You will kill Sandrah BGT? Will you at least leave latest BGT beta?
I am not killing her, I will just not develop her further.
The beta and also my support for it will continue to be available.
There will just be no major changes for her anymore, bugfixing will continue as far as it also affects her EET branch.
Do you foresee a fairly soon release of the first beta for EET or would you recommend those who were about to try the newest version for BGT to do so as the EET version is a long way off still?
Also, since I do not know much about EET...do you think that the process of installing Sandrah for EET will be easier than for BGT or about as hard?
Sad that ending BGT support means that i'm not going to enjoy Sandrah in my BWP in future.
Good luck you and Sandrah in EE world.
Sad that ending BGT support means that i'm not going to enjoy Sandrah in my BWP in future.
Like said in the other thread, there will no be exact support end... there will be no content addition, but bug fixes there is.
It is EET not the EE world - and that is a world of a difference.
And like the Imp says, Sandrah remains a complete story as it is in BGT and a playable mod - it just gets no further addons, so it is not that much different from the large number of other BGT mods.
Well Roxanne, I cant reinstall game every day so due to all fixes you proly made in past 3 weeks could do it. Before mine latest install I have deleted Sandrah mod from download, also did for RTF, and let BWS download latest ones
You will kill Sandrah BGT? Will you at least leave latest BGT beta?
I am not killing her, I will just not develop her further.
The beta and also my support for it will continue to be available.
There will just be no major changes for her anymore, bugfixing will continue as far as it also affects her EET branch.
Do you foresee a fairly soon release of the first beta for EET or would you recommend those who were about to try the newest version for BGT to do so as the EET version is a long way off still?
Like the Imp says, Sandrah remains a complete story as it is in BGT and a playable mod - it just gets no further addons, so it is not that much different from the large number of other BGT mods.
Also, since I do not know much about EET...do you think that the process of installing Sandrah for EET will be easier than for BGT or about as hard?
Currently EET is still a much *cleaner' environment than BGT, it is less cluttered by a large number of tweaks and mods that work against each other sometimes. Furthermore the old *megamods* that are required by Sandrah come out in EET in more streamlined versions (the content that Sandrah needs is maintained but much of their rule changes/animations/spell changes has either been removed and made optional). In general, she installs without difficulty (that is not to say that this brave new world will last long - the item movers, rule changers and spell tweakers are hard working to *improve* the new game before it is even released.)
PS - I am playing Sandrah in EET at this moment, still in BG1 part, and it is a real good new experience and a lot of fun to play. Yes, EET still has bugs, many of them inherited from BG2EE, but there is a lot of work going on to remove them until the real release of EET. It is really, really promissing.
To be honest the whole picture of EET will be much clearer after upcoming patches for BGEE and BG2EE. For now, we don't really know which bugs will be fixed and which not. But from what I've read so far about EET and Sandrah mod, it looks promising indeed.
To be honest the whole picture of EET will be much clearer after upcoming patches for BGEE and BG2EE. For now, we don't really know which bugs will be fixed and which not. But from what I've read so far about EET and Sandrah mod, it looks promising indeed.
With EET and BG2EE there is a very good chance of success. Things are quite different from the BGT situation, where an old game was modded and kept alive. This time modders take a much more pro-active role and have developpers on the other side who still work on the game. In return, the developpers have recognised the modders as skilled testers and also as a large knowledge base about the game. There is a lot of intersction and exchange of information for the benefit of all sides.
What will happen, if I change her to a conjurer (via kittomes) - or has she to stay a "pure" mage ?
Will there any loss in cpontents ?
Greetings
Jona
Depends on when in the game you want to do that (I do not know kittomes???)
Kit tomes for BGt, 9.7 tutu & BG:EE v2.01
~KITTOMES/SETUP-KITTOMES.TP2~
In Baldur's Gate 1 originally were no kits. In Baldur's Gate 2, characters start out at a later level and can have a kit. So
if you start a character without a kit in the first game; they gained the kit somehow by the time the second game. This
mod adds a merchant, Panver the Loremaster, outside of the Friendly Arm Inn who will sell you magical career tomes
that can add a kit to a character.
