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#261 Ithildur

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Posted 03 October 2011 - 12:12 AM


The horses are somewhat understandable as they could be wild horses (really not part of the fauna for the sword coast still), but cows in the area outside of candlekeep... it's 4 hours away from candlekeep and it's wilderness with bears and wolves around. Sorry but it makes no sense.

The rest of the mod I'm enjoying for the most part so far, lvl 4ish now, facing tougher hobgoblins regularly. One glaring problem is that hobgoblin casters are dropping lvl 7, 8, even 9 scrolls!! It could be that SCS's 'BG2 spells in BG1 portion of BGT' component is throwing things off, but my eyes popped out when I saw hobgoblins dropping Spell Trap scrolls and such. That's SERIOUSLY wrong.


As far as scroll is concerned it's a Bg2 behaviour unfortunately, so don't blade the mod please :P You could enjoy eventually Miloch's mod Aurora S&B which covers that part and gives some more "realistic" treasure to the creatures (I believe I did have to add it within the readme as that mod is really nice anyway and makes sense to have it installed along with BG-Spawn).

As for the Cows, which area are u speaking of outside candleep? The one with Gorion's rest is just out the walls ... if we are speaking of that one of course :P

mm75


Gorian's rest is 4 hours from Candlekeep, not just outside its walls. It's a wilderness area with wolves, bears, and gibberlings, not a local pasture to bring cows out to graze.

The horse don't seem to despawn, and can't move, so you often eventually end up with multiple horses in a given area crowding/impeding movement of both PCs and monsters that spawn there/nearby.

Nearly finished the BG1 portion, and I've concluded the mod simply awards way too much extra loot, and powerful loot at that, in the form of these high lvl scrolls (and eventually stacks of cure scrolls from the BG2 hobgoblins). I ended up throwing away high lvl scrolls constantly. It was pretty fun and interesting, but due to balance reasons I'll most likely give this mod a pass next time.

With a few tweaks this could be an excellent mod. I hope work on it continues.

cheers.

Edited by Ithildur, 03 October 2011 - 12:13 AM.


#262 melkor_morgoth75

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Posted 03 October 2011 - 12:30 AM

Gorian's rest is 4 hours from Candlekeep, not just outside its walls. It's a wilderness area with wolves, bears, and gibberlings, not a local pasture to bring cows out to graze.
The horse don't seem to despawn, and can't move, so you often eventually end up with multiple horses in a given area crowding/impeding movement of both PCs and monsters that spawn there/nearby.


Yeah this is quite difficult to handle but that u choose the option of "eventually no-respawn" during the installation.

Nearly finished the BG1 portion, and I've concluded the mod simply awards way too much extra loot, and powerful loot at that, in the form of these high lvl scrolls (and eventually stacks of cure scrolls from the BG2 hobgoblins). I ended up throwing away high lvl scrolls constantly. It was pretty fun and interesting, but due to balance reasons I'll most likely give this mod a pass next time.

With a few tweaks this could be an excellent mod. I hope work on it continues.

cheers.


Thanks for the feedback, as i just pointed out, the treauses are related to BG2, so it's not a fault of the mod. I suggested and i repeat it here to install the component of Aurora mod (by Miloch) to avoid such problems with scrolls and treasures ;)

Cheers!
mm75

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


#263 Isaya

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Posted 08 October 2011 - 03:00 PM

I believe you could fix the random treasure issue in your mod, melkor_morgoth75.

Contrary to other creatures, SHOBSL01.CRE is carrying RNDTRE03, so it uses random treasures from BG II. On the other hand, SANDITC.CRE, SGNOLL.CRE and SXVART.CRE use RNDTRE06 and RNDTRE08, which are created by BGT and are probably copies from the 2DA file in Baldur's Gate.

I assume you may use RNDTRE07 (which seems to be the equivalent of RNDTRE03 for BG) in SHOBSL01.CRE in order to only drop lower level gear.

#264 melkor_morgoth75

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Posted 10 October 2011 - 11:39 PM

I believe you could fix the random treasure issue in your mod, melkor_morgoth75.

