Jump to content


Photo

BiG World Project - Mods and Components


  • Please log in to reply
42 replies to this topic

#21 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 16 June 2008 - 06:04 AM

- 20.02. The Big Picture (BP) v1.77a: "Have you BP with SoS, RoT and/or CtB installed your Yeti's look like Driders." I'm surprised that's the only problem you've noticed. If you've installed all the massive megamods you'll have loads more animation conflicts than just that.

You mean the BP1.77x, NEJ2.6.02, CtBx, RoTx, TDDx, TS6.10, don't you? And what we actually need is a stable BP1.80 and then add to it a animation item correcter, the kind that uses animations like Cuv made, and gives the creatures items so they use the proper animations. The only thing that might look funny is the death animations, as the giants will look like dead goblins. :/

The reason why it's best to put it to BP is that it's the last one to be installed.

Edited by Jarno Mikkola, 16 June 2008 - 06:05 AM.

Deactivated account. The user today is known as The Imp.


#22 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 16 June 2008 - 06:42 AM

You mean the BP1.77x, NEJ2.6.02, CtBx, RoTx, TDDx, TS6.10, don't you? And what we actually need is a stable BP1.80 and then add to it a animation item correcter, the kind that uses animations like Cuv made, and gives the creatures items so they use the proper animations.

I said that didn't I? (well maybe not in so many words :P)

The only thing that might look funny is the death animations, as the giants will look like dead goblins. :/

Well no, if done properly it probably wouldn't stack giants with goblins (it might stack goblins with goblins though) <_<.

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


#23 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 16 June 2008 - 10:45 AM

BP copies creatures over that use MLIC animations, same as Yetis. The BP creatures are not used at all and can be removed from install or use the ICHISTACHI BAMS like CtB. For a fix, copy the MLICxxx BAMS from RoT/anim file into override and no more Yeti/Drider mutations.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#24 Leomar

Leomar
  • Member
  • 1720 posts

Posted 17 June 2008 - 09:55 AM

Thanks you all for your replies. :)

Its a problem but I think that we should worry about that later, first we need less bugs, less CTDs, fixed tables, reliable .IDS.. etc etc

At first, we need to know, which mods you recommend to remove from the BWP. That could be mods they are useless or mods they are make much problems. The same for components. With more informations we share about that, we can make a BWP wich includes good and functioning content. With a bit lesser mods, we could do a little easier bug-fixing. You know and recommend to use not all existing mods, what we understand and want to do. We want that our BWP has recommended content and should be used from beginners and experienced players. With the batch-files we try to give beginners a recommended functioning playable BG World and the experienced players can do what they want with the informations in our guide, because they know what they do.

Another step we try to do is, that BWP get balanced. We want that all gamers could play from BG1 until the end of ToB with the normal difficulty level without you must changing it between the game, because of some overpowerd fights. We know, that is a hard work, but we try. Experienced gamers could play on a higher difficulty setting or install the needed tweaks they want.

Miloch, thanks for your response. I'll come back to your questions later.

Greetings Leomar

Edited by Leomar, 17 June 2008 - 09:57 AM.

A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#25 DeusEx

DeusEx

    Disappearing Member

  • Member
  • 757 posts

Posted 17 June 2008 - 11:01 AM

Well I'm doing a new BWP install again (without NEJ, to many things that need fixing :crying: ) and I need some questions answered (if you would be so kind please!!).

1. What are the changes in Revised Battles V6 mod? (except bugfixing), does anyone knows if it will work with BWP? ( or do I have to be the first to test everything )

2. Does the new BP-balancer work with NTotSC 1.60/1.61? (Support für NTotSC 1.60/1.61: Test war nicht erfolgreich. Die Komponente wurde auf die neue Version angepasst. Der Balancer wird mit einer älteren Version von NTotSC NICHT mehr funktionieren! --- explain this please!?)