Copy the folder kittomes and the file setup-kittomes.exe into your main SoA directory.
Double-click the Setup. The DOS dialogue appears:
Install Component 0 [Kit Tomes for BG:EE, BGT and TuTu]? [I]nstall
Install Component [Panver's Merchandise]?
1 1] Panver Sells 1 Tome per Kit
2 2] Panver Sells 2 Tomes per Kit
3 3] Panver Sells 6 Tomes per Kit
4 4] Panver Sells No Tomes [4]
If you adjust Panver's to offer 0 tomes then the rewards from the quest will be the only way to get a tome.
Install Component [Tome Locations]?
5 1] Merchandise & Quest Rewards-> Panver is in the Elfsong Tavern [1]
6 2] Merchandise Only-> Panver is outside the Friendly Arm Inn
Successfully installed [Kit Tomes for BG:EE, BGT and TuTu]
Probably no problems, but there are those who know better...
If that merchant is outside of Friendly Arm there should be no problem to buy that tome and alter Imoen after you defeated Tarnesh. You may not be able to use some items that Imoen gets later in her quest, maybe/maybe not depends on those kits and which others you have installed in your game and which item use restrictions they apply. (PS - another of those issues that will be better solved in the EET version).
What will happen, if I change her to a conjurer (via kittomes) - or has she to stay a "pure" mage ?
Will there any loss in cpontents ?
Greetings
Jona
Depends on when in the game you want to do that (I do not know kittomes???)
Kit tomes for BGt, 9.7 tutu & BG:EE v2.01
~KITTOMES/SETUP-KITTOMES.TP2~
In Baldur's Gate 1 originally were no kits. In Baldur's Gate 2, characters start out at a later level and can have a kit. So
if you start a character without a kit in the first game; they gained the kit somehow by the time the second game. This
mod adds a merchant, Panver the Loremaster, outside of the Friendly Arm Inn who will sell you magical career tomes
that can add a kit to a character.
Copy the folder kittomes and the file setup-kittomes.exe into your main SoA directory.
Double-click the Setup. The DOS dialogue appears:
Install Component 0 [Kit Tomes for BG:EE, BGT and TuTu]? [I]nstall
Install Component [Panver's Merchandise]?
1 1] Panver Sells 1 Tome per Kit
2 2] Panver Sells 2 Tomes per Kit
3 3] Panver Sells 6 Tomes per Kit
4 4] Panver Sells No Tomes [4]
If you adjust Panver's to offer 0 tomes then the rewards from the quest will be the only way to get a tome.
Install Component [Tome Locations]?
5 1] Merchandise & Quest Rewards-> Panver is in the Elfsong Tavern [1]
6 2] Merchandise Only-> Panver is outside the Friendly Arm Inn
Successfully installed [Kit Tomes for BG:EE, BGT and TuTu]
Probably no problems, but there are those who know better...
If that merchant is outside of Friendly Arm there should be no problem to buy that tome and alter Imoen after you defeated Tarnesh. You may not be able to use some items that Imoen gets later in her quest, maybe/maybe not depends on those kits and which others you have installed in your game and which item use restrictions they apply. (PS - another of those issues that will be better solved in the EET version).
He probably means one of vanilla mage kits. as those tomes only offer vanilla kits ( at least when I played this mod on BG EE )...
What will happen, if I change her to a conjurer (via kittomes) - or has she to stay a "pure" mage ?
Will there any loss in cpontents ?
Greetings
Jona
Depends on when in the game you want to do that (I do not know kittomes???)
Kit tomes for BGt, 9.7 tutu & BG:EE v2.01
~KITTOMES/SETUP-KITTOMES.TP2~
In Baldur's Gate 1 originally were no kits. In Baldur's Gate 2, characters start out at a later level and can have a kit. So
if you start a character without a kit in the first game; they gained the kit somehow by the time the second game. This
mod adds a merchant, Panver the Loremaster, outside of the Friendly Arm Inn who will sell you magical career tomes
that can add a kit to a character.
Copy the folder kittomes and the file setup-kittomes.exe into your main SoA directory.
