Dark side of the sword coast
saox
Member Posts: 106
in BG:EE Mods
Is this mod available for BG EE?
1
Comments
It's in open beta at the moment, here a link if your interested:
http://www.baldursgatemods.com/forums/index.php?board=146.0
1)Enhanced Original BG Quests and Encounters.
2)Experience cap raised to 20 million.
The first one means that the mod has done changes to the AI of the EE monsters? which means it will not be compatibly with SCS?
Wtf is the second one ?:D
http://www.baldursgatemods.com/forums/index.php?topic=8308.0
hey man, is it possible to add the list with all the features that the mod contains? (old and new etc)
However I do like to know what exactly was added in the Vanilla Areas from items, and to creatures as there does not seem to be any list of specific details. I also like to know what kind spells were added as well.
If anyone has such a list that it would be greatly appreciated.
CLERIC_CAUSE_LIGHT_WOUNDS
CLERIC_BLIGHT
CLERIC_FIRE_BOLT
CLERIC_ARMOR_MELT
CLERIC_SPARKS
CLERIC_CURE_MODERATE_WOUNDS
CLERIC_WARD_OF_PROTECTION
CLERIC_PAIN
CLERIC_ARMOR_OF_DARKNESS
CLERIC_CAUSE_DISEASE
CLERIC_POISON_SPRAY
CLERIC_MIELIKKIS_BLADE
CLERIC_SELUNES_BLESSING
CLERIC_CALL_UNDEAD
CLERIC_TRANSPORT_VIA_PLANTS
CLERIC_BLADES
CLERIC_DEEP_FREEZE
CLERIC_CHOKING_VINES
CLERIC_LIFE_STEAL
CLERIC_SELUNES_CURSE
CLERIC_AURA_OF_PROTECTION
CLERIC_DARK_RITUAL
CLERIC_SUMMON_SIRINE
CLERIC_THUNDER_BOLT
WIZARD_ORB_OF_AIR
WIZARD_THUNDERSLAP
WIZARD_ICE_BOLT
WIZARD_GLOBE_OF_DARKNESS
WIZARD_RAY_OF_FROST
WIZARD_ARMY_OF_ONE
WIZARD_ETTINS_HEALING
WIZARD_AURA_CLEANSING
WIZARD_MELFS_EXPLOSIVE_METEORS
WIZARD_ANTI_MAGIC_SHELL
WIZARD_MONSTER_SUMMONING_IV
WIZARD_FLOATING_CURSE
WIZARD_MASS_CHARM
WIZARD_INFERNAL_COMBUSTION_ENIGMA
WIZARD_THUNDER_BOLT
WIZARD_VARASHARS_LIFE_DRAIN
These are the existing creatures that are patched in one way or another. For details you will have to look at the setup files and study them.
