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Messages - coineineagh

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1
Vampire Tales / Re: Upgrade item list?
« on: November 23, 2013, 08:01:46 PM »
Thanks for the list!

2
IWD2 Tweaks / Re: IWD2 Tweaks
« on: November 15, 2013, 06:50:55 PM »
http://www.sorcerers.net/forums/showthread.php?t=46611
There are quite a few IWD2 mods, actually. I'm excited to hear about your mod, but as long as it's not WeiDU, it won't be compatible with all the others.
Or, perhaps Undead Targos gave that impression. Would other mods possibly be compatible? Have a look at them, if you would.
Hopefully you can learn to adapt it to WeiDU format, or another modder can take that credit.
I'm just an enthusiastic gamer/guidewriter, unfortunately. But I assume there is no objection if another were to convert your work?

EDIT: OK, I had a look at the download. It's a bunch of files that go into Override, and replace dialog.tlk
Now I think I understand why some of it wouldn't be compatible with Undead Targos. The last installed would simply overwrite the previous. If I were to (re)place all your files there before installing any WeiDU mods, would it cause serious gamebreaking CTDs, or are we only talking about content overwrites?
Re-EDIT: I'm guessing it might be a while before you see my message, but I just want to emphasize how excited I was when I found your list of tweaks. I don't expect you to learn WeiDU on my behalf, but if you could summarize which modifications comprise which tweak, it would be a lot more customizable for players. I suggest making separate folders with tweak categories, instead of a zip containing one massive filedump into override. I plan to investigate those files for my own play, but you'd be saving the average player hours of work (or disappointment at the discovery of unwelcome tweaks in their game) if you could do that. If there are files that have had more than 1 aspect about them tweaked, you could include info on it in a readme.

On a sidenote, I included your upload in my mod linklist above, but with the necessary warnings. This isn't the only non-weidu override-paste type mod out there, so with a bit of categorization and organizing, it could be one of the best. I really hope you have time to get around to this.
P.S. If you get around to updating your upload, send me a PM if it's been a really long time since my post, then I'll be made aware that I should adjust my linklist. Thanks!

3
Vampire Tales / Upgrade item list?
« on: November 15, 2013, 07:00:15 AM »
http://www.shsforums.net/topic/56865-crafting-mods/

I'm busy compiling a resource to make it simpler to look up all the crafting requirements for mods. I recently asked around if there was anything I might have missed, and this mod came up.
Unfortunately, I was unable to find any list that has the crafting upgrades listed. Could anyone help out?

4
BG1 NPCs for SoA / Re: NPC for Soa and BGT - continuity?
« on: July 29, 2013, 06:40:03 PM »
When you get bored of silent NPCs make sure you head to the Water gardens. This mod has creature checks so that the NPCs will not double up, so you can also use the BG1 NPCs from another mod and still enjoy the Water Gardens.



Does this mean that the original NPCs I bring from BG1 to BG2 can take on the dialogs and scripts you wrote for the mod, if I simply head over to the Water Gardens? And does this only apply in that area, or the rest of the game too? Perhaps it's wishful thinking on my part...

If they have the same creature checks, might it be possible for you to develop a code that will connect the originals from BG1 to your mod content?
Otherwise, I might consider cheating by using CLUAconsole to warp to the BG2 maps where *your* Coran and Tiax are located, and play with them in BG1 instead...

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