I've added the images for the narrated sections at the start of each chapter, the scrolling text I've added as a static block of text instead, I had to alter the image for chapter 3 as there was more text than could fit in the box, so I made the box bigger to include all the text, I am however having trouble finding the voiced narration files, would anyone know where they are and what they are called?
Look for the CHPTXTxx.2DA files in NI. It contains strrefs for the chapter title and text strings. The voice files are linked to the text strings (which in turn can be found in the dialog.tlk).
Just a quick note to say, this project is progressing, I know it's been a while since I last posted here, but we've been busy.
Easthaven itself is mostly done, only the Orc Cave left to populate, and a few other bits of polish to apply - NPC stat reworking, and applying appropriate inventory's for them, the quests are working as intended however.
Kuldahar Pass maps are in and working, but not populated just yet.
Kuldahar's main map is in, but not sectored or populated yet.
We plan to also add random encounter maps taken from sections of the ice covered maps from Baldur's Gate and Icewind Dale 2 so traveling between locations on the world map will have the added chance of running into trouble.
I'll keep you guys posted as to future developments as and when they occur.
Any chance of a forum moderator switching the title of this thread from "Baldur's Gate" to "Icewind Dale" to reflect the change in this total conversion's focus?
Well, I'd estimate that the Prologue Chapter (Easthaven and Kuldahar Pass) is approximately 80% complete, I have a few more NPC's to add (the Hermit, Gherag, Uligar, and the kid in the cupboard under the stairs) to add, a few other areas to add monsters to (the Orc Cave in Easthaven, the Kuldahar pass beetle cave, inside and outside, and inside the Mill) and a few other areas to polish up a bit (waypoints for roaming Goblins, setting a few enemies as hiding scouts etc...), and adding a few skill checks for various dialogue options (Bluff, Diplomacy, Intimidate, Sense Motive) before releasing it as a Demo version, hopefully by the New Year, if not soon after.
@argent77 I was wondering if Near Infinity was an open source project? And if so if we would be allowed to use code from it to build a new version of our Front End application for ToEE?
It just occurred to me that NearInfinity is also written in Java, same as TFE-X. With the author's permission we could probably reuse the code for viewing and extracting the TIS files (I'm mainly missing the PVRZ format, but his implementation is more general anyway).
The idea is that we could use an existing IWD installation on the end user's computer to pull map images and potentially other large files directly from one game and alter the format to be usable in the ToEE module, thus requiring a legal copy of both titles, bypassing any copywrite issues and making for a much much smaller module installer package for downloading purposes.
Would we be given your permission to undertake such a task? And if so, could you point me in the direction of the source code for Near Infinity please?
Near Infinity is an open source project licensed under the LGPL. So yes, you can freely use any code from it if your own project is compatible with the license.
Thanks @argent77 Near Infinity is a beautiful piece of kit btw, it's already been invaluable to me on this project. Is there a way to display ground loot though? The cave with the Goblins and Bombardier Beetles has some piles of loot on the ground (about 114gp, a magical arrow and something else) which I completely missed because they weren't in a chest or someone's inventory, so highlighting containers and actors didn't help me determine their exact locations on the map.
Ground piles don't contain polygon definitions, so they are invisible in NI's area viewer. You can inspect the container structures in the "Edit" tab of the resource though.
If you know how to code in WeiDU you can try to convert area structures into text format. File format descriptions can be found in the IESDP.
