I've found out that in a bunch of FW* scripts you have "SGHASRGR" or "GHASTGR" instead of "SGHASTGR".
ScuD
Edited by ScuD, 21 September 2009 - 06:36 PM.
Posted 21 September 2009 - 06:10 PM
Edited by ScuD, 21 September 2009 - 06:36 PM.
Posted 21 September 2009 - 11:33 PM
Hi mm75,
I've found out that in a bunch of FW* scripts you have "SGHASRGR" or "GHASTGR" instead of "SGHASTGR".
ScuD
Edited by melkor_morgoth75, 21 September 2009 - 11:39 PM.
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
Posted 22 September 2009 - 05:28 AM
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
Posted 22 September 2009 - 06:12 AM
WOW!!! I must say, great addition to the game One of the really must-have BGT mods out there
I'm still in BGI and Level 4 so I can't comment much, but the sudden presence of "leader packs" (wolf + 4-5 wild dogs, kobold chieftain + guards etc) are very cool. I don't remember seeing them in BGT in BWP6 Did you expand the gibberlings btw?? They're so small and get blown to pieces rather easily and all ... Gibberling Overlords anyone??
Nothing overly overpowered ... yet (then again, I didn't just leave the imba itamz that I got )
Although those overgrown horses sometimes kinda tick me off (I reckon there aren't many non-hostile flavor .cre's )
In the future, do you plan on extending this to SoA-ToBSpawn?? And about the Vampiric Wolf Lord, how are they actually spawned?? (as in, how are they used in BGSpawn like in the readme??) and what takes their place if I don't install them??
Thanks,
Lol
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
Posted 03 February 2010 - 02:06 PM
Murloc-translator
Coordinator of the Russian BWP Translation Team - Arcanecoast.ru
Work with SHS, PPG, G3, CoM, Dragon's Hoard, Sorcerer's Place, RPG Dungeon
Posted 21 March 2010 - 09:23 AM
Posted 29 March 2010 - 11:38 PM
--------------
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)
Posted 03 April 2010 - 07:25 PM
PlaySound("%tutu_var%VWOLF03")... shouldn't the tutu_var have been substituted??
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
Posted 30 May 2010 - 03:19 AM
Posted 31 May 2010 - 12:14 AM
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
Posted 31 May 2010 - 11:00 AM
Posted 31 May 2010 - 11:05 AM
Thanks for your feedback Fennek.
Yes, at low level I have to keep the spawns quite low. It would be frustrating for a Lev1 party to be killed as soon as they wander around.
But regarding the fortress i can think of some changes eventually. As for now during daylight time a Lev1 party with 6 chars has these chances:
30% 1-3 Wild Dogs
30% no encounter
30% 1 or 2 gnolls
10% Ogrillon, Half Ogre or Ogre
So not that very hard, really. I can think of increasing the number of Gnolls and their chances of spawing, eventually also increasing from 1 to 3 ... the "no encounter" option is fine 'cause of community demand.
Thanks again for your kind words and any other feedback is more than appreciated,
mm75
It takes a village...
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