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mxtu

Member Since 05 Dec 2010
Offline Last Active Dec 21 2013 01:53 PM

Posts I've Made

In Topic: Some minor issues

03 December 2011 - 08:00 AM

I am against including BGSpawn in BGT because it is still a developing mod and it will mean I will have to take part in maintaining it with mm75. mm75 already does a fantastic job maintaining it as a separate mod, and I think it is better that he keep 'ownership' of said mod. BGT was supposedly finalised ages ago and I don't plan on adding anything new.

You mean include one mod (that differs significantly from vanilla BG1 behavior) that requires yet another mod to get correct loot?

The default BGT spawn system is mostly fine to my opinion. And if the default spawn system ought to be changed, the Tutu 6 spawn system should be used instead.

allow me to respond by quoting myself:

I didn't mention the BGSpawn system because it's very different from the orginal BG. It drastically changes the creature types created and even introduces creatures from BG2. ;)


How about making BGSpawn the default then?

ell, because the mod is made and maintained by different modder than A64...

It was a rhetorical question.

It's saddening to see responses like these while all but one person of those who have read the thread won't speak out in support of a just cause..

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There doesn't seem to be a general bug reporting thread in there, so I drop this little journal bug I found here:

If you kill Zhurlong (the pick pocketing halfling in Beregost's Burning Wizard) after you talk to him, the Zhurlongs Boots guest journal entry doesn't change. It just says in the lines of "didn't want to make as scene, maybe I get the money he stole back if I return his missing boots"

It's that way in BG1, too. It looks like they didn't expect that you would kill him.

In Topic: Some minor issues

01 December 2011 - 11:44 AM

How about making BGSpawn the default then?

ell, because the mod is made and maintained by different modder than A64...

It was a rhetorical question. (allow me use this opportunity to disagree though, I don't think it would be unfeasible to include it with BGT.)

And you might be surprised but the system the BGT has is pretty close what the original is coded to be

I don't think anyone contested that.

In Topic: Some minor issues

30 November 2011 - 10:04 PM

BGSpawn was somewhat interesting initially but the loot ended up being out of control (lvl 7-9 scroll drops and tons of healing potions/scrolls).

Those can be fixed with proper mods like the Aurora mod and others...

How about making BGSpawn the default then?

This is my main point. Some people just won't know they are supposed to install certain additional mod component(s) to get proper spawns.
If you don't care about those people, you might still want to use the tutu system for the sake of moving the BG1 portion of the game closer to what it's described as: a BG1 game played on BG2 engine.

In Topic: Some minor issues

15 November 2011 - 01:42 PM

...

Had you read the whole conversation, it was the start point from where the BGSpawns mod was created from...

Does that somehow invalidate my post? I didn't mention the BGSpawn system because it's very different from the orginal BG. It drastically changes the creature types created and even introduces creatures from BG2. ;)

In Topic: Some minor issues

15 November 2011 - 10:44 AM

Can someone tells me how vanilla BG1 spawns are working? Are they dependent of party level as well? I have the feeling they're not, so vanilla BGT-WeiDU spawns by default seem a good choice.

They are very close to what you get with tutu spawns.

BGT spawns
  • spawns have fixed strength
  • many spawns mix creature types
  • repopulated after 1 day

tutu spawns

  • spawns have strength based on party size and levels
  • spawns are of single creature type
  • repopulated after 1 day

easytutu spawns
  • same as tutu
  • same as tutu
  • Allows to set a % of the spawn points to be randomly picked and disabled. Allows to set time in days until the spawn points get repopulated or disable respawning altogether.

I had a big discussion about spawn systems a long time ago, and people voted to keep the inherent BGT one before I converted it to WeiDU. The Tutu spawn system (installable from BGT Tweaks) better approximates BG1. I had prepared and planned to use the EasyTutu spawn system, but I do not have permission.

In my humble opinion, the spawns you get by default should be as close to BG1 as possible, since BGT is described as BG1 using BG2 engine and otherwise tries to remain faithful to BG1 unless doing so would require changing BG2 part of the game.
The tutu spawns are closer to the original game both by being party-scaled and by being of a single creature type. Furthermore, bgt spawn creature mixing currently creates some monster combinations that are unrealistic and bothering some people. (also voiced in the thread linked above)

You are of course the one who decides, even though you alluded to a popular vote deciding this matter.
Tutu spawns got less votes than BGT spawns, but then the majority of people might use some components from BGT tweaks yet they remain separate from BGT.
Furthermore the poll was titled "What spawn system do you use for BGT?" and there was no word of its result being binding to what system will be the default one.

A system I'd personally like to use would be tutu spawns compounded with BGT spawns' strong point of occasionally mixed creatures, but only where it makes perfect sense (spiders & ettercaps, hobgoblins & hobgoblin elite..)