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[MOD] More Style for Mages (v1.56)

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  • lefreutlefreut Member Posts: 1,462
    edited November 2019
    ***
    Post edited by lefreut on
  • EtaminEtamin Member Posts: 830
    If you will make it compatible with EET, then i can help translating to polish missing text and import it to BWS. I can't imaging playing EET without this mod and BWS installation.
  • PeccaPecca Member Posts: 2,174
    @Etamin: thanks, but I already asked Cahir for polish translation. I also plan to move it to Github eventually.
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    @Etamin, yeah, I'm on it. Would probably do it at the weekend, though.
    Etamin
  • PeccaPecca Member Posts: 2,174
    Moved to Github.
    CahirAedanEtamin
  • PeccaPecca Member Posts: 2,174
    Released v1.54

    -Added Wizard's hat component
    -Some more string corrections
    -Dual-classed character receiving a specialist bonus spell now uses OriginalClass trigger
    -Complete polish translation by @Cahir added
    Zaghoullolien
  • PeccaPecca Member Posts: 2,174
    A new small update with polish readme has been released.
    CahirEtamin
  • TranscendedOneTranscendedOne Member Posts: 25
    edited November 2017
    Does anyone know if this will work with EET?


    EDIT - Seems i'm a derp and it doesn't work for EET?
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  • southfla79southfla79 Member Posts: 214
    You need to edit the tp file and add eet to the IS GAME. However, I haven't been able to get the familiar changes to work. Could be a conflict.

  • TranscendedOneTranscendedOne Member Posts: 25

    You need to edit the tp file and add eet to the IS GAME. However, I haven't been able to get the familiar changes to work. Could be a conflict.

    Any good way to go about doing that?
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  • southfla79southfla79 Member Posts: 214

    You need to edit the tp file and add eet to the IS GAME. However, I haven't been able to get the familiar changes to work. Could be a conflict.

    Any good way to go about doing that?
    any text editor
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Regarding eet compatibility, it's hard to say right here on my phone, but any game or engine check should have "eet" wherever you check for "bg2ee". So, for example, any time you have this:
    ACTION_IF GAME_IS ~bg2ee~ BEGIN

    You would instead want:
    ACTION_IF GAME_IS ~bg2ee eet~ BEGIN
    I'll see about looking through your code for more suggestions. That might be it, though
  • RaduzielRaduziel Member Posts: 4,714
    Pecca said:

    -Added Wizard's hat component

    I love this community.

    Contemplative_Hamsterlolien
  • PeccaPecca Member Posts: 2,174

    Regarding eet compatibility, it's hard to say right here on my phone, but any game or engine check should have "eet" wherever you check for "bg2ee".

    Hi, thanks. I already have that check from some older version, so from that perspective it should work. So item components should work I guess, that seems simple.

    I have no experience with EET, so I cannot tell with certainty, what is going to work and what to do to make it work, but what is not going to work with 99,9% probability is familiars component. I have different creature files for each game, with different dialogs too. Also, as I have read, EET changed the way familiars are created in game and I use another approach. Fixing that doesn't seem simple and I focus on different things right now, so full EET compatibility is not going to happen from my end any time soon, unfortunately.

    If there was some good soul out here, that would be willing to do that instead of me, I would be very grateful (as well as many others of course) as it is pretty much the only thing left to do with this mod, but I just can't get myself into it. shame on me
    Grammarsalad
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Pecca said:

    Regarding eet compatibility, it's hard to say right here on my phone, but any game or engine check should have "eet" wherever you check for "bg2ee".

    Hi, thanks. I already have that check from some older version, so from that perspective it should work. So item components should work I guess, that seems simple.

    I have no experience with EET, so I cannot tell with certainty, what is going to work and what to do to make it work, but what is not going to work with 99,9% probability is familiars component. I have different creature files for each game, with different dialogs too. Also, as I have read, EET changed the way familiars are created in game and I use another approach. Fixing that doesn't seem simple and I focus on different things right now, so full EET compatibility is not going to happen from my end any time soon, unfortunately.

    If there was some good soul out here, that would be willing to do that instead of me, I would be very grateful (as well as many others of course) as it is pretty much the only thing left to do with this mod, but I just can't get myself into it. shame on me
    I really like your mod, and I am interested in investigating this issue. I have been thinking about doing something with familiars for ages. My plan has always been to see what @argent77 has done in his golem creation mod, and go from there. In any case, when I do get to that--it won't be for a few weeks, at least--then I can see how it would apply to your mod and give you some code.
    Pecca
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819

    Pecca said:

    Regarding eet compatibility, it's hard to say right here on my phone, but any game or engine check should have "eet" wherever you check for "bg2ee".

    Hi, thanks. I already have that check from some older version, so from that perspective it should work. So item components should work I guess, that seems simple.