3. Do I need Zeela fix for DsotSc 2.00?

4. I read something about problems with revised travel times in BP-BGT-Worldmap-v6.6.1 so I need an explanation because I haven't noticed anything and what does this do: WM6_Consolidated_Patch

5. I also read about some problems with improved north forest from tactics so I need that explained as well (to install or not to to install)

MODS I RECOMMEND:

1. viconiafriendship_v1 - A friendship path for our Viconia (if you like her that is), works like a charm, I installed her after Perils of Branwen v0.8.05d

2. NPCKit-v2 - adds imp. descriptions for specialist mages, Red Wizard to Edwin's kit description, changes Minsc's title from Ranger to Rashemaar Ranger, Replace Berserker Kit with Battlerager for Dwarves & custom kits for Mazzy & Sarevok, also you can change Nalia's kit to adventurer or a specialist mage, works so far ( due to my recent problems with other stuff I haven't had the chance to fully test this ), I decided to install it before npc tweak ( I don't know why, it seems like a good place to start )

THE NEXT COMP. SEEM TO WORK FINE AS WELL (THEY HAVE FOR ME):

Divine Remix:

- Battleguard of Tempus custom kit for Branwen
- Nightcloak of Shar custom kit for Viconia

#26 Marvin

Marvin

    Sirius

  • Member
  • 197 posts

Posted 17 June 2008 - 11:19 AM

The problem with balancing BWP is certainly that some mods WANT to be hard, while others are made for JUST BG1 OR BG2 and therefore may seem too easy for BWP. And then it also depends on the characters you play with. On my current MP-game with a friend of mine it is a bit annoying that so many fights in the game are really easy, like a cleric/Fighter just runs through the whole game (however a mage/thieve has a lot of problems) and other fights are just impossible...

Balance? YES! But how? You'd have to change the mods themselves, wouldn't you?

Marvin

#27 Leomar

Leomar
  • Member
  • 1720 posts

Posted 17 June 2008 - 09:06 PM

Comments on Linkliste
http://www.kerzenbur...ead.php?t=34931
- The aptly-misnamed "Fastshare" is extremely annoying - isn't there somewhere else to host content that has no ads or delays?

I could upload the mods here at shsforum. I'll ask the administrators. Thanks for advice.

- Gavin is (currently) an NPC mod for the BG1 portion of the game - it is listed in the BG2 section.

Right, and here is the reason why (from our guide):
Although this is a mod for BG1, it must be installed after Edwin and Tsujatha because, otherwise, these both cannot be installed without errors.

- I'm inclined to agree that, like the Iron Modder entries, the One Day NPCs should be included only on an exceptional basis (in other words, if they're really good or went beyond the "one day" development).

If a one-day NPC gets beyond that, we remove it to the BG2 NPCs section, then.

- The 1PP components should be part of the standard install rather than in Marvin's Additions.

That is what we want to do in the next release.

- Isn't Black Rose Pt. 1: Market Prices offline for a reason? Seems incomplete and maybe the author wanted it offline.

Thanks for the information. I'll try to contact the modauthor for that reason and additional will read the posts in his forum. I hope, I find or get the confirmation, that he wants it offline. If so, we'll remove the mod from our BWP.

- I know installation of a lot of mods comes down to personal choice, but I think mods that hinge on real world material (Matt Damon NPC, Papperland, Jerry Zinger Show) should be excluded. Most of these are "joke mods" by their own descriptions anyway.

That is what we want to do. Why you think Jerry Zinger Show is a joke mod? I thought many gamers want to install this mod.

- You might offer LadeJarl's TutuGUI (also for BG2 and BGT) as an alternative to W_GUI (a matter of preference).

Thanks for the information. Marvin is looking for graphic-mods, which of them we could include in our BWP.

Comments on Improvements
http://www.shsforums...showtopic=33998
- 01.03. BG2 Fixpack v6: "use before the installation the hotfix of Nythrun" This really makes it v6.1 I guess (wasn't clear to me which was more recent until I looked at the hotfix code).

Yes, it is v6.1. We have seen, that the hotfix work with Baldurdash in our installation-order, too. I'll change the description for that in the BWP-Improvements.

- 06.01. Dark Side of the Sword Coast (DSotSC4BGTv200) v2.00: "erebusant has created the Zeela Fix, which you must download and unpack" The v2.00 includes this fix. I checked the code, but you can double check with erebusant.

erebusant mentioned in this Post, that he will include the fix in the v2.05. But I'll ask him.

- 06.02. Northern Tales of the Sword Coast (NTotSC4BGTv160) v1.60: "execute the
Setup-NTotSCv161.exe and install the patch." This should probably be added to your install batch file if you're using it (right after Setup-NTotSC.exe).

We have made the BWP-Improvements to let you know, which useful fixes or changes we will include in our next BWP release. There are smaller changes and fixes, too, but we have not the time to list them all. Hoppy and K'aeloree came up with the idea to make a collection of the fixes and changes, we can find in the forums, and in this thread we do this and use these.

