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The Baldur's GAte remake thread


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#1176
Guest_Iveforgotmypassword_*

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80+ hours ! Wow ! I better finish my mod before starting it or I'll forget what I've done.

#1177
Arkalezth

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drechner wrote...

You were definitely an all-start tester! :)

120x120http://www.patatafeliz.com/wp-content/uploads/2012/11/tumblr_mbj7389TtA1r67oyvo2_500.png[/img]

BTW, you should definitely check it out again in less than a week when it releases; I think you'll be pleasantly surprised by all the changes made since you've finished! :)

Oh, sure. I don't know if I'll be able to do it soon, but I definitely plan on giving a try to the final version.

Agreed with Shallina. Like in every big module, I would expect to find some bugs here and there, but those should be minor stuff mainly.

Modifié par Arkalezth, 28 mai 2013 - 11:31 .


#1178
HelmSeesAll

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I love the proclamation posters...however, I think it might be kinda cool to keep any other such 'easter eggs' a secret...it would be so great to discover them during the course of playing. Of course, I could just avoid such 'spoilers' by not visiting this forum, (but yeah, like I'm really gonna do that ;)

#1179
drechner

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HelmSeesAll wrote...

I love the proclamation posters...however, I think it might be kinda cool to keep any other such 'easter eggs' a secret...it would be so great to discover them during the course of playing. Of course, I could just avoid such 'spoilers' by not visiting this forum, (but yeah, like I'm really gonna do that ;)


Don't worry, there's tons of stuff I haven't spoiled in here :)

#1180
Atrumitos

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I didn't understand anything from the posters :P Just that they look good xD

So since the project will be on Nexus, I suppose we'll have to submit bugs there, right? Oh and what's the project page on there? I looked but couldn't find anything. Planning to post the news about it on a forum full of guys who will definitely be interested, so I want to point them to it :)

Modifié par Atrumitos, 28 mai 2013 - 05:46 .


#1181
drechner

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Atrumitos wrote...
So since the project will be on Nexus, I suppose we'll have to submit bugs there, right? Oh and what's the project page on there? I looked but couldn't find anything. Planning to post the news about it on a forum full of guys who will definitely be interested, so I want to point them to it :)


Bugs will actually be submitted to a public Assembla site on the message board there. 

I'm not sure I know what you mean by "project page". There will be a page for the download, etc. on June 1st, is this what you mean or is there something else (something I don't know about!)?

#1182
Tchos

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What could be called the project page is what is created when you begin the process of adding a new mod on the Nexus. It contains sections for description, files, images, mirror links, Youtube videos, articles, a comment section, and a subforum. Placeholders are not allowed, so files have to be uploaded within 24 hours of the project's creation.

The comments section and/or subforum can also be disabled if you prefer to handle your feedback on another site.

#1183
Atrumitos

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What Tchos said. You could start now by posting the beta files as placeholders and then on the 1st upload the whole thing :) That of course is up to you.

Modifié par Atrumitos, 28 mai 2013 - 10:14 .


#1184
drechner

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Tchos wrote...

What could be called the project page is what is created when you begin the process of adding a new mod on the Nexus. It contains sections for description, files, images, mirror links, Youtube videos, articles, a comment section, and a subforum. Placeholders are not allowed, so files have to be uploaded within 24 hours of the project's creation.

The comments section and/or subforum can also be disabled if you prefer to handle your feedback on another site.


Thanks for the explanation, Tchos; I figured that's what was meant. I actually started a page for the download yesterday, only to see the request to not create placeholder pages until AFTER I submitted it (d'oh!). After nearly 7 years, I was more than a little eager to actually fill that out :) 

Hopefully it doesn't get deleted before I release on Friday night/Saturday morning. If it doesn, that's okay though as I copied everything I wrote so I can quickly fill it out again.

EDIT: Oh yeah, Baldur's Gate: Reloaded is coming out on Saturday!!!

Modifié par drechner, 29 mai 2013 - 01:27 .


#1185
drechner

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EDIT: Double post

Modifié par drechner, 29 mai 2013 - 01:30 .


