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#241 Ithildur

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Posted 01 August 2011 - 02:47 PM

@Sea Troll references
Unfortunately Roger the fence still thinks that you already slew the Sea Troll.

To make a final fix for this issue you'd have to do the following:
- change the DV of rogtro.cre to rogtro
- make a custom copy of rogtro01.bcs and change its ChangeAnimationNoEffect("ROGTRO02") to another creature e.g. MM75Rogt (That's the "Kill me with acid or fire Sea Troll corpse").
- make a copy of rogtro02.cre named MM75Rogt and change its DV to rogtro ("Kill me with acid or fire Sea Troll corpse" with same DV as rogtro)
- make a custom copy of rogtro02.bcs and change ReallyForceSpell(Myself,SEA_TROLL_CHANGE) to ReallyForceSpellRES("MM75STC",Myself) (Those are the script and the spell responsible for the "I'll be back up in second" feature of this Sea Troll).
- make a copy of SPIN670.spl named MM75STC and change its ReplaceSelf to rogtro.cre (Spell for the regenerated Sea Troll).

10th


Greetings.

Has this issue been fixed yet? I'm hesitant to install this mod if it's buggy.

thx

Edited by Ithildur, 01 August 2011 - 02:50 PM.


#242 -Roboghost-

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Posted 01 August 2011 - 07:58 PM


Hi {and thanks for mod},

I've doing a BGT install by hand (yea, yea) and found a funny with BGSpawn (I think.) I do a NI check here and there as I go along and found these two creatures missing [the script checker for NI takes forever because of it]:

BTELITE.CRE? --> IRONELIT.CRE //Black Talon Elite
JELH0C01.CRE? --> JELOCH01.CRE //Ochre Jelly


Those 2 cre files are not ADDED by the mod (but they are used). As far as i know they should be standard bg2 (Bgt) cre files.

Something should gone wrong in your install i fear :(

mm75


Roger that...I'll start install from scratch [I'll play BG2 someday] and flesh out what the deal is with those two creatures and report back the guilty mod (one of those my log did the deed obviously.)

You DO know that this mod is massively important since I've seen all over the web how most everybody does not like the spawns from all other mods including vanilla BG1, BGT and EasyTUTU!? This is my only hope...

#243 melkor_morgoth75

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Posted 04 August 2011 - 06:08 AM



@Sea Troll references
Unfortunately Roger the fence still thinks that you already slew the Sea Troll.

To make a final fix for this issue you'd have to do the following:
- change the DV of rogtro.cre to rogtro
- make a custom copy of rogtro01.bcs and change its ChangeAnimationNoEffect("ROGTRO02") to another creature e.g. MM75Rogt (That's the "Kill me with acid or fire Sea Troll corpse").
- make a copy of rogtro02.cre named MM75Rogt and change its DV to rogtro ("Kill me with acid or fire Sea Troll corpse" with same DV as rogtro)
- make a custom copy of rogtro02.bcs and change ReallyForceSpell(Myself,SEA_TROLL_CHANGE) to ReallyForceSpellRES("MM75STC",Myself) (Those are the script and the spell responsible for the "I'll be back up in second" feature of this Sea Troll).
- make a copy of SPIN670.spl named MM75STC and change its ReplaceSelf to rogtro.cre (Spell for the regenerated Sea Troll).

10th


Greetings.

Has this issue been fixed yet? I'm hesitant to install this mod if it's buggy.

thx


Not yet fixed in the current release, sorry.

Anyway it's a very minor bug and it does affect only the quest above and only if u did encounter a Sea Troll. I'll try to work a bit on the mod in these very days but i also wanted to add some features and i don't have that much time for it.

mm75

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


#244 melkor_morgoth75

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Posted 04 August 2011 - 06:11 AM

You DO know that this mod is massively important since I've seen all over the web how most everybody does not like the spawns from all other mods including vanilla BG1, BGT and EasyTUTU!? This is my only hope...


