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#1 jube

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Posted 05 January 2010 - 12:59 AM

File Name: Vecna
File Submitter: jube
File Submitted: 05 Jan 2010
File Updated: 15 Aug 2011
File Category: Miscellaneous Released Mods

V10

The first finished and checked version

" Something evil is being born in the Astral Plane, Dark powers gather to revive an evil the Gods themselves fear, do you have the will and power to become involved and not end up dust? "

There is a cowled figure in the council of six building that requires you attention, only attend 25th Lv +.

Or if you miss him other signs will surely find you

At the end of the quest true Greyhawk Artifacts await whatever survivors remain

Please install a up to date version of teleport first,
Checked and developed on BWP
Unpack the RAR into your BG2 directory, run, follow the prompts etc, a standard WeiDU install


V11

Countless bug fixes


V12..........................................................................................
Now a full blown mod! 38 new areas to explore, many new monsters,spells and new animations to experience. Getting your hands on those artifacts in now a much harder prospect!!

Install notes................................................................................

This mod is compatible with BG2 SOA or TOB and many other mods, if inserted into a BW install it is highly advised to include a full install of Infinity animations, otherwise ( depending on exactly which mods you have chosen in your BW install ) Vecna installation might fail.

It is likewise highly advised ( but by no means essential ) to install The most recent version of the teleport spell mod

Finally this is a HIGH LEVEL MOD, i would not advise any party under 18th lv to even attempt journeying off world!! Hence some kind of Lv delimiter is i feel essential, I recommend the Lv50 patch which i am considering inclusion into the vecna archive

Copy the archive to your BG2 directory and run the setup


Bugs................................................................................................

There are numerous bugs and unfinished stages in this version, i have released it this early so other modders can include off world mods before v14 which i plan to be stable, given that, many areas are playable and much high lv fun can be had.

Introduction........................................................................................

" Something evil is being born in the Astral Plane, Dark powers gather to revive an evil the Gods themselves fear, be you on the side of right or wrong the blood in your veins marks you for a part in this "

Helm

" Although you do not know it now, cold fingers from before history are pulling at the threads of your fate, as godhood approaches so the secrets gods keep affect you more and more. Will you bend, will you break, or will you show the past the meaning of pain "

Vecna

"Step not outside your realm Bastard child of a worm god, i know your weakness, expect nothing but death here"

Lolth




There is a cowled figure in the council of six building that requires your attention.


V13.........................................................................................

Regarded now as a full alpha, 10 extra areas, many new monsters, a full rework of scripts, and many other changes from v12.


V14.........................................................................................

Well here we are, good luck players, your going to need it !


V14u1.......................................................................................
Bug fixes

V15.........Releases 1

V16............Countless bug fixes

V17..........Lots more bug fixes and some expanded rooms/dialogs

V18.....More Bug Fixes

V19........Now out of alpha and into Beta1, main quest is complete and checked

V20.......... oops this version is a filling error and does not exist

V21........ Massive internal revision of virtually everything, quest quite bit harder now, less adventurous of you might well want to stick to v19 :)

V22....... AKA Beta1, damn impossible !

V23.......Just some simple bug fixes brings this up to release candidate 1, am thinking of offering a prize if anyone actually manages to complete this mod without cheating :), but yes very hard now its all there, V24 is on its way but will not be complete for months, am developing a unique set of new graphics for the next Greyhawk artifact "the hunt for the Rod of Seven Parts" which involves spelljammers , alien empires, and a whole magic vs Technology theme.

Click here to download this file

#2 jube

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Posted 05 January 2010 - 02:52 AM

Am in the testing bug squashing phase of this quest, if anyone is playing it please post bugs as you go

#3 Lollorian

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Posted 05 January 2010 - 05:54 AM

That's a huge package for something that seemed like just a single quest :P Did you delete the stuff inside the backup folder before uploading?? :lol:

Nevertheless, it's in my queue :)

Cheers,
Lol

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#4 jube

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Posted 05 January 2010 - 07:23 AM

That's a huge package for something that seemed like just a single quest :P Did you delete the stuff inside the backup folder before uploading?? :lol:

Nevertheless, it's in my queue :)

Cheers,
Lol



no stuff in bakup that i can see, i think its the 4 custom areas and especially the tiz, not figured how to compress them via tp2 yet, seen a tut on it but its at the end of the list.

something have to do though since am doing v12 which has a lot more "Astral" areas.

biggest issue at mo is making teleport exclude the astral areas and stopping any other form of scripted movement out of them, otherwise my "storepartylocations" gets overwritten

And tidying up the artifacts and items as far as usability,price etc etc etc goes

And tone the monsters down a bit :)

#5 jube

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Posted 21 February 2010 - 02:13 PM

Hi all want to release VecnaV12 but its now a medium sized quest with 38 big areas and a bunch of IA Bams onboard, its about 150mb compressed, i was about to upload but there is a 32mb cap what do i do?

