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[MOD] SadoEE: bigger party (7-32), shared stash, rest camp, recruit & respec (BG:EE, BG2:EE, EET)

ssad0ssad0 Member Posts: 24
camp-tour.gif

Hi everyone!

SadoEE is my Party Stash and SadoQoL mods in one WeiDU install, every feature optional. BG:EE (+SoD), BG2:EE and EET, game versions 2.6.6 and 2.7.3. Requires EEex.

Everything is a work in progress: I had to wrap it up before leaving on holiday. I did a lot of testing and more is coming; more balanced options are already planned for every component. Feedback is very welcome!

Bigger party: 7 to 32 members, banters and interjections working for members 7+.
Bigger inventory: one infinite stash shared by the whole party, on a redesigned inventory page.

Rest camp, reached from the world map (0 h there and back, no ambush):
  • recruit new companions and respec any party member (a lich at the camp)
  • buy from any vendor you've already met (Grand Merchant)
  • heal your party for free (HP, poison, disease, also while you sleep there), pay for resurrection, restoration and curse removal (priestess)
  • look at every quest of the game and how far you are (quest chronicle)
  • look at every item of the game and where to find it (Codex)
  • resurrect anything as a target dummy with a damage meter, fight it, or recruit it into your party. You can respec it into a regular class and level it up, and equip it: yes, your wolf can use a sword (I won't ever animate it, but you can imagine it). Portraits are generated from their faces; you can change them.

Loot and thieving:
  • the floor loot bar also shows the contents of visible unlocked containers
  • stash, floor and Grand Merchant are sorted: weapons by DPS in the selected character's hands, armor by AC, the rest by type; or by weight, date, price, price/lb and more
  • left-click a locked or trapped container and the most capable member unlocks, smashes or disarms it

Also: find traps, turn undead and bard song stay on while fighting; smaller hitboxes; attack-move; mouse buttons; endless basic ammo; keep gear on death; Auto-Roller.

Install it at the very end, after every other mod (on EET after EET_end): it patches the scripts and dialogues present at install time. Coming from Party Stash: uninstall it first, your stash is kept.

camp.jpg
camp-who-is-who.jpg
inventory.jpg

Download, documentation and compatibility notes: github.com/sad0/SadoEE

Comments

  • Nibor_ScotNibor_Scot Member Posts: 98
    Hello, ist this great looking Mod compatible with the Mod Infinity UI++? Thanks for all :smile:
  • ssad0ssad0 Member Posts: 24
    Nibor_Scot wrote:
    Hello, ist this great looking Mod compatible with the Mod Infinity UI++? Thanks for all
    Yes! It's tested with Infinity UI++ 1.31 on BG2:EE: install SadoEE after Infinity UI++ (SadoEE always goes last), it patches the final UI. The Auto-Roller even has its own Infinity UI++ layout. Compatibility notes: COMPATIBILITY.md
  • EIEIEI1903EIEIEI1903 Member Posts: 13
    edited October 26
    This mod is really cool! I planned an own engine extension in combination with my own party extension mod, but since you already made a mod I would like to create a tweak for your mod one day (after my varous other projects). Please don't consider this as a fork permission request since I am FULL of other Baldurs Gate projects right now.

    BUT I wanted to let you know, that you are my time-saver hero! It was for sure tremendously much work! THANKS B)
  • Nibor_ScotNibor_Scot Member Posts: 98
    Oh, i see that this mod needs EEex...mmh...is there a possibility to create this Mod without using EEex, that were sooo fine...thanks for all :)
  • ssad0ssad0 Member Posts: 24
    Nibor_Scot wrote: »
    Oh, i see that this mod needs EEex...mmh...is there a possibility to create this Mod without using EEex, that were sooo fine...thanks for all
    Sorry, SadoEE can't work without EEex: it's what makes most of it possible (the bigger party, the stash page, the camp NPCs, the DPS meter...). Out of curiosity, what's the problem with EEex on your side? An install issue, a game version, a mod conflict? If it's something I can help with, I'd be glad to.
  • NiewiemNiewiem Member Posts: 36
    I think the problem is that EEex only works on Windows (not on Mac or Linux unless you use some windows virtual env)
  • Nibor_ScotNibor_Scot Member Posts: 98
    edited October 27
    Hello, I don’t use EEex (I have no experience with it yet), nor do I use NearInfinity or EET. Does EEex have any impact on mods, such as those that add NPCs or quests? If I install it first—before any other mods I use—will it be compatible with everything, including the quest journal/log? I’m interested in a mod like this—not to have a party of 20 people, but so that I wouldn’t have to dismiss anyone from my preferred group just to recruit an NPC with their own questline (for example, adding Neera, Rasaad, or Dorn from BGEE as a 7th party member)...Thanks for the help! :)