Contrary to other creatures, SHOBSL01.CRE is carrying RNDTRE03, so it uses random treasures from BG II. On the other hand, SANDITC.CRE, SGNOLL.CRE and SXVART.CRE use RNDTRE06 and RNDTRE08, which are created by BGT and are probably copies from the 2DA file in Baldur's Gate.

I assume you may use RNDTRE07 (which seems to be the equivalent of RNDTRE03 for BG) in SHOBSL01.CRE in order to only drop lower level gear.


Yeah, for those creatures you're right, i could change that eventually. But the "random treasure" issue won't be solved anyway (my own replicated creatures are just a very minor part of the dozens of creatures available in BGT).
It stays that currently Miloch's mod IS what i strongly suggest to avoid strange and strong loots around BG1 ...

mm75

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


#265 Anomaly

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Posted 11 October 2011 - 03:06 AM

Hi,

If I scout ahead with a ranger or rogue, I will see or face your spawns alone, while my group is far away.

My question is: will the BG Spawn consider that I'm in a party of six (and will accordingly set stronger encounters) or I'm playing solo ?

I'm hoping for the former. :)
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#266 melkor_morgoth75

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Posted 12 October 2011 - 02:46 AM

Hi,

If I scout ahead with a ranger or rogue, I will see or face your spawns alone, while my group is far away.

My question is: will the BG Spawn consider that I'm in a party of six (and will accordingly set stronger encounters) or I'm playing solo ?

I'm hoping for the former. :)


Yeah, the former. It checks for your PARTY ... regardless of who is scouting the area. So if u stay, for example, with 5 members hidden in the woods and a lone character wandering around, the system will let u face creatures considering you have a party of 6, not just 1.

mm75

Edited by melkor_morgoth75, 12 October 2011 - 02:47 AM.

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#267 Isaya

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Posted 12 October 2011 - 11:43 AM

Yeah, for those creatures you're right, i could change that eventually. But the "random treasure" issue won't be solved anyway (my own replicated creatures are just a very minor part of the dozens of creatures available in BGT).
It stays that currently Miloch's mod IS what i strongly suggest to avoid strange and strong loots around BG1 ...

My bad, mm75, I focused on the part in Ithildur post where the hobgobelin caster was the specifically mentioned, so it seemed to match. Since I never played SCS, I can't comment about its effect on random treasure.

#268 melkor_morgoth75

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Posted 12 October 2011 - 11:38 PM

Yeah, for those creatures you're right, i could change that eventually. But the "random treasure" issue won't be solved anyway (my own replicated creatures are just a very minor part of the dozens of creatures available in BGT).
It stays that currently Miloch's mod IS what i strongly suggest to avoid strange and strong loots around BG1 ...

My bad, mm75, I focused on the part in Ithildur post where the hobgobelin caster was the specifically mentioned, so it seemed to match. Since I never played SCS, I can't comment about its effect on random treasure.


No worries ;)

I'd say also "my bad" as i can't find time to update the mod with a couple of fixes and improvements ... but i hope to be able to do so quite soon :P

mm75

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#269 Miloch

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Posted 13 October 2011 - 06:00 AM

Since I never played SCS, I can't comment about its effect on random treasure.

I think mm75 was referring to the Realistic random treasures component of Aurora, which deals not only rndtre* items but also specifically non-spellcasters having loads of scrolls. It stands to reason that when you have a mod like BGSpawn that increases the numbers of enemies, you'll also have increased treasure, so this is not really an issue with this mod per se, more like a side effect.

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#270 melkor_morgoth75

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Posted 13 October 2011 - 11:22 PM

I think mm75 was referring to the Realistic random treasures component of Aurora, which deals not only rndtre* items but also specifically non-spellcasters having loads of scrolls.