We will be replacing the selectable deities for this mod as the pantheon of Gods used in Forgotten Realms is obviously different to the the used in Grayhawk. The selectable deities chosen currently consist of the following Gods:
Bane LE - Destruction, Evil, Law, War - Spiked Gauntlet preferred weapon) Chauntea NG - Animal, Good, Plant, Sun Corellon Larethian (Unchanged) CG - Chaos, Good, Protection, War - Longsword preferred weapon Garl Glittergold (Unchanged) NG - Good, Protection, Trickery Gruumsh (Unchanged) CE - Chaos, Evil, Strength, War - Spear preferred weapon Helm LN - Law, Protection, Strength Lathander NG - Good, Protection, Strength, Sun Mask NE - Trickery, Evil, Luck Moradin (Unchanged) LG - Earth, Good, Law, Protection Mystra (Midnight) LN - Knowledge, Good, Magic Oghma NN - Knowledge, Luck, Trickery, Travel Selûne CG - Protection, Travel, Chaos, Good Shar NE - Evil, Knowledge, Death Silvanus NN - Animal, Plant, Protection Talos CE - Chaos, Evil, Destruction, Fire Tempus CN - Protection, War, Chaos - Battleaxe preferred weapon Tymora CG - Chaos, Travel, Good, Protection Tyr LG - Good, Law, War, Knowlkedge - Longsword preferred weapon Waukeen NN - Knowledge, Protection, Travel
Is this a fair representaion of Faerûn's pantheon? I am no Forgotten Realms expert, so would appreciate the feedback.
I don't think Shar should possess the domain/portfolio of Death. She's more about darkness (and the shadow weave) than corpses. That's more Myrkul's field of expertise. He would also function nicely as an replacement for Nerull.
Myrkul NE - Death, Evil, Fate (may be replaced with Knowledge, if you don't want to create new domains)
However, one deity I'd personally love to see in any Icewind Dale game (remake or otherwise) is the Frostmaiden. Especially since your list is lacking in Water and Air deities. Not to mention Auril pretty much ruling over the whole Icewind Dale region.
I can swap Shar for Myrkul, and replace the Knowledge domain for Luck instead (basically an unmodified version of the Fate domain).
I will look into the Frostmaiden and Auril to see if I can make room for them considering the alignment restrictions, else they may only be available if/when the other 8 deities become selectable in Temple Plus.
No problem, I looked up Myrkul on the Wiki, which states Myrkul is a dead deity, slain by Mystra, who was slain by Helm. I did list Mysta above, but that one is actually Midnight an ascended mortal magician.
It's true that Myrkul was slain in the Times of Trouble. However Icewind Dale's timeline plays ca. 80 years before that particular event. Meaning that Myrkul is still alive and kicking... well, as alive as a deity of the Dead can get anyway. ;D
Bane, Bhaal and Myrkul were a trible team. So to speak. They inherited Jergal's power at the same time. Bane reigned the living, Bhaal killed the living and Myrkul reigned over the dead. One could say all had equal power before the Time of Trouble. Although Myrkul certainly had it the easiest before his demise. But at the end only Bane managed to resurrect successfully after taking over the body of his half-demon/half-god son Iachtu Xvim. That happened after the Times of Trouble though, at the beginning at D&D 3rd edition.
Comments
Easthaven itself is mostly done, only the Orc Cave left to populate, and a few other bits of polish to apply - NPC stat reworking, and applying appropriate inventory's for them, the quests are working as intended however.
Kuldahar Pass maps are in and working, but not populated just yet.
Kuldahar's main map is in, but not sectored or populated yet.
We plan to also add random encounter maps taken from sections of the ice covered maps from Baldur's Gate and Icewind Dale 2 so traveling between locations on the world map will have the added chance of running into trouble.
I'll keep you guys posted as to future developments as and when they occur.
And I love sliced bread.
Would we be given your permission to undertake such a task? And if so, could you point me in the direction of the source code for Near Infinity please?
The official project can be found here: https://github.com/NearInfinityBrowser/NearInfinity
However, it's updated only once in a while. My own fork, which is updated much more frequently, can be found here: https://github.com/Argent77/NearInfinity/
There is also a Wiki: https://github.com/NearInfinityBrowser/NearInfinity/wiki
If you know how to code in WeiDU you can try to convert area structures into text format. File format descriptions can be found in the IESDP.
You can download the module from this thread: co8.org/community/index.php?threads/icewind-dale-toee-total-conversion-open-beta.12019/
You will need to install Temple of Elemental Evil, Co8 8.1.0 (NC or Standard version) and Icewind Dale to be able to activate thos module.
