Quick question, is it correct/intended that the Cat familiar has no attack animation? Tbh honest might be an issue with the original game, just wondering.
@subtledoctor Actually there is a version with the staff of the magi since I asked for it and Pecca was kind enough to oblige.
But with the same range attack as the others (Mordenkainen force missiles would be cool!)
Heya! Thanks for a great mod @Pecca . Any plans on extending the familiar tweaks to allow for a more, well, *nice" relationship between evil CHARNAME and their lil' pet? In my mind, an evil familiar (e.g. imp) should be nasty to everyone BUT his evil momma or daddy, right?
The fact that you can get no affection at all from your evil familiar has disturbed me for years. All villains have a loyal pet, that is common knowledge!
@Fina92 Hi, I have no plans to extend this mod, but it is a nice idea. If anyone would like to extend the familiar component with more dialogue, they are most welcome to.
Hi @Pecca been using your mods in the past and now I'm re playing again... not sure if this has been adressed before but the dialogues and abilities of my familiar have been replaced with lines of dialogue as seen below:
Things to consider:
Did a fresh install of BGEE+SoD with no other mods OTHER than your UI + MSFM mods.
Using latest versions of both your mods and game (v2.5)
Other than the dialogue replacement there are no other issues to note so far.
Hi @Vanhardisk, although I am not the author, just a quick question/observation...
Prior to installing the mods, did you use modmerge to allow BG1EE/SOD to be modded? If you purchased the games from Steam/GoG, then you need to apply modmerge to 'unpack' SOD and include it in the modding environment. Without it, you will end up with errors.
@ALIEN, thanks for that. I knew it there was something else but it would come up in my search (and knowing the name to search for would have helped me as well). Old school, started with Modmerge so it is still there... Downloaded the DLC merger and will give it a whirl.
Hi @Vanhardisk, although I am not the author, just a quick question/observation...
Prior to installing the mods, did you use modmerge to allow BG1EE/SOD to be modded? If you purchased the games from Steam/GoG, then you need to apply modmerge to 'unpack' SOD and include it in the modding environment. Without it, you will end up with errors.
The solution was to reinstall the mod without using a custom name, just the generic one and that was it. Now Isane and I are going to thrash the Sword Coast if you excuse me.
Forgive my ignorance, but the other mods I have installed have an English tra folder with a few different files, not just one file. Is that missing, or does this mod just have a file and not a folder for the various languages?
For me this mod doesn't install with EET. When i put it after ETT i got massage that installation was completed, but don't see any changes in BG:EE part of the game (no new items or robes tweaks). Only items to the Gerlana shop were added. I even tried putting it before EET, but then i got error. I heard it should install, but without familiar changes (@Pecca, do you plan to update it one day?).
EDIT: To make this mod works properly with EET, you have to edit msfm.tra file. In every line "ACTION_IF GAME_IS ~bgee~ THEN BEGIN" add "eet" next to "bgee". So it should looks like that: "ACTION_IF GAME_IS ~bgee eet~ THEN BEGIN".
Gonna go ahead and put in my petition for EET compatibility as well, especially for the familiars. I can't really speak to how complex that would be or anything, I just know that I wanna be able to explore Faerun with a floating skull companion.
Comments
But with the same range attack as the others (Mordenkainen force missiles would be cool!)
The fact that you can get no affection at all from your evil familiar has disturbed me for years. All villains have a loyal pet, that is common knowledge!
Things to consider:
Any clues?
Prior to installing the mods, did you use modmerge to allow BG1EE/SOD to be modded? If you purchased the games from Steam/GoG, then you need to apply modmerge to 'unpack' SOD and include it in the modding environment. Without it, you will end up with errors.
Hope that helps
Gus
Edit: fixed URL
Easier installation, ability to detect it via weidu.log debbug info etc
Gus
I did.
Tried it, didn't change anything.
The solution was to reinstall the mod without using a custom name, just the generic one and that was it. Now Isane and I are going to thrash the Sword Coast if you excuse me.
Forgive my ignorance, but the other mods I have installed have an English tra folder with a few different files, not just one file. Is that missing, or does this mod just have a file and not a folder for the various languages?
Thanks
@Pecca Are you positive that the tp2 is being directed to the right .tra folder?
@Gabeg21 Are you installing the mod using the same language that your game is using?
I am. English for both.
I deleted the mod and all related files. Re-downloaded and extracted files. Same issue.
EDIT: To make this mod works properly with EET, you have to edit msfm.tra file. In every line "ACTION_IF GAME_IS ~bgee~ THEN BEGIN" add "eet" next to "bgee". So it should looks like that: "ACTION_IF GAME_IS ~bgee eet~ THEN BEGIN".
How compatible is your mod with @subtledoctor 's Tome & Blood mod?
Greetings again!
We're checking in again to determine how EET compatible this mod is. (I think it's compatible, but we like the official verdict!) This page explains how to convert EE-compatible mods to EET.
Also, what are your thoughts on making a formal teleport spell since you sorta did it here? This is a Google Doc I made which thoroughly explains the pseudocode and what would likely be involved in a teleport spell for EET.
Thankee again for this mod!
What components did you install? Did you install the Familiar components?