Double-click the Setup. The DOS dialogue appears:
Install Component 0 [Kit Tomes for BG:EE, BGT and TuTu]? [I]nstall
Install Component [Panver's Merchandise]?
1 1] Panver Sells 1 Tome per Kit
2 2] Panver Sells 2 Tomes per Kit
3 3] Panver Sells 6 Tomes per Kit
4 4] Panver Sells No Tomes [4]
If you adjust Panver's to offer 0 tomes then the rewards from the quest will be the only way to get a tome.
Install Component [Tome Locations]?
5 1] Merchandise & Quest Rewards-> Panver is in the Elfsong Tavern [1]
6 2] Merchandise Only-> Panver is outside the Friendly Arm Inn
Successfully installed [Kit Tomes for BG:EE, BGT and TuTu]
Probably no problems, but there are those who know better...
If that merchant is outside of Friendly Arm there should be no problem to buy that tome and alter Imoen after you defeated Tarnesh. You may not be able to use some items that Imoen gets later in her quest, maybe/maybe not depends on those kits and which others you have installed in your game and which item use restrictions they apply. (PS - another of those issues that will be better solved in the EET version).
He probably means one of vanilla mage kits. as those tomes only offer vanilla kits ( at least when I played this mod on BG EE )...
There is no problem to change Imoen to any mage kit or dual class her to thief or fighter after Tarnesh. This is however only for those cases where you chose her to be mage of mage/thief upon leaving Candlekeep. If she was anything other before and you chose to leave her this way e.g. pure thief or something tweaked by mod or shadowkeeper etc), it does not matter anyway for the Sandrah plot with Imoen (i.e. there will be none).
Thanks Roxanne. Are the following revised notice rules for BWS stated correctly?
1. Mods that spawn pure BG1 creatures in BG2 are not recommended with Sandrah because multiple (duplicate) copies of these creatures will be found in the game and the pure BG1 creatures will not correctly participate in Sandrah quest content
2. Using teleport mod with Sandrah is unnecessary and can cause problems (see teleport mod description in BWS)
CW:SandrahNPC(-):teleport(-)
The teleport mod description has this note:
Spoiler
Sandrah NPC also allows the party to return to previous areas, in a different way, and combining that with this mod can cause game breaking problems if the following restrictions are not followed. To avoid such problems in case of user error, we have designated the mods incompatible.|1. Sandrah always in party >> Decide to use either teleport or her parcel exclusively but stick to the method you chose.|2. Sandrah never in party >>> use teleport.|3. Sandrah can be in party for some time, then leave >> when in party =1. when not in party =2.
3. Jarl's Adventure Pack hides creatures that are needed to trigger quests for Sandrah
This replaces the existing dialogue (Bentley2.dlg) of Jopi with a private one. Mods appending to the original (e.g.Sandrah) are thus destroyed - i.e. Sandrah can never go to Waterdeep - her quests can never finish - the mod is dead after chapter 3. It also replaces the original creature with a private strawman who is not recognised by other mods
This replaces the creature and dialogue of mage Ramazith and removes all appends to the original dialogue (e.g. by Sandrah)
Aldeth...Nobles in Palace...some priest of Helm...Counting House in BG...etc etc
Stopped searching after this - Sandrah is trashed by that alone already. Why it is necessary to use this replacement strategy instead of simply appending to originals I do not know.
What does Jarl's mod do to the original Jopi? In the code you pasted above it is making a copy of Jopi called JA#JOPI and modifying that copy. Does it then hide the original JOPI.CRE and create a JA#JOPI in its place?
BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)
BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)
"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!!!"
What does Jarl's mod do to the original Jopi? In the code you pasted above it is making a copy of Jopi called JA#JOPI and modifying that copy. Does it then hide the original JOPI.CRE and create a JA#JOPI in its place?
