Ascension v1.5 BETA - Enhanced Edition Release UPDATED 6/8/2016 - SCS Fix located on Page 2!
![JediMindTrix](https://forums.beamdog.com/uploads/userpics/589/n8OD1RO4GR8BR.jpg)
NOTE: Original release documentation can be found inside of the ascension folder of the release archive.
FORWARD & THANK YOU:
By JediMindTrix on 5/20/2016
Been way to long since I've updated this mod. That is all.
Back to work![;) ;)](https://forums.beamdog.com/resources/emoji/wink.png)
All of JediMindTrix's work is dedicated to Charles Hein, beloved cousin and best friend, and Michael Taylor, close friend.
ABOUT THIS BETA
I want to stress that this is a BETA, not a final release. Just because everything installs without an error does not mean everything is working as intended. This is where the community comes in: I do not have time for a lot of beta-testing (long workweeks!) myself, so I am counting on everyone to report everything they find from simple typo's or grammatical errors in dialogue to enormous Fallout-Sized termite infestations (hopefully I sprayed all of these!)
CHANGELOG/CREDITS
I felt it easiest to describe who did what and also display what's changed by using this method (changelog from previous version can be found inside of release archive).
6/8/2016 (Edvin/Aedan)
- Italian translation for Shawne's EE Epilogue's by Aedan
- Czech translation (Ascension rewritten, also Shawne's components translated) by Edvin
5/23/2016 (WhiteAgnus/JediMindTrix)
- Installer woes should now be fixed.
- Installer should also now properly apply the correct version of the description for Sarevok's Sword of Chaos to EE/BioGate (English and Italian ONLY).
- EDIT: Forgot to note that Restored Bhaalspawn Powers should now check to see if the version included in PPG's Unfinished Business is installed already (I believe they are functionally identical, even if written separately.)
5/20/2016 (All @Aedan)
- Italian translation updated!
- American translation typo and grammar fixes!
- Sarevok's sword description updated to EE standards. CURRENTLY EE version only, backwards compatibility to BioGate incoming.
4/8/2016 (All @WhiteAgnus)
- Killing Balthazar will no longer prevent you from being able to access the Throne of Bhaal.
- The final fight will now progress correctly after the Five are dead.
- Alternate portraits fix.
1/20/2016
- Yaga-Shura will no longer be immobile. At any point in the battle (it is a Tougher component, afterall).
1/15/2016
- Balthazar's Adherants (unique Monks) should now properly spawn when entering his monestary for the final time. -JediMindTrix
PACKAGE
- Fixed patching errors on spell abilities -JediMindTrix
- Reorganized several files, corrected typo's -WhiteAgnus, JediMindTrix
- Fixed Translation Encoding -WhiteAgnus
- Detectable Spells and HANDLE_CHARSETS moved into components that utilize them -WhiteAgnus
EDIT: This had the side effect of depreciating the initialization component, restoring BWP compatibility and the original install order.![:) :)](https://forums.beamdog.com/resources/emoji/smile.png)
- All epilogue's no longer install by overwriting -WhiteAgnus
ASCENSION - MAIN COMPONENT
- Fixed gamebreaking bug where bridges to the pools were not spawning in endgame. This was accomplished through a restructuring and rewriting of code. UNTESTED with BODHI. -JediMindTrix
- Pool fix implemented -WhiteAgnus
- melis02.spl updated to DS v3 -WhiteAgnus
- Fixed minor script errors -WhiteAgnus
TOUGHER DEMOGORGON
- Fixed Demogorgon's A.I. script, mismatched variables were causing him to stand still after timestop -JediMindTrix
- Changed Summon the Infernal Host to Summon the Abyssal Host to be lore accurate -JediMindTrix
RESTORED BHAALSPAWN POWERS
- Dark Taint converted to patching, big credit to Gwendolyne for generously allowing use of their code
-JediMindTrix, mainly Gwendolyne
NEW COMPONENTS
-Shawne's Revised Epilogue's -shawne
-Shawne's Revised Epilogue's - EE NPC's -shawne
-Original Ascension Epilogue's -WhiteAgnus
-ANYONE EA.IDS hotfix for mod compatibility -WhiteAgnus
BETA-TESTER REQUESTS
- Dark Taint's bonus damage needs to be tested to see if it applies to enemies properly.
