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So I just installed EasyTutu...


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#1
cipher86

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it doesn't say it does this, but it increases the size of enemy groups.

I'm a mage and Imoen.  Right as I entered Lion's Way, I got ganged up on by 8 Gibberlings.

That's right.  8.  Right at the beginning.  I managed to run away and get to the Friendly Arm.  Got Khalid and Jaheira.  Went back to Lion's Way, destination Beregost.  Run into a group of 6 Xvarts, which when triggered, pulls another group of 6.  This is happening just by running along the path in Lion's Way.

Can't say I like it.

Just *****ing.  Is there any way to knock it back to the vanilla encounters?

Modifié par cipher86, 17 juillet 2010 - 01:25 .


#2
Son of Imoen

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I don't know if there's such a way, I do know there's a way around lots of encounters by hugging the edge of the map. For each map it's a different edge, it takes some experience to get to know them, but a lot of places that seem hard to get to (even the FA Inn in the beginning, but also for instance Gullykin, if a mod put useful NPC's there), are reachable if you know the 'byways'.

#3
cipher86

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Okay, it isn't your fault, but that isn't at all what I want to do. I was expecting the BGI experience on the BGII engine... and I guess it's what I got, but I didn't expect it to be such a drastic shift.

The spawn sizes are based entirely on difficulty with Tutu. If I put it on Easy, Gibberlings and Xvarts ALWAYS spawn in groups of 2. Normal, groups of 4. Core, groups of 6. I didn't go beyond that, but with the regular game, spawn sizes seem to be random, between 0 - 6.  Setting it to Core rules (which I prefer) and having it spawn the maximum group size every encounter is not at all what I want, and knocking the difficulty down to get consistently smaller group sizes (and everything else that comes with a lower difficulty) is not what I want.

What I want is the Vanilla enemy group sizes, with the added features that the BGII engine provides (800x600, faster walking speed, double click a store item to buy it in larger quantities). Any way to do this?

EDIT: There IS the widescreen mod, which I can use to instead go for 800x600 instead of a widescreen resolution.  The thing is, 800x600 with the widescreen mod doesn't scale the way 800x600 in Baldur's Gate Tutu does, so I find the game actually looks worse.  Setting it to 1440x900 (my monitor's native resolution) makes everything far too tiny for my taste.

Modifié par cipher86, 17 juillet 2010 - 02:12 .


#4
Son of Imoen

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The other way to get BG1 on the BG2 engine is BGT, of course, the Trilogy. It makes BG1 and BG2 into one seamless game. I did install it and noticed the groups of gibberlings were a lot smaller, maybe they stick more true to vanilla BG1 in that aspect. But my experience of BGT doesn't reach beyond the first map - If you install it and want the BG2 Fixpack, install the BG2Fixpack before BGTsetup, or you'll get a SoA worldmap and won't be able to continue past the Coastway.

#5
cipher86

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That would work, but after doing a skim on the mod, I've read that it imports all NPC stats/classes from BG1 into BG2... thus messing with Imoen and Jaheira. I don't want that.

Yeah I'm a picky guy, which is why I'm hoping the answer to the following is "yes":

Can I play BGI with the BGT, and then export my character from BGI to an original BGII installation so I can get the true BGII experience (since I've never felt the need to mod BGII aside from bugfixes)?

Modifié par cipher86, 17 juillet 2010 - 02:24 .


#6
Son of Imoen

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I never got beyond the start with BGT, but I can't see why not. I don't know how BGT handles the end of BG1 and the transition to BG2, but you could always pause the game right after or - if that is not possible - right before the final battle and export your character to a character-file. I can't see any reason why it couldn't, the answer can only be yes. Both BG1 and BG2 - so BGT too - use the same compatible CHR files to store exported character information.

#7
cipher86

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Son of Imoen wrote...
I don't know how BGT handles the end of BG1 and the transition to BG2


From what I've read, you talk to a character named "Belt", and that transitions you from BG1 to BG2, so there is a time to pause and then do the export business.