I really hope you will enjoy it, please any feedback is welcome. Definitely it's different from any other spawns u faced until now if u used vanilla or Bgt ;)
Be just warned that it could be quite challenging with SCS installed if u travel "wild areas" (but that's one of the beauty IMO, isn't it? :P)

mm75

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


#245 -Roboghost-

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Posted 06 August 2011 - 08:49 AM

Okay...I did a fresh install for the sake of BGSpawn and stopped at BGT-WeiDU v1.12:

~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #108 // Allow Equipping Armor in Combat: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #110 // Disable Force Inventory Pause: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0020
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01 BWP Fix
~SETUP-BDTOBV168.TP2~ #0 #0 // Baldurdash Fix Pack for ToB, v1.68 WeiDU: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #2 // RESTORED TWISTED RUNE QUEST: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #3 // RESTORED HINDO'S DOOM: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #5 // IMPROVED COPPER CORONET: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #6 // RESTORED DAK'KON'S BLADE: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #7 // Improved Nymph (Woodland Being) Script by Goeran Rimen: BG2Fixpack adaption
~1PP.TP2~ #0 #0 // One Pixel Productions: v2 Everything but Potions (1): v2.7 BWP Fix
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: v2 (Hotfix 20100919)
~SETUP-OVERSIGHT.TP2~ #0 #0 // Tougher Sendai (ToB Required): 13
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.12 (12 Jun 2011)

At this point I see (using NI):

IRONELIT.CRE - Black Talon Elite
JELLOC.CRE - Ochre Jelly
JELOCH01.CRE - Ochre Jelly

I conclude that you may want to check in with Leonardo :crying:

#246 Ithildur

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Posted 07 August 2011 - 04:28 PM

Finally decided to give this mod a try, even though the readme made me hesitent as it's a pretty big departure from the feel of the original game.

So far it's not bad, still at early stages (lvl2,3ish, about to enter nashkel mines), except for one huge glaring element: I'm seeing livestock such as cows and horses standing around in the middle of the wilderness... the first couple of times I saw that I scratched my head and regretted installing the mod, but I've decided it's too late to uninstall with my rather large stack of mods. I'm just going to pretend they're not there. :doh:

It really makes no sense; the sword coast is a dangerous region and these creatures wouldn't last a day in such areas unattended, not to mention it makes no sense for them to be out there in the first place hours away from any nearest town (some exceptions might be areas such as the one just south of Beregost, since it's 0 hours travel from town and there's a kid who specificly says 'I can run back to town' which makes it clear that it's truly town outskirts)

Edited by Ithildur, 07 August 2011 - 04:29 PM.


#247 melkor_morgoth75

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Posted 07 August 2011 - 11:42 PM

Finally decided to give this mod a try, even though the readme made me hesitent as it's a pretty big departure from the feel of the original game.

So far it's not bad, still at early stages (lvl2,3ish, about to enter nashkel mines), except for one huge glaring element: I'm seeing livestock such as cows and horses standing around in the middle of the wilderness... the first couple of times I saw that I scratched my head and regretted installing the mod, but I've decided it's too late to uninstall with my rather large stack of mods. I'm just going to pretend they're not there. :doh:

It really makes no sense; the sword coast is a dangerous region and these creatures wouldn't last a day in such areas unattended, not to mention it makes no sense for them to be out there in the first place hours away from any nearest town (some exceptions might be areas such as the one just south of Beregost, since it's 0 hours travel from town and there's a kid who specificly says 'I can run back to town' which makes it clear that it's truly town outskirts)


Please let me know when u faced cows in the wilderness (what areas?), as they only should spawn in the very areas close to the town (out of candlekeep, south of beregost...). As for Horses, u can find them in some areas which makes sense anyway.

Thanks for your feedback,
mm75

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


#248 melkor_morgoth75

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Posted 07 August 2011 - 11:46 PM

Okay...I did a fresh install for the sake of BGSpawn and stopped at BGT-WeiDU v1.12:

~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #108 // Allow Equipping Armor in Combat: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #110 // Disable Force Inventory Pause: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0020
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01 BWP Fix
~SETUP-BDTOBV168.TP2~ #0 #0 // Baldurdash Fix Pack for ToB, v1.68 WeiDU: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #2 // RESTORED TWISTED RUNE QUEST: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #3 // RESTORED HINDO'S DOOM: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #5 // IMPROVED COPPER CORONET: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #6 // RESTORED DAK'KON'S BLADE: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #7 // Improved Nymph (Woodland Being) Script by Goeran Rimen: BG2Fixpack adaption
~1PP.TP2~ #0 #0 // One Pixel Productions: v2 Everything but Potions (1): v2.7 BWP Fix
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: v2 (Hotfix 20100919)
~SETUP-OVERSIGHT.TP2~ #0 #0 // Tougher Sendai (ToB Required): 13
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.12 (12 Jun 2011)

At this point I see (using NI):

IRONELIT.CRE - Black Talon Elite
JELLOC.CRE - Ochre Jelly
JELOCH01.CRE - Ochre Jelly

I conclude that you may want to check in with Leonardo :crying:


Sorry mate, i don't see the problem. Are those files corrupted? Or what?