- 20.02. The Big Picture (BP) v1.77a: "Have you BP with SoS, RoT and/or CtB installed your Yeti's look like Driders." I'm surprised that's the only problem you've noticed. If you've installed all the massive megamods (BP, NEJ2, CtB, RoT, TDD, TS etc.) you'll have loads more animation conflicts than just that.

Yes, there exists more problems. The BP-Fix is from Hoppy, because he mentioned it and tell us how we can fix it. We have no time, to work on each fix or patch, that's why we are happy about Taimons and Hoppys help. Without them, we had no chance to correct things. We have to much to do with the other work, which comes up with the BWP. That's why we started this Thread. We need really help in fixing bugs. The best for us would be, if someone could really help us in this reason, also a new member of the BWP who is responsibly of the Big World Fixpack.

General comment: You might want to close the 36-page megathread and keep this one open instead for comments (with crosslinks to both). It's getting just a bit long ;).

We know and have talked about it in the mentioned thread. We want to start a new thread with the next BWP release. Meantime use the mentioned thread for helping in installation orders, problems, etc. In this thread we want to talk about mods and components.

DeusEx and Marvin, I'll answer your questions later.

Greetings Leomar

Edited by Leomar, 17 June 2008 - 09:10 PM.

A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#28 aVENGER

aVENGER
  • Modder
  • 1680 posts

Posted 18 June 2008 - 01:02 AM

A small note: if you are using Rogue Rebalancing you might want to skip these two components:
  • 1.4.5 Baldurdash Weidu - Dual Wielding Fix for Rogues by aVENGER
  • 3.1 Never Ending Journey 2 v42b - Dual Wielding Fix for Rogues by aVENGER
The above mentioned components are based on a very old version of Rogue Rebalancing (v3.11) and therefore contain some outdated (and potentially problematic) code. See here for more details. Use the "Proper dual-wielding implementation for Thieves and Bards" component of Rogue Rebalancing v3.91 instead. It is coded in a modern and compatibility-friendlier manner.

#29 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 18 June 2008 - 02:45 AM

I am having troubles understanding items and spells that are changed by ADpack and/or SPitems. I have gotten the same results twice installed with a scroll of summon shadows which is just carrion summons (that is the effect) the harmonium halberd is a long sword + 5 with the Halberd description. And also the Balduran's PLate has a different name but the original description. Is that how they are supposed to be?

Maybe it is just one component that needs checking. It is really bothersome for me.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#30 DeusEx

DeusEx

    Disappearing Member

  • Member
  • 757 posts

Posted 18 June 2008 - 03:30 AM

I am having troubles understanding items and spells that are changed by ADpack and/or SPitems. I have gotten the same results twice installed with a scroll of summon shadows which is just carrion summons (that is the effect) the harmonium halberd is a long sword + 5 with the Halberd description. And also the Balduran's PLate has a different name but the original description. Is that how they are supposed to be?

Maybe it is just one component that needs checking. It is really bothersome for me.


No I don't think so. It is SPitems that is supposed to replace some items in the game (Deidre sells them in Ribald's and some other) but won't work properly because descriptions are messed up (I have mentioned this already somewhere), I have no idea why that happens so I decided to skip that mod completely until someone comes up with a solution.

Edit:

Carrion Summons - changed to Summon Shadow; 1-2 shadows are conjured -- this is from ADpack, check the read me

Edited by DeusEx, 18 June 2008 - 03:38 AM.


#31 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 18 June 2008 - 04:05 AM

Yep I thought I declared it as ADpack, but regardless it doesn't work and hasn't anytime I installed the mod in relation to that spell. It says summon shadow but a big fat carrion crawler comes up instead.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#32 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 18 June 2008 - 06:48 PM

CBissons Familiar Pack gets overridden by ADpack so it cancels the Bisson's one out.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#33 Leomar

Leomar
  • Member
  • 1720 posts

Posted 18 June 2008 - 08:48 PM

@ Miloch
DSotSC v2.00 needs the Zeela-Fix. erebusant has it not included and he has confirmed it to me.



@ DeusEx
You find your answers of your questions in our BWP main thread.



@ Marvin

Balance? YES! But how?

With Balance we mean the following:

- Find a solution for the right Experience Points in such a megamod, so you start BG2 and ToB with a fair level, also for all the included mods, that the level of your characters are not to high. See our desciption about experience point in our guide.

- We want to try tactics and tweaks balanced, also we try to choose the right mods and components, to balance BG1 and BG2 in a fair manner. e.g., for SCS components with difficulty settings, we would take this one, who fits for the most BG players. As I mentioned before:

We want that all gamers could play from BG1 until the end of ToB with the normal difficulty level without you must changing it between the game, because of some overpowered fights. Experienced gamers could play on a higher difficulty setting or install the needed tactics/tweaks they want.