#1186
Tchos

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I'm pretty sure the prohibition only applies to published/visible pages, so you're fine. (Pages begin hidden by default to allow you to post all images and files before people see it and start complaining about missing files.)

#1187
Irvin Trout

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drechner wrote...

EDIT: Oh yeah, Baldur's Gate: Reloaded is coming out on Saturday!!!


FI-NAL-LY!!!
Perhaps you release even early enough that I can start downloading before I head out to work so that I can spend the saturday afternoon with cursing my computer and myself because it will not work at first (due to my wonderful talent to initially screw up every mod installation :D) and the whole sunday to return to Beregost, Gullykin, Nashkel ....

.... and to praise Shallina, you and everyone else involved in this.


A most probably slightly stupid question though: since this comes as it's own module BGR will not ruin any other file (for example persistent world custom files or the original game), right?
Or in other words: Can i safely install BGR and continue to play on the PW?

#1188
MokahTGS

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Does this support the SoZ style party system?

#1189
Shallina

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No SoZ party system, but more than 20 possible companions with different class

BGR require nothing in the override, actually it's better to have an empty override with BGR for many reason.

#1190
Irvin Trout

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Shallina wrote...

BGR require nothing in the override, actually it's better to have an empty override with BGR for many reason.


Perfect! Thank you! :)

#1191
drechner

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Shallina wrote...

No SoZ party system, but more than 20 possible companions with different class

BGR require nothing in the override, actually it's better to have an empty override with BGR for many reason.


Actually, it's almost (not quite, especially if you know what you're doing) imperative that you don't have anything in your override. Things in the override directory are the source of so many problems...

There will be some documentation as to what custom content is included with the game, so hopefully that will provide some context to those who are really dead-set on adding things to their Override directory.

#1192
Axe_Edge

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Irvin Trout wrote...

FI-NAL-LY!!!
Perhaps you release even early enough that I can start downloading before I head out to work so that I can spend the saturday afternoon with cursing my computer and myself because it will not work at first (due to my wonderful talent to initially screw up every mod installation :D) and the whole sunday to return to Beregost, Gullykin, Nashkel ....

.... and to praise Shallina, you and everyone else involved in this.


A most probably slightly stupid question though: since this comes as it's own module BGR will not ruin any other file (for example persistent world custom files or the original game), right?
Or in other words: Can i safely install BGR and continue to play on the PW?


**** Edited for clarity ****


"-home" added to a copy of your NWN2 shortcut is the answer.

The new shortcut tells the game to create, and to use, a separate and CLEAN NWN2 directory within "Documents" or "My Documents".  This new NWN2 directory can be named what ever you want.  Each directory created this way (using different shortcuts) is its own entity.  No need to worry about overrides conflicting between modules/PWs.  It is crazy simple and fast.  Make one now in preparation for Saturday.




1)  Make a copy of your NWN2 shortcut

2)  In the properties of the new shortcut, change the shortcut's "Target" to whereever you want, including different drives.  My BGR install is:

"E:\\GAMES\\Neverwinter Nights 2\\NWLauncher.exe" -home "F:\\NWN2Mods\\NWN2BGR"

- My game is installed within my E drive, this first part will not be changed (before -home).  I want the game to use the directory "NWN2BGR" within my F drive for haks, modules, overrides, saves, etc.. when I use this new shortcut (this is the part you add, starting with -home)

- What is NWLauncher.exe?  I use Skywing's Client Extension, as you should
- Quotation marks are correct
- There is a space before and after -home

3)  I like to rename the shortcut as it appears on my desktop.  The new shortcut is called "BGR"

4)  Start NWN2 using the new shortcut.  The game will create the new directory and will put all the default folders/files it needs within, including the setting files with default settings.  The size of this clean directory is only about 5 mb.

5)  Shutdown NWN2.

6)  Install the Baldur's Gate Remake files into the new folder.

7)  If you don't want to reset all of your favorite settings manually, copy/paste "nwn2.ini" and "nwn2player.ini" from your favorite install and into the new directory




Now, start NWN2 with the new shortcut "BGR" and it will use the new directory "NWN2BGR" for play.  The original install is not touched.  If you want to play the original game from the original NWN2 shortcut, go ahead, the game will not access the new directory.
 