Did u install Bgt-Spawn later on? Still issues?

mm75

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


#249 Ithildur

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Posted 08 August 2011 - 07:05 PM

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.

Edited by Ithildur, 08 August 2011 - 07:06 PM.


#250 melkor_morgoth75

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Posted 09 August 2011 - 08:17 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

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


#251 ScuD

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Posted 31 August 2011 - 05:21 PM

Found a typo in some of your scripts. You have JELHOC01 instead of JELOCH01.

#252 melkor_morgoth75

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Posted 01 September 2011 - 02:10 AM

Thaks mate, will fix in the next release,

mm75

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


#253 i30817

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Posted 11 September 2011 - 06:37 AM

Well,

the mod checks for your highest levelled character.

Does it check for level or experience?

Because a party with some F/M/T in it (or all as i'm using level1npcs) might be in serious pain because of this nuance.

Experience is a no-no if your highest leveled is a multi-class.

Levels is better, but only if the highest level is used, not a sum (but then again, i wouldn't mind if it was slightly harder for multiclass parties).

Edited by i30817, 11 September 2011 - 06:41 AM.


#254 ScuD

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Posted 11 September 2011 - 05:39 PM

About BTELITE.CRE. You should definitely include the CRE file into the mod or change it to IRONELIT.CRE. The thing is BTELITE.CRE is from NTotSC and is bugged - it does anything by default, you should give it at least _SHOUT script.

#255 melkor_morgoth75

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Posted 11 September 2011 - 11:19 PM

Does it check for level or experience?


Level ... so your HIGHEST Levelled Character is the target of the check. In the case of a Multi-Class, the higher class will trigger,

mm75

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


#256 melkor_morgoth75

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Posted 11 September 2011 - 11:21 PM

About BTELITE.CRE. You should definitely include the CRE file into the mod or change it to IRONELIT.CRE. The thing is BTELITE.CRE is from NTotSC and is bugged - it does anything by default, you should give it at least _SHOUT script.


Isn't BTELITE a cre from the orginal game? I thought so ... if not ... i have to add that yes, but i was quite sure of that, lol. Do u maybe have the chance to check that as i don't have currently access to BG...

Tx a lot or your great help Scud,

mm75

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


#257 ScuD

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Posted 12 September 2011 - 04:19 AM

IRONELIT.CRE is the original creature from BG1. BTELITE.CRE is from NTotSC.

#258 melkor_morgoth75

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Posted 12 September 2011 - 06:45 AM

IRONELIT.CRE is the original creature from BG1. BTELITE.CRE is from NTotSC.


thanks mate, put on "my fix list" ... need to find some time asap ... to get a new release out, i hope first week of October, for those interested,

mm75

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


#259 -Roboghost-

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Posted 12 September 2011 - 06:33 PM


IRONELIT.CRE is the original creature from BG1. BTELITE.CRE is from NTotSC.


thanks mate, put on "my fix list" ... need to find some time asap ... to get a new release out, i hope first week of October, for those interested,

mm75


No wonder I couldn't help completly here...never played NTotSC!
I'm back into EasyTutu (easier for me to mod the hell out of it than BGT). Uhhh, wouldn't be interested in converting to that to Tutu would you :whistling: :P

#260 melkor_morgoth75

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Posted 13 September 2011 - 08:21 AM

I'm back into EasyTutu (easier for me to mod the hell out of it than BGT). Uhhh, wouldn't be interested in converting to that to Tutu would you :whistling: :P


Unfortunately not, just 'cause of time.

I don't believe it would be that much difficult anyway, if there is the need i could give permission to do so to anyone interested in working on that (my mod is based on tutu-levelled spawns),

mm75

Edited by melkor_morgoth75, 13 September 2011 - 08:21 AM.

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