While I understand this mod is for BGEE, is it also compatible with the BG1 campaign in EET?
Thankee!
This mod is not compatible with EET; this is specifically a BG:EE mod.
I could theoretically make it work on the BG1 part of EET, but EET really isn't the way to go with it. This mod does not modify BG2, and the party at the end of BG1 in this mod will be way too powerful for BG2. The mod is meant to be a standalone BG1 adventure.
I decided to give this mod a try, a fresh 2.6.6.0 install, got the latest version of EEEx, then this, then Bubb's spell menu, and no other mods. Launched through Infinityloader and all seemed peachy for the first ~10 minutes, but i started to notice the performance of the game was slowing down gradually and now it is running sub-10fps. It's nigh-unplayable, and combat rounds take almost a whole minute to go through. Is this a bug or did I do something wrong?
Edit: There's also something weird I noticed, when it starts to lag like this, the party AI icon is visually stuck at the 'off' setting no matter whether it is actually on or off. clicking it does nothing to change it as well. Removed the spell menu to see if that was the cause but to no avail.
I am looking forward to try it out on my next playthrough but first I got a few questions:
- Have Spell Revision been updated to work with this mod by now, or are they still incompatible?
- Is it compatible with Tweaks Anthology and Sword Coast Strategems
I'm asking because it honestly looks like a highly incompatible mod and I got a pretty huge list of mods and it terrifies me that it may not work efficiently
I decided to give this mod a try, a fresh 2.6.6.0 install, got the latest version of EEEx, then this, then Bubb's spell menu, and no other mods. Launched through Infinityloader and all seemed peachy for the first ~10 minutes, but i started to notice the performance of the game was slowing down gradually and now it is running sub-10fps. It's nigh-unplayable, and combat rounds take almost a whole minute to go through. Is this a bug or did I do something wrong?
Edit: There's also something weird I noticed, when it starts to lag like this, the party AI icon is visually stuck at the 'off' setting no matter whether it is actually on or off. clicking it does nothing to change it as well. Removed the spell menu to see if that was the cause but to no avail.
Registered to say the same thing. I did manage to get it working with Wild Mage Additions/Chaos Sorcerer, but once I went to reinstall it correctly as I basically just installed it by throwing it on top of my current modded installation, it just wasn't having any of it. I've tried to reinstall via sort order, just the mods, and every time as soon as you start the game it starts slowing down the game as soon as you start walking or do something. It's like there's a memory leak or code or something it's interacting with in the settings is flipping it out.
Tried to biff the files because the override folder was pretty big, didn't help. Alternate Renderer didn't help. Not sure what it is that's making the game engine slow to a crawl, but I can't fix it and I'm praying the modder has an idea to help me.
You can essentially play any BGEE mod in EET by installing it onto BGEE then adding an exception to EET's compatibility file yourself. However I wouldn't recommend it for this mod - it is a total overhaul of the game and won't mesh well. I speak as someone who wants *everything* in an EET install. After playing around with it, reluctantly I had to decide that this was truly a standalone.
Change log:
- High Power Baldur's Gate is now compatible with the current version of EEex.
- Fixed a bug where summoned creatures that could fly wouldn't be spawned correctly.
- Call Water Weirds should work correctly.
- Trial by Fire should work correctly.
- (ClassSpellTool) Fixed a bug where kitted clerics and druids would have an unnamed dummy spell at each level.
- (ClassSpellTool) Alignment restrictions on new spells should work correctly.
Comments
This mod is not compatible with EET; this is specifically a BG:EE mod.
I could theoretically make it work on the BG1 part of EET, but EET really isn't the way to go with it. This mod does not modify BG2, and the party at the end of BG1 in this mod will be way too powerful for BG2. The mod is meant to be a standalone BG1 adventure.
Edit: There's also something weird I noticed, when it starts to lag like this, the party AI icon is visually stuck at the 'off' setting no matter whether it is actually on or off. clicking it does nothing to change it as well. Removed the spell menu to see if that was the cause but to no avail.
I am looking forward to try it out on my next playthrough but first I got a few questions:
- Have Spell Revision been updated to work with this mod by now, or are they still incompatible?
- Is it compatible with Tweaks Anthology and Sword Coast Strategems
I'm asking because it honestly looks like a highly incompatible mod and I got a pretty huge list of mods and it terrifies me that it may not work efficiently
Registered to say the same thing. I did manage to get it working with Wild Mage Additions/Chaos Sorcerer, but once I went to reinstall it correctly as I basically just installed it by throwing it on top of my current modded installation, it just wasn't having any of it. I've tried to reinstall via sort order, just the mods, and every time as soon as you start the game it starts slowing down the game as soon as you start walking or do something. It's like there's a memory leak or code or something it's interacting with in the settings is flipping it out.
Tried to biff the files because the override folder was pretty big, didn't help. Alternate Renderer didn't help. Not sure what it is that's making the game engine slow to a crawl, but I can't fix it and I'm praying the modder has an idea to help me.
Change log:
- High Power Baldur's Gate is now compatible with the current version of EEex.
- Fixed a bug where summoned creatures that could fly wouldn't be spawned correctly.
- Call Water Weirds should work correctly.
- Trial by Fire should work correctly.
- (ClassSpellTool) Fixed a bug where kitted clerics and druids would have an unnamed dummy spell at each level.
- (ClassSpellTool) Alignment restrictions on new spells should work correctly.
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