Jump to content


Photo

BGT spawns


  • Please log in to reply
31 replies to this topic

#1 Leomar

Leomar
  • Member
  • 1720 posts

Posted 28 September 2008 - 04:08 AM

Can someone explain, how BGT spawns functions btw. what changes/differences were made from the original BG?

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

#2 melkor_morgoth75

melkor_morgoth75

    Lord

  • Modder
  • 1509 posts

Posted 28 September 2008 - 10:51 PM

If i'm not wrong (going by memory), ascension64 will know for sure, BGT spawns are a set of "fixed" spawn per area, different from example from tutu-style ones. My personal opinion is that they are cool at low levels (u face a cave bear maybe with a lev 1 party), but they begin to be "redundant" or quite easy at higher levels.

If u have some patience, i hope to release the new spawn-system before the end of the year (RL permitting) ... this is gonna to be really cool (have tested the first 3 areas and it is amazing ... but of course it's me enjoing my mod, lol :-D ),

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#3 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 29 September 2008 - 01:05 AM

The BGT spawns are non-levelled and fixed, but the monster types that spawn remain the same as in BG1. I think spawns were always easily disposed of even if they were levelled (such as in EasyTutu, BG1Tutu, and BG1).

--------------
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)


#4 Leomar

Leomar
  • Member
  • 1720 posts

Posted 29 September 2008 - 07:56 PM

Thanks for your informations.

I'm not sure, but in my game the spawns happens very often. e.g. If I go from west to east of a map I've a spawn encounter and if I go back from east to west another ones spawns. That happens very often. Is it original BG?

Additional if I travel from Beregost to Lathanders Tempel (travel times 0) I got spawn encounters. O.k. if I travel some hours to the next location a spawn is fine, but with travel time 0 it is confusing (for all in the case that wyvern attacks me...). Is it original BG?

With the "BGT Tweak Pack" you have two options: Remove BGT spawn and Tutu Spawn. Changes one of them the things above, so that you don't have twice or more spawns in one map at the same point and no spawns at travel times 0?

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

#5 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 29 September 2008 - 08:46 PM

...

You are actually talking about the encounters one gets when you are traveling from one map to another, as the spawns that MM75&A64 are talking are the once one gets during their travels through a map... Now I haven't noticed that much of difference between the the original BG and BGT, but that might have changed, but indeed you shouldn't be getting encounter when you go from Beregost to Lathanders Temple.

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


#6 melkor_morgoth75

melkor_morgoth75

    Lord

  • Modder
  • 1509 posts

Posted 30 September 2008 - 12:44 AM

...

You are actually talking about the encounters one gets when you are traveling from one map to another, as the spawns that MM75&A64 are talking are the once one gets during their travels through a map... Now I haven't noticed that much of difference between the the original BG and BGT, but that might have changed, but indeed you shouldn't be getting encounter when you go from Beregost to Lathanders Temple.


Exactly ... u spoke about encounters (the spawns are in the areas) which BGT, as far as i know, does not touch. If u're having some encounters between Beregost and Temple of Lathander some mods should have touched it.

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#7 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 30 September 2008 - 12:50 AM

BGT doesn't touch the encounters themselves. However, if the worldmap isn't quite correct, you might find encounters in the wrong places. I'll check the one with Beregost/Temple of Lathander.

--------------
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)


#8 Leomar

Leomar
  • Member
  • 1720 posts

Posted 30 September 2008 - 08:39 PM

Thanks for your informations.

BGT doesn't touch the encounters themselves.

O.K., but if there are no changes, what or why you can deactivate the BGT spawns? I though BGT does something with the spawn system and if you don't like it you can deactivate it.

Here from the BGT Tweaks readme

11. Altered spawns: This component is suitable for those who do not like the current BGT-WeiDU method of fixed random monsters. There are two options for this component:

- TuTu-style levelled spawns: Random monsters appear depending on the level of the player. This component is similar to the spawns used by TuTu v6 beta (permission from Ghreyfain)

- Deactivate BGT-WeiDU spawns: This removes random monsters in main areas altogether. However, random encounters in discrete areas still occur when travelling

What is fixed by the random monsters?

