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jacklhoward

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  1. it's alright now. one of the devs said skellytz, on 05 May 2024 - 22:59, said:http://www.shsforums.net/public/style_images/shs4/snapback.png
  2. yeah, ty. i will try to ask around there. (cannot post a new thread for some reason, but already posted in the release thread)
  3. sorry, I am afraid I really dont know to setup a method to test things out. I am not familiar with the code which decides how the music plays in stories. i can perhaps check map by map what music is playing, in and out of combat etc.. but it would be long, tedious and the results might not be conclusive. and i've not played a full walkthrough of bg2 story so i do not know how it would work past chapter 3-4 and in throne of bal. and some of the sound-related edits by afterlife, like " Mixed Soundset for BGT [M] (especially this one) Externalise Animation Sound Reference Override [M]" are too technical and i do not actually know how it would behave. i can only vaguely understand what it does. i am basically only trying to play bg1 part in bgt with proper bg 1 msuic, and bg2 part with bg2 music, and with tobex afterlife. if investigating their compatibilities would take too long or too much trouble, i'd welcome any alternative method that makes me able to play like so. if there are users say that they have played through bgt with that music hack option and tobex afterlife without any problem, then it's good enough for me, i'll just install them both in good faith that they should not fail. but if everything is uncertain, i am considering installing "Full Baldur’s Gate and Tales of the Sword Coast music: Activates all original Baldur’s Gate and Tales of the Sword Coast music..." from trilogy-weidu mod while going through bg1 part, and uninstall it when it is done and i am moving on to bg2 part so i can get proper bg 2 music. however the problem is that people say it might not be wise to uninstall and reinstall components of mod with bg2 engine like this. someone suggested in that case i should "uninstall everything " through project infinity and reinstall through it again, or just not bother with it. then in that case i have to settle for the music hack option, or have hybrid bg 1 and bg2 music in bg1 story...
  4. ty both. I know that option from BGT weidu should be compatible with tobex 26 or 28 if have understood correctly. but it is the "afterlife" patch i am not sure about. i tried to ask on afterlife's release thread on shs but there has been no reply, the author of afterlife's last activity there was from a year ago. i went through the readme of oBG trilogy-weidu, and tobex afterlife, but there is no direct mention of intercompatibilities of trilogy-weidu and afterlife. and i am afraid i really have no clue about the technical details of all the changes made to .exe... afterlife does edit a dozen and more sound-related things: Continuous Battle Music [F] Mixed Soundset for BGT [M] (especially this one) Externalise Animation Sound Reference Override [M] Mute Generic Animation Attack Sound [T] Disable Hardcoded BG1 Item Sounds [T] Sequence Sound Override [F] Creature Embedded Sound overrides 2DA Entry [T] Restore Creature Attack Sounds #1 [T] Restore Creature Attack Sounds #2 [T] Enable Robe Armor Sound [T] 44Khz Sound Mixer Frequency [T] is there a way to be sure that those and all the rest of the edits done by afterlife would not be incompatible with trilogy-weidu's music option (and other things)? i can put up an issue on github but i am not sure i'd get a response. are there people who are very familiar with trilogy-weidu and afterlife that i can consult with?
  5. hi. i would like to install this option from the oBGT mod mod option: full Baldur's Gate/Shadows of Amn/Throne of Bhaal Music (WARNING: patches BGMain.exe) (4. from https://spellholdstudios.github.io/readmes/bgt/[english]bgtreadme.htm) but i also want to use tobex afterlife, in this case would they conflict as they both edit bgmain.exe? how does that work----do they each edit seperate things in .exe and the final version is one that combines both changes. or could there be overlapping codes and the final .exe would be messed up?
  6. ty very much. also, to make the matter clear. what is different with the "installed" folder with an exe through the distributed .exe installation, and the "source-code" package that has mod.bat instead? does mod.bat do basically what .exe does only that its executed via windows commands?
