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The Black Wyrm's Lair Terms of Use |
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#1
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
This is my first release, it only contains a few things, should be seen as small demonstration.
Since no readme is included yet, some instructions below: 1. you must have ToBEx (latest version) installed 2. you must have Spell Revisions (this thread is interesting : http://forums.gibberlings3.net/index.php?showtopic=23689) 3. Detectable spells is required (first component of this mod). It will be included in the main component later on but it is separated currently because it takes a long time to install. 4. Enhanced Monsters has not been tested, it needs some work so I don't recommand to install it (all scripts are old version, no migration yet) 5. Enhanced Adventurers is the most interesting module to test. Read below what you can test. A few things still need to be updated in core component, because of Spell Revisions. But it is not game breaking! You can test these adventurers, ordered from the most dangerous to the least one. They can all be tested using clua-console in any area, except for Davaeorn which should be tested in his lair. I have tried to combine 2 things for spellbooks: - variety of spells - efficency Spell Revisions help a lot to accomplish both, but it is obvious that some casters use less effective spells and could be stronger using "classic" spells. Variety is also done with kits, notice that I use P&P opposition school, so there might be 2 opposite schools for some kit, which means (I think) more balance and more variety. A few defensive spells are overused, I didn't want this. But without them, most casters can be brought down easily and quickly. If someone have suggestions about this, I'm listening. I'm aware that non-premium members can't post here so I will open a thread of feedbacks in another forum, link will be added in this post. Link : http://forums.gibberlings3.net/index.php?showtopic=23778 I've just seen that only premium members can download ! I understand why but I didn't spend thousand of hours to see it restricted to a few people. Here is a link to SHS : http://www.shsforums.net/topic/53517-alpha...nced-creatures/ QUOTE _CYTHAN
_AMARAN _DAVAEO _DRIZZT _ARKION _BORDA _DRADEE _CUCHOL _ENTILL _GERVIS _ALDETH _BRAGE _CORSONE _ARKUSH _DABRON _RONELIT This post has been edited by aigleborgne: Jan 8 2012, 08:05 AM
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#2
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Forum Member Posts: 43 Joined: 14-July 05 ![]() |
Well, I can't say about everyone on the planet, but French community uses almost exclusively BGT because it's available in French while EasyTutu is not, and old Tutu is old and unmaintained, even for people wanting to play BG1 and BG2 separately (which is also the way I prefer).
About the differences you asked. I don't think you should worry about mods targetting BG2 in BGT, they're just modifying BG2 part of the game. About the differences between Tutu and BGT, they can sum up to these points : - Different areas codes (for example: Beregost is FW3300 in Tutu and AR6700 in BGT) for history reasons - No "_" prefix for BG1 files (items, creatures, scripts...), the few conflicting files are prefixed with "BG" (example: Sendaï in the area south of Nashkel) - Chapter globals are 1 to 8 (Candlekeep 1, and all BG1 chapters are incremented by one) in BGT unlike Tutu v4 (same system as Tutu v6 by the way) Some scripters have made macros to be able to install a mod on Tutu and BGT without duplicating code. That said, maybe it shouldn't be your priority. As I said, congratulations, this has been quite a while that I'm watching this forum silently ! If I manage to install EasyTutu on Linux, I'll give your mod a try. ![]() |
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