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Notes, Oddities and Possible Bugs in My BWP Game (Spoilers)


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#781 Fouinto

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Posted 26 September 2015 - 12:31 AM

Sadly i can't access that link, firefox don't like kerzenburg, something about not trusted site.

I can't help with modding. But I can tell you that Firefox has nothing to do with your problem accessing the forum.

The forum use a "secured" connexion (https) that can't be "trusted" by Firefox (or others).

 

I will try to explain what's happen with this forum :

Me > who are you ?

kerzenburg > I am kerzenburg, and someone can prove it !

Me > please do, who is this trustworthy person ?

kerzenburg > Well... me... why ?

Me > huh ?

 

You can (of course) bypass theses checks and say to Firefox that you KNOW who they are even if you can't trust the trustworthy person.



#782 Argent77

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Posted 26 September 2015 - 01:35 AM

From what I've read, Kerzenburg currently uses a self-signed certificate as a temporary solution for their secured connections. In these cases Firefox asks you what you want to do. If you fully trust Kerzenburg Forums, then you can select:
  • I Understand the Risks
  • Add Exception...
  • Optionally, uncheck "Permanently store this exception", if you only want to allow this connection for the current Firefox session
  • Confirm Security Exception 

Edited by Argent77, 26 September 2015 - 01:36 AM.


#783 micbaldur

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Posted 26 September 2015 - 05:22 AM

Thanks, both of you. :D

 

I know that problem of accesssing kerzenburg has nothing to do with firefox and that i can do all that "bypassing" both of you mention. I don't "speak" german (i know that there are translators but still...) so there's no point of doing that "bypass" but maybe sometime in future, who knows. ;)

 

Now that Jarl seems to be MIA (so i've heard earlier) maybe it's BG community's "job" address these problems, Jarl's mods have great content so it would be sad thing to lose those due to compability/other issues.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#784 Roxanne

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Posted 26 September 2015 - 05:38 AM

Thanks, both of you. :D

 

I know that problem of accesssing kerzenburg has nothing to do with firefox and that i can do all that "bypassing" both of you mention. I don't "speak" german (i know that there are translators but still...) so there's no point of doing that "bypass" but maybe sometime in future, who knows. ;)

 

Now that Jarl seems to be MIA (so i've heard earlier) maybe it's BG community's "job" address these problems, Jarl's mods have great content so it would be sad thing to lose those due to compability/other issues.

From what I understand from kerzenburg (they speak some *ultra-cool" street slang german on that forum that is almost incomprehensible) is that the problem of spawning creatures inside another one is randomly occuring, it is known for years but has not been solved by the easy way to change x,y's. Jarl seems to be still active on the forum but only deeling with EE stuff now and nobody else dares to touch that mod instead.

With respect to the other incompatibilities, I found some mentioning of the Jaheira BG1NPC issue, but no solution was found (this discussion is again some years old).


Edited by Roxanne, 26 September 2015 - 05:40 AM.

The Sandrah Saga

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#785 micbaldur

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Posted 26 September 2015 - 05:54 AM

Now that i'm starting NeJ and Icewind Dale later tonight i wanted to address overwriting issue.

 

NeJ overwrites Waukeen's Promenade (AR0700.ARE) and causes some problems. I know that BWP Area Patcher fixes SoS traveling triggers. But still overwriting are-file is bad.

 

From Setup-NeJ2v691.tp2:

TT0079    value~

COPY ~NeJ2/are/AR0700.are~           ~override/AR0700.are~

COPY ~NeJ2/cre/TilornN.cre~        ~override/TilornN.cre~

I have BWP Fixpack patch for patching code for AR0700.ARE:

-COPY ~NeJ2/are/AR0700.are~           ~override/AR0700.are~
+// COPY ~NeJ2/are/AR0700.are~           ~override/AR0700.are~
+
+COPY_EXISTING ~AR0700.are~ ~override/AR0700.are~
+    READ_SHORT ~0x05a~ ~#ofTrigg~
+    READ_SHORT ~0x080~ ~#ofVerti~
+    READ_SHORT ~0x05c~ ~triggOff~
+    READ_SHORT ~0x060~ ~spawnOff~
+    READ_SHORT ~0x068~ ~entraOff~
+    READ_SHORT ~0x070~ ~contaOff~
+    READ_SHORT ~0x078~ ~itemsOff~
+    READ_SHORT ~0x084~ ~ambiaOff~
+    READ_SHORT ~0x0A8~ ~doorsOff~
+    READ_SHORT ~0x07c~ ~vertiOff~
+    READ_SHORT ~0x0B0~ ~animaOff~
+    READ_SHORT ~0x0BC~ ~songsOff~
+    READ_SHORT ~0x0C0~ ~restcOff~
+    READ_SHORT ~0x0C4~ ~automOff~
+    WRITE_SHORT 0x05a (~%#ofTrigg%~ + 1)
+    WRITE_SHORT 0x060 (~%spawnOff%~ + 196)
+    WRITE_SHORT 0x068 (~%entraOff%~ + 196)
+    WRITE_SHORT 0x070 (~%contaOff%~ + 196)
+    WRITE_SHORT 0x078 (~%itemsOff%~ + 196)
+    WRITE_SHORT 0x084 (~%ambiaOff%~ + 196)
+    WRITE_SHORT 0x0A8 (~%doorsOff%~ + 196)
+    WRITE_SHORT 0x07c (~%vertiOff%~ + 196)
+    INSERT_BYTES (~%triggOff%~ + ~%#ofTrigg%~ * 196) 196
+    SET ~newVert~ = 4
+    WRITE_SHORT 0x080 (~%#ofVerti%~ + ~%newVert%~)
+    INSERT_BYTES (~%vertiOff%~ + ~%#ofVerti%~ * 4 + 196) (~%newVert%~ * 4)
+    WRITE_SHORT 0x0B0 (~%animaOff%~ + 196 + (~%newVert%~ * 4))
+    WRITE_SHORT 0x0BC (~%songsOff%~ + 196 + (~%newVert%~ * 4))
+    WRITE_SHORT 0x0C0 (~%restcOff%~ + 196 + (~%newVert%~ * 4))
+    WRITE_SHORT 0x0C4 (~%automOff%~ + 196 + (~%newVert%~ * 4))
+    WRITE_ASCII (~%triggOff%~ + ~%#ofTrigg%~ * 196) ~VPTalk2~  //Name of your trigger
+    WRITE_SHORT (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 32) 0    //where 0 stands for Proximity, 1 for Info Point and 2 for Travel (aka Exit) trigger
+    WRITE_LONG (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 34) 2408 //Define bounding box:
+    WRITE_LONG (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 36) 843
+    WRITE_LONG (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 38) 2748
+    WRITE_LONG (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 40) 1116  //smallest X, smallest Y, largest X, largest Y of all new vertices
+    WRITE_SHORT (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 42) ~%newVert%~
+    WRITE_LONG (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 44) ~%#ofVerti%~
+    WRITE_SHORT (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 52) 0
+    WRITE_ASCII  (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 56) ~None~
+    WRITE_ASCII (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 64) 0
+    WRITE_LONG (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 96) 03    //08 - detectable trap
+    WRITE_LONG (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 100) 0
+    WRITE_LONG (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 104) 0    //Trap Detection - % of difficulty
+    WRITE_LONG (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 106) 0    //Trap Removal - % of difficulty
+    WRITE_LONG (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 108) 01    //Is Trapped Flag: 00 - No, 01 - Yes
+    WRITE_LONG (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 110) 00    //Trap Already Detected Flag: 00 - No, 01 - Yes
+    WRITE_LONG (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 112) 2645    //Launcher X coord
+    WRITE_LONG (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 114) 937    //Launcher Y coord
+    WRITE_ASCII  (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 124) ~vpcuth02~  //Associated Script - resref without extention
+    WRITE_SHORT (~%vertiOff%~ + ~%#ofVerti%~ * 4 + 196) 2466 //Now, write the new vertices. x, y
+    WRITE_SHORT (~%vertiOff%~ + ~%#ofVerti%~ * 4 + 196 + 2) 842
+    WRITE_SHORT (~%vertiOff%~ + ~%#ofVerti%~ * 4 + 196 + 4) 2748
+    WRITE_SHORT (~%vertiOff%~ + ~%#ofVerti%~ * 4 + 196 + 6) 1050
+    WRITE_SHORT (~%vertiOff%~ + ~%#ofVerti%~ * 4 + 196 + 8) 2692
+    WRITE_SHORT (~%vertiOff%~ + ~%#ofVerti%~ * 4 + 196 + 10) 1116
+    WRITE_SHORT (~%vertiOff%~ + ~%#ofVerti%~ * 4 + 196 + 12) 2408
+    WRITE_SHORT (~%vertiOff%~ + ~%#ofVerti%~ * 4 + 196 + 14) 905
+    WRITE_SHORT (~%vertiOff%~ + ~%#ofVerti%~ * 4 + 196 + 16) 2466
+    WRITE_SHORT (~%vertiOff%~ + ~%#ofVerti%~ * 4 + 196 + 18) 842
+BUT_ONLY_IF_IT_CHANGES