Please post feedback and bug reports in the linked thread above.
IWD would probably be the best one to start with, I agree.
Bane LE - Destruction, Evil, Law, War - Spiked Gauntlet preferred weapon)
Chauntea NG - Animal, Good, Plant, Sun
Corellon Larethian (Unchanged) CG - Chaos, Good, Protection, War - Longsword preferred weapon
Garl Glittergold (Unchanged) NG - Good, Protection, Trickery
Gruumsh (Unchanged) CE - Chaos, Evil, Strength, War - Spear preferred weapon
Helm LN - Law, Protection, Strength
Lathander NG - Good, Protection, Strength, Sun
Mask NE - Trickery, Evil, Luck
Moradin (Unchanged) LG - Earth, Good, Law, Protection
Mystra (Midnight) LN - Knowledge, Good, Magic
Oghma NN - Knowledge, Luck, Trickery, Travel
Selûne CG - Protection, Travel, Chaos, Good
Shar NE - Evil, Knowledge, Death
Silvanus NN - Animal, Plant, Protection
Talos CE - Chaos, Evil, Destruction, Fire
Tempus CN - Protection, War, Chaos - Battleaxe preferred weapon
Tymora CG - Chaos, Travel, Good, Protection
Tyr LG - Good, Law, War, Knowlkedge - Longsword preferred weapon
Waukeen NN - Knowledge, Protection, Travel
Is this a fair representaion of Faerûn's pantheon? I am no Forgotten Realms expert, so would appreciate the feedback.
However, one deity I'd personally love to see in any Icewind Dale game (remake or otherwise) is the Frostmaiden. Especially since your list is lacking in Water and Air deities. Not to mention Auril pretty much ruling over the whole Icewind Dale region.
I will look into the Frostmaiden and Auril to see if I can make room for them considering the alignment restrictions, else they may only be available if/when the other 8 deities become selectable in Temple Plus.
Thanks for looking into it!
I could swap out Mask in favour of Auril.
1 Waukeen NN - Knowledge, Protection, Travel
2 Corellon Larethian (Elf) CG - Chaos, Good, Protection, War - Longsword preferred weapon
3 Chauntea NG - Animal, Good, Plant, Sun
4 Talos CE - Chaos, Evil, Destruction, Fire
5 Silvanus NN - Animal, Plant, Protection
6 Garl Glittergold (Gnome) NG - Good, Protection, Trickery
7 Gruumsh (Orc) CE - Chaos, Evil, Strength, War - Spear preferred weapon
8 Tyr LG - Good, Law, War, Knowledge - Longsword preferred weapon
9 Bane LE - Destruction, Evil, Law, War - Spiked Gauntlet preferred weapon
10 Selûne CG - Protection, Travel, Chaos, Good
11 Moradin (Dwarf) LG - Earth, Good, Law, Protection
12 Auril NE - Water, Evil, Air
13 Oghma NN - Knowledge, Luck, Trickery, Travel
14 Tempus CN - Protection, War, Chaos - Battleaxe preferred weapon
15 Lathander NG - Good, Protection, Strength, Sun
16 Helm LN - Law, Protection, Strength
17 Myrkul NE - Evil, Luck, Death
18 Mystra LN - Knowledge, Good, Magic
19 Brandobaris (Halfling) NN - Travel, Trickery, Luck
---------- With Temple Plus ----------
20 Urdlen (Gnome) CE - Chaos, Earth, Evil
21 Avoreen (Halfling) LG - Good, Law, War, Protection - Shortsword preferred weapon
22 Bhaal LE - Death, Destruction, Evil
23 Lolth (Elf) CE - Chaos, Evil, Destruction, Trickery
24 Ilmatar LG - Good, Law, Healing, Strength
25 Dumathoin (Dwarf) NN - Earth, Knowledge, Protection
26 Umberlee CE - Chaos, Evil, Destruction, Water
27 Yurtrus (Orc) NE - Death, Evil, Destruction