For tactics, we are thinking about to use only SCS for BG1 and SCSII and Revised Battles for BG2.
For tweaks, we are not sure and therefore we need your recommendations and ideas.



@ aVENGER
Thanks for your information.



@ Hoppy
We have not really experience with the two mods you mentioned, sorry.



Greetings Leomar
A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#34 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 19 June 2008 - 12:41 AM

Azazello:
pro5 Tweakpack!

I have it installed after Ding0 Experience Fixer (DefJam) and before Worldmap.

I have installed
- Drop Items on Frozen Death
- Drop Items on Disintegrate
- Restore original SoA background music to the starting Promenade cutscene
- Increased spear range & damage

As noted in the thread, the only problem I ever found was due to invalid files from other mods that p5Tweaks could not correct/alter.

Was that the problem? Looked like buggy code to me. I'm surprised you ever got the Disintegrate code to a) install, and b) function properly (see below for more info).

Other comments on components:

11.09. Silberdrachenblut Mod v1.1
14.06. Ajantis NPC Mod v1.1
14.07. Chiara Mod (v1.02mB_163) v1.02
14.08. Octavian’s Drizzt Mod (Beta) v2.2
14.09. Elvanshalee (ElvanA01) v1
14.30. Frennedan Mod v1.01b

These mods (and maybe others) are available in German but not English. The Linkliste should mention that (as it does for the Spanish and French non-English mods) and they should be removed from the English .bat files (or better yet, translated into English ;)).

22.03.5 Morrow Gate
http://forums.rpgdun....php?board=49.0
Morrow Gate should be compatible with the exception of "Natural Selection: Druid Weapon Proficiency Revisions". I'll follow up with the author regarding the errors I got with that component. The mod should be installed after Divine Remix. I have installed the following components: 5 6 7 8 9 10 12 16 17 23 24 25 26 27 28.

23.06.1 Luizmods
http://www.sorcerers...hosted_misc.php
Haven't tested this one but it should be compatible.

23.06.2 iiItem
http://www.teambg.eu....php?board=34.0
Should be compatible (installed main component #1). Probably should be installed after creature-altering mods like SCSII etc. igi's other mods might also be compatible, but I haven't installed them on BWP due to the fact they change too many rules for my liking, or I just haven't seen the use for them as yet (not a criticism of his mods though, which are very good in general).

23.06.3 AB_IntTweaks
http://www.teambg.eu....php?board=40.0
Should be compatible. I installed only the Melee Option for Throwing Daggers component (#6). The other components are probably available in some form in other mods.

23.06.3 P5 Tweaks
http://www.shsforums...mp;showfile=152
Should be compatible, though I only tested that it installed on BWP (not if it actually works in game). Drop Items on Disintegrate had some buggy code (misreferenced variables). I took the liberty of fixing the tp2, since pro5 has been missing for ages. After this fix, I successfully installed the following components: 0 1 2 3 4. I'd install it after BG2 Tweaks and d0Tweaks as Azazello says.
[edit: fix in progress to be reported here]

Balance? YES! But how?

Isn't that what the BP-Balancer is supposed to do?

Re: Zeela-Fix, yes you are right, it is necessary on DS 2.00 - I wasn't seeing the shield was there in the first place (on the BG1 cre).

See also my comments (on AD Pack, SPItems issues) in the Improvements thread (which is really sort of a bug/bugfix thread).

Edit: Oh, and if you're looking for more graphical mods, Moinesse's Avatars should be installed before 1PP.

Edited by Miloch, 20 June 2008 - 12:56 AM.

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


#35 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 19 June 2008 - 03:44 AM

I would also want, that when you add fixes in the BWPfixpack to the .tp2 files, you would put a comment to the end of the specific component that they have been changed to the WeiDU.log , so it's clear fact. You could even put fix versions to them if the need arises.

Example:
...
~SETUP-BPV177.TP2~ #0 #2 // Improved Spellhold, BWPfix v 1.0
...
:whistling:

Deactivated account. The user today is known as The Imp.


#36 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 19 June 2008 - 07:16 AM

I would also want, that when you add fixes in the BWPfixpack to the .tp2 files, you would put a comment to the end of the specific component that they have been changed to the WeiDU.log , so it's clear fact. You could even put fix versions to them if the need arises.