Indeed ... u know what? I still have to add your mod to the readme as really it's the only possible way to tone down that side effect :P ;)

mm75

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


#271 melkor_morgoth75

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Posted 30 November 2011 - 03:11 AM

For those interested, i finally will have 3-4 days on which i'm going to update the mod. Some fixes mostly (the few ones still pending) but also i'd like to add something new (thanks Wisp!). Without spoiling too much, i hope to be able to implement something different amongst the BG1 areas when u get the "epic": You have been waylaid by enemies, you must defend yourself

If some of you have any suggestion in general about the mod, new features or how to improve it, please feel free to post ideas here.
Let's hope i can make at least some of those ... stay tuned :P

mm75

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#272 Lollorian

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Posted 30 November 2011 - 09:01 AM

More "event" type encounters? :lol: (a merchant waylaid, an encounter with some cultists etc) Like the different kinds of battles you get when fast travelling through the Amnish districts? :P The dying man encounter comes to mind...

Speaking of which - how about BGII support? :P (even if it's just a few more encounters for within Amn :D)... sorry about bringing this up again :lol:

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#273 10th

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Posted 30 November 2011 - 09:15 AM

@new features
How about random encounters, BGSpawn-style? Or is that already in the works?

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#274 melkor_morgoth75

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Posted 01 December 2011 - 12:00 AM

More "event" type encounters? :lol: (a merchant waylaid, an encounter with some cultists etc) Like the different kinds of battles you get when fast travelling through the Amnish districts? :P The dying man encounter comes to mind...

Speaking of which - how about BGII support? :P (even if it's just a few more encounters for within Amn :D)... sorry about bringing this up again :lol:


As for the first ... i believe it makes sense to do (and i will :P) such encounters during the trip between areas ;)

As for BG2 support, well ... a couple of reasons mainly i won't do that:

- I don't know BG2 as much as BG1 (yeah, i'm romantic, i still have to finish a whole BG2 game and i don't want to spoil the game, never :D).
- As u said, it is going to be non such a great addition. BG2 has just to many quests and mods around, that i don't see the value in a BGSpawn for BG2 as well.

Thanks for your input, i'm considering the encounters above as part of the new feature for the mod ;)


@new features
How about random encounters, BGSpawn-style? Or is that already in the works?

10th


Yep ... i'm thinking exactly that: BGSpawn style. But also, i'd like (as pointed previously) to have some possible (but "fixed") encounters, reagardless of the level ;) I just have to work a bit with some dialogues i believe (never did that before), but should be not that complicated. Something that will bring some freshness and it's nice for the Storyline :)

mm75

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#275 melkor_morgoth75

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Posted 11 December 2011 - 11:54 PM

I'm close to release the new version, some bugfixes and a new component as well (random encounters between areas).

As the .tra file has been changed, i'm planning to release an english version only, unless some friends would like to translate it. Please drop me a PM with your email address and i'll the send the tra file for the translation :)

Thanks and ... soon with the release :P

mm75

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


#276 Quester

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Posted 29 December 2011 - 05:39 AM

Hello there,

just curious how the new version is coming along? Since I'm installing a new game, should I wait a few days or is it further off than that? I love this mod by the way. It makes travel much more unpredictable and dangerous. :)

#277 melkor_morgoth75

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Posted 29 December 2011 - 05:42 AM

Hello there,

just curious how the new version is coming along? Since I'm installing a new game, should I wait a few days or is it further off than that? I love this mod by the way. It makes travel much more unpredictable and dangerous. :)


The release is part of the 12 Days ... from the Site :) So it is really VERY VERY soon (question of very very few days, i can't spoil i believe :P).

Thanks for the nice words and ... "stay tuned" :)

mm75

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#278 Quester

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Posted 29 December 2011 - 07:36 AM

Okay, good to know. Then I will wait. :)

#279 melkor_morgoth75

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Posted 31 December 2011 - 05:01 PM

Guys ... HAPPY NEW YEAR to everyone!!! :)

For those interested, you may find the new version of the mod (1.11) at the usual location.
The most interesting change is a new feature "Random Encounters between areas", i hope you enjoy it! :P (please find the log of changes in the first page).

If ever any translator is willing to translate the mod i'll be happy to update (a silent update) the mod with other language as well. I had to remove all the "old" available languages as i did changed within the tra files (some interesting new creatures :P).

Cheers!
mm75

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


#280 hindo's doom

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Posted 01 January 2012 - 06:30 AM

zz


Edited by hindo's doom, 27 February 2015 - 05:14 PM.