Aller au contenu

Photo

Modding Enhanced Edition


  • Veuillez vous connecter pour répondre
26 réponses à ce sujet

#1
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

I started this thread to separate the large amount of info regarding mods into manageable proportions, particularly as EE has introduced a number of issues regarding mods.

 

I have just come across three such issues modding BG1 EE. I haven't even looked at BG2 EE yet.

 

I have just discovered that the Big World Map will not install into BG1 EE.

This is important to know BEFORE installing the Drizzt Saga etc.

 

Also BG1 NPC project and Level 1 NPCs will not install.

 

Is this because they have not yet been made compatible?



#2
ussnorway

ussnorway
  • Members
  • 2 356 messages

Bg1 and bg2 ee have new characters and more importantly a new official plot, so Big world would clash with Dragonspear and the npc would need a lot of new fixs (mostly different languages) for the extra characters because you would keep them into tob.

 

https://forums.beamd...e-customization

 

For mods in general your two basic tools are shadow keeper and near infinity, both of which have a EE version
Keeper: https://forums.beamd...ed-to-v1-0-2/p1
Ni:

Be very careful following any guides posted on the Beamdog forum because the game has changed a lot since bg1ee first went live (mostly bug fixs) and many of the workarounds posted on their forum assume code that no longer applies to the games as they are now... Having said that there are a LOT of very good extras like portrait-packs.


  • Grimwald the Wise aime ceci

#3
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

@ USS Norway

 

I already have the EE keeper. :) Also many portraits. 

 

Also found out that some locations for files are now different to advice. :(

 

It does make modding difficult. :(

 

Thanks for the links. :)

 

I had however already found them.

 

Perhaps I should have put them in my post.

 

I will play my game as it is before trying to change things as it appears to be working, though without some of the mods that I would have liked.



#4
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

For those who are wanting to do a fresh clean install, remember that you need to delete the EE files in your documents folder as well.

 

I forgot and wondered why I had problems. :blush:

 

I mentioned that the big picture worldmap would not install, yet this post on Beamdog says that it does.

 

https://forums.beamd...to-baldurs-gate

 

Would this be because of incompatibility with other mods that add areas?



#5
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

I have a bug with DSoSC.  The staff of Skeezer Lumkin VI is unequipped and because it cannot be dropped, it cannot be re-equipped.

 

Any work-around for this problem?

 

EDIT

 

I have been told that the only way round this problem is to make the staff droppable using Near Infinity.

 

I have worked out what caused the problem. It was Skeezer's death from a kiss from Shoal.

 

Any death would have caused the problem.

 

Anyone with the same problem find out how to solve it here, same problem, different mod:

 

http://forums.blackw...&showtopic=4774



#6
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

Just found that Stone of Askavaar is now available for EE. Most annoying that I didn't find out earlier. :(

 

With the set-up shown in the no-reloads thread, would installing the mod before doing the Nashkel mines cause problems? ie mid-game



#7
ussnorway

ussnorway
  • Members
  • 2 356 messages

I would just start over… bgee is buggy enough without adding mods mid-game.


  • Grimwald the Wise aime ceci

#8
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

Thanks.

 

I won't start over,

 

Just finish my current game and install it afterwards.

 

I've actually got quite attached to my current game, particularly so because there is so much new content.

 

Even having the occasional new trap makes it a new experience as I cannot rely on previous experience any more.

 

I also like the version of Algernon's Cloak. I feel that I can now use it. I think that it should last slightly longer so that you have time to move the charmed character to a battle area, but otherwise I can't fault it.



#9
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

Playing BG2 EE which mods would players recommend?



#10
ussnorway

ussnorway
  • Members
  • 2 356 messages

I find scs stable with some bugs slayer bugs so use the ascension patches;

 

minor issues;

the spell Otiluke's Resilient Sphere fails when cast against self so i use my own fix

this build appears to have Joluv blocked by the scs patch so I add him back into the slums inn by hand

 

 

Spoiler


  • Grimwald the Wise aime ceci

#11
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

A quick question.

Does anyone know if the cre files in standard BG2 are compatible with BG2EE?

 

EDIT

 

In the absence of replies, I have tested this out myself and they are.

 

This means that Imoen as a Thief/Conjurer by Fellinoid works fine with EE even though it doesn't say so in the read me.

It is not Weidu though.

It has the advantage of you being able to use a mage kit with Fighter/mages, thief/mages and the like whether multi-class or dual-class..



#12
JediMindTrix

JediMindTrix
  • Members
  • 283 messages

Level 1 NPC's is incompatible, BG1NPC Project was updated to be compatible, so I'm unsure why it is not installing for you (language issue, maybe?).

On the beamdog forums I thought I saw a new mod that is sort of like a Level 1 NPC's, though not as complex.


  • Grimwald the Wise aime ceci

#13
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

Level 1 NPC's is incompatible, BG1NPC Project was updated to be compatible, so I'm unsure why it is not installing for you (language issue, maybe?).

On the beamdog forums I thought I saw a new mod that is sort of like a Level 1 NPC's, though not as complex.

 

I saw that and have downloaded it. I tried it out and it is not bad, though nowhere near as good as Level 1 NPCs. Indeed, the author admits as much. :) It was good to see a bit of honesty there. :)



#14
ussnorway

ussnorway
  • Members
  • 2 356 messages

I know the beholder scripts all carry over but would assume familiars are different.