Greetings Leomar

Edited by Leomar, 30 September 2008 - 08:41 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

#9 melkor_morgoth75

melkor_morgoth75

    Lord

  • Modder
  • 1509 posts

Posted 30 September 2008 - 11:13 PM

-[b] Deactivate BGT-WeiDU spawns: This removes random monsters in main areas altogether. However, random encounters in discrete areas still occur when travelling[/b

What is fixed by the random monsters?

Greetings Leomar


Deactivating BGT spawns ... simply remove any monster IN THE AREAS ... u still have chances to face encounters moving between areas.
May i ask u why are u asking that? Just curious to know eventually if i have to keep something into consideration with my new spawn system ...

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#10 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 01 October 2008 - 04:37 AM

Yep, spawns and encounters are two completely different things.

Encounters happen only after you click an area on the world map. They have a completely separate, fairly non-distinct area where you do the fight.
Spawns happen when you are exploring an area and enemies pop up in front of you.

--------------
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)


#11 Leomar

Leomar
  • Member
  • 1720 posts

Posted 01 October 2008 - 07:45 PM

Thanks again for your answers.

May i ask u why are u asking that? Just curious to know eventually if i have to keep something into consideration with my new spawn system ...

Sure. :) At first it was a simple question to understand, if BGT changes something from the original. Second reason was, that I have many spawns in one map. e.g. if I walk from the left to the right and then from the right to the left in one and the same map, so I fight very often again spawned monsters at the same spawn point. But it looks like that is original BG. For me the spawns comes to fast and to often in one area. It is possible to change the spawn time in BG? And if the answer yes, is it possible to change it in your new spawn system?

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

#12 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 01 October 2008 - 11:27 PM

There have been plans for change, but all of them will be going into BGTTweak, since the voting topic seemed to indicate people didn't mind all that much the current BGT spawn system.

--------------
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)


#13 Salk

Salk
  • Modder
  • 1419 posts

Donator

Posted 02 October 2008 - 12:26 AM

-[b] Deactivate BGT-WeiDU spawns: This removes random monsters in main areas altogether. However, random encounters in discrete areas still occur when travelling[/b

What is fixed by the random monsters?

Greetings Leomar


Deactivating BGT spawns ... simply remove any monster IN THE AREAS ... u still have chances to face encounters moving between areas.
May i ask u why are u asking that? Just curious to know eventually if i have to keep something into consideration with my new spawn system ...

mm75


Perhaps it something that you should keep in consideration since I, for one, play with Deactivated BGT spawns. :whistling:

#14 melkor_morgoth75

melkor_morgoth75

    Lord

  • Modder
  • 1509 posts

Posted 02 October 2008 - 12:27 AM

It is possible to change the spawn time in BG? And if the answer yes, is it possible to change it in your new spawn system?


The new spawn system sets to 8 hours the time to have a "respawn" in the very same spawn point.

There have been plans for change, but all of them will be going into BGTTweak, since the voting topic seemed to indicate people didn't mind all that much the current BGT spawn system.


They will change their mind when we release the new system, ehehheehh :smile: Jokes apart, i agree to leave it as a separate different component, 'cause i'm completely altering the system, with new creatures ... different ("more sense") encounters available in the various areas.

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#15 melkor_morgoth75

melkor_morgoth75

    Lord

  • Modder
  • 1509 posts

Posted 02 October 2008 - 01:07 AM

Perhaps it something that you should keep in consideration since I, for one, play with Deactivated BGT spawns. :whistling:


If u play without spawns completely, i think u will not play with my mod aswell. I think u prefer to avoid ANY kind of encounter in an area if u play so.