I don't remember where/when/whom i got that code (maybe Lollorian :ermm: )  but it's not my code that's for sure. I made it to fixpack patch and used for earlier test installs couple months ago until Area Patacher came then i forgot it until (i have selective memory, sue me :P ).

 

But here's that patch maybe you Lollorian could use it to fix this bad area overwriting issue.

 

Attached File  NeJ_patch.rar   1.16K   187 downloads


Edited by micbaldur, 26 September 2015 - 05:54 AM.

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#786 micbaldur

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Posted 26 September 2015 - 06:21 AM

From what I understand from kerzenburg (they speak some *ultra-cool" street slang german on that forum that is almost incomprehensible) is that the problem of spawning creatures inside another one is randomly occuring, it is known for years but has not been solved by the easy way to change x,y's. Jarl seems to be still active on the forum but only deeling with EE stuff now and nobody else dares to touch that mod instead.
With respect to the other incompatibilities, I found some mentioning of the Jaheira BG1NPC issue, but no solution was found (this discussion is again some years old).
 

Well i know that Jaheira issue and don't use that Jarl's component.

 

Now that you Roxanne modding goddess  :D  are here visiting my humble yopic i wanted to ask you about this.

 

From Sandrah readme:

Sandrah may not be compatible with NEJ as she requires a number of mega mods that are not compatible with NEJ.

I'm not aware any incompabilities with any mega mods and i use all of them.

 

NeJ has 3 problems:

 

1. NeJ locks Vulova Estate at Government and forces you to choose Bodhi at chapter 3. Easy to bypass by getting key to door. I made workaround for it.

 

2. NeJ removes Flametongue from Durlag's Tower area ARD014. Restored FlameTongue there.

 

3. After Halruaa you get stuck at Ulcaster (AR9799) in BG1 side and can't get back to BG2 side unless you CLUAConsole. Made workaround for it.

 

Looking forward for playing your mod in my next BWP (due to sometime next year).  :woot:  I'm sure that all issues are solved then. Good luck. :coolthumb:


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#787 Roxanne

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Posted 26 September 2015 - 07:16 AM

From what I understand from kerzenburg (they speak some *ultra-cool" street slang german on that forum that is almost incomprehensible) is that the problem of spawning creatures inside another one is randomly occuring, it is known for years but has not been solved by the easy way to change x,y's. Jarl seems to be still active on the forum but only deeling with EE stuff now and nobody else dares to touch that mod instead.
With respect to the other incompatibilities, I found some mentioning of the Jaheira BG1NPC issue, but no solution was found (this discussion is again some years old).
 

Well i know that Jaheira issue and don't use that Jarl's component.

 

Now that you Roxanne modding goddess  :D  are here visiting my humble yopic i wanted to ask you about this.

 

From Sandrah readme:

Sandrah may not be compatible with NEJ as she requires a number of mega mods that are not compatible with NEJ.

I'm not aware any incompabilities with any mega mods and i use all of them.

 

NeJ has 3 problems:

 

1. NeJ locks Vulova Estate at Government and forces you to choose Bodhi at chapter 3. Easy to bypass by getting key to door. I made workaround for it.

 

2. NeJ removes Flametongue from Durlag's Tower area ARD014. Restored FlameTongue there.

 

3. After Halruaa you get stuck at Ulcaster (AR9799) in BG1 side and can't get back to BG2 side unless you CLUAConsole. Made workaround for it.

 

Looking forward for playing your mod in my next BWP (due to sometime next year).  :woot:  I'm sure that all issues are solved then. Good luck. :coolthumb:

 

First - I follow your interesting topic since long time - many of the issues you find are familiar and I locally fixed them - since you publish them already I saw no issue to duplicate your effort. More than one solution has found its way into improving my mod.

 

Second - *Sandrah may not be compatible with NEJ* - I choose these words because I was relying on secondary information. Due to the reported issues for NEJ and the author's very own disclaimer I have never installed NEJ myself. It would be interesting to hear an eye witnesses' assessment.