Imoen starts in BG1 as a Thief, and in BG2 as a Thief/Mage.  Minsc's favored enemy in BG1 is Gnolls, in BG2 it is Vampires.  With the BGT mod, Imoen starts as a Thief, and since her stats carry over to BG2, I am assuming she remains a thief.  I've also read that Minsc keeps Gnolls as a favored enemy in BG2 with the BGT mod...

Bleh.  I don't know.  I'd hate to invest 30-50 hours in a BG1 playthrough only to find out I don't like the way it transitions into BG2.  Maybe I should just pull out my CRT and replay BG1 the way it was meant to be... 640x480 and unmodded.  At least that way I won't have to worry, though the slow movement speed may make me hate myself for a while.

Modifié par cipher86, 17 juillet 2010 - 02:57 .


#8
TheMufflon

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You should be able to increase the speed of the game by increasing the frame rate in the .ini file.

#9
cipher86

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Ah yeah, you can do it through the config as well. I've got it at 40 now, but any higher is meh.

I'm just going to deal with it (honestly it's not that bad, just BG2 movement speed leaves me spoiled). I'm too paranoid of tweaking my beloved Baldur's Gate experience to someone else's vision, when that vision may be completely different from what I want Baldur's Gate to be.  I mean, I don't know the whole vision of either project, but playing for an hour and seeing some of the changes and having a bad "gut" feeling is enough to deter me.

Modifié par cipher86, 17 juillet 2010 - 04:36 .


#10
Humanoid_Taifun

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If you use BGT and want Imoen to be as she appears in BG2, you only have to dualclass her. ;)

And what's so bad about keeping the characters as you've formed them?

#11
Irrbloss

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EasyTutu Spawn Randomizer.

BGSpawn for BGT.

Modifié par Irrbloss, 17 juillet 2010 - 10:06 .


#12
aries1001

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Apart from Imoen, why haven't you picked up Xzar and Montaron?



Generally speaking, I thought that staying on the road? were considers safee? e.g. to not go exploring beyond beyond the roads...

#13
cipher86

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Irrbloss wrote...

EasyTutu Spawn Randomizer.

BGSpawn for BGT.


I was looking at those two as remedies, but after poking around on the Tutu forums it looks like the "Spawn Randomizer" doesn't fix what I'm after.  Yes, I can reduce the chance of a spawn point being populated by enemies (instead of it being what seems like 100% in default Tutu), but the size of the mob is still relevant to the difficulty.  So I have to pass on that.

BGSpawn is for BGT, and after using BGT for a little bit I'm not interested in continuing with it.

Thanks for the suggestions though!  I ... just really prefer leaving the game largely intact.  A tweak here and there, but only for convenience... not altering the true experience.

As for roads being safe, this isn't always the case.  Unmodded you'll still encounter enemies on the main roads here and there... but in my short experience with Tutu, roads are infested with baddies.  It's like putting "Baldur's Gate" on the "Ultra Violence" difficulty of Doom.

Modifié par cipher86, 17 juillet 2010 - 02:10 .


#14
Crippledcarny

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Happy I found this topic, lol. Was playing BG for the first time and was using Tutu with it. Was very confused as to why they thought sending 6 mobs to attack you 10 minutes into the game while you're standing on road was a good idea... I'm just glad to find out that's not how the game was intended to be.

Anyway, does BGT do a better job at keeping to how the game should be played? I don't really care if they changed someone's stats here or there but some what safe roads would be nice!

#15
cipher86

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Crippledcarny wrote...
Anyway, does BGT do a better job at keeping to how the game should be played? I don't really care if they changed someone's stats here or there but some what safe roads would be nice!


I have extremely limited experience with BGT (literally just 15-20 minutes), but I created a few new games with various starting difficulties (Easy/Normal/Core respectively) to see how the spawns worked, and it looked like it was utilizing the vanilla spawn settings.  I'm not 100% sure, but to me it seems to work like this:

You enter an area.  In the area there are two spawn points.  Each spawn point has a chance to spawn anywhere from 0 - 6 monsters (not the case for all monsters, but Gibberlings and Xvarts, this seems to be the case).  The chance of 0 monsters is x%, 1 is y%, 2 is z%, and so on.  It seems like the lower spawn rates have higher percentages than higher spawn rates, so normally one of these spawn points will spawn 0 - 3 monsters, with 4 - 6 being more rare.