  7. hi. 1. does anyone know why when i extract a mod with 7zip, two files that have the same name except one is capitalized the other has normal sized letters, and would conflict and ask for which one should be overwritten? is this normal? i have got this for "nalia at last" and "fishing for trouble." e.g. from "nalia at last "mod's"repo Nalia_At_Last/Nalia_at_Last/Tra/English at main · Skitia/Nalia_At_Last (github.com) the "X3NAL25.TRA" and "X3Nal25.tra" files. (also see attachments) is it just a back up file made in other types of OS, linux or osx, which the file names are the same but capitalization is different (and win does not differentiate between capital and normal letter sizes.? or is it some weird file corruption or bug? the files are not identical upon comparison 2. does anyone know if this oBGT trilogy mod tweak pack is out of date or obsoleted, or overlap with newest trilogy mod itself or other more updated tweak mods? i will check the big world project for info, but i am not sure if this tweak patch is still usable without introducing funky things. i am basically trying to get these tweaks " Protagonist's biography modifications -> Set BG2 biography upon Shadows of Amn transition (5 Feb 12) Disable hostile reaction after charm (5 Feb 12) Exotic weapons for Taerom Restore BG2 XP bonus for traps, locks, and scrolls (for BGT-WeiDU v1.05 and above):" i m not sure if for example oBGT trilogy mod itself has already included some of these fixes and tweaks ( i recall faintly something like exotic weapons for taerom and bg 2 xp bonus for traps locks and scrolls are already working without any patch in the newest oBGT trilogy mod, but i am not sure. no clue about the rest) , and the trilogy's document does not help. BGT Tweak Pack - BGT-WeiDU - Spellhold Studios (shsforums.net) (from 2012, a decade and more old) 3. for the installation of the newest spell revision revised: the original "spell revision" is only distributed through .exe or source-code archive format on github now, and "spell revision revised" is also distributed via source-code packs ("repo master"). if i have understood the instructions on "spell revision revised" correctly, do i simply overwrite the extracted source-code folder of original Spell Revision with SRR's extracted source code pack, and then run the new exe "setup-spell_rev.exe" that's been modded by this revision mod to install? if i want to automate the process with project infinity, do i basically extract first the original spell revision mod from source-code pack into a folder, and then revision revised to overwrite that folder, then move the resultant folder into the mod directory of Project infinity as usual? should i use distributed .exe instead to extract the original spell revision instead of downloading the "source-code" package on that is listed alongside it in releases on github? also does the version of the original spell revision used as base matter? is " Version 4.19, Release Candidate 5" better than just "version 4, beta 18"?
  8. "To install this, you must extract the latest official version of SR V4 (b18 or anything later should be fine!) to your game directory as you would normally (or have an automated tool do it for you), and then additionally extract this mod on top of it before installing SR. Specifically, SRR's spell_rev folder should overwrite the normal spell_rev folder - confirm to overwrite folders as well as all files it asks you to..." @Bartimaeus Releases · Gibberlings3/SpellRevisions (github.com) hi the original "spell revision" is only distributed through .exe or source-code archive format on github now, and "spell revision revised" is also distributed via source-code packs as "("repo master").. if i have understood the instructions on "spell revision revised" correctly, do i simply overwrite the extracted source-code folder of original Spell Revision with SRR's extracted source code pack, and then run the new exe "setup-spell_rev.exe" that's been modded by this revision mod to install? if i want to automate the process with project infinity, do i basically extract first the original spell revision mod from source-code pack into a folder, and then revision revised to overwrite that folder, then move the resultant folder into the mod directory of Project infinity as usual? should i use distributed .exe instead to extract the original spell revision instead of downloading the "source-code" package on that is listed alongside it in releases on github? also does the version of the original spell revision used as base matter? is " Version 4.19, Release Candidate 5" better than just "version 4, beta 18"?
  9. hi. one more question. for Project Infinity, how do you uninstall only one component of a mod or swap one of the components to another (when it is known the uninstallation and swapping of these options would not cause issues at all with existing saves during a playthrough)? basically i want to uninstall this option after finishing bg 1 stories so i can hear bg2 music properly : "4.mod option: Activate Baldur’s Gate and Tales of the Sword Coast music Full Baldur’s Gate and Tales of the Sword Coast music: Activates all original Baldur’s Gate and Tales of the Sword Coast music. If you play Shadows of Amn and/or Throne of Bhaal with this component installed, the music heard will be incorrect. For best results, when you decide that you want to play Shadows of Amn and/or Throne of Bhaal, uninstall this component to restore the default music for Shadows of Amn and Throne of Bhaal." ( from https://spellholdstudios.github.io/readmes/bgt/[english]bgtreadme.htm) do you simply unclick a component or swap components in the install list, set the install order and do the install again? or do you need to first "uninstall everything"?
  10. thank you for your reply so basically in PI i point to the directories like this for oBG1 and oBG2 if i want oBGT, and strictly speaking whatever mods i put into install order for oBGT setup, these mods would be installed in oBG2 directory due to how oBGT modding works---including oBG1 type mods compatible with oBGT?
  11. hi. with either SR or SR revised, is it still necessary to apply tobex's "items are dropped upon disintegration, freezing or petrification" if you want to use these kinds of spells, abilities, wands or weapons with gore option on? , (without item revision mods though as id like to play them as they are ) do the tobex and sr or sr revised conflict in terms of how they were implemented? also readme of tobex 28 afterlife mentions this option has a "compatibility issue" but is not specified and i cannot find more on it. does anyone know if its safe from glitches and bugs to turn on that "drops items upon disintegrate, freezing and petrification" via tobex 28?
  12. hi. can anyone check if i have understood mod installation through Project Infinity on oBGT and bgt ee correctly? basically you either select "clean, unmodded bg 2 for bgt directory and bg1 for bgt directory" or the ee equivalent. for oBGT since bg 1 mods just dont work in bg2, is it correct to say that all the mods whose install order is above bgt mod like tobex are installed on bg2 folder without affecting bg 1 at all for bgt ee, you can put mods meant for bg ee sod dabove the bgt ee mod and PI would detect and install those mods in BG1 ee directory first,, then drag all needed data to bg 2 ee directory would that be about right?
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