Nevertheless, the NEJ mod may not be contentswise fit well (I am not saying incompatible) into the trilogy approach that Sandrah follows with BGT. I looked at Syvishtar's Journal here on the forum and saw that NEJ takes you far away from the original story for a significant time starting at Irenicus Dungeon. So, if you have her in the party before you step into Icewind Dale, I assume she will just stay with you but not provide any contents until you return to Amn and continue SoA, If you loose her in NEJ she will be gone with no chance of recovery. The same is probably true if you leave Irenicus Dungeon for NEJ before you picked her up.

There may be additional issues with non-party companions like Haiass or Pelligram I cannot foresee yet.

For your other issues

 

1. NeJ locks Vulova Estate at Government and forces you to choose Bodhi at chapter 3. Easy to bypass by getting key to door. I made workaround for it.

Not sure what you mean here? Sandrah considers *alternatives* mod as well as Bodhi's road to get to the Asylum, she is neutral towards which method you use to advance.

2. NeJ removes Flametongue from Durlag's Tower area ARD014. Restored FlameTongue there.

No issue

3. After Halruaa you get stuck at Ulcaster (AR9799) in BG1 side and can't get back to BG2 side unless you CLUAConsole. Made workaround for it.

I have not followed NEJ story enough to know what that means. Is that how you come back into BGT? Given that you had Sandrah with you when you left Chateau Irenicus, the only meaningful way to continue the game with her is to return to where you broke off. NB What is the problem of NEJ (portal, door, spell, whatever) to bring you to Ulcaster instead of to where you left??

 

So, in summary: If you can install NEJ in the context of all the mods required for Sandrah, then she should follow you as any other NPC through that excursion ( remaining silent - has nothing to say - for that part of the game) and pick up her thread again upon return to BGT. There will be a slight mismatch in some of her talks with respect to the time passed between BG1 and SoA and what both of you have experienced (it will appear that she is unaware of the whole NEJ thing) - no unexpected glitch.


Edited by Roxanne, 26 September 2015 - 09:32 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#788 Lollorian

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Posted 26 September 2015 - 08:40 AM

From what I understand from kerzenburg (they speak some *ultra-cool" street slang german on that forum that is almost incomprehensible) is that the problem of spawning creatures inside another one is randomly occuring, it is known for years but has not been solved by the easy way to change x,y's. Jarl seems to be still active on the forum but only deeling with EE stuff now and nobody else dares to touch that mod instead.
With respect to the other incompatibilities, I found some mentioning of the Jaheira BG1NPC issue, but no solution was found (this discussion is again some years old).
If they have the Lolfixer's Area component installed, then I'm pretty sure the culprit is that thing :D It makes disappearing actors not disappear :P
 
PS: Yes, you wouldn't even notice this issue if you don't install the lolfixer :lol:
I will try to explain what's happen with this forum :
Me > who are you ?
kerzenburg > I am kerzenburg, and someone can prove it !
Me > please do, who is this trustworthy person ?
kerzenburg > Well... me... why ?
Me > huh ?
:ROFL: :coolthumb:

Edited by Lollorian, 26 September 2015 - 10:39 AM.

"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!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#789 micbaldur

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Posted 26 September 2015 - 09:50 AM

First - I follow your interesting topic since long time - many of the issues you find are familiar and I locally fixed them - since you publish them already I saw no issue to duplicate your effort. More than one solution has found its way into improving my mod.

I'm glad my topic helps, that's my topic intention after all. :lol:

Second - *Sandrah may not be compatible with NEJ* - I choose these words because I was relying on secondary information. Due to the reported issues for NEJ and the author's very own disclaimer I have never installed NEJ myself. It would be interesting to hear an eye witnesses' assessment.
Nevertheless, the NEJ mod may not be contentswise fit well (I am not saying incompatible) into the trilogy approach that Sandrah follows with BGT. I looked at Syvishtar's Journal here on the forum and saw that NEJ takes you far away from the original story for a significant time starting at Irenicus Dungeon. So, if you have her in the party before you step into Icewind Dale, I assume she will just stay with you but not provide any contents until you return to Amn and continue SoA, If you loose her in NEJ she will be gone with no chance of recovery. The same is probably true if you leave Irenicus Dungeon for NEJ before you picked her up.
There may be additional issues with non-party companions like Haiass or Pelligram I cannot foresee yet.
For your other issues
 
1. NeJ locks Vulova Estate at Government and forces you to choose Bodhi at chapter 3. Easy to bypass by getting key to door. I made workaround for it.
Not sure what you mean here? Sandrah considers *alternatives* mod as well as Bodhi's road to get to the Asylum, she is neutral towards which method you use to advance.
2. NeJ removes Flametongue from Durlag's Tower area ARD014. Restored FlameTongue there.
No issue
3. After Halruaa you get stuck at Ulcaster (AR9799) in BG1 side and can't get back to BG2 side unless you CLUAConsole. Made workaround for it.
I have not followed NEJ story enough to know what that means. Is that how you come back into BGT? Given that you had Sandrah with you when you left Chateau Irenicus, the only meaningful way to continue the game with her is to return to where you broke off.

1. I meant that NeJ locks the door to Vulova Estate and you need key from Bodhi to open it. Alternatives offers other way to get Brynnlaw but you need to get to inside Vulova Estate but you can't unless you choose Bodhi side so Alternatives way is broken.

Besides i never choose Bodhi over Aran because i want to romance Fade and Sime.

 

3. NeJ part 2 starts shortly (more or less) after you arrive Waukeen's Promenade from Irenicus Dungeon at BG2. First you are taken to Ulcaster (BG1 area) then you go to Halruaa. After all is done there you end up back Ulcaster but you can't go back to BG2 areas, they non-reachable, you can use CLUAConsole to get back to BG2 (if you have done Planar Sphere then you can use it to get back to Slums).

So, in summary: If you can install NEJ in the context of all the mods required for Sandrah, then she should follow you as any other NPC through that excursion ( remaining silent - has nothing to say - for that part of the game) and pick up her thread again upon return to BGT. There will be a slight mismatch in some of her talks with respect to the time passed between BG1 and SoA and what both of you have experienced (it will appear that she is unaware of the whole NEJ thing) - no unexpected glitch.
 