- Evil Bhaalspawn DR requires testing, especially to see if it properly stacks with barbarian and hardiness resistances.
- The final Ascension battle requires thorough testing. The Bridge Bug fix is untested with Bodhi fighting by the Bhaalspawn's side.
- Ascension NPC epilogue's require testing.
Feel free to post bugs to this thread, or by private message!
WHAT DOES THE FUTURE HOLD?
1) Custom BAMs for Unique Bhaalspawn Powers
2) Original Ascension .bcs script fixes
3) Improved mod compatibility
4) Custom "Pools" conversation for Bodhi in the Final Battle
5) An alternate, revised Tougher Demogorgon Battle is on my drawing board
6) Fully assured compatibility with "Biogate"
DOWNLOAD
Direct Download Link, 7z Archival Format
INSTALLATION INSTRUCTIONS
https://forums.beamdog.com/discussion/comment/698724/#Comment_698724
Have fun everyone!
Cheers,
-JediMindTrix
FORWARD & THANK YOU:
By JediMindTrix on 5/20/2016
Been way to long since I've updated this mod. That is all.
Back to work
![;) ;)](https://forums.beamdog.com/resources/emoji/wink.png)
All of JediMindTrix's work is dedicated to Charles Hein, beloved cousin and best friend, and Michael Taylor, close friend.
ABOUT THIS BETA
I want to stress that this is a BETA, not a final release. Just because everything installs without an error does not mean everything is working as intended. This is where the community comes in: I do not have time for a lot of beta-testing (long workweeks!) myself, so I am counting on everyone to report everything they find from simple typo's or grammatical errors in dialogue to enormous Fallout-Sized termite infestations (hopefully I sprayed all of these!)
CHANGELOG/CREDITS
I felt it easiest to describe who did what and also display what's changed by using this method (changelog from previous version can be found inside of release archive).
6/8/2016 (Edvin/Aedan)
- Italian translation for Shawne's EE Epilogue's by Aedan
- Czech translation (Ascension rewritten, also Shawne's components translated) by Edvin
5/23/2016 (WhiteAgnus/JediMindTrix)
- Installer woes should now be fixed.
- Installer should also now properly apply the correct version of the description for Sarevok's Sword of Chaos to EE/BioGate (English and Italian ONLY).
- EDIT: Forgot to note that Restored Bhaalspawn Powers should now check to see if the version included in PPG's Unfinished Business is installed already (I believe they are functionally identical, even if written separately.)
5/20/2016 (All @Aedan)
- Italian translation updated!
- American translation typo and grammar fixes!
- Sarevok's sword description updated to EE standards. CURRENTLY EE version only, backwards compatibility to BioGate incoming.
4/8/2016 (All @WhiteAgnus)
- Killing Balthazar will no longer prevent you from being able to access the Throne of Bhaal.
- The final fight will now progress correctly after the Five are dead.
- Alternate portraits fix.
1/20/2016
- Yaga-Shura will no longer be immobile. At any point in the battle (it is a Tougher component, afterall).
1/15/2016
- Balthazar's Adherants (unique Monks) should now properly spawn when entering his monestary for the final time. -JediMindTrix
PACKAGE
- Fixed patching errors on spell abilities -JediMindTrix
- Reorganized several files, corrected typo's -WhiteAgnus, JediMindTrix
- Fixed Translation Encoding -WhiteAgnus
- Detectable Spells and HANDLE_CHARSETS moved into components that utilize them -WhiteAgnus
EDIT: This had the side effect of depreciating the initialization component, restoring BWP compatibility and the original install order.