Well that's what the VERSION statement is for in WeiDU. Guess I could've used it on the above but I didn't :P. I should probably just upload the fixed version to the download page, or get K'aeloree to do it, since the chance of pro5 coming back to do it anytime soon is pretty slim. The existing version is pretty seriously broken though, I think.

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


#37 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1912 posts

Posted 19 June 2008 - 12:27 PM

23.06.3 P5 Tweaks
http://www.shsforums...mp;showfile=152
Should be compatible, though I only tested that it installed on BWP (not if it actually works in game). Drop Items on Disintegrate had some buggy code (misreferenced variables). I took the liberty of fixing the tp2, since pro5 has been missing for ages. After this fix, I successfully installed the following components: 0 1 2 3 4. I'd install it after BG2 Tweaks and d0Tweaks as Azazello says.
[attachment=12658:p5tweaks.rar]

Thanks a bunch, you lovable, irascible, indomitable half-orc(ogre?) Barbarian, you.

I have a favor to ask: Could you post your fix into pro5's thread, then link to it in your above post. It would be an honor to pro5's efforts, to see people are using his mod and expanding it, and might even encourage him to come play with us again.

#38 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 19 June 2008 - 03:27 PM

I have a favor to ask: Could you post your fix into pro5's thread, then link to it in your above post.

K'aeloree will upload a new version once I get it to him. Should probably delete all the old versions from the post too.

The weird thing is, he acknowledged the error (a "silly cut&paste mistake"), fixed it and you even tested it successfully, according to the post. But the 1.1 version there, on IEGMC and the download manager does not have the fix. I'll go through them all again to make sure there isn't a stealth fix somewhere, but if you still have the version you tested, shoot it over to me. Doesn't matter that much since I probably fixed the same things but I want to include anything else he added.

You say there are some scripts that should be excluded and he describes the code to do it. You still want/need this?

It would be an honor to pro5's efforts, to see people are using his mod and expanding it, and might even encourage him to come play with us again.

Well, we can hope. He still owes me some files for Balduran's Seatower.

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


#39 Leomar

Leomar
  • Member
  • 1720 posts

Posted 19 June 2008 - 09:42 PM

@ Miloch

Thanks for your recommendations.

11.09. Silberdrachenblut Mod v1.1
14.06. Ajantis NPC Mod v1.1
14.07. Chiara Mod (v1.02mB_163) v1.02
14.08. Octavian?s Drizzt Mod (Beta) v2.2
14.09. Elvanshalee (ElvanA01) v1
14.30. Frennedan Mod v1.01b

These mods (and maybe others) are available in German but not English. The Linkliste should mention that (as it does for the Spanish and French non-English mods) and they should be removed from the English .bat files (or better yet, translated into English ;)).

I thought most of the mods are in english, too. We will look into it, to see what's wrong.

EDIT: BP-Balancer Description
This mod made by Manduran works similar as Big Picture, but for BG1: the values of too strong items from DSotSC, NTotSC, SoBH and DrizztSaga are set back to their BG1 values. Also remove SOME (partly random) overpowered custom items from other Mods.
You can modify (based on the rules LVL50 from BP): XP for Spell Learning, XP for Disarming Traps, XP for Pick Pocket and restore original BG1 creatures' XP and items.


@ Jarno Mikkola

~SETUP-BPV177.TP2~ #0 #2 // Improved Spellhold, BWPfix v 1.0

That is a very good idea. I'll talk with Leonardo about this and I think we will do this.



Greetings Leomar

Edited by Leomar, 19 June 2008 - 10:03 PM.

A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#40 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 20 June 2008 - 01:07 AM

- I know installation of a lot of mods comes down to personal choice, but I think mods that hinge on real world material (Matt Damon NPC, Papperland, Jerry Zinger Show) should be excluded. Most of these are "joke mods" by their own descriptions anyway.

That is what we want to do. Why you think Jerry Zinger Show is a joke mod? I thought many gamers want to install this mod.

Somehow the forum didn't preserve my response to this (or the admins, who are also the authors, deleted it :P). Anyway, that mod is based on the Jerry Springer Show, which is a joke even in real life. Cloakwood Squares appears to be more of the same (probably based on Hollywood Squares). I'm sure both mods are fun and funny, but I would prefer to keep real world content out of the Realms unless it's plausible (like Tyr the Norse god being also a Realms god - who are we to question the ways of deities... and no, Jerry Springer is not a deity :D).

Re: p5tweaks - I removed the link since it should probably be recoded as per suggestions in this link. Expect an update in the linked thread soon, unless it lies beyond my skill.

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