Good to hear because i'm going to use both mods, yours and NeJ. Remaining silent doesn't bother me i'm used it with multiple NPCs. :P 


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#790 Lollorian

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Posted 26 September 2015 - 10:24 AM

I'll add the AR0700.ARE patching code using WeiDU's super happy fun area patching function of awesomeness :D (aka fj_are_structure)
  
COPY_EXISTING ~AR0700.are~ override
  LPF fj_are_structure
    INT_VAR
      fj_type           = 0
      fj_box_left       = 2886
      fj_box_top        = 904
      fj_box_right      = 3025
      fj_box_bottom     = 1048
      fj_cursor_idx     = 0
      fj_flags          = 0x00000002
      fj_trap_active    = 1
      fj_loc_x          = 2946
      fj_loc_y          = 960
      fj_vertex_0       = 2886 + ( 955 << 16)
      fj_vertex_1       = 2948 + (1048 << 16)
      fj_vertex_2       = 3025 + ( 993 << 16)
      fj_vertex_3       = 2968 + ( 903 << 16)
      fj_vertex_4       = 2886 + ( 955 << 16)
    STR_VAR
      fj_structure_type = region
      fj_name           = VPTalk1
      fj_reg_script     = VPCUTH02
  END
  LPF fj_are_structure
    INT_VAR
      fj_type           = 0
      fj_box_left       = 2408
      fj_box_top        = 843
      fj_box_right      = 2748
      fj_box_bottom     = 1116
      fj_cursor_idx     = 0
      fj_flags          = 0x00000002
      fj_trap_active    = 1
      fj_loc_x          = 2645
      fj_loc_y          = 937
      fj_vertex_0       = 2466 + ( 842 << 16)
      fj_vertex_1       = 2748 + (1050 << 16)
      fj_vertex_2       = 2692 + (1116 << 16)
      fj_vertex_3       = 2408 + ( 905 << 16)
      fj_vertex_4       = 2466 + ( 842 << 16)
    STR_VAR
      fj_structure_type = region
      fj_name           = VPTalk2
      fj_reg_script     = VPCUTH02
  END
BUT_ONLY

And BWPFixpack'd :cheers:

It might be worth mentioning any other overwriting areas you encounter so we can patch shit as we go along :P (and now that the BWP focuses on a single NeJ - things be easy)

Edited by Lollorian, 26 September 2015 - 10:31 AM.

"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


#791 micbaldur

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Posted 26 September 2015 - 10:31 AM

Great work, thanks again Lollorian. :Bow:

 

Area overwrites are bad thing.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#792 Roxanne

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Posted 26 September 2015 - 10:38 AM

First - I follow your interesting topic since long time - many of the issues you find are familiar and I locally fixed them - since you publish them already I saw no issue to duplicate your effort. More than one solution has found its way into improving my mod.

I'm glad my topic helps, that's my topic intention after all. :lol:

Second - *Sandrah may not be compatible with NEJ* - I choose these words because I was relying on secondary information. Due to the reported issues for NEJ and the author's very own disclaimer I have never installed NEJ myself. It would be interesting to hear an eye witnesses' assessment.
Nevertheless, the NEJ mod may not be contentswise fit well (I am not saying incompatible) into the trilogy approach that Sandrah follows with BGT. I looked at Syvishtar's Journal here on the forum and saw that NEJ takes you far away from the original story for a significant time starting at Irenicus Dungeon. So, if you have her in the party before you step into Icewind Dale, I assume she will just stay with you but not provide any contents until you return to Amn and continue SoA, If you loose her in NEJ she will be gone with no chance of recovery. The same is probably true if you leave Irenicus Dungeon for NEJ before you picked her up.
There may be additional issues with non-party companions like Haiass or Pelligram I cannot foresee yet.
For your other issues
 
1. NeJ locks Vulova Estate at Government and forces you to choose Bodhi at chapter 3. Easy to bypass by getting key to door. I made workaround for it.
Not sure what you mean here? Sandrah considers *alternatives* mod as well as Bodhi's road to get to the Asylum, she is neutral towards which method you use to advance.
2. NeJ removes Flametongue from Durlag's Tower area ARD014. Restored FlameTongue there.
No issue
3. After Halruaa you get stuck at Ulcaster (AR9799) in BG1 side and can't get back to BG2 side unless you CLUAConsole. Made workaround for it.
I have not followed NEJ story enough to know what that means. Is that how you come back into BGT? Given that you had Sandrah with you when you left Chateau Irenicus, the only meaningful way to continue the game with her is to return to where you broke off.

1. I meant that NeJ locks the door to Vulova Estate and you need key from Bodhi to open it. Alternatives offers other way to get Brynnlaw but you need to get to inside Vulova Estate but you can't unless you choose Bodhi side so Alternatives way is broken.

Besides i never choose Bodhi over Aran because i want to romance Fade and Sime.

 

3. NeJ part 2 starts shortly (more or less) after you arrive Waukeen's Promenade from Irenicus Dungeon at BG2. First you are taken to Ulcaster (BG1 area) then you go to Halruaa. After all is done there you end up back Ulcaster but you can't go back to BG2 areas, they non-reachable, you can use CLUAConsole to get back to BG2 (if you have done Planar Sphere then you can use it to get back to Slums).

So, in summary: If you can install NEJ in the context of all the mods required for Sandrah, then she should follow you as any other NPC through that excursion ( remaining silent - has nothing to say - for that part of the game) and pick up her thread again upon return to BGT. There will be a slight mismatch in some of her talks with respect to the time passed between BG1 and SoA and what both of you have experienced (it will appear that she is unaware of the whole NEJ thing) - no unexpected glitch.

Good to hear because i'm going to use both mods, yours and NeJ. Remaining silent doesn't bother me i'm used it with multiple NPCs. :P

 

 

First - I follow your interesting topic since long time - many of the issues you find are familiar and I locally fixed them - since you publish them already I saw no issue to duplicate your effort. More than one solution has found its way into improving my mod.

I'm glad my topic helps, that's my topic intention after all. :lol:

Second - *Sandrah may not be compatible with NEJ* - I choose these words because I was relying on secondary information. Due to the reported issues for NEJ and the author's very own disclaimer I have never installed NEJ myself. It would be interesting to hear an eye witnesses' assessment.
Nevertheless, the NEJ mod may not be contentswise fit well (I am not saying incompatible) into the trilogy approach that Sandrah follows with BGT. I looked at Syvishtar's Journal here on the forum and saw that NEJ takes you far away from the original story for a significant time starting at Irenicus Dungeon. So, if you have her in the party before you step into Icewind Dale, I assume she will just stay with you but not provide any contents until you return to Amn and continue SoA, If you loose her in NEJ she will be gone with no chance of recovery. The same is probably true if you leave Irenicus Dungeon for NEJ before you picked her up.
There may be additional issues with non-party companions like Haiass or Pelligram I cannot foresee yet.
For your other issues
 
1. NeJ locks Vulova Estate at Government and forces you to choose Bodhi at chapter 3. Easy to bypass by getting key to door. I made workaround for it.
Not sure what you mean here? Sandrah considers *alternatives* mod as well as Bodhi's road to get to the Asylum, she is neutral towards which method you use to advance.
2. NeJ removes Flametongue from Durlag's Tower area ARD014. Restored FlameTongue there.
No issue
3. After Halruaa you get stuck at Ulcaster (AR9799) in BG1 side and can't get back to BG2 side unless you CLUAConsole. Made workaround for it.
I have not followed NEJ story enough to know what that means. Is that how you come back into BGT? Given that you had Sandrah with you when you left Chateau Irenicus, the only meaningful way to continue the game with her is to return to where you broke off.

