Alright. So some bugs off the top of my head that need to be fixed.
Gorion teleporting to you if you break out a fight in Candlekeep
It's functional right now but technically the way it works now is that its quite possible for you to see two "Gorions". This has no long term impact on the game (since Chapter 6 uses a different area) but it is jarring. At one point in time I tried a different method but I think I had trouble getting him to teleport if the player was moving around too much.
- Innocence reconceived
Blackguards fall still as a result of this. I meant to get around to fixing it but just never have. Until it's fixed don't use this component if you are playing a Blackguard (or have Dorn in your group).
- Poorly named files. There are a small number of files that do rely on using existing (mainly Icewind Dale) file names.
For instance, Gorion's Candlekeep script (but just his Candlekeep script) is just totally replaced by this mod.
The Cyric questline at one point uses AR9000 for file names, just because that was its area name in Icewind Dale
Similarly, there is a whole town I created in Siege of Dragonspear (Serpent's Cowl) that has a similar issue. It uses AR9100 because that is the file name for it in Icewind Dale. The same issue exists with all the interior areas in it too.
These area file names don't appear in BGEE/SoD. So there is no conflict there.
I'm also not sure how the IWD-in-EET add-on for the BGEE Trilogy works (like if it changes any area names). But these last two may bash heads with it.
As far as translations are concerned.
This mod has had a lot of content changed and cut over the years. Sometimes things just were terrible ideas frankly and got cut for a reason.
Anyways, a consequence of this is that there is content in here, particularly journal entries, that is going to have to be deleted. But that also has to be done carefully so I don't accidentally delete something that is used.
Also, from a structural standpoint, the Beregost Town Watch is a mess. I was stupid and basically made copies of the same dialog files at times (that apply for different creatures) even though many of them only offered minor dialog differences between each NPC.
(in retrospect in most cases I should have just used one file and then unlocked replies by script name, but it is what it is).
So that might make a lot of pointless text overlap.
Good thing my current run was still in chapter 1. Pretty excited to "dip my toes" in. Will be sure to report any bugs I find that aren't mentioned here.
It's mainly the main, side, and SoD content that need testing.
The Rough World stuff makes some sweeping changes that might be best avoided for anyone just running through the game. Like changes to autosaves, reputation, spawns, etc.
Updated the link above with a new version that fixes the incomplete aspects of the cloakwood mine ownership (basically you can get ambushed but they weren't working).
Obviously the mod isn't out yet, and I'll repeat this when it is, but due to the occasional bit of long writing and how the engine presently handles dialog I'm going to recommend that players using this mod look into installing a dialogue UI mod as well. This is because there are a few situations where players have like 8 dialog options plus text to read. With two scrolling bars it just becomes really difficult to read both the text and the responses. @lefreut 's mod works well for this, but there may be others out there that also work that people like.
Obviously the mod isn't out yet, and I'll repeat this when it is, but due to the occasional bit of long writing and how the engine presently handles dialog I'm going to recommend that players using this mod look into installing a dialogue UI mod as well. This is because there are a few situations where players have like 8 dialog options plus text to read. With two scrolling bars it just becomes really difficult to read both the text and the responses. @lefreut 's mod works well for this, but there may be others out there that also work that people like.
(Also I have no power over how the dialog system currently works so don't shoot the messenger )
Also I gave good advice here. The current UI does not handle the combination of large amounts of text and many replies very well.
Have you perchance tried it with DragonspearUI++? Now that @meowdog updated it to work also with BGEE and EET I feel this will be my default UI mod. Lefreut's is great, but it was always a temporary solution for me until DragonspearUI++ works for EET.
Also, a very important question for me (but not only me), is Eve of War natively compatible with EET right now, or does it need to be updated? I confess, didn't have the chance too look at docs just yet, so if it's stated there that it is or isn't, I apologize.
It'll need to be updated I'm sure. I've never tested it. Especially any scripting concerning the end screens (however this is only an issue if you kill Eltan).
Unrelated, but I also just remembered that the Rough World mod got an update when it was put on the SHS Github account. That included a french translation.
So the Rough World contained here may/may not be fully up to date (although any changes made were structural and not content related).
Ohh yea and even if anyone playing this could write down any obvious grammar/punctuation mistakes that would be helpful. There are going to be missing comma's in particular.
Obviously the mod isn't out yet, and I'll repeat this when it is, but due to the occasional bit of long writing and how the engine presently handles dialog I'm going to recommend that players using this mod look into installing a dialogue UI mod as well. This is because there are a few situations where players have like 8 dialog options plus text to read. With two scrolling bars it just becomes really difficult to read both the text and the responses. @lefreut 's mod works well for this, but there may be others out there that also work that people like.
(Also I have no power over how the dialog system currently works so don't shoot the messenger )
Also I gave good advice here. The current UI does not handle the combination of large amounts of text and many replies very well.
Have you perchance tried it with DragonspearUI++? Now that @meowdog updated it to work also with BGEE and EET I feel this will be my default UI mod. Lefreut's is great, but it was always a temporary solution for me until DragonspearUI++ works for EET.