![:) :)](https://forums.beamdog.com/resources/emoji/smile.png)
- All epilogue's no longer install by overwriting -WhiteAgnus
ASCENSION - MAIN COMPONENT
- Fixed gamebreaking bug where bridges to the pools were not spawning in endgame. This was accomplished through a restructuring and rewriting of code. UNTESTED with BODHI. -JediMindTrix
- Pool fix implemented -WhiteAgnus
- melis02.spl updated to DS v3 -WhiteAgnus
- Fixed minor script errors -WhiteAgnus
TOUGHER DEMOGORGON
- Fixed Demogorgon's A.I. script, mismatched variables were causing him to stand still after timestop -JediMindTrix
- Changed Summon the Infernal Host to Summon the Abyssal Host to be lore accurate -JediMindTrix
RESTORED BHAALSPAWN POWERS
- Dark Taint converted to patching, big credit to Gwendolyne for generously allowing use of their code
![:) :)](https://forums.beamdog.com/resources/emoji/smile.png)
NEW COMPONENTS
-Shawne's Revised Epilogue's -shawne
-Shawne's Revised Epilogue's - EE NPC's -shawne
-Original Ascension Epilogue's -WhiteAgnus
-ANYONE EA.IDS hotfix for mod compatibility -WhiteAgnus
BETA-TESTER REQUESTS
- Dark Taint's bonus damage needs to be tested to see if it applies to enemies properly.
- Evil Bhaalspawn DR requires testing, especially to see if it properly stacks with barbarian and hardiness resistances.
- The final Ascension battle requires thorough testing. The Bridge Bug fix is untested with Bodhi fighting by the Bhaalspawn's side.
- Ascension NPC epilogue's require testing.
Feel free to post bugs to this thread, or by private message!
WHAT DOES THE FUTURE HOLD?
1) Custom BAMs for Unique Bhaalspawn Powers
2) Original Ascension .bcs script fixes
3) Improved mod compatibility
4) Custom "Pools" conversation for Bodhi in the Final Battle
5) An alternate, revised Tougher Demogorgon Battle is on my drawing board
6) Fully assured compatibility with "Biogate"
DOWNLOAD
Direct Download Link, 7z Archival Format
INSTALLATION INSTRUCTIONS
https://forums.beamdog.com/discussion/comment/698724/#Comment_698724
Have fun everyone!
Cheers,
-JediMindTrix
Post edited by JediMindTrix on
54
Comments
One of the pre-weidu Ascension set.
Here you go : http://baldurdash.org/ToB/TOBtweaksandcheats.html
Also I think @Shawne might be interested in this thread.
The BWS mod installer has several rules for the original Ascension components and it would be simpler to maintain BWS for both EE and original BG2 if we could use the same component numbers for this new version of the mod. New components like the Revised Bhaalspawn Powers are not a problem, but changing numbers that were in the old version to mean something different in a new version creates an exception case.
Thanks for your consideration!
Guidance, no, save for the suggestion to get a release ready for Christmas. He helped tremendously by sharing the build he possessed with me... and is about as responsible for this release as I am, as it never would've been done this soon otherwise.
Component 1 is 90% from Cuv/Turumbar/Miloch's build. As time goes on I will integrate all of them together as much as possible.
As far as EE-related content goes... I have no definitive answer now beyond that I don't think I'm qualified to write EE material yet (given I haven't even played it yet as I wanted to do it with Ascension). I feel that the Beamdog writers for the characters or someone on their staff should be the one to write any content for the new NPC's, much like Gaider was the source of writing for Bioware NPC's.
That said, this is still a community project, so if anyone feels inspired/up to that task...
I had thought about a future release that incorporates acknowledgements/villains from Siege.