Also i have 38 large areas of which i am using 27 odd for the vecna quest, if any modders would like to host high lv adventures in any of the outer planes give me a shout here before i get to v14 which i plan to be fixed

#6 Kaeloree

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Posted 21 February 2010 - 02:24 PM

Hey jube,

Shoot me a PM and I'll tell you how. :)

:cheers:

Liam

#7 jube

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Posted 21 February 2010 - 02:59 PM

done :)

#8 Miloch

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Posted 21 February 2010 - 08:54 PM

Holy crap, where'd you come up with 38 big areas in such a short time? Even if from some other IE game, you still need to do a lot of manual hackery to get them to work with your stuff.

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
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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#9 jube

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Posted 22 February 2010 - 01:00 AM

Yep :) sure was a LOT of work getting them all to run, im no 3ds expert so only 3 of them are totally original, 10 or so came from PST, they mostly worked just some minor tweaking, what helped most was that the light search and heigh maps worked "out the box". I also spent a lot of time crawling through the pst BAMS for some beautiful effects but only about 60% worked and have been added as area anims or for the new Vecna spells. The rest of the areas came as a base from big World, or the Vanilla game, then fiddled with in IE tileset editor to make them a bit personalised.
But what took the most time was creating a stable of hgigh lv monsters and scripting them!!!!, i am using 101 dragons, liches, demons, devils beholders etc... At first i just ripped them from BW but found when put back into a BW setup Either BP or SCSIII would ruin my monster behavior, so ended up isolating all the scripts by renaming, i am just finishing up that process.
IA took a bit of time to, i have added IA code and BAMS to allow install into a vanilla game and added a check to make sure the cut down patch is not breaking a BW setup for which BAMS are not included in vecna, but this adds about 140mb i could just leave the check, add no bams and insist Vecna needs a full AI install, have been going back and forth on that one !
If you fancy putting any adventures anywhere totally feel free!!!!!,
AAR024
AAR022
AAR026
AAR027
AAR021
AAR029
AAR025
(all drow areas)
AAR005
AAR030
AAR032
(astral plane)
AAR019
AAR018
(nine hells)
AAR028
(olympus)
AAR023
(limbo)
AAR012
(tarterus)
AAR015
(niarvarna)



are all totally free, i may even have some creatures left over ( especially dragons, have loads of dragons :)

#10 Lollorian

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Posted 22 February 2010 - 01:25 AM

IA took a bit of time to, i have added IA code and BAMS to allow install into a vanilla game and added a check to make sure the cut down patch is not breaking a BW setup for which BAMS are not included in vecna, but this adds about 140mb i could just leave the check, add no bams and insist Vecna needs a full AI install, have been going back and forth on that one!

Why not create 2 versions of the mod?? ^_^ Keep a lite version without the IA bams (so that folks like me, who're using IA anyway aren't forced to download 100+ MB again :P ... all of us don't browse at 1 MBps ya know :lol:)

Or do it like IA does, tell us which packages to download from here and we'll do it :coolthumb: (you aren't using bits and pieces from ALL the packages now, are you?? :) ... are you?? :unsure:)

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
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


#11 jube

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Posted 22 February 2010 - 02:58 AM

IA took a bit of time to, i have added IA code and BAMS to allow install into a vanilla game and added a check to make sure the cut down patch is not breaking a BW setup for which BAMS are not included in vecna, but this adds about 140mb i could just leave the check, add no bams and insist Vecna needs a full AI install, have been going back and forth on that one!

Why not create 2 versions of the mod?? ^_^ Keep a lite version without the IA bams (so that folks like me, who're using IA anyway aren't forced to download 100+ MB again :P ... all of us don't browse at 1 MBps ya know :lol:)

Or do it like IA does, tell us which packages to download from here and we'll do it :coolthumb: (you aren't using bits and pieces from ALL the packages now, are you?? :) ... are you?? :unsure:)


Yep can do that ( 2 mod versions ), but on the second one yes bits and pieces, anything deamonish, outworldly etc.. i used especially anything pst.( and NWN) actually lost track of which archive they come from.
Plus in the process of converting a shed load of really cool PSTs found on my net wanderings which will appear in vecna first but when fully checked, played etc will post on IA, so they will need to stay with vecna for a while till they make it to IA-
Just found out how to FTP it down but no idea how 2 versions of same mod might work on download, maybe need a seperate page for each?
Then have to update each, which will always lead to mistakes, since really dont want to go to trouble of SVN or CVS on this !!!

#12 jube

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Posted 22 February 2010 - 03:17 AM

BTW does anyone know if there is a size limit on BG2 bams? there are some incredible PST really big bams would love to use via VVC but seem only to work with some frames in the sequence, was wandering is it size, offset or what ? ( if its pallet would it not affect all frames ?)

