#321
Posted 08 February 2012 - 05:13 PM
When I get a chance I'll run a test on a clean install with just BGT and the random encounters component.
#322
Posted 09 February 2012 - 08:12 AM
What are the area #'s for random encounters?
When I get a chance I'll run a test on a clean install with just BGT and the random encounters component.
These are the areas:
AR4700
AR4701
AR4800
AR4801
AR4900
AR4901
AR5100
AR5101
AR5300
AR5301
AR5400
Tx for your help, much appreciated.
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#323
Posted 11 February 2012 - 11:39 PM
I only had time for one random encounter, I'll try more later.
I joined up with Montaron/Xzar, then gave each party member 10,000 XP and leveled them up. I traveled until I got an encounter.
The monster spawn (one Ogre Berserker) didn't appear until about 30 seconds after I was waylaid.
#325
Posted 15 February 2012 - 10:40 AM
Aside from that, the general idea is awesome. More variety, more replayability, more fun. Any chance of seeing an updated version with even more variations/additional enemies soon-ish? You might browse through here for some inspiration, perhaps.
#326
Posted 16 February 2012 - 08:54 AM
You could try asking in the Help forum if any of the code gurus can spot what's causing the delay. As it is, it's a little too easy to escape without having to fight anything. Yes, you could self-police by sticking around long enough for your enemies to show up, but doing so feels a little meta and a little silly as well.
Aside from that, the general idea is awesome. More variety, more replayability, more fun. Any chance of seeing an updated version with even more variations/additional enemies soon-ish? You might browse through here for some inspiration, perhaps.
I'll work on the delay issue as soon as RL permits me . So far it' s not critical so i won't update the mod soon (unless i discover the little issue quickly).
Tx for your nice words, be sure i'll work in future adding new ideas and encounters too, as the mod has lot of potential Replayability is the aim of the mod so i'm happy you enjoy it,
cheers!
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#327
Posted 04 March 2012 - 11:01 AM
#328
Posted 04 March 2012 - 11:43 AM
Small issue here, might be from something else because it's in a BWP megamod install but some monsters spawn neutral, exclusively of the canine type that I recall (wolves, hounds, dogs, etc...), but it's only 1 or 2 in pack. Some disappear almost instantly too but that's SCS behaviour I think (smart wolves component).
Just repeating that I get this too. Actually for playing low level monk with nearly all mage companions in BG1 this "feature" is a godsend for keeping the party alive. I want to point out that I have no SCS installed in my BWPv11 megamod at all, but it still happens, most notably with dog packs / wolves, but has also happened with Hobgoblins.
#329
Posted 07 March 2012 - 02:04 AM
Just repeating that I get this too. Actually for playing low level monk with nearly all mage companions in BG1 this "feature" is a godsend for keeping the party alive. I want to point out that I have no SCS installed in my BWPv11 megamod at all, but it still happens, most notably with dog packs / wolves, but has also happened with Hobgoblins.
Hmmmm quite weird, may you post your weidu log please?
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#330
Posted 07 March 2012 - 03:12 AM
http://www.shsforums...post__p__536530
NB: happens with ogre beserkers/ogre mages/minotaur spawns as well. the biggest delays are on the "open road in a forest" spawn points (exit everywhere but south), the shortest delays in the "in the mountains" spawn point (one direction north exit only)
#331
Posted 07 March 2012 - 06:52 AM
I'm sure all those creatures are not "neutral" within a simple install of BGT + BGSpawn
I'm sorry i can't do more here,
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#332
Posted 07 March 2012 - 11:46 AM
#333
Posted 08 March 2012 - 09:58 PM
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
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================================================================
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#334
Posted 18 June 2012 - 07:25 AM
for what it's worth, I am also experiencing the problem with random encounters areas being empty with the attached config (BWP 11 install done June 16). Even waiting for a few minutes (real time) did not bring up any spawns. Looks like mm75 hasn't posted or replied in a while though...
As for Melicamp's quest, the wolf appeared alright, but it seems there are no longer any skeletons around High Hedge (maybe because I first explored High Hedge during daytime ?) so I'm stuck for the skull for the time being ; according to NI, there is a copy of misc50.itm in a container in Ulcaster's school, but I don't know if that's related.
Fred
EDIT : sorry, the Melicamp reference was in response to this thread, which apparently also involved BGspawn.
Attached Files
Edited by Tonton Fred, 18 June 2012 - 07:31 AM.
#335
Posted 22 June 2012 - 02:10 AM
Still i didn't have time to dig into the strange "delay" issue for the random encounters...it' s not critical as it is really strange and there are no clear reasons why it's happening. Very strange if u CLUAConsole to the area, u don't notice any delay
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#336
Posted 10 August 2012 - 02:21 AM
I'm running a tweaked BWP v11.2 install.
Detailed analysis:
One other quirk I noticed regarding one of the encounters:
Thanks for this great mod and keep up the good work!
#337
Posted 16 August 2012 - 12:45 AM
As for the corrupted Flaming Fist Soldier, indeed one should escape by them if they don't wanna drop reputation, but i should change it and also remove its dlg associated (lot of random encounters are just a first try from me to give some more depth to the game, indeed they will develop and improve in future, RL permitting ).
Tx for your help and nice words,
mm75
Edited by melkor_morgoth75, 16 August 2012 - 12:48 AM.
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#338
Posted 18 August 2012 - 05:29 AM
Anyone who wants to use these should extract them and overwrite the BGSpawn files BEFORE installing the mod!
Attached Files
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