Also, a very important question for me (but not only me), is Eve of War natively compatible with EET right now, or does it need to be updated? I confess, didn't have the chance too look at docs just yet, so if it's stated there that it is or isn't, I apologize.
I tried it a bit just now with the DragonspearUI and didn't see any issues.
Obviously the mod isn't out yet, and I'll repeat this when it is, but due to the occasional bit of long writing and how the engine presently handles dialog I'm going to recommend that players using this mod look into installing a dialogue UI mod as well. This is because there are a few situations where players have like 8 dialog options plus text to read. With two scrolling bars it just becomes really difficult to read both the text and the responses. @lefreut 's mod works well for this, but there may be others out there that also work that people like.
(Also I have no power over how the dialog system currently works so don't shoot the messenger )
Also I gave good advice here. The current UI does not handle the combination of large amounts of text and many replies very well.
Have you perchance tried it with DragonspearUI++? Now that @meowdog updated it to work also with BGEE and EET I feel this will be my default UI mod. Lefreut's is great, but it was always a temporary solution for me until DragonspearUI++ works for EET.
Also, a very important question for me (but not only me), is Eve of War natively compatible with EET right now, or does it need to be updated? I confess, didn't have the chance too look at docs just yet, so if it's stated there that it is or isn't, I apologize.
I tried it a bit just now with the DragonspearUI and didn't see any issues.
That's great to know!
Do you mind if I share the info about Eve of War on G3? There are many skillful modders there, some of them not visiting Beamdog forums. The chances would be better to find a modder interested to jump in to help fleshing out/finishing EoW. I don't want to do it, without your consent, though.
One thing that this mod includes but I never fleshed out at all was including Tiax as a joinable NPC in Siege of Dragonpear. I'm not sure if any other modders ever took a stab at a mod for him but evil parties had so few options that it just sort of seemed like a fun one to do.
But that component right now is barebones. So if anyone wants to take a stab at it feel free (and feel free to re-write any of the terrible content I probably made for it).
Alright well apparently GitHub has a 25 mb limit unless you do command stuff. This is going to be more like 87mb. My brain is just not up for handling GitHub today.
I tried posting it to SHS but it doesn't actually give you any feedback if a file is uploading. My uploading speed suuuucks.
So for now I'm just going to post a Google Drive link for the mod here and we'll work something out later.
@elminster
There are many people including many modders stoked for Skyfire's release. The author explicitly asked for help updating the mod to EE and finishing the mod. This sentiment echoes @Cahir's statement about asking Gibberlings3 for help.
Alright well apparently GitHub has a 25 mb limit unless you do command stuff. This is going to be more like 87mb. My brain is just not up for handling GitHub today.
I tried posting it to SHS but it doesn't actually give you any feedback if a file is uploading. My uploading speed suuuucks.
So for now I'm just going to post a Google Drive link for the mod here and we'll work something out later.
First, I'm happy to see the mod getting a release of sorts! There is really cool and impressive (and scary) ideas in the first post.
Is there a summary of what of all those ideas is included in the current version?
And -some nitpicks after scanning the folder very briefly. I'm putting this here before I forget about them again:
-the d-files add reply options via EXTEND_TOP. This changes the numbering of the existent reply options which is usually unfair for other mods that want to add triggers or transacions to certain reply options. @argent77 wrote a function that makes sure the correct reply options get tagged even if their number shifted, but not every mod uses it yet.
-e.g. in "k9alatos.d" there are new greetings dialogues to an existing game cre that might never show because they do not have a WEIGHT assigned to them. Also, new greetings dialogues should always only be temporary so the original one / states of other mods do not get blocked forever, i.e. closing variables should be added always after the mod content is done. (e.g. in state "k926" in case the PC declines to help the variable "Global("k9thiefhelps","GLOBAL",3)" is not changed, so state "k926" would trigger again (maybe for the rest of the game) although the journal entry was closed).
-portraits: If it's NWN or IWD(II) ones it should be fine, otherwise copyright should be checked. And one portrait looks like Corwin in SoD (not sure what it's used for in Eve of War)
All fair points about the dialog. I'll see what I can do about getting them addressed. In Alatos's case he disappears by chapter 7 normally. But I can see what you mean what I have now could create conflicts with other mods with it (particularly in chapters 5/6).
The Readme on GitHub is the most up to date summary for it. But its not yet completed.
I'm reposting here some observations from Nerogami on Infinity Engine discord regarding potential compatibility issues with other mods to not loose them:
"You don't lose the game if the two grand dukes are killed in the ceremony, provided you've saved Eltan." -> I don't think that can work with Endless BG1 since you need Belt alive to transfer into SoD/BG2
The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later). -> Shadows of the Sword Coast (SotSC) adds wizard and kobold there, not sure about that
Firewine area - SotSC also changes the area to wild magic zone
Regarding EndlessBG1: I think I went with "the Dukes have clerics for this" and resurrected at least Duke Belt in case he was killed during the fight with Sarevok (I wasn't aware that's not possible, considering the game has a failsafe for this). I can check. It's done easily enough.