AMARAN, ANDRIS, ARLIN, Bassil, BOR, BRENDA, Brunos, Coksmth, Corsone, DAVAEO, Denak, Diana, Drakar, Drasus, Drizzt, Druid3, Galdor, Gentho, Izefia, Kahrk, Kestor, Kirinh, Kobcomm, Krysti, Lasala, Laskal, Molkar, Morvin, Mulahe, Osmadi, Ragefa, Rielta, Semaj, Slythe, Stalke, Takiyah, Tazok2, Vax, Zal
Zeela
CLERIC_CAUSE_LIGHT_WOUNDS
CLERIC_BLIGHT
CLERIC_FIRE_BOLT
CLERIC_ARMOR_MELT
CLERIC_SPARKS
CLERIC_CURE_MODERATE_WOUNDS
CLERIC_WARD_OF_PROTECTION
CLERIC_PAIN
CLERIC_ARMOR_OF_DARKNESS
CLERIC_CAUSE_DISEASE
CLERIC_POISON_SPRAY
CLERIC_MIELIKKIS_BLADE
CLERIC_SELUNES_BLESSING
CLERIC_CALL_UNDEAD
CLERIC_TRANSPORT_VIA_PLANTS
CLERIC_BLADES
CLERIC_DEEP_FREEZE
CLERIC_CHOKING_VINES
CLERIC_LIFE_STEAL
CLERIC_SELUNES_CURSE
CLERIC_AURA_OF_PROTECTION
CLERIC_DARK_RITUAL
CLERIC_SUMMON_SIRINE
CLERIC_THUNDER_BOLT
WIZARD_ORB_OF_AIR
WIZARD_THUNDERSLAP
WIZARD_ICE_BOLT
WIZARD_GLOBE_OF_DARKNESS
WIZARD_RAY_OF_FROST
WIZARD_ARMY_OF_ONE
WIZARD_ETTINS_HEALING
WIZARD_AURA_CLEANSING
WIZARD_MELFS_EXPLOSIVE_METEORS
WIZARD_ANTI_MAGIC_SHELL
WIZARD_MONSTER_SUMMONING_IV
WIZARD_FLOATING_CURSE
WIZARD_MASS_CHARM
WIZARD_INFERNAL_COMBUSTION_ENIGMA
WIZARD_THUNDER_BOLT
WIZARD_VARASHARS_LIFE_DRAIN
These are the existing creatures that are patched in one way or another. For details you will have to look at the setup files and study them.
AMARAN, ANDRIS, ARLIN, Bassil, BOR, BRENDA, Brunos, Coksmth, Corsone, DAVAEO, Denak, Diana, Drakar, Drasus, Drizzt, Druid3, Galdor, Gentho, Izefia, Kahrk, Kestor, Kirinh, Kobcomm, Krysti, Lasala, Laskal, Molkar, Morvin, Mulahe, Osmadi, Ragefa, Rielta, Semaj, Slythe, Stalke, Takiyah, Tazok2, Vax, Zal, Zeela
I take it those creatures listed are simply patched with the new spells?
ACTION_IF GAME_INCLUDES ~sod~ BEGIN
APPEND ~BDDIALOG.2DA~
~JETLAYA JETLAP JETLAJ
CUCHOINNEACH CUCHOINP CUCHOINJ
CONCHOBHAIR CONCHOP CONCHOJ
FERTHGIL FERTHP FERTHJ
SKEEZER SKEEZP SKEEZJ
BARDO BARDOP BARDOJ
KEIRIA KEIRIP KEIRIJ
BUBB BUBBP BUBBJ
THORFINN THORFP THORFJ~
UNLESS ~JETLAYA~
END
Also, I tried resetting my password on baldursgatemods.com but no email arrived. If this is something you could help me with I'd appreciate it.
I am updating NtotSC currently and it will be BG:EE compatible. Going with what I understand is original design I will disable the Wood Elves of this mod in Bear River via NTotSC, then, unless there is a good reason why I shouldn't. Other than that, the NTotSC will consider this DSotSC-EE version concerning items and spells.
I played the two quests now in EET at least twice and it all works. The wood elves are gone, thus that area is a bit empty except for ogres and bears. The bow/demon quest works.
So by knowing both variants, my personal impression is that the current EET mod versions have solved the problem.
I think the EET versions and the BGEE versions of the mods are different? As far as my memory serves, the elves appeared in BGT but not in EET. Can't say for BGEE, I never played the standalone.
Yes, it's always been a bit confusing. To me, the EET implementation seems to be how those mods should work together. But that's just a player's (customer's) view.
I also found a bug concerning this in the EE DSotSC mod: Currently, the area is patched in a way that Laurel is replaced by Fey'doch and wood elves, same for the Ogre that is supposed to be at the fire side in Bear River. This area patching needs to be removed, as I am sure it's not the mod's intent to erase the Laurel and Ogre encounters from the game.
Plus, the script added to Bear River adds a second Fey'doch - they are standing right next to each other.