@ALIEN
Those fixes from that thread were not included per se. However, WhiteAgnus and I both noticed it as we were converting the components to be EE-friendly and fixed them ourselves. I believe the same was done by Cuv/Turumbar/Miloch for their build, however I did not have time to go through every Ascension .baf/.bcs in their build as I was implementing them. The fine-toothed comb is planned for the next release, especially now that I have access to pre-weidu Ascension resources (thanks for that Musigny and WhiteAgnus!)
@agb1
I tried doing that last night originally and could not get the install to function properly. This is an issue with my understanding of Weidu and again was something I'd planned for a future release.
Ideally I would like the AutoTRA to fire only when The Ascension is installed and Detectable Spells be the only function that is required for the rest of the mod (save Bhaalspawn powers). Limited time over these holidays (yesterday was my only day off for the next two and 1/2 weeks!) prevented me from taking the time to learn how to make it work the way I wanted and still get a christmas release out to everyone.
EDIT: Basically, this will be covered in Improved Mod Compatibility. Honestly, I've no idea how BWP works as I've never used it.
I doubt I'd be much help in terms of technical bug-hunts, but I'd be more than happy to assist with any writing/editing-related tasks.
@shawne @agb1 I am sending you both my skype details.
@swit I would need to discuss this with WhiteAgnus and see how we both feel about making the GitHub branch public.
As this is a beta release, I'm okay with only users of this forum being able to download it (it's not exactly hard to register).
It seems like you know a few things that we do not know...
The project is on Github and everyone can see it since day 1, I have added it on August....
Here is the link: https://github.com/whiteagnus/Ascension
Currently the beta is not the main branch (because we have to investigate some things, but it will be merged in the main future...
@subtledoctor @Silent The next release will remove the initialization component and the component numbers will return to their pre-beta state.
Install failure in SCS component 1000 stratagems\initial\initial.tpa after installing this new Ascension. SCS checks for Ascension component 0 and tries to patch player1.dlg. Probably the change that SCS is trying to make should be handled by new Ascension itself.
If new Ascension handles this, we can patch SCS (using BiG World Fixpack) to disable the problematic code.
1. Download the zip file here: https://forums.beamdog.com/uploads/FileUpload/2c/93c36268d6c29dcd37a80457a583d2.7z or here: https://github.com/whiteagnus/Ascension/archive/master.zip (the last one is the current version, which had applied some patches to it...
2.1 if you used the file attached to the 1st post, copy the setup-ascension.exe and the ascension folder into your game directory (there is the baldur.exe and the chitin.key inside it)
2.2 If you used the updated github version, copy the ascension folder from the Ascension-master folder in your game directory (there is the baldur.exe and the chitin.key inside it), fetch the latest weidu version: http://www.weidu.org/~thebigg/ (download the Windows binary), extract the weidu.exe (from the weidu directory) to your game directory and rename it to setup-ascension.exe
3. start the setup-ascension.exe in your game directory, by double klicking it, if it asks something like "Do you want to allow...", press yes
4. A black command line window appears
5. If you didn't have installed a weidu mod before, select the language (this is the language, you want to play in your game) by pressing the number on the keyboard and press enter
6. Now you need to choose the langauge which you want the mod to install, by pressing the number and enter
7. Now you could install components, the options are i for "install", n for "not install" and q for "quit", hit enter after you choosed your selection...
For Mac OSX, there is a guide on the forum how to install mods: https://forums.beamdog.com/discussion/31155/the-hitchhikers-guide-to-installing-mods-on-osx#latest
For installing mods on android, look to these guide: https://forums.beamdog.com/discussion/43990/how-to-install-mods-on-android/p1
If you want install on linux, I think there are currently unsolved problems with tolower (didn't tested it since months)
If you want it on an iOS device, I can't help you....
Will have a look into it.
It is very possible that other mods I have installed broke ascension somehow. I also have:
Fade NPC
Banter Packs v14
Rogue Rebalancing v464
BG2 Tweaks (XP Cap removed)
Imoen Romance v3.2
GetGlobal("FinalFight","AR6200")
GetGlobal("SetUpPools","AR6200")