U just need in future to skip the BGT spawn system (as now),

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#16 Leomar

Leomar
  • Member
  • 1720 posts

Posted 02 October 2008 - 10:33 PM

Thanks for your responses.

There have been plans for change, but all of them will be going into BGTTweak...

Fine. :)

The new spawn system sets to 8 hours the time to have a "respawn" in the very same spawn point.

Wonderful. Is your new spawn system a separate mod or will it be included as a component of BGT Tweaks?

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

#17 melkor_morgoth75

melkor_morgoth75

    Lord

  • Modder
  • 1509 posts

Posted 02 October 2008 - 11:11 PM

Wonderful. Is your new spawn system a separate mod or will it be included as a component of BGT Tweaks?

Greetings Leomar


Dunnow yet honestly, I'll speak with ascension64 about it when it is finished. Having BGT installed anyway is a requirement :-)

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#18 Leomar

Leomar
  • Member
  • 1720 posts

Posted 03 October 2008 - 06:57 PM

Thanks for your response.

Happy programming... :D

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

#19 Salk

Salk
  • Modder
  • 1419 posts

Donator

Posted 03 October 2008 - 10:19 PM

Perhaps it something that you should keep in consideration since I, for one, play with Deactivated BGT spawns. :whistling:


If u play without spawns completely, i think u will not play with my mod aswell. I think u prefer to avoid ANY kind of encounter in an area if u play so.

U just need in future to skip the BGT spawn system (as now),

mm75


Not necessairly. The deactivation of the spawns is for me an excellent solution (in fact, it was me suggesting it for the BGT Tweaks) but there might be even better. At the moment there is not a spawn solution that I appreciate. The qualities I would require for an ideal spawning system would be:

- Spawns should be rather rare events
- Spawns should always be proportional to the (total) levels and number of the party members
- There should be no respawns but just spawns
- The enemies spawning should be taken from a pool of possible alternatives and not be always the same
- No ridicolous alliances like seeing bandits attacking you together with worgs and so on

Under these conditions, a spawn system would give me even more joy than deactivated spawns. :devil:

#20 melkor_morgoth75

melkor_morgoth75

    Lord

  • Modder
  • 1509 posts

Posted 04 October 2008 - 01:38 AM

Not necessairly. The deactivation of the spawns is for me an excellent solution (in fact, it was me suggesting it for the BGT Tweaks) but there might be even better. At the moment there is not a spawn solution that I appreciate. The qualities I would require for an ideal spawning system would be:

- Spawns should be rather rare events
- Spawns should always be proportional to the (total) levels and number of the party members
- There should be no respawns but just spawns
- The enemies spawning should be taken from a pool of possible alternatives and not be always the same
- No ridicolous alliances like seeing bandits attacking you together with worgs and so on

Under these conditions, a spawn system would give me even more joy than deactivated spawns. :devil:


- I agree in part, but the new spawn system will have the same "rarity" as normal BG game. I'm just thinking about changing the "spawn points" but still not sure if i'd like to have an even more complex system.

- The new system will satisfy you. Any spawn is randomly based on different tables according to Level of the highest party member and the number of the party members.

- Dunnow if i got your point. U will have a "respawn" (ie. another spawn at the very point of the last spawn) after 8 hours of game and that make sense according to RPG also.

- U will enjoy the mod here as well. I completely changed the creatures u may face, according to the area. Based on the area u could have up to 8-9 different cre u may face.

- As far as i know no spawn system has what u said. Original spawns (tutu-style spawn as well) don't let u face a worg and a bandit at the same time. Anyway here u won't find "weird" alliances. (example: u will face a group of worgs and wolves together, or dire wolf and wolves, but not a Black Talon with a Bear).

Thanks for your comments anyway, the more feedback i may have, the more enjoable mod we'll have :cheers:

mm75

Edited by melkor_morgoth75, 04 October 2008 - 01:40 AM.

Tired of the same boring spawned creatures u face in BG? Try BGSpawn