    PS: I play the Games on PC Windows about Steam :smile:
    Post edited by Nibor_Scot on
  • ssad0ssad0 Member Posts: 24
    EIEIEI1903 wrote: »
    This mod is really cool! [...] BUT I wanted to let you know, that you are my time-saver hero! It was for sure tremendously much work! THANKS
    Thank you, that really means a lot! You're welcome to build a tweak on top of it whenever you get there; the full source is on GitHub. If you ever need a hook or a change on my side, just tell me.
  • ssad0ssad0 Member Posts: 24
    SadoEE v1.0.2 is out: release on GitHub
    • An in-game SadoEE options page: switch features on and off and bind the mouse buttons. It opens from the Esc menu, the EEex options or the Old Scholar.
    • New #33 "NPC pairs can separate": dismissing Khalid no longer sends Jaheira away (and the same for the other pairs).
    • Fixes, and complete translations in all 15 languages.
    Nibor_Scot wrote: »
    Does EEex have any impact on mods, such as those that add NPCs or quests? If I install it first—before any other mods I use—will it be compatible with everything, including the quest journal/log? [...] so that I wouldn't have to dismiss anyone from my preferred group just to recruit an NPC with their own questline
    EEex doesn't change other mods' NPCs, quests or the journal. It's an engine extender loaded at launch through InfinityLoader.exe. Install EEex first and SadoEE last, and your other mods keep working. The big party (#40) is exactly what you're after: recruit Neera, Rasaad or Dorn as a 7th member without dismissing anyone.

    Thanks @Niewiem and @EIEIEI1903 for the kind words and the help!
  • Nibor_ScotNibor_Scot Member Posts: 98
    Hello @ssad0 ...thanks for that Info's...should I use the EEex version by Bubb13?... I notice that it doesn't offer a German translation, will this cause any issues if I only use mods that are in German?... Thanks for the help :)
  • ssad0ssad0 Member Posts: 24
    Nibor_Scot wrote: »
    should I use the EEex version by Bubb13?... I notice that it doesn't offer a German translation, will this cause any issues if I only use mods that are in German?
    Yes, Bubb13's EEex is the one: EEex releases. It's the standard version every EEex mod uses.

    No problem with German at all. EEex has almost no text of its own (mainly its options menu, in English). It doesn't change your game's language or any other mod's text, so your German mods stay in German. SadoEE itself is translated into German too: pick Deutsch when the installer asks for the language.

    Order: EEex first, then your other mods, SadoEE last, and start the game with InfinityLoader.exe. Have fun!
  • Nibor_ScotNibor_Scot Member Posts: 98
    Hello @ssad0...I also use the Tweaks Anthology Mod and a Portrait mod — should I install your mod after those as well? Starting in December, I’ll have a bit more time, and I’m considering starting a fresh, relaxed playthrough of BGEE with your mod to see how it works also with the BG1NPC Project. This will also help me prepare for BG2EE, where I’ll definitely need this mod — especially for the NPC quests. Thanks for your help :smile:
  • ssad0ssad0 Member Posts: 24
    @Nibor_Scot SadoEE goes last, after everything: Tweaks Anthology, portrait mods, NPC mods like BG1NPC (on EET, after EET_end too). It has to see the final game to patch it.
    Tweaks Anthology has a few components that overlap with SadoEE (bags, stacking, stores, resting). For each of those, pick it in one mod only.
    Have fun with your December run, and tell me how it goes!
  • ssad0ssad0 Member Posts: 24
    @Niewiem You're right, EEex is Windows only for now. I'm working on IEX (Infinity Extender), an alternative to EEex that runs on 2.7 and natively on Linux, with Mac planned later. The goal is that EEex mods like SadoEE work on it unchanged.
    It's still early. As soon as it's presentable I'll need testers: news and test builds will be on the Sado Mods Discord: https://discord.gg/3XzeQv7HeS
  • ssad0ssad0 Member Posts: 24
    SadoEE v1.0.3 is out: GitHub release

    A brand-new rest camp, the same map in every game (BGEE, SoD, BG2EE, EET): a forest clearing by day and by night, built with the camp editor of MapSmithEE, our new area editor. Saves that already visited the old camp move over at your next visit.

    camp-day.png
    camp-night.png
    • Faceless replaces Withers: a doppelganger, same jobs, a new face and voice at each visit.
    • Auto-stash: picked-up items go straight to the party stash, by filter.
    • Fixes: options page from the main menu (thanks ptifab), female priestess (thanks SiriusVI87 and Endarire), no camp from BG2's chapter 1 dungeon, new companions join only when finished and work with Infinity UI++, IUI++ 1.4 Esc button.
    Install it last, over the previous version.
  • KalanafeinKalanafein Member Posts: 3
    Hi! Incredible mod! Thanks for the wonderful work! I'm running into a problem however, playing with BG2ee. I'm not sure what caused it, but after getting to 25 or so companions, when I try to remove a companion from the party (or it gets removed by the game for narrative reasons) it also removes a second companion, and it creates a completely black portrait that does not refer to any real character. The new black portrait persists even if I get both companions back in the group, and after it's there I can't leave any zone that requires the whole party to leave. This did not happen when I had less companions, only after a certain number I think.
  • ssad0ssad0 Member Posts: 24
    Kalanafein wrote:
    after getting to 25 or so companions, when I try to remove a companion from the party [...] it also removes a second companion, and it creates a completely black portrait

    Thanks for the report, and for the details! This looks like a big-party bug that is now fixed in v1.0.4: from 27 members, a member leaving also erased another member's portrait slot.

