thanks for the tipIf someone wants to use the Shapeshifting Fix from Refinements and [Change Avatar when wearing Robes or Armor (Galactygon)] together the latter has to be installed before the Shapeshifting Fix.
The BiG World Project
#121
Posted 03 November 2007 - 11:16 PM
#122
Posted 04 November 2007 - 05:58 AM
Which mods are dependant on nej?
#123
Posted 06 November 2007 - 12:13 AM
Skip: Never Ending Journey v2v42b / BGTNEJ / NEJ2v602 / Baldur?s Gate Trilogy-Never Ending Journey 2 Compatibility Modification v 1Should i just skip all the nej stuff and keep to the order?
Which mods are dependant on nej?
but not: BGTNeJ2 v1.0b
Keep to the order
This had been already described in the instructions.
#124
Posted 07 November 2007 - 11:30 AM
End_BiFF
BP_BGT_Worldmap_v6.6.1
25. CHANGES AFTER THE TRANSITION FROM BG1 TO BG2
NPCFlirt Pack v1.01
Banter Pack v7 für BG2
Azengaard Tactical Encounter MOD v2.0
My question concerns End_BiFF. I think i have read somewhere a post from someone who wrote that he had problems of the crashing variety after installing it. As i said, i am at the end of my installation. Is it a risk to install End_BiFF? Should i just play it safe and make do with the jerky movements?
"Man, in his discussions with other men about questions of religion, statecraft, geography, trade, has always reached a point in the discussion where it has seemed wise to reply to his opponent by disemboweling him or knocking his brains out."
My name is Thomas Hockenberry, Ph.D., and I think the "Ph.D." stands for "Pouring His Draft."
"The study of modern science today is being done by the brain of primitive man."
#125
Posted 07 November 2007 - 12:18 PM
My Deviant Art accountIf you want to alter reality, you must first escape from it.
#126
Posted 07 November 2007 - 02:52 PM
O
R
R
Y
about my last post, i didn't notice that it is illegal to distribute such a file.
My
L
A
S
T
H
O
P
E
is the creation of the auto-installer. PLEASE leonardo, if you can, support lostincarnation in his try to make one.
My Deviant Art accountIf you want to alter reality, you must first escape from it.
#127 --Marvin--
Posted 07 November 2007 - 10:19 PM
Someone could unpack all the Mods into a separate, complete it with the fixes and translations and update WeiDU.
Then you zip or rar the new folder and upload it. So anyone can download, unpack and just copy into BG2 folder.
This idea + an aouto installer would make the installation a lot more comfortable.
MArvin
#128
Posted 07 November 2007 - 10:25 PM
Just wondering, from a technical perspective... why would one need to install BGT mods after the transition from BG1 to BG2? Aren't the mods smart enough to know just to modify only BG1 or BG2 resources?25. CHANGES AFTER THE TRANSITION FROM BG1 TO BG2
NPCFlirt Pack v1.01
Banter Pack v7 für BG2
Azengaard Tactical Encounter MOD v2.0[/size][/font]
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
#129
Posted 07 November 2007 - 10:56 PM
Edited by aVENGER, 07 November 2007 - 11:14 PM.
#130
Posted 07 November 2007 - 10:58 PM
Just wondering, from a technical perspective... why would one need to install BGT mods after the transition from BG1 to BG2? Aren't the mods smart enough to know just to modify only BG1 or BG2 resources?
25. CHANGES AFTER THE TRANSITION FROM BG1 TO BG2
NPCFlirt Pack v1.01
Banter Pack v7 für BG2
Azengaard Tactical Encounter MOD v2.0
These BG2-only content mods leak into BG1 because they don't have BGT checks implemented. This is especially the case for mods that introduce banters betweeen NPCs common to BG1 and BG2, like Jaheira, Minsc, Imoen, etc.
Edited by Ascension64, 07 November 2007 - 10:59 PM.
--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#131
Posted 07 November 2007 - 11:36 PM
I Ride for the King!
a.k.a. Chev
#132
Posted 08 November 2007 - 10:22 AM
I think i have spotted a bug. In character creation, i should be able to put more than one point in weapon slots, even in non-warrior classes, or at least in multi-class PCs. I don't remember which of the mods makes it possible, but i am sure it is one of those i installed. The bug is that i can do it only to a non-human multi-class PC that has fighter inside. Wasn't it supposed to happen for every combination and single class alike? Talk about racial discrimination!
"Man, in his discussions with other men about questions of religion, statecraft, geography, trade, has always reached a point in the discussion where it has seemed wise to reply to his opponent by disemboweling him or knocking his brains out."
My name is Thomas Hockenberry, Ph.D., and I think the "Ph.D." stands for "Pouring His Draft."
"The study of modern science today is being done by the brain of primitive man."
#133
Posted 09 November 2007 - 03:51 AM
"Man, in his discussions with other men about questions of religion, statecraft, geography, trade, has always reached a point in the discussion where it has seemed wise to reply to his opponent by disemboweling him or knocking his brains out."
My name is Thomas Hockenberry, Ph.D., and I think the "Ph.D." stands for "Pouring His Draft."