    I have no experience with EET, so I cannot tell with certainty, what is going to work and what to do to make it work, but what is not going to work with 99,9% probability is familiars component. I have different creature files for each game, with different dialogs too. Also, as I have read, EET changed the way familiars are created in game and I use another approach. Fixing that doesn't seem simple and I focus on different things right now, so full EET compatibility is not going to happen from my end any time soon, unfortunately.

    If there was some good soul out here, that would be willing to do that instead of me, I would be very grateful (as well as many others of course) as it is pretty much the only thing left to do with this mod, but I just can't get myself into it. shame on me
    I really like your mod, and I am interested in investigating this issue. I have been thinking about doing something with familiars for ages. My plan has always been to see what @argent77 has done in his golem creation mod, and go from there. In any case, when I do get to that--it won't be for a few weeks, at least--then I can see how it would apply to your mod and give you some code.
    @Grammarsalad regarding familiars tweaking there is also very interesting mod at BWL forums called WTP Familiars. Unfortunately it's author does not plan to enhance it to work with EE's (though, I think he could welcome some help to made it happen too).
    Grammarsalad
  • Lord_GayLord_Gay Member Posts: 94
    To be clear, are the wiz staff and staff of wiz ONLY available for EE games? Classic BG can't get the ranged staves?
  • PeccaPecca Member Posts: 2,174

    Pecca said:

    Regarding eet compatibility, it's hard to say right here on my phone, but any game or engine check should have "eet" wherever you check for "bg2ee".

    Hi, thanks. I already have that check from some older version, so from that perspective it should work. So item components should work I guess, that seems simple.

    I have no experience with EET, so I cannot tell with certainty, what is going to work and what to do to make it work, but what is not going to work with 99,9% probability is familiars component. I have different creature files for each game, with different dialogs too. Also, as I have read, EET changed the way familiars are created in game and I use another approach. Fixing that doesn't seem simple and I focus on different things right now, so full EET compatibility is not going to happen from my end any time soon, unfortunately.

    If there was some good soul out here, that would be willing to do that instead of me, I would be very grateful (as well as many others of course) as it is pretty much the only thing left to do with this mod, but I just can't get myself into it. shame on me
    I really like your mod, and I am interested in investigating this issue. I have been thinking about doing something with familiars for ages. My plan has always been to see what @argent77 has done in his golem creation mod, and go from there. In any case, when I do get to that--it won't be for a few weeks, at least--then I can see how it would apply to your mod and give you some code.
    Thanks!
    Lord_Gay said:

    To be clear, are the wiz staff and staff of wiz ONLY available for EE games? Classic BG can't get the ranged staves?

    Yes, it is only for EE. Vanilla BG literally can't get the 2-handed ranged staves, it crashes the game.
  • GilrodGilrod Member Posts: 3
    Hey guys! Happy new year... i installed this mod but i can't find any of the new items in high edge. Playing BgEE from GOG. nothing failed on installation.
  • ThelsThels Member Posts: 1,416
    Did you start a new game after installing the mod?
  • GilrodGilrod Member Posts: 3
    Thels said:

    Did you start a new game after installing the mod?

    No... Just continue my game... im close to the last boss... I need to start a new one? :(
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  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited January 2018
    @Gilrod

    The upshot of you being nearly done with the game is that you'll be able to start a new game very soon and enjoy the mod fully! Oh, think of the places you'll go, visiting every shop to look for new gear, petting your new familiars (plural), wielding your new multi-coloured staff o' magick!

    (You know you want to. Just give in. Join usssss ... forever ... many of us have played this game for twenty years!)
    Grammarsalad
  • GilrodGilrod Member Posts: 3

    @Gilrod

    The upshot of you being nearly done with the game is that you'll be able to start a new game very soon and enjoy the mod fully! Oh, think of the places you'll go, visiting every shop to look for new gear, petting your new familiars (plural), wielding your new multi-coloured staff o' magick!

    (You know you want to. Just give in. Join usssss ... forever ... many of us have played this game for twenty years!)

    but... but... i need move to Amn... i need to travel south (And maybe, just maybe to others plane. i never played this game before) :( so i think i will need to wait to reach Athkatla to get staff (and maybe edit my char a delete that Wild mage kit)
  • booinyoureyesbooinyoureyes Member Posts: 6,164
    Hey I LOVE the idea of ranged staves!

    If I'm using many mods, where should this one go in terms of the order of installation?
  • PeccaPecca Member Posts: 2,174
    @booinyoureyes : thanks. In this case I think the installation order doesn't matter much. Most stuff are completely new items, some existing files are patched but should be compatible with anything.
    booinyoureyes
  • ApocryphaApocrypha Member Posts: 105
    Any clue how to edit the appearance of familiars in EEKeeper? I love what you've done with them, don't get me wrong! But I kind of miss the ferret.
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