1. I meant that NeJ locks the door to Vulova Estate and you need key from Bodhi to open it. Alternatives offers other way to get Brynnlaw but you need to get to inside Vulova Estate but you can't unless you choose Bodhi side so Alternatives way is broken.

Ah, it is ar1007, (I was not familiar with the name) which has a slightly different role for each alternative. Is it that NEJ has any reason to require the Bodhi road or is it a bug?

Besides i never choose Bodhi over Aran because i want to romance Fade and Sime.

 

3. NeJ part 2 starts shortly (more or less) after you arrive Waukeen's Promenade from Irenicus Dungeon at BG2. First you are taken to Ulcaster (BG1 area) then you go to Halruaa. After all is done there you end up back Ulcaster but you can't go back to BG2 areas, they non-reachable, you can use CLUAConsole to get back to BG2 (if you have done Planar Sphere then you can use it to get back to Slums).

??? Can you have planar sphere at that point already? You have not even been to the slums by then? Anyway, a simple block added to AR9799.bcs would be sufficient to get back to Amn.

So, in summary: If you can install NEJ in the context of all the mods required for Sandrah, then she should follow you as any other NPC through that excursion ( remaining silent - has nothing to say - for that part of the game) and pick up her thread again upon return to BGT. There will be a slight mismatch in some of her talks with respect to the time passed between BG1 and SoA and what both of you have experienced (it will appear that she is unaware of the whole NEJ thing) - no unexpected glitch.
 

Good to hear because i'm going to use both mods, yours and NeJ. Remaining silent doesn't bother me i'm used it with multiple NPCs. :P

You may enjoy her to be silent once in a while and concentrating on her hammer and spells for a change.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#793 micbaldur

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Posted 26 September 2015 - 11:14 AM

@ Roxanne

 

NeJ's choice to prefer Bodhi (and romance Leina) is intentional by Vlad so it's not bug.

 

Well quest for Halruaa doesn't start immediately (you can delay it for day or two) so it's possible to get Planar Sphere.

 

I have added a block to AR9799.bcs that teleports me back to City Gates.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#794 Roxanne

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Posted 26 September 2015 - 11:28 AM

First - I follow your interesting topic since long time - many of the issues you find are familiar and I locally fixed them - since you publish them already I saw no issue to duplicate your effort. More than one solution has found its way into improving my mod.

I'm glad my topic helps, that's my topic intention after all. :lol:

Second - *Sandrah may not be compatible with NEJ* - I choose these words because I was relying on secondary information. Due to the reported issues for NEJ and the author's very own disclaimer I have never installed NEJ myself. It would be interesting to hear an eye witnesses' assessment.
Nevertheless, the NEJ mod may not be contentswise fit well (I am not saying incompatible) into the trilogy approach that Sandrah follows with BGT. I looked at Syvishtar's Journal here on the forum and saw that NEJ takes you far away from the original story for a significant time starting at Irenicus Dungeon. So, if you have her in the party before you step into Icewind Dale, I assume she will just stay with you but not provide any contents until you return to Amn and continue SoA, If you loose her in NEJ she will be gone with no chance of recovery. The same is probably true if you leave Irenicus Dungeon for NEJ before you picked her up.
There may be additional issues with non-party companions like Haiass or Pelligram I cannot foresee yet.
For your other issues
 
1. NeJ locks Vulova Estate at Government and forces you to choose Bodhi at chapter 3. Easy to bypass by getting key to door. I made workaround for it.
Not sure what you mean here? Sandrah considers *alternatives* mod as well as Bodhi's road to get to the Asylum, she is neutral towards which method you use to advance.
2. NeJ removes Flametongue from Durlag's Tower area ARD014. Restored FlameTongue there.
No issue
3. After Halruaa you get stuck at Ulcaster (AR9799) in BG1 side and can't get back to BG2 side unless you CLUAConsole. Made workaround for it.
I have not followed NEJ story enough to know what that means. Is that how you come back into BGT? Given that you had Sandrah with you when you left Chateau Irenicus, the only meaningful way to continue the game with her is to return to where you broke off.

1. I meant that NeJ locks the door to Vulova Estate and you need key from Bodhi to open it. Alternatives offers other way to get Brynnlaw but you need to get to inside Vulova Estate but you can't unless you choose Bodhi side so Alternatives way is broken.

Besides i never choose Bodhi over Aran because i want to romance Fade and Sime.

 

3. NeJ part 2 starts shortly (more or less) after you arrive Waukeen's Promenade from Irenicus Dungeon at BG2. First you are taken to Ulcaster (BG1 area) then you go to Halruaa. After all is done there you end up back Ulcaster but you can't go back to BG2 areas, they non-reachable, you can use CLUAConsole to get back to BG2 (if you have done Planar Sphere then you can use it to get back to Slums).

So, in summary: If you can install NEJ in the context of all the mods required for Sandrah, then she should follow you as any other NPC through that excursion ( remaining silent - has nothing to say - for that part of the game) and pick up her thread again upon return to BGT. There will be a slight mismatch in some of her talks with respect to the time passed between BG1 and SoA and what both of you have experienced (it will appear that she is unaware of the whole NEJ thing) - no unexpected glitch.

Good to hear because i'm going to use both mods, yours and NeJ. Remaining silent doesn't bother me i'm used it with multiple NPCs. :P

 

 

First - I follow your interesting topic since long time - many of the issues you find are familiar and I locally fixed them - since you publish them already I saw no issue to duplicate your effort. More than one solution has found its way into improving my mod.

