatibility. Can only successfully install the mod for Indira, Mulgore and Xavia (and then only if you've installed those NPCs).

I should respond to this, as this was completely my own project and SConrad or the rest of SHS had nothing to do with this mod. It was my own idea.

I always play with Baldur's Goth. I did not like how the "Modded" NPCs did not match the Bioware NPCs with this mod installed. Yes it is a short mod and not as cool as Easy TuTu, but the point was for it to only be a few small components. You only need it if you use the original Baldur's Goth and want your modded NPCs to match. I am planning on making a new version of TuTu like I did for BGT. It will consist of all the Bioware NPCs and the modded NPCs.

annoying mod of the start screen

*shrugs* This is an optional component. In the mod, you can customise pretty much how you want with paperdolls, portraits and startup screen. If someone doesn't know how to only install certain components of a mod, then that's not my problem.

I believe the screen mod itself was *not* listed as an optional subcomponent, but I'll test that again.

It is an optional component. I can vouch for this because I always play with it. I am playing BGT atm and for the first time I did not install it because I am using the BGT startup screen by Y.

One thing about the post bothered me on rereading all of this:

New Portraits component only. Baldur's Goth has other issues, like a rather annoying mod of the start screen

Not to be too petty, but personal opinions about the quality of an optional component should not be in a compatability thread. Mod reviews yes, compatability, no.

it apparently wipes certain other added portraits (e.g. Gorion).

If someone has replaced Valygar's default portrait with a picture of Gorion, which BGoth later overwrites, then that's not really my problem either. I have a hard time imagining someone doing something like that, in any case.

I believe the BG1 NPC Project offers portraits for certain, otherwise non-portraited (and non-joinable) NPCs, Gorion being one. In my test, Gorion ended up with no portrait after installing this mod, where he previously had one. So again, perhaps a conflict with another mod. And again, I didn't notice an optional subcomponent for this (and I did ask to prompt for each one).

Actually I have been thinking about this all day. Are you using Vedran's Lost Items mod? I seem to remember that when it is installed you do not get Gorion's portrait because it overwrites his .cre file to add in his new items for you to loot.

- The transitioned former modder once known as MTS.


#10 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 10 November 2006 - 11:20 AM

One thing about the post bothered me on rereading all of this:

New Portraits component only. Baldur's Goth has other issues, like a rather annoying mod of the start screen

Not to be too petty, but personal opinions about the quality of an optional component should not be in a compatability thread. Mod reviews yes, compatability, no.

Heh. I didn't think the comment would cause so much uproar :blink:. What I meant by "annoying" was not so much a personal judgment as an observation of the fact I didn't see documentation on it and it seemed to conflict with the look and feel of LadeJarl's TutuGUI. I'll edit the post to clarify once I confirm everything here.

it apparently wipes certain other added portraits (e.g. Gorion).

I believe the BG1 NPC Project offers portraits for certain, otherwise non-portraited (and non-joinable) NPCs, Gorion being one. In my test, Gorion ended up with no portrait after installing this mod, where he previously had one. So again, perhaps a conflict with another mod. And again, I didn't notice an optional subcomponent for this (and I did ask to prompt for each one).

Actually I have been thinking about this all day. Are you using Vedran's Lost Items mod? I seem to remember that when it is installed you do not get Gorion's portrait because it overwrites his .cre file to add in his new items for you to loot.

I did notice that Lost Items mod causes serious dialog conflicts and am therefore downgrading it to "red" until someone can fix it (Ascension64 and I are currently tossing around the concept - he mentioned you'd requested a BGT compatible version too). *But* I didn't notice it changing the portrait. The order I was experimenting with at the time was Lost Items, BG1 NPC (which mods Gorion's portrait), Baldur's Goth. If everyone says BGoth doesn't modify Gorion at all, then fine - it has to be something else and I'll confirm and edit the posts accordingly. B)

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#11 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 11 November 2006 - 02:03 AM

Ok, I think I finally figured out the main problems here:

As I write this, there are 5 files out at the Wizard's Mirror I've been using:
BGBGT_v1.rar
BGothII_v1.exe
BGothII_v1.rar
GTBGT_v3.1.rar
TuTu_BGoth.rar

Now, to my understanding, there are two mods here. For lack of a better name, I'm calling them BGoth1 and BGoth2 (hopefully not to be confused with BG1 and BG2 :blink:). MajorTom has basically explained the differences above. But there are 5 files here. Ok, so maybe there are different versions for Tutu and BGT. I'll admit, I'm not familiar with BGT, but this is a graphical mod right? Does it use different graphic sizes/formats? The bottom line is, I was able to install the apparent BGT version in EasyTutu and not the apparent Tutu version :huh:. Some of the errors I reported initially were during testing of the TuTu_BGoth.rar file which caused errors - the GTBGT_v3.1.rar seems to have the same components and tests out fine on Tutu, rather counter-intuitively. And I've retracted my previous "personal" comments about the mods in the G3 forum (heh but I added other personal comments... read it and you'll see ;)). Yet I will say, these mods could use a clearer readme as to installation/compatibility, where to find the files, which files you need etc. Not a criticism, and not "talking out of my arse" on that one (:P @ SConrad) - others have been confused. My whole point on collaborating on the G3/Tutu compatibility list was to get as much mod information as we could and present it clearly, for the combined benefit of mod authors and players alike.