As far as I understood - I didn't read the description carefully enough yet - this mod also moves Brage into the garrison and makes his quest solvable by a Remove Curse spell? This might need some Crossmod tweaking with regard to the Brage's Sword quest (bgqe) and Brage's Redemption. This should be doable as long as Brage was cursed by the sword when meeting him the first time, the rest is cosmetics.
@elminster I've filed the first PR (it's pretty minuscule in practice) to set up the community standards folder structure. I intend to take a deeper look during next month, but I thought this would be good for a start.
Comments
Gorion teleporting to you if you break out a fight in Candlekeep
- Innocence reconceived
- Poorly named files. There are a small number of files that do rely on using existing (mainly Icewind Dale) file names.
These area file names don't appear in BGEE/SoD. So there is no conflict there.
I'm also not sure how the IWD-in-EET add-on for the BGEE Trilogy works (like if it changes any area names). But these last two may bash heads with it.
As far as translations are concerned.
This mod has had a lot of content changed and cut over the years. Sometimes things just were terrible ideas frankly and got cut for a reason.
Anyways, a consequence of this is that there is content in here, particularly journal entries, that is going to have to be deleted. But that also has to be done carefully so I don't accidentally delete something that is used.
Also, from a structural standpoint, the Beregost Town Watch is a mess. I was stupid and basically made copies of the same dialog files at times (that apply for different creatures) even though many of them only offered minor dialog differences between each NPC.
(in retrospect in most cases I should have just used one file and then unlocked replies by script name, but it is what it is).
So that might make a lot of pointless text overlap.
https://github.com/yellow-hat-elminster/Eve-Of-War/releases/tag/1.11
From now on I'll just keep an updated link in the initial post and post an updated version here when I can.
The Rough World stuff makes some sweeping changes that might be best avoided for anyone just running through the game. Like changes to autosaves, reputation, spawns, etc.
You finally shared what you had of this mod with the public! Thankee! Alleluia!
Edit: Going forward I'm just going to edit the GitHub readme
Also I gave good advice here. The current UI does not handle the combination of large amounts of text and many replies very well.
Have you perchance tried it with DragonspearUI++? Now that @meowdog updated it to work also with BGEE and EET I feel this will be my default UI mod. Lefreut's is great, but it was always a temporary solution for me until DragonspearUI++ works for EET.
Also, a very important question for me (but not only me), is Eve of War natively compatible with EET right now, or does it need to be updated? I confess, didn't have the chance too look at docs just yet, so if it's stated there that it is or isn't, I apologize.
Unrelated, but I also just remembered that the Rough World mod got an update when it was put on the SHS Github account. That included a french translation.
So the Rough World contained here may/may not be fully up to date (although any changes made were structural and not content related).
I tried it a bit just now with the DragonspearUI and didn't see any issues.
That's great to know!
Do you mind if I share the info about Eve of War on G3? There are many skillful modders there, some of them not visiting Beamdog forums. The chances would be better to find a modder interested to jump in to help fleshing out/finishing EoW. I don't want to do it, without your consent, though.
But that component right now is barebones. So if anyone wants to take a stab at it feel free (and feel free to re-write any of the terrible content I probably made for it).
Evidently I was in a bit of a silly mood when I wrote the component.
I'd suggest putting the download link in the original post, because it will be buried shortly under newer posts.
There are many people including many modders stoked for Skyfire's release. The author explicitly asked for help updating the mod to EE and finishing the mod. This sentiment echoes @Cahir's statement about asking Gibberlings3 for help.
Thankee again for releasing what you did!
Done
https://github.com/yellow-hat-elminster/Eve-Of-War/releases
Is there a summary of what of all those ideas is included in the current version?
And -some nitpicks after scanning the folder very briefly. I'm putting this here before I forget about them again:
-e.g. in "k9alatos.d" there are new greetings dialogues to an existing game cre that might never show because they do not have a WEIGHT assigned to them. Also, new greetings dialogues should always only be temporary so the original one / states of other mods do not get blocked forever, i.e. closing variables should be added always after the mod content is done. (e.g. in state "k926" in case the PC declines to help the variable "Global("k9thiefhelps","GLOBAL",3)" is not changed, so state "k926" would trigger again (maybe for the rest of the game) although the journal entry was closed).
-portraits: If it's NWN or IWD(II) ones it should be fine, otherwise copyright should be checked. And one portrait looks like Corwin in SoD (not sure what it's used for in Eve of War)
One of the portraits was made by @Lolien for Yeorg years ago. The rest are from Icewind Dale or aren't used. I'll delete them.
The Readme on GitHub is the most up to date summary for it. But its not yet completed.
https://github.com/yellow-hat-elminster/Eve-Of-War/blob/main/README.md
As far as I understood - I didn't read the description carefully enough yet - this mod also moves Brage into the garrison and makes his quest solvable by a Remove Curse spell? This might need some Crossmod tweaking with regard to the Brage's Sword quest (bgqe) and Brage's Redemption. This should be doable as long as Brage was cursed by the sword when meeting him the first time, the rest is cosmetics.