I'm glad my topic helps, that's my topic intention after all. :lol:

Second - *Sandrah may not be compatible with NEJ* - I choose these words because I was relying on secondary information. Due to the reported issues for NEJ and the author's very own disclaimer I have never installed NEJ myself. It would be interesting to hear an eye witnesses' assessment.
Nevertheless, the NEJ mod may not be contentswise fit well (I am not saying incompatible) into the trilogy approach that Sandrah follows with BGT. I looked at Syvishtar's Journal here on the forum and saw that NEJ takes you far away from the original story for a significant time starting at Irenicus Dungeon. So, if you have her in the party before you step into Icewind Dale, I assume she will just stay with you but not provide any contents until you return to Amn and continue SoA, If you loose her in NEJ she will be gone with no chance of recovery. The same is probably true if you leave Irenicus Dungeon for NEJ before you picked her up.
There may be additional issues with non-party companions like Haiass or Pelligram I cannot foresee yet.
For your other issues
 
1. NeJ locks Vulova Estate at Government and forces you to choose Bodhi at chapter 3. Easy to bypass by getting key to door. I made workaround for it.
Not sure what you mean here? Sandrah considers *alternatives* mod as well as Bodhi's road to get to the Asylum, she is neutral towards which method you use to advance.
2. NeJ removes Flametongue from Durlag's Tower area ARD014. Restored FlameTongue there.
No issue
3. After Halruaa you get stuck at Ulcaster (AR9799) in BG1 side and can't get back to BG2 side unless you CLUAConsole. Made workaround for it.
I have not followed NEJ story enough to know what that means. Is that how you come back into BGT? Given that you had Sandrah with you when you left Chateau Irenicus, the only meaningful way to continue the game with her is to return to where you broke off.

1. I meant that NeJ locks the door to Vulova Estate and you need key from Bodhi to open it. Alternatives offers other way to get Brynnlaw but you need to get to inside Vulova Estate but you can't unless you choose Bodhi side so Alternatives way is broken.

Ah, it is ar1007, (I was not familiar with the name) which has a slightly different role for each alternative. Is it that NEJ has any reason to require the Bodhi road or is it a bug?

Besides i never choose Bodhi over Aran because i want to romance Fade and Sime.

 

3. NeJ part 2 starts shortly (more or less) after you arrive Waukeen's Promenade from Irenicus Dungeon at BG2. First you are taken to Ulcaster (BG1 area) then you go to Halruaa. After all is done there you end up back Ulcaster but you can't go back to BG2 areas, they non-reachable, you can use CLUAConsole to get back to BG2 (if you have done Planar Sphere then you can use it to get back to Slums).

??? Can you have planar sphere at that point already? You have not even been to the slums by then? Anyway, a simple block added to AR9799.bcs would be sufficient to get back to Amn.

So, in summary: If you can install NEJ in the context of all the mods required for Sandrah, then she should follow you as any other NPC through that excursion ( remaining silent - has nothing to say - for that part of the game) and pick up her thread again upon return to BGT. There will be a slight mismatch in some of her talks with respect to the time passed between BG1 and SoA and what both of you have experienced (it will appear that she is unaware of the whole NEJ thing) - no unexpected glitch.
 

Good to hear because i'm going to use both mods, yours and NeJ. Remaining silent doesn't bother me i'm used it with multiple NPCs. :P

You may enjoy her to be silent once in a while and concentrating on her hammer and spells for a change.

 

 

I took another look at what the BWP manual says about NEJ 2. Maybe I was over optimistic. If what BWP says is true, there may be more issues with Sandrah.

 

1. For no apparent reason the complete story of Brage is removed, resulting to the fact that BG1NPCProjects and BGQE can not be installed without the patch from the BiG World Fixpack.

Brage is the starting point for the Sharka-Fai and Shauhana quest in Sandrah's SoA part. That quest is prerequisite for Return to Faerun. Unless the mentioned patch brings Brage back, this change would be a no-go for Sandrah.

 

2..NEJ overwrites original files of BG2. This does not allow other mods that might want to change these files to be installed
correctly. NEJ overwrites original files of BGT.

This is very global. Sandrah uses countless BG2 and BGT files for appends and extends, so this must be thoroughly tested.

 

3. The author of the mod recommends to refrain from installing NeJ2 with other big mods such as TDD, SoS and CtB.

This statement was the source of my initial statement, since Sandrah requires these mods - however you stated that you did not find these issues and I saw you really have installed almost anything reasonaby possible.

 

4. "Firewalker" Shar-Teel This component is neither compatible with TDD nor the Shar-Teel mod nor BG1NPCSoA.

Shar-Teel is essential for Sandrah and RtF.

 

5. Continuous and Custom Kit Imoen] With this component Imoen can backstab, which is in contradiction to her background.

This makes the largest part of the Sandrah/Imoen relationship unplayable and would remove 2 major quests from the mod. Imoen in RtF would appear unrelated to the Imoen in the earlier parts of the game. Even if Sandrah main plot remains intact, about a quarter of the BG1 contents will be lost.

 

Once again this is pure paper analysis - but there may be issues lurking behind each of the issues. The only way to make sure would be for me to install NEJ myself and see what happens. (Which will not happen for quite some time as there is still much to do on my mod for BGT without NEJ. Priority for me is to get that working before I could think of integrating with such a mega mod like NEJ - and I have my doubts that the author of NEJ would like my intrusion very much if I did.)


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#795 Roxanne

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Posted 26 September 2015 - 11:41 AM

@ Roxanne

 

NeJ's choice to prefer Bodhi (and romance Leina) is intentional by Vlad so it's not bug.

It sounds like it is not so much *choice to prefer Bodhi* than *force to take Bodhi*.

Nevertheless, Sandrah has contents for each path and the NPCs (except this Leina) you may meet there (I think it is Valen and Ninde you can have this way instead of Fade and Sime). In choices like this she is pragmatic and does not prefer one evil over the other (a bunch of murderers or a bunch of bloodsuckers and both will betray you anyway...)

Well quest for Halruaa doesn't start immediately (you can delay it for day or two) so it's possible to get Planar Sphere.

 

I have added a block to AR9799.bcs that teleports me back to City Gates.

In a highly modded game you are always prepared to do things like that, right?


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#796 micbaldur

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  • 1692 posts

Posted 26 September 2015 - 12:33 PM

 I took another look at what the BWP manual says about NEJ 2. Maybe I was over optimistic. If what BWP says is true, there may be more issues with Sandrah.
 
1. For no apparent reason the complete story of Brage is removed, resulting to the fact that BG1NPCProjects and BGQE can not be installed without the patch from the BiG World Fixpack.
Brage is the starting point for the Sharka-Fai and Shauhana quest in Sandrah's SoA part. That quest is prerequisite for Return to Faerun. Unless the mentioned patch brings Brage back, this change would be a no-go for Sandrah.
 
2..NEJ overwrites original files of BG2. This does not allow other mods that might want to change these files to be installed
correctly. NEJ overwrites original files of BGT.