  • Grimwald the Wise aime ceci

#15
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

Just came across this thread which might be helpful for other modders. A list of EE compatible mods.

 

http://fuckyeahbaldu...atible-mod-list



#16
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

Was wanting to install this mod. Anyone know if it has been fixed yet?

 

Also, was it a problem with some of the mod or all of it?

 

http://www.shsforums...6-bgee-kitpack/



#17
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

If you use the EE version of the Stone of Askavar you will need these links as there are a number of bugs which are not yet sorted.

 

http://www.baldursga...hp?topic=4937.0

 

https://forums.beamd...u-bgt-and-bg-ee



#18
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

Stone of Askavar is actually known for breaking the area you mention. You need to edit open soa/snips/ar4300.baf and soa/snips/bgee/ar4300.baf in your favorite text editor (Notepad is fine, Word is not) and do the following changes before installing that mod:
 

--- soa\snips\AR4300.BAF    Thu Jul 02 01:12:26 2015
+++ C:\BWP Patchstudio\patched files\soa\snips\AR4300.BAF    Wed Nov 11 20:38:29 2015
@@ -13,15 +13,23 @@
END

IF
+    Global("DoorS001Active","AR3200",0)
    GlobalLT("CearwinQuest","GLOBAL",2)
THEN
    RESPONSE #100
        TriggerActivation("DoorS001",FALSE)
+        HideAreaOnMap("ARS002")
+        HideAreaOnMap("ARS005")
+        SetGlobal("DoorS001Active","AR3200",1)
+        Continue()
END

IF
+    Global("DoorS001Active","AR3200",1)
    GlobalGT("CearwinQuest","GLOBAL",1)
THEN
    RESPONSE #100
        TriggerActivation("DoorS001",TRUE)
+        SetGlobal("DoorS001Active","AR3200",2)
+        Continue()
END

 

 

Thanks for the advice. I will continue posting on my modding issues here rather than in the No-reloads section as it seems more appropriate.

 

When you say: "do the following changes," do you mean, "add the following text to the end of those two file" ?



#19
vbigiani

vbigiani
  • Members
  • 42 messages
You need to remove the lines starting with a minus (in this case, there aren't any) and add all lines marked with a plus. Thus, this:
IF
    GlobalLT("CearwinQuest","GLOBAL",2)
THEN
    RESPONSE #100
        TriggerActivation("DoorS001",FALSE)
END

IF
    GlobalGT("CearwinQuest","GLOBAL",1)
THEN
    RESPONSE #100
        TriggerActivation("DoorS001",TRUE)
END
becomes this:

IF
    Global("DoorS001Active","AR3200",0)
    GlobalLT("CearwinQuest","GLOBAL",2)
THEN
    RESPONSE #100
        TriggerActivation("DoorS001",FALSE)
        HideAreaOnMap("ARS002")
        HideAreaOnMap("ARS005")
        SetGlobal("DoorS001Active","AR3200",1)
        Continue()
END

IF
    Global("DoorS001Active","AR3200",1)
    GlobalGT("CearwinQuest","GLOBAL",1)
THEN
    RESPONSE #100
        TriggerActivation("DoorS001",TRUE)
        SetGlobal("DoorS001Active","AR3200",2)
        Continue()
END
I can't obviously tell you why the mod wasn't fixed, but I could launch myself on a tangentially-related 10k word tirade against each and every "faction" of the modding community, so I think I'll refrain from answering that question :)
  • Grimwald the Wise aime ceci

#20
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

Probably just as well that I don't know anything about the various factions. :) Of course everyone will probably think that they are the only one not in a faction, and that it's everyone else's fault.

 

Thanks for showing me how to read those instructions. I will now be able to understand other people's posts better too. :)



#21
vbigiani

vbigiani
  • Members
  • 42 messages

Of course everyone will probably think that they are the only one not in a faction, and that it's everyone else's fault.

I'm the first to admit that, back when I most active as a modder, I was extremely opinionated and very prone to heavily offend people and mods guilty of not sharing my opinions and/or my standards of quality - of course, back then I would've heavily denied that I was overreacting, and that it was everybody's else fault :)
  • Grimwald the Wise et Aasim aiment ceci

#22
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

There was a mod that added a merchant to the adventurer's mart. He sold a lot of powerful items for those specialising in hammers, maces, two-handed axes, returning poisoned dart etc.

 

Some I wouldn't use due to being overpowered, but some filled in the gaps so that specialising in maces for example became a viable option.

 

I cannot remember the name of the mod. Can anyone remember what it was called?



#23
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

Found out for myself. It is under-represented items.

 

Now all I have to do is discover if it is compatible with EE.

 

The items are in there, but not the vendor. :(

 

Does anyone know his name so that I can CLUA him in?

 

EDIT

 

Found it: :)

 

CLUAConsole:CreateCreature("U#Conlan")

 

It is compatible with EE if you are prepared to CLUA him in. :)



#24
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

The above code should now read C:CreateCreature("U#Conlan") [Depending on your set-up]



#25
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 183 messages

I am aware that widescreen mod and BG2 Tweaks are supposed to come at the end of an installation.

Widescreen often needs re-installing apparently, and other mods could over-ride what Tweaks does (That also might need re-installing fairly often as the player changes his mind over the set-up)

People seem to differ over the order of those two.

However, does biffing come before them or after them.