"The study of modern science today is being done by the brain of primitive man."
#134
Posted 09 November 2007 - 01:16 PM
Multiple Strongholds (Sabre, Baldurdash, Weimer)
Non-Tutu
This component comes in two variants. The first is the original from Ease-of-Use, which allows any character, regardless of class, to acquire as many strongholds as wanted. The second variant is similar, but retains the class restrictions--so a fighter-mage can acquire the Planar Sphere and de'Arnise Keep, but would not be offered the Thieves' Guild or membership in the Noble Order of the Radiant Heart. In the original game, you were also not able to decline the Five Flagons Playhouse, the cabin in the Umar Hills, or the Druid Grove. In either variant of this component, the player can now decline these strongholds when offered.
I Ride for the King!
a.k.a. Chev
#135
Posted 09 November 2007 - 10:25 PM
One more question: Is there going to be any issue of compatibility between this new install and the worldmap?
"Man, in his discussions with other men about questions of religion, statecraft, geography, trade, has always reached a point in the discussion where it has seemed wise to reply to his opponent by disemboweling him or knocking his brains out."
My name is Thomas Hockenberry, Ph.D., and I think the "Ph.D." stands for "Pouring His Draft."
"The study of modern science today is being done by the brain of primitive man."
#136
Posted 09 November 2007 - 11:06 PM
I don't know. Please include a link to your current WeiDU.log so that we can easily see how things are installed.One more question: Is there going to be any issue of compatibility between this new install and the worldmap?
I Ride for the King!
a.k.a. Chev
#137
Posted 11 November 2007 - 02:36 AM
Please include a link to your current WeiDU.log so that we can easily see how things are installed.
Thanks for the offer ...
But unfortunately i cannot do it.
I wanted to ask you about it. Every time i checked with my log, it had only a few mods wriiten to it, the last couple or so that i had installed. I never had a log with the complete installation. Now it has disappeared! I don't remember erasing it - i know what weidu.log is - but i don't have it in my BG2 - SOA folder. I only have a weidu.lock.
I think i have spotted 2 bugs. One is with Yoshimo and his katana. In the weapon's description it sais that it is 1-handed, but the avatar holds not a katana, but a non-magical 2-handed. Also i cannot place any weapon while he holds it in his first hand. The problem is only with his katana which obviously is considered a 2-handed one, although it is written as a 1-handed. Another katana i found in the dungeon works as an off-hand weapon, as well as other categories.
The second bug is a magic bug. My PC is a F/M/T. He can cast magic, but he cannot use any scroll. I pick a scroll and the 3 quick slots are anavailable. With wands there is no problem.
Edited by quinlan, 11 November 2007 - 02:37 AM.
"Man, in his discussions with other men about questions of religion, statecraft, geography, trade, has always reached a point in the discussion where it has seemed wise to reply to his opponent by disemboweling him or knocking his brains out."
My name is Thomas Hockenberry, Ph.D., and I think the "Ph.D." stands for "Pouring His Draft."
"The study of modern science today is being done by the brain of primitive man."
#138
Posted 11 November 2007 - 03:01 AM
Thread
Almost forgot another "bug". In TS-BP 6.10 Dakkon's Blade automatically upgrades at certain levels. Unfortunately this doesn't work on human dual-classed characters due to the fact that CheckStatGT(Myself,X,LEVEL) only checks for the first level.
SHS-Thread
As Vlad only provided a post-install fix I'll attach identical .baf-files.
10th
Attached Files
Edited by 10th, 11 November 2007 - 06:13 AM.
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#139
Posted 11 November 2007 - 07:29 AM
When shall they be copied into the override? Immediately after TS?Don't install "Minor Dialogue Restorations" from BG1 Unfinished Business at the moment as it will break Jaheira in BG2. Moreover don't use WeiDU 202 if you want to install Ice Island Level Two Restoration.
Thread
Almost forgot another "bug". In TS-BP 6.10 Dakkon's Blade automatically upgrades at certain levels. Unfortunately this doesn't work on human dual-classed characters due to the fact that CheckStatGT(Myself,X,LEVEL) only checks for the first level.
SHS-Thread
As Vlad only provided a post-install fix I'll attach identical .baf-files.
10th
#140
Posted 11 November 2007 - 08:05 AM
Alternatively the baf-files: into the TS\baf\ directory, therefore overwriting the existing baf-files. That means you can add them to the big world patches.zip
BUT this will only work without BP installed, as BP removes the upgrade-ability from dakkon's blades. Just to quote myself:
Therefore an Set AI Script Effect has to be added to the first four blades. The attached itm-files have that, alternatively one could probably simply copy the itm-files from TS into the \itm directory of BPIF you use the files from Tortured Souls for Big Picture 6.10 you get the following:
- Working weapon upgrades as all bcs-files are assigned to their corresponding items.
- Totally weird text instead of your normal item names and descriptions.
On the other hand you've got the option to use the files from Big Picture v177:
- No upgrades
- But normal item names and descriptions
10th
Attached Files
Edited by 10th, 11 November 2007 - 02:28 PM.
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board