This is very global. Sandrah uses countless BG2 and BGT files for appends and extends, so this must be thoroughly tested.
 
3. The author of the mod recommends to refrain from installing NeJ2 with other big mods such as TDD, SoS and CtB.
This statement was the source of my initial statement, since Sandrah requires these mods - however you stated that you did not find these issues and I saw you really have installed almost anything reasonaby possible.
 
4. "Firewalker" Shar-Teel This component is neither compatible with TDD nor the Shar-Teel mod nor BG1NPCSoA.
Shar-Teel is essential for Sandrah and RtF.
 
5. Continuous and Custom Kit Imoen] With this component Imoen can backstab, which is in contradiction to her background.
This makes the largest part of the Sandrah/Imoen relationship unplayable and would remove 2 major quests from the mod. Imoen in RtF would appear unrelated to the Imoen in the earlier parts of the game. Even if Sandrah main plot remains intact, about a quarter of the BG1 contents will be lost.
 
Once again this is pure paper analysis - but there may be issues lurking behind each of the issues. The only way to make sure would be for me to install NEJ myself and see what happens. (Which will not happen for quite some time as there is still much to do on my mod for BGT without NEJ. Priority for me is to get that working before I could think of integrating with such a mega mod like NEJ - and I have my doubts that the author of NEJ would like my intrusion very much if I did.)

1. Brage quest is restored and present in BWP. I played it couple months ago.
 
2. Only problem with NeJ overwrite i have found, is at Waukeen's Promenade (AR0700) and it was fixed by Lollorian today. Though this doesn't mean that aren't any other problems.
 
3. Vlad doesn't support mega mods and recommends only Baldurdash-Weidu and TS with NeJ.
 
4. I use many Shar-Teels including NeJ, TDD so on, and i haven't encountered any problems now or previous installs. Those incompability warnings are probably there because you get same NPC many times and some people don't like it.
 
5. I don't use "Continuous and Custom Kit Imoen" component anymore.
 
As for future i'll probably test this compability thing in my next BWP.
 

It sounds like it is not so much *choice to prefer Bodhi* than *force to take Bodhi*.
Nevertheless, Sandrah has contents for each path and the NPCs (except this Leina) you may meet there (I think it is Valen and Ninde you can have this way instead of Fade and Sime). In choices like this she is pragmatic and does not prefer one evil over the other (a bunch of murderers or a bunch of bloodsuckers and both will betray you anyway...)

About Bodhi, maybe that's true.

I don't use Valen mod but Ninde you can get and it doesn't matter which side you choose. Actually in previous BWP i romanced all of them Ninde, Fade, Sime and Leina.

In a highly modded game you are always prepared to do things like that, right?

Yes that's true.
 
Last note on NeJ that it's biggest problem is that it's missing part 3. Vlad has made it and is currently testing it. Hopely he's releasing it public sometime in future.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#797 Roxanne

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Posted 26 September 2015 - 12:50 PM

 I took another look at what the BWP manual says about NEJ 2. Maybe I was over optimistic. If what BWP says is true, there may be more issues with Sandrah.
 
1. For no apparent reason the complete story of Brage is removed, resulting to the fact that BG1NPCProjects and BGQE can not be installed without the patch from the BiG World Fixpack.
Brage is the starting point for the Sharka-Fai and Shauhana quest in Sandrah's SoA part. That quest is prerequisite for Return to Faerun. Unless the mentioned patch brings Brage back, this change would be a no-go for Sandrah.
 
2..NEJ overwrites original files of BG2. This does not allow other mods that might want to change these files to be installed
correctly. NEJ overwrites original files of BGT.

This is very global. Sandrah uses countless BG2 and BGT files for appends and extends, so this must be thoroughly tested.
 
3. The author of the mod recommends to refrain from installing NeJ2 with other big mods such as TDD, SoS and CtB.
This statement was the source of my initial statement, since Sandrah requires these mods - however you stated that you did not find these issues and I saw you really have installed almost anything reasonaby possible.
 
4. "Firewalker" Shar-Teel This component is neither compatible with TDD nor the Shar-Teel mod nor BG1NPCSoA.
Shar-Teel is essential for Sandrah and RtF.
 
5. Continuous and Custom Kit Imoen] With this component Imoen can backstab, which is in contradiction to her background.
This makes the largest part of the Sandrah/Imoen relationship unplayable and would remove 2 major quests from the mod. Imoen in RtF would appear unrelated to the Imoen in the earlier parts of the game. Even if Sandrah main plot remains intact, about a quarter of the BG1 contents will be lost.
 
Once again this is pure paper analysis - but there may be issues lurking behind each of the issues. The only way to make sure would be for me to install NEJ myself and see what happens. (Which will not happen for quite some time as there is still much to do on my mod for BGT without NEJ. Priority for me is to get that working before I could think of integrating with such a mega mod like NEJ - and I have my doubts that the author of NEJ would like my intrusion very much if I did.)

1. Brage quest is restored and present in BWP. I played it couple months ago.
 
2. Only problem with NeJ overwrite i have found, is at Waukeen's Promenade (AR0700) and it was fixed by Lollorian today. Though this doesn't mean that aren't any other problems.
 
3. Vlad doesn't support mega mods and recommends only Baldurdash-Weidu and TS with NeJ.
 
4. I use many Shar-Teels including NeJ, TDD so on, and i haven't encountered any problems now or previous installs. Those incompability warnings are probably there because you get same NPC many times and some people don't like it.
 
5. I don't use "Continuous and Custom Kit Imoen" component anymore.
 
As for future i'll probably test this compability thing in my next BWP.
 

It sounds like it is not so much *choice to prefer Bodhi* than *force to take Bodhi*.
Nevertheless, Sandrah has contents for each path and the NPCs (except this Leina) you may meet there (I think it is Valen and Ninde you can have this way instead of Fade and Sime). In choices like this she is pragmatic and does not prefer one evil over the other (a bunch of murderers or a bunch of bloodsuckers and both will betray you anyway...)

About Bodhi, maybe that's true.

I don't use Valen mod but Ninde you can get and it doesn't matter which side you choose. Actually in previous BWP i romanced all of them Ninde, Fade, Sime and Leina.

In a highly modded game you are always prepared to do things like that, right?

Yes that's true.
 
Last note on NeJ that it's biggest problem is that it's missing part 3. Vlad has made it and is currently testing it. Hopely he's releasing it public sometime in future.

 

Thank you for this discussion.

All these issues about NEJ sounded worse than they actually may be. From your rather objective point of view it appears not worse than any mega mod of such size and ambition would be (including my own).

