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The Black Wyrm's Lair Terms of Use |
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#1
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![]() Forum Member Posts: 14 Joined: 12-January 08 ![]() |
this thread is about the setup below, and it's compatibility, i'll be testing it out.
1) SoA + ToB + ToB patch 2) Baldurdash-WeiDU v1.64 3) NPC-WeiDu mods -> A)Kivan B)Kityanav6.4.4 4) Kit Mods -> A)NPCKit v2 (Anomen) / B)SP-Collection v7 (Sylvan Mystic) / 5) NeJ2 v6.9.1 + v6.9.4 6) Improved Anvil v5 (don’t install the mod until you put in all the fixes -> # 10) 7) Improved anvil fixes (do this before installing the mod) A)-Download the dragring file and paste it into the "itm" folder (the "itm" folder is inside "ImprovedAnvil" folder in your main BG2 folder). -Download the CCLER20B file and put it into "scripts" folder (the "scripts" folder is inside "ImprovedAnvil" folder in your main BG2 folder) C)-Put MULTIG.d file into "dlg" folder (the "dlg" folder is inside "ImprovedAnvil" folder in your main BG2 folder). -Put the dplayer3 file into your "override" folder (the override folder is inside the main BG2 folder) D)-Download the S_fsdrag.baf file and rename it to S!fsdrag.baf (the underline has to be renamed to exclamation mark), then put the renamed file into "scripts" folder ("scripts" folder is inside "ImprovedAnvil" folder in your main BG2 folder). E)-Put the two baf files-> AR4500.BAF & AR0334.baf into "BAF" folder (improved anvil folder). - Put the spl file-> spwii01.spl into "spl" folder. (I had a bit of trouble downloading this one, so I just used 'saved target as' -> hope that works) 8) install Improved anvil 9) “Four”-v3 (mod for improved anvil) This post has been edited by baihbalm: Mar 9 2008, 05:54 AM |
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#2
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
First and foremost, I don't modify other mods' files (spells, items, etc) as I don't see it an ethically right thing to do.
In addition to the main point mentioned above, the situation is a lot more complicated than that. There are certain creatures who are immune to Breach spell without using SI:abjuration. Any new Breach spell (added by some other mod) will unintendedly affect those creatures and creates inconsistency. Automation to detect all Breach spells added by other mods during installation and making those certain creatures immune to those spells is a complicated and time-consuming process (and this all just for making the mod compatible with some random kit-mods which have other problems as well is not surely worth the time and effort. I prefer to spend my limited modding time to add to the mod's real content). And it's not just the Breach spell. If I want to go for the complications of automation, I'll have to do it for several other spells; because one cannot predict what sort of kit-mod with new versions of those spells will appear the next day. It's just killing the valuable time I can use to add new content to the mod. -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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Lo-Fi Version | Time is now: 18th July 2025 - 07:57 AM |