To fix this, in the sd-core.tpa the following has to be removed:
//Change Laurel, Merchant, Orge Berserker and Hobgoblin Elite to Wood Elves
//READ_SHORT ~0x058~ ~numActor~
PATCH_IF (SOURCE_SIZE > 0x11c) BEGIN
READ_SHORT ~0x054~ ~actorOff~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 2992) ~Wood Elf~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 3120) ~WELF2~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 3264) ~Wood Elf Elite~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 3392) ~WELF1_E~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 3808) ~Fey'doch~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 3936) ~FEYDOCH~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 4352) ~Wood Elf~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 4480) ~WELF3~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 4624) ~Wood Elf~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 4752) ~WELF4~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 4896) ~Wood Elf~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 5024) ~WELF2~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 5168) ~Wood Elf Elite~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 5296) ~WELF3_E~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 5440) ~Wood Elf Elite~
WRITE_ASCII_TERMINATE (~%actorOff%~ + 5568) ~WELF2_E~
END
BUT_ONLY_IF_IT_CHANGES
Removing this, the script will still insert Fey'doch and the Wood Elves, moving Laurel to a place further South. Beware: The spawning of the Gibberlings (via her dialogue) will still be in the original places near the Wood Elves, which might lead to problems for PCs who want to help Laurel but not get into conflict with the Elves.
My suggestion would be to remove the Wood Elves from DSotSC altogether, and leave them to NTotSC, as it is done for the BGT/EET version.
The wood elves in Bear River is something I remember only from one of my earliest installs of a modded original BG1 (before BGT days even). Looks like that BGEE version of the mods went back to those old versions maybe? This may have been almost 15 years ago since I saw that Bear River setup and it was a bug even then.
I think nothing is wrong with EET mods, agree with @PaulaMigrate .
I agree that the BGT/EET version is more advanced. (From coding aspect, too.) I don't know why there would be several mod versions, either. The effort put into turning the BG1 version into BG:EE version could have spent to make one mod for all platforms - like I do for NTotSC currently. But I guess it's not fair saying this now, as the BG:EE version was worked on starting in 2014 or so.
So you do a new version for EET? Why not make the interim to permanent? It's working fine all along and is balanced with XP and items for EET? And DSotSC is also perfectly fine in EET, all old bugs gone.
May not be working backwards for old games, I don't know.
The NTotSC interim version is very restrictively designed to work for EET alone. k4thos already started on an EET+BGT version a while back, and I am finishing this one plus adding BG:EE support. It's one package with all fixes included (no longer mod + fixpackage), and also nerfed items with item rebalancing by Vlar. The coding is up-to-date, no files are being overwritten, the journal system uses UNSOLVED/SOLVED entries. The quests are less restrictive in the order they have to be done (except the main onces, you still get send to Northern Citadel by Duke Eltan and also won't find the Cult of the Black Hand before dealing with the cultists in Ulgoth's Beard). You don't get into "has nothing to say to you" situations of Quest characters. The new version will also have bugs fixed, and a lot of them. And since the question arises occationally: I also went through the interim version to see what fixes where applied there.
I have recently saved Keelor in Wood of the Dead and later met him in Beregost. He has a lot of information for Sandrah in my party. She was already commenting on that orc grave up there. From my last playthrough I know there is a lot of interaction between the two mods and NTotSC is on list of mod required for Sandrah. Is that also the case for the new version?
There is also the battle with a demon at the graveyard of Citadel when you help the man in the temple by Ducal Palace before .
http://www.baldursgatemods.com/forums/index.php?PHPSESSID=5TbnCswN7tU1aqplzUTlR2&action=downloads;sa=view;down=197
Thanks for the BGEE refernce Jastey I will implement that and try and get the next version complete by Christmas.
I suggest messaging Com_Solaufein in this forum if you are having issues login into the Com Site.
@PaulaMigrate Not yet, but I hope Roxanne will switch to the new version as it was intended. But the new version comes with some changes coding-wise which need adjustment and new testing for Sandrah, too, before the two mods will work together.