It is even more sinister than that
The new Jopi appears later during your travels to have a talk with the PC after her left Friendly Arm
He is removed from FAA by this
APPEND JOPI
IF ~GlobalGT("Chapter","GLOBAL",4)~ THEN BEGIN JA#JOPI_1
SAY @0
IF ~~ THEN REPLY @1 GOTO JA#JOPI_2
IF ~~ THEN REPLY @2 EXIT
END
IF ~~ THEN BEGIN JA#JOPI_2
SAY @3
IF ~~ THEN DO ~SetGlobal("JA#JOPIMOVE","GLOBAL",1)EscapeArea()~ EXIT
END
What does Jarl's mod do to the original Jopi? In the code you pasted above it is making a copy of Jopi called JA#JOPI and modifying that copy. Does it then hide the original JOPI.CRE and create a JA#JOPI in its place?
Yes jarl's mod deativates vanilla jopi in the are
Not to be misunderstood - like we have clarified in a recent discussion already - the mistake is in the Sandrah mod using vanilla resources throughout the game and not having taking care that those may be tweaked away by other mods. So, as Sandrah for BGT is no longer maintained, all I can do, is give a warning not to use the mod in combination with mods that remove vanilla resources (creatures, spells, scripts or areas) from the game.
So after EET is released do you plan on keep improving Sandrah for it AND continue ToT or will you first improve Sandrah as much as possible and focus on ToT afterwards?
Also will those improvements for Sandrah focus on such stuff as extra endings, different ways to resolve quests, romances for other characters, Sandrah character development and stuff like that or it will be more limited to bug fixing? Though from I recall Sandrah BGT will also continue having bugs fixed, right?
So after EET is released do you plan on keep improving Sandrah for it AND continue ToT or will you first improve Sandrah as much as possible and focus on ToT afterwards?
Also will those improvements for Sandrah focus on such stuff as extra endings, different ways to resolve quests, romances for other characters, Sandrah character development and stuff like that or it will be more limited to bug fixing? Though from I recall Sandrah BGT will also continue having bugs fixed, right?
Sandrah BGT bugfixing is supported until she will be removed, i.e. when EET version is published. Those will be different mods for different games with different stories and outcomes etc by this time, so only one will be continued, the EET one.
Hello Roxanne,well, today is Sandrah day for me. I hope you are in mood to shed some light on few things that interest me about her.
First I would like to know did I perhaps missed to read some crucial information on her beside Sandrah readme, Sandrah mod interplay and Sandrah BG1 not walkthrough? Maybe it would't be bad idea to make separate forum for her and pinn stuff like this for convenience: http://www.shsforums...28#entry580689. Browsing through all 50 odd pages of this thread left me dizzy. But that is just me. Feel free to post your answers in spoilers if you like, don't know if I should hide my questions though...
1. First about NPCs from your mod, if I kick anyone from party or refuse to let them join me first time when I met them are they automatically gone forever? Especially Sandrah, is her romance destroyed and she is gone for good if I leave her for even one day? Don't misunderstand me, I intend to use her almost constantly, after all this mod is about her, but with so many cool NPCs from mods in BWS ( some of them push themselves in party and if you don't accept them or you kick them they are offended and gone ) which I intend to try all even briefly I would really like to know if I can part with her briefly without consequences.
2. About that special NPCs, I see that you have crossmod content with some of them, I wonder did you altered them to wait for PC if you can't or won't accept them immediately or kick them out
Spoiler
Kivan especially interest me, how you managed to make compatible his TDD and Kivan and Deheriana appearances?
3. I would like to know is your mod compatible with Vecna? I must see this hardcore powergamer dream mode which make Ascension and Planar sphere like a cakewalk. I know that Sandrah has no content for it, but that mod seems to require usage of teleport spell, can Sandrah parcel substitute that, or if I use teleport spell in limited way ( only for this mod ) will there be unwanted consequences? Same goes for traveler stone from Berelinde's lite tweaks.
4.Turnabout is only partially compatible with Sandrah. Does that means that I will not get backup from that mod in final showdown or that your mod will be broken if I install it?
Spoiler
Shame for that, I would really like to give Jaheira some consolation if I ascend to godhood with Sandrah, something I never done before. As for my another wish concerning my PC, Jaheira and Sandrah I better hold my tongue.
5. About some portraits from this mod, can I safely delete some that I don't like/need when I download it without worry that I will mess up its installation and whole BWS.
That's all I can think of at the moment, thanks in advance.