I have the feeling there has been much emotional discussion in the past that maybe has given the mod such a negative reputation, including the author's own rude responses (which may have their reason in past discussions as well or maybe it is just a language problem). The obvious confusion about versions to use in BGT has not helped to improve that.

It is really good to have someone around who systematically analyses the things and provides information unbiased.

I will consider NEJ for my next mega install and see for myself.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#798 Roxanne

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Posted 26 September 2015 - 11:41 PM

 I took another look at what the BWP manual says about NEJ 2. Maybe I was over optimistic. If what BWP says is true, there may be more issues with Sandrah.
 
1. For no apparent reason the complete story of Brage is removed, resulting to the fact that BG1NPCProjects and BGQE can not be installed without the patch from the BiG World Fixpack.
Brage is the starting point for the Sharka-Fai and Shauhana quest in Sandrah's SoA part. That quest is prerequisite for Return to Faerun. Unless the mentioned patch brings Brage back, this change would be a no-go for Sandrah.
 
2..NEJ overwrites original files of BG2. This does not allow other mods that might want to change these files to be installed
correctly. NEJ overwrites original files of BGT.

This is very global. Sandrah uses countless BG2 and BGT files for appends and extends, so this must be thoroughly tested.
 
3. The author of the mod recommends to refrain from installing NeJ2 with other big mods such as TDD, SoS and CtB.
This statement was the source of my initial statement, since Sandrah requires these mods - however you stated that you did not find these issues and I saw you really have installed almost anything reasonaby possible.
 
4. "Firewalker" Shar-Teel This component is neither compatible with TDD nor the Shar-Teel mod nor BG1NPCSoA.
Shar-Teel is essential for Sandrah and RtF.
 
5. Continuous and Custom Kit Imoen] With this component Imoen can backstab, which is in contradiction to her background.
This makes the largest part of the Sandrah/Imoen relationship unplayable and would remove 2 major quests from the mod. Imoen in RtF would appear unrelated to the Imoen in the earlier parts of the game. Even if Sandrah main plot remains intact, about a quarter of the BG1 contents will be lost.
 
Once again this is pure paper analysis - but there may be issues lurking behind each of the issues. The only way to make sure would be for me to install NEJ myself and see what happens. (Which will not happen for quite some time as there is still much to do on my mod for BGT without NEJ. Priority for me is to get that working before I could think of integrating with such a mega mod like NEJ - and I have my doubts that the author of NEJ would like my intrusion very much if I did.)

1. Brage quest is restored and present in BWP. I played it couple months ago.
 
2. Only problem with NeJ overwrite i have found, is at Waukeen's Promenade (AR0700) and it was fixed by Lollorian today. Though this doesn't mean that aren't any other problems.
 
3. Vlad doesn't support mega mods and recommends only Baldurdash-Weidu and TS with NeJ.
 
4. I use many Shar-Teels including NeJ, TDD so on, and i haven't encountered any problems now or previous installs. Those incompability warnings are probably there because you get same NPC many times and some people don't like it.
 
5. I don't use "Continuous and Custom Kit Imoen" component anymore.
 
As for future i'll probably test this compability thing in my next BWP.
 

It sounds like it is not so much *choice to prefer Bodhi* than *force to take Bodhi*.
Nevertheless, Sandrah has contents for each path and the NPCs (except this Leina) you may meet there (I think it is Valen and Ninde you can have this way instead of Fade and Sime). In choices like this she is pragmatic and does not prefer one evil over the other (a bunch of murderers or a bunch of bloodsuckers and both will betray you anyway...)

About Bodhi, maybe that's true.

I don't use Valen mod but Ninde you can get and it doesn't matter which side you choose. Actually in previous BWP i romanced all of them Ninde, Fade, Sime and Leina.

In a highly modded game you are always prepared to do things like that, right?

Yes that's true.
 
Last note on NeJ that it's biggest problem is that it's missing part 3. Vlad has made it and is currently testing it. Hopely he's releasing it public sometime in future.

 

Thank you for this discussion.

All these issues about NEJ sounded worse than they actually may be. From your rather objective point of view it appears not worse than any mega mod of such size and ambition would be (including my own).

I have the feeling there has been much emotional discussion in the past that maybe has given the mod such a negative reputation, including the author's own rude responses (which may have their reason in past discussions as well or maybe it is just a language problem). The obvious confusion about versions to use in BGT has not helped to improve that.

It is really good to have someone around who systematically analyses the things and provides information unbiased.

I will consider NEJ for my next mega install and see for myself.

 

Sorry to bother again.

I looked at all these various NEJ downloads and the BWP manual but I am not sure which is the NEJ version (or version + patch?) I should install, I consider NeJ2v42b? (I also have a NeJ2v691 that BWS has downloaded in preparation of my last install and which is listed in BWP as alternative to v68). Any idea?


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#799 Nightfarer

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Posted 26 September 2015 - 11:51 PM

Sorry to bother again.

I looked at all these various NEJ downloads and the BWP manual but I am not sure which is the NEJ version (or version + patch?) I should install, I consider NeJ2v42b? (I also have a NeJ2v691 that BWS has downloaded in preparation of my last install and which is listed in BWP as alternative to v68). Any idea?

 

Please do use NeJ2 v691/v694. There has been a discussion about that and, it seems to me, it was decided to keep and support v691/v694, being the latest "publicly" available releases.

Those are also the only supported versions in my area patcher alpha4 (it's included in Fixpack).



#800 Roxanne

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Posted 26 September 2015 - 11:58 PM

Sorry to bother again.

I looked at all these various NEJ downloads and the BWP manual but I am not sure which is the NEJ version (or version + patch?) I should install, I consider NeJ2v42b? (I also have a NeJ2v691 that BWS has downloaded in preparation of my last install and which is listed in BWP as alternative to v68). Any idea?

 

Please do use NeJ2 v691/v694. There has been a discussion about that and, it seems to me, it was decided to keep and support v691/v694, being the latest "publicly" available releases.

Those are also the only supported versions in my area patcher alpha4 (it's included in Fixpack).

Thanks, I have those two and I will check the latest fixpack as well.

PS

After inspecting NEJ contents a bit closer still, I finally decided against installing it.

Reason - NEJ affects even BG1 stuff (Aldeth, Belt, bank etc) but most of all it replaces the BG1 to SoA transition - this kills all Sandrah contents beyond BG1 and makes those two mods definitely incompatible. (Only some selected BG1 NPCs are transferred into SoA, everybody else is gone forever, the cutscenes and triggers are removed etc.)

 

Thanks for all the help nevertheless.


Edited by Roxanne, 27 September 2015 - 12:41 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*