With Tutu on Core rules, these two spawn points will always give you 6 monsters from each spawn point, for a total of 12 enemies.  Normal difficulty in Tutu will give 4 monsters from each spawn point, for a total of 8 enemies.  Easy difficulty on Tutu will give 2 from each spawn point, for a total of 4 enemies.  You can install a mod that alters the chance of a spawn point activating in Tutu, but it won't create a dynamic in spawn sizes.  It will either spawn 0, or whatever Tutu has assigned to your difficulty.

Vanilla spawn rates are overall more dynamic and fair.  Of these two theoretical spawn points, you can end up with only one activating and likely be facing 1 - 3 monsters, and if both activate, 2 - 6 monsters.  You could also have one activate and give you 6 monsters (seems to be very rare), both activating and getting 12 (which would be very rare), or neither spawn point activating and continuing on your way.  Unlike Tutu, Vanilla BGs spawn rates do not seem to be affected by difficulty - you can save before entering a new area, enter the area, get one spawn size, reload and do it again, and get a different sized spawn.  Obviously this will not apply to scripted encounters.

I'm not saying my understanding of it is 100% correct, but I'd wager that it is mostly correct.  More importanly, I hope that all made sense to you.

I also have to ask: Why do you want to use a major mod on your first playthrough?

Modifié par cipher86, 17 juillet 2010 - 07:06 .


#16
Crippledcarny

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I like the monk class! =D

#17
cipher86

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That's a damn good reason.

I'd try BGT then. I know it makes a few changes to character stats when they go to BGII (that is, whatever they were when you end BGI is what they are in BGII instead of their new skillsets), but aside from that, the spawn rate problem would be gone.

Modifié par cipher86, 17 juillet 2010 - 07:47 .


#18
Crippledcarny

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Thanks for the advice. Reinstalling right now to try out BGT. Love this disc juggling...

#19
cipher86

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Haha yeah, the disc-juggling install is part of the experience ;)



Make sure you educate yourself on the Beregost bug and how to work with it. I've been playing mostly without Tutu and never had it occur once, but I used Tutu and had it occur the second time I went to Beregost. I hear it's just as common with BGT, so make sure you know what you're dealing with before you enter.

#20
Irrbloss

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The latest version of BGT fixes the Beregost crash bugs. Some assorted BG1 mods also have the fix included, but the only one I know of is Gavin NPC.

#21
Crippledcarny

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The bug sounds pretty horrible. Found something that says It can correct any corrupt files, but I think I'll keep a few extra saves just in case.

#22
cipher86

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Crippledcarny wrote...

The bug sounds pretty horrible. Found something that says It can correct any corrupt files, but I think I'll keep a few extra saves just in case.


If it truly has been fixed with BGT then you have nothing to fear.  Not saying I don't believe Irrbloss as he could definitely have more information on it than I, but last I saw the only thing that BGT used to fix a corrupted Beregost file was the savegame crashfixer that works with Tutu as well.

As long as you make a save before Beregost, and one as soon as you leave, you are fine.  What you do is, as soon as you leave Beregost, save, then reload.  If you are able to travel back to Beregost and exit again without the game crashing, you are fine, and can reload your post-Beregost save and continue on your way.  If it crashes, you load your pre-Beregost save and redo all your business in Beregost.

Can be a time consumer, especially when you're new in Beregost and spend a good half hour to an hour checking it all out, but once you know the area well your first visit can be done in 10-15 minutes, and then you only return to drop off a couple quests later on.

#23
Crippledcarny

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They still have it listed under bugs so it's probably worth being cautious.

#24
Irrbloss

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The fix was published here. It's listed in the change log for BGT 1.09.

If it's mentioned among the known issues in the BGT documentation is likely because no one's updated that section.