    Download: https://github.com/sad0/SadoEE/releases/tag/v1.0.4 (reinstall SadoEE over your current version, last, after every other mod).

    The fix stops it from happening again, but it does not repair a save that already has the black portrait. Please go back to a save from before it appeared, or start again from there.

    If it still happens on v1.0.4, please tell me your game (BG2EE or EET), its version (2.6 or 2.7) and how many members you had.
  • ssad0ssad0 Member Posts: 24
    SadoEE v1.0.4 is out: https://github.com/sad0/SadoEE/releases/tag/v1.0.4
    • Big party, 27 members or more: a member leaving the party no longer erases another member's portrait (the second companion gone and the black portrait). Thanks to Kalanafein for the report. A save made after that bug hit can crash when loaded, and the fix can't repair it: go back to a save from before the first leave at 27+.
    • New component #34, allies clear the fog of war (switch on the options page, on by default): summons, familiars, charmed creatures and quest allies reveal the fog around them. It stands aside when Albie's "Summons and charmed creatures clear fog of war" is installed. Thanks to Endarire for the question.
    • Big party with Infinity UI++ 1.4: the columns of members 7+ no longer sit under its bottom bar, message box and level-up buttons.
    • New companions: an unfinished companion ("ghost") is really deleted and no longer written to saves. Ghosts left by older versions are removed when a save is loaded.

    Install it last, after every other mod. Reinstall SadoEE over the previous version.
  • KalanafeinKalanafein Member Posts: 3
    Wow! You are really fast! Thanks, it worked it seems!
    Just a couple of notes: I don't know if it's my problem, but on github the link for the normal zip returns an error. The link to the nexus version works fine. Moreover, a problem I forgot to report that I already found on the previous version (and I'm not sure if it is intended or not): when I try to install the mod on bg2ee, it does not offer me the option to install the bigger party component. I had to change a variable in the tp2 file to unlock it.
  • ssad0ssad0 Member Posts: 24
    Glad it works! 🙂

    Zip link: I can’t reproduce it. Both release assets download fine on my side (SadoEE-v1.0.4.zip and the -nexus one). Which link did you click exactly? The asset under “Assets” on the release page, or “Source code (zip)”, or a link somewhere else? A screenshot of the error would help.

    Big party on BG2EE: not intended. The component was limited to BGEE and EET because I hadn’t tested standalone BG2EE yet, but the code supports it. Thanks for confirming it works! It’s being tested now and will be unlocked for BG2EE in the next version (1.0.5), so no more tp2 edits.
  • atcDaveatcDave Member Posts: 3,016
    Sorry if I missed this, but how do you handle large parties and dividing experience? Mainly quest experience where you see everone's reward displayed on screen as opposed to a simple total? It seems to me this could have major balance implications?

    I've long suspected the way experience works in the base game, that smaller balanced parties (of say 3 or 4 characters) are more powerful than full teams of six because of the difference in experience. I would look forward to playing around with a bigger party and see how that plays out!
    Seriously, I have said so many times over many years (!) I would love to run this with seven or eight.

    Would it make sense to add this to IWD or is that not a possibility?
  • GrammarsaladGrammarsalad Member Posts: 2,598
    edited November 10
    lol, wtf?!? Looks awesome!

    Lol, sorry, just kinda blown away
  • DyonisDyonis Member Posts: 35
    Am I going too far to say that the extended party limit is revolutionary? There are probably plenty of people who will not be interested in that.

    But for me... goddamn. This is so good! I can't wait to test this! Running around with a little army of low level companions. Putting them into designated tactical squads. Archers to the back! Tanks to the front! Priests stay out of sight and wizards get ready to blast from afar while the rogues flank! So awesome... B)

    Balancing XP and general difficulty will be interesting but it's not like there aren't dozens of mods and settings to adjust just that.
  • ssad0ssad0 Member Posts: 24
    edited November 10
    Not too far for me, that’s exactly the game I wanted to play with it! Squads of archers in the back, tanks in front, casters out of sight.

    For the XP side, v1.0.6 just came out https://github.com/sad0/SadoEE/releases/tag/v1.0.6 with three modes for parties above 6: Vanilla, Same XP per member, or Same total XP (the whole party earns what 6 would). You pick the default at install and can switch per save on the SadoEE options page.

    Have fun with your little army, and tell me how it goes!
    Post edited by ssad0 on
  • atcDaveatcDave Member Posts: 3,016
    Wow this is awesome. I think, it will be few months before I can get to it. But this will surely make my next BG run something to be excited for.
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