I do this for every different mod and PW I have.  I have about 20 different NWN2 shortcuts.  Each mod/PW has its own shortcut/directory.  Keeps things very clean and without conflicts.

A note about PWs.  This works for them as well.  Just create the new directory using the new shortcut, start the game with the new shortcut, log on the PW, and the ADL will download to the new directory.

Using Kaldor Silverwand's  "NWN2 OC Makeover SoZ Edition" requires a little extra care.  This excellent mod make a change in the Program files/NWN2/CAMPAIGN folder, which is at a higher level than /Documents/Neverwinter Knights 2

Pain has a better explanation, but I can't find it readily, at this moment.


Another example is a shortcut I used for a MOTB runthrough where I used Kaedrin's PRC , I used the following shortcut target:

"E:\\Games\\Neverwinter Nights 2\\nwn2main.exe" -home "F:\\NWN2Mods\\MOTBKaedrin"

Modifié par Axe_Edge, 07 juin 2013 - 07:37 .


#1193
drechner

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So, some unfortunate news to share:

I picked up an SSD today as I thought it would help quicken the pace of testing BGR for Saturday's release. However, somehow installing the SSD caused my PC to suffer some fairly serious issues, most notably, it cannot run NWN2 now. I have no idea why this would be the case and have tried reinstalling, installing on different drives, etc. and nothing has worked. At this point, I'm backing up everything and trying a clean install of Windows. If that doesn't work, it looks like I'm going to have to build a new PC as quickly as possible. To say I'm a bit flustered right now is probably an understatement...

Wow, what a finish this has become...

#1194
Axe_Edge

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drechner wrote...

So, some unfortunate news to share:

I picked up an SSD today as I thought it would help quicken the pace of testing BGR for Saturday's release. However, somehow installing the SSD caused my PC to suffer some fairly serious issues, most notably, it cannot run NWN2 now. I have no idea why this would be the case and have tried reinstalling, installing on different drives, etc. and nothing has worked. At this point, I'm backing up everything and trying a clean install of Windows. If that doesn't work, it looks like I'm going to have to build a new PC as quickly as possible. To say I'm a bit flustered right now is probably an understatement...

Wow, what a finish this has become...


Keep your chin up.  We're on your side.  Better for you to get through your computer problem without pressure about the release. We are excited, but can wait.  We'd rather you keep your sanity and stay relaxed.

Just so you know, adding SSD drives was the best thing i did for my NWN2 gaming.  :o

Modifié par Axe_Edge, 30 mai 2013 - 06:03 .


#1195
Shallina

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net 2.0 and directx9 C that can be found on the NWN2 disc

#1196
Squire

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I've been there before...when computers decide to give up the ghost for no apparent reason. :(

#1197
Atrumitos

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It's just the typical derpiness of computers lol. Don't worry drechner. We'll wait for ya ;)

#1198
drechner

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Thanks for the support, all! I finally got the Toolset and the game up and running after many hardships :)

Unfortunately, I lost a full day's worth of work, so I might be releasing on the later half of June 1st instead of right before June 1st :(

#1199
Atrumitos

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Omg such a delay. Unforgivable! I won't play this mod and I will mar your name with each and every breath I take. :P

#1200
drechner

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Atrumitos wrote...

Omg such a delay. Unforgivable! I won't play this mod and I will mar your name with each and every breath I take. :P


LOL

On a side note, I'm happy to report that I'm putting in NPC banter and environment recognition commenting (e.g. "I love cities" when the NPC is in a city, etc.)! I was experimenting with this tonight and if it took more than a couple hours to figure it out, I was going to not include it (since that was the plan anyway; NPCs still talk, but not to each other randomly when you're running around nor did they comment about their surroundings). However, it appears to be working really well, so I'm excited to test it further tonight and tomorrow. 

After that, I need to do a quick polish on a few things in Baldur's Gate city and do some more testing. Then I'm going to be uploading it to the Vault :)