#13 vilkacis

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Posted 22 February 2010 - 10:40 AM

For future reference, this sort of thing is best sent to a mod via PM straight off the bat.

Since this topic doesn't have a mod in it, it doesn't go in "miscellaneous released mods"; I'm moving it to modding discussion.

#14 jube

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Posted 22 February 2010 - 11:30 AM

For future reference, this sort of thing is best sent to a mod via PM straight off the bat.

Since this topic doesn't have a mod in it, it doesn't go in "miscellaneous released mods"; I'm moving it to modding discussion.



Fair enough, should i make a new post when i get the ftp authorization and upload vecna, and assume keep that to discussion of bugs etc?
And where shold that be?

#15 Miloch

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Posted 22 February 2010 - 01:01 PM

Just found out how to FTP it down but no idea how 2 versions of same mod might work on download, maybe need a seperate page for each?
Then have to update each, which will always lead to mistakes, since really dont want to go to trouble of SVN or CVS on this !!!

Yes, you could have two downloads. Or you could have a "core" download and a "graphics" one, kind of like who IA does it.

BTW does anyone know if there is a size limit on BG2 bams? there are some incredible PST really big bams would love to use via VVC but seem only to work with some frames in the sequence, was wandering is it size, offset or what ? ( if its pallet would it not affect all frames ?)

Each frame has a max of 256x256 pixels. You can section them off, quarter them into 4 frames for example. But most PS:T BAMs are bigger than BG2 anyway, so you should downsize them using the BAM Resizer on PPG.

PS: Shouldn't there be *nine* hells? :D

Since this topic doesn't have a mod in it, it doesn't go in "miscellaneous released mods"; I'm moving it to modding discussion.

Well, it could if he puts a link in the initial post - a lot of misc. released mod threads are like that.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#16 vilkacis

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Posted 22 February 2010 - 02:53 PM

Fair enough, should i make a new post when i get the ftp authorization and upload vecna, and assume keep that to discussion of bugs etc?
And where shold that be?

This is the new and improved version of this, right? If so, I'd recommend updating that topic. Otherwise, make a new topic with a description of the mod in the first post - or if you want, you can edit your first post in this thread and I'll move it back, either way works.

We can also merge this thread with the old one to keep everything in one place.

#17 jube

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Posted 22 February 2010 - 03:16 PM

Fair enough, should i make a new post when i get the ftp authorization and upload vecna, and assume keep that to discussion of bugs etc?
And where shold that be?

This is the new and improved version of this, right? If so, I'd recommend updating that topic. Otherwise, make a new topic with a description of the mod in the first post - or if you want, you can edit your first post in this thread and I'll move it back, either way works.

We can also merge this thread with the old one to keep everything in one place.



Cool will edit update greyhawk, thats best for me as long as i can rename the Greyhawk to vecna ?

#18 jube

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Posted 22 February 2010 - 03:22 PM

"Each frame has a max of 256x256 pixels. You can section them off, quarter them into 4 frames for example. But most PS:T BAMs are bigger than BG2 anyway, so you should downsize them using the BAM Resizer on PPG."


EXCELLENT thank you so much !!!, i have downloaded BamResizer from ppg but it totally refuses to work, its a folder with an uninstall log an uninstall exe and no install\setup exe even manually putting it the location poinyed to by the uninstall log and adding path does not work, HELP !

#19 Miloch

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Posted 22 February 2010 - 11:36 PM

i have downloaded BamResizer from ppg but it totally refuses to work, its a folder with an uninstall log an uninstall exe and no install\setup exe even manually putting it the location poinyed to by the uninstall log and adding path does not work, HELP !

Pretty sure this (the last link there) had a valid .exe last time I looked at it, but it's been a while. If it doesn't, might want to report it on pocketplane.net so an admin can fix it.

I will say that I think I've heard it doesn't always produce perfect results, but for downsizing things like spell graphics you should be ok. It is upsizing where it gets blurry (not something you'd want to do anyway, converting from PS:T to BG2).

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
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#20 jube

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Posted 23 February 2010 - 03:04 AM

i have downloaded BamResizer from ppg but it totally refuses to work, its a folder with an uninstall log an uninstall exe and no install\setup exe even manually putting it the location poinyed to by the uninstall log and adding path does not work, HELP !

Pretty sure this (the last link there) had a valid .exe last time I looked at it, but it's been a while. If it doesn't, might want to report it on pocketplane.net so an admin can fix it.

I will say that I think I've heard it doesn't always produce perfect results, but for downsizing things like spell graphics you should be ok. It is upsizing where it gets blurry (not something you'd want to do anyway, converting from PS:T to BG2).



Yea unfortunately thats where i tried, cant seem to find it mirrored anywhere either, did your version come as an install package? Have reported the link but no idea when will be fixed, do you have working version? is it small enough to post here?