Anywayyyy... let me know if you could use me for further testing (probably not ;)) or with the readme (a .txt file on the mirrors to explain the file differences would probably suffice). :woot: I suppose it'd be too much to suggest packaging the whole thing into one mod, with optional subcomponents based on platforms/NPCs etc.? Well, *I've* figured it out now, but it might make it easier for other noobs coming along after me. And you do want your mod to live forever, right? :cheers:

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#12 AnnabelleRose

AnnabelleRose

    The great pretender... of modding!

  • Modder
  • 2083 posts

Posted 11 November 2006 - 05:58 PM

The main reason for there being two versions of Baldur's Goth was I was asked by a mac user to package a non .exe version so they could install it.

The others seem pretty simple to understand what they are.

I am surprised that BGTBG works with Easy TuTu. Doesn't it change the names of the portraits/npcs to _moen for example?

I do plan to getting a devoted package just for TuTu up soon.

I will say I am considering combining them all into a single mod. Just not sure I want to compile and edit everytime I get a new NPC component etc...

*Edit* As for testing and reporting bugs, I never mind anyone doing that. :cheers:

Edited by MajorTomSawyer, 11 November 2006 - 05:59 PM.

- The transitioned former modder once known as MTS.


#13 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 12 November 2006 - 12:50 AM

Ok, I did some more extensive testing in light of your comments. Basically I installed every package separately on an otherwise clean/patched EasyTutu install and created a new character, checking a few things in game to the extent that I could without going through half the game or hacking around with CLUA. Then I backed that package out, tested the next one, etc.

> BGBGT_v1.rar - Baldur's Goth for BGT v1 - Fabio, Indira, Mulgore, Mur'Neth, Xavia, Edwin, Imoen, Jaheira, Minsc, Viconia

Fabio causes error (this is after Secret of Bone Hill installed):
ERROR locating resource for 'COPY'
Resource [BHFABI06.CRE] not found in KEY file:
		[./chitin.key]
SoBH has other issues (mainly with its requirements for the Worldmap - check forum here) in Tutu currently *but* it does install successfully and apparently you can work around the Worldmap by CLUAing into SoBH. Maybe it uses different resources for Tutu than BGT?

The Imoen medium portrait shows up for standard character creation (I believe it should only be custom along with all the other portraits - in any case, it's the wrong size as it should be "large" here). Though if this wasn't intended for Tutu and doesn't impact BGT, nevermind.

As you suggested, I don't think any of the portraits actually impact Tutu (though the only one I tested in-game was Imoen due to time constraints).

> BGothII_v1.rar - Baldur's Goth II v1 - new Bioware NPC portraits (Edwin, Imoen, Jaheira, Minsc, Viconia, others in BG2 only), changed paperdolls, New Main Screen.

You can install all 3 components, but only the New Main Screen makes an apparent change in Tutu.

> BGothII_v1.exe - Baldur's Goth II v1 - apparently same as .rar file above.

> GTBGT_v3.1.rar - Baldur's Goth for Tutu/BGT v3.1 - Fabio, Indira, Mulgore, Mur'Neth, Xavia

Fabio installation has same issues as above. Uncertain whether other NPCs actually get their modded portraits - I would have to have CLUA coordinates to one of them to check that out.

> TuTu_BGoth.rar - TuTu Baldur's Goth v1 - new Bioware NPC portraits (Edwin, Imoen, Jaheira, Minsc, Viconia), Changed paperdolls, New Main Screen.

Changed paperdolls generates the following error:
ERROR: Failure("resource [^_dwin.*\\.cre$] not found for 'COPY'")
Please email the file SETUP-TUTU_BGOTH.DEBUG to MajorTomSawyer
Also generates post-install "Cannot find the file 'TuTu_BGoth\README-BGothII.txt' (or one of its components)." error. I believe the file is README-TuTu_BGoth.txt

Thumbs.db files should be discarded in all archives (these are Windows thumbnail caches - unnecessary and might overwrite existing cache files).

P.S.: Imoen looks kinda hot as a goth, but without the matching paperdoll, it's kinda hard to believe. ;)

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#14 AnnabelleRose

AnnabelleRose

    The great pretender... of modding!

  • Modder
  • 2083 posts

Posted 12 November 2006 - 01:49 PM

Thanks for the updates.

I'll get to work on fixing these as soon as I can.

In the middle of overhauling/updating my other mods atm.

- The transitioned former modder once known as MTS.