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FredSRichardson

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  1. Yeah, basically I copied stratagems-34.3.exe to the correct directory for BGEE (Beamdog Library\00766) and ran it assuming the default install directory would be the same directory I was running the installer in. So I didn't check carefully or I would have realized I was installing in the BG2 install directory (Beamdog Library\00783) and of course the code was running correctly for BG2. I was also getting really confused between these numbered directories as to "what is what", but anyway - this is definitely on me for not checking carefully where things were going.
  2. ID10T ERROR: please disregard the above post. I was confusing myself attempting to operate a screw driver while holding the wrong end. Or the equivalent of that. Turns out that installing into the right folder makes a huge difference...
  3. I'm having some trouble installing SCS v34.3 on my BeamDog BGEE install (v2.6.6.0). The game location is like this: c:/Users/%USER%/Beamdog Library/00783/ Apparently the WeiDU version is "24700" The problem is that it appears that the GAME_IS function does not return TRUE for bgee. I noticed this because the following module was skipped over: SKIPPING: [Replace many +1 magic weapons with nonmagical "fine" ones -> Fine weapons are immune to the iron crisis] Skipping this component as it only applies to BG1 The code that generates this message is in the following code block in setup-strategems.tp2 (in the "More realistic wolves/dogs" section): REQUIRE_PREDICATE GAME_IS ~bgt tutu tutu_totsc bgee eet~ @16001 Basically none of the strings in the set matches my install so the component is skipped over. This seems like a WeiDU issue - has anyone seen this before?
  4. Hello everyone who reads this post! It has been a really long time since I last posted here. I mainly wanted to drop in and say "hi". I think it would be cool if someone (*cough* Beamdog) picked up the IWD2 engine and did something with it but I understand the reluctance. The IWD2 engine really is the black sheep, red-headed step child and odd man out of the IE engine family prior to NWN. Converting prior games to IWD2 is not easy or natural - the only real choice is creating new content which might be a hard sell.. Meanwhile DOS1&2 really satisfied my need for a modern party based strategic cRPG and I have really high hopes for BG3 - has anyone played that yet?
  5. Hey Cewander, only four years late, but I have to thank you for trying the mod out! Maybe some day I'll have time to look at this stuff again...
  6. Sorry to be away for so long. I see a post from this year which makes me both happy and sad! Sad because I don't think I can ever realistically promise to finish this mod. My conclusion long ago was that a completely automatic conversion of IWD1 content to the IWD2 engine is impossible. The rule set is just too different to the point where even the game dynamics are different. Enemy AI has to be re-crafted to use new spells and so on. I think where I really got bogged down was when I was trying to re-create the first enemy mage you run into in the tombs, and I couldn't figure out how to do a good job of it. Anyway, hope is not lost, but it's very well camouflaged -Fred
  7. Great feedback Raffin, thanks! I need to get back into modding this stuff. I'm running Vista-64 so it will be interesting to see how all this works. I pretty much left off work on this right after you enter the last tomb at the end of the Vale (Cresselack?). Things will get impossible when you get there.
  8. Hi Cewander, You want to edit the file: IWD1Tutu/iw12/configuration and change the source and/or target directories to whatever you used for installing the games: ~source~ [ ~C:\Program Files\Black Isle\Icewind Dale~ ] ~target~ [ ~C:\Program Files\Black Isle\IWD1tutu~ ]
  9. Yikes! I've not seen this. What do you have installed? I think I have everything up to and including "Tales of the Lure master" on mine.
  10. Yes, you bring up a good point. I was going to try and stick to 3E spells as per IWD2, but contact other plane is a little different. I forget how that one works into the plot, but doesn't it give you some useful information? I'll look into it, it's probably a good idea to keep it as a spell or make some special scrolls.
  11. Well, I'm amazed you went that far. I gave up at Myrkul and stopped there, but I know this is where the conversion breaks down. I'm going to see if I can do something a bit more reasonable with the autoconverter. Otherwise I have to do everything by hand. Quest experience will go up, and though tough guys will give a lot more. I wish I had the lesser shadows cursing on hit, this doesn't seem to happen. Also, the weights should petrify and the ghouls should do something (disease?). I'll look into it. It might be the listen skill that gives the monsters more awareness. I'm not sure skeletons should hear much. They can certainly see. I didn't notice any "help me" scripting (IWD2 has this all over the place). I think lore is still there, but I'll check and make sure. Some items are still being autoconverted which can produce odd results. It could also be that lore is used against the skill check (arcane something).
  12. I'm working on the XP balancing. It's very easy to overdo it. It's also kind of odd to get a lot of XP from killing skeletons. The IWD2 approach was to send horde after horde of low levels things for you to kill and do most of the XP pumping through quest rewards. At least that's what it seems like. I have to choices: pump up the XP reward for quests or pump up the per creature XP (but keep the rest spawns low XP to avoid easy exploiting). I have to do one or the other, or maybe a little of both. The other odd thing I'm noticing is that the monsters in IWD2 seem to have a longer range of awareness. I'm not sure if this is because "random walk" is letting them walk further or because they can see the PC's from further away. I just noticed that I get swarmed from time to time in places I don't expect to.
  13. Well, right now I'm a one man team. Progress will be slow I'm afraid. I unfortunately can't do automatic conversions the way BG1tutu can. Now, perhaps your interested in helping on the development end? I can give you some tips on how to tweak things if you want to try them. The problem I have is that I've played through the first part of IWD1 too many times, and it's just painful to do it again. I'm hoping I'll be able to tweak the experience levels and get it right for one last time through. Kresselak's Tomb is where the work is needed now.
  14. I'm playing through IWD2 now to remind myself what the level progression is like. It's not too hard to install IWD1tutu in a seperate directory, though it takes a lot of disk space (I think I can see a way around this), still, if you want two installs let me know and I'll give you the details.
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