Herbs & Potions Add-in, Compatible with BG1 and BG1Tutu |
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Herbs & Potions Add-in, Compatible with BG1 and BG1Tutu |
Aug 27 2004, 07:44 PM
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#1
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
Herbs and Potions Add-in for Baldur's Gate and BG1Tutu The first version of the mod has been released. Check its homepage for more information. You can also view its readme file and download the mod from there! Extra coming soon: herb variation list! (For those who want to see how to create each potion; warning: spoils the fun of own exploring, Its use is recommended only if you do not install the mod for some reason but are interested, or have already brewed many potions) -------------------- Mental harmony dispels the darkness.
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Sep 11 2004, 11:55 AM
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#2
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
DEFINITELY A SPOILER: If you want to explore on your own how to create all the items by using the herbs/unenchanted weapons, do not check the link below. Although if you've already had enough fun with it, and want to see the complete list, feel free to check it!
See all possible items you can create: http://www.blackwyrmlair.net/Mods/Readme/herblist.php -------------------- Mental harmony dispels the darkness.
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Sep 21 2004, 06:13 PM
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#3
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Forum Member Posts: 110 Joined: 30-July 04 From: Esztergom, Hungary |
What animations did you use? I'm referring to various plant and herb animations - how many is there in the BG games?
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Sep 21 2004, 06:38 PM
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#4
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
Animations (BAMs) of herbs have been created by Windwalker, basically 5 different animations for the 5 herbs.
In original BG, I know of one plant I think - the Belladonna flowers in TotSC. -------------------- Mental harmony dispels the darkness.
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Sep 24 2004, 06:16 AM
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#5
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Forum Member Posts: 110 Joined: 30-July 04 From: Esztergom, Hungary |
Would it be possible to ask permission to use those animations? Currently I'm working on a Herbalism druidic HLA for Refinements, and I'd find those bams more than useful.
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Sep 24 2004, 06:20 AM
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#6
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Forum Member Posts: 110 Joined: 30-July 04 From: Esztergom, Hungary |
BTW, I saw you intend to add the potion-maker druid to the Adventurers Mart. I'd suggest a more fitting location for him, a greener area somewhere in Athkatla would be perfect (or even near a tree).
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Sep 24 2004, 11:40 AM
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#7
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
I considered their location several times -- also thinking of a greener place - but then I decided to add them to Ribald's shop. Most of the BG2 players (there are lots more of them than of BG1 players) like everything to be in one place, which they visit often.
In Herbs Add-in for BG1, some people already had problems locating the herbs and herbalist, even though the exact locations are mentioned in the readme. So in the BG2 version, the newbies can also easily find the druid. But yeah, you're right, a less urban location would be more logical. Although the Herbalist can have a background story which the player doesn't know... For example Ribald promised her to help to save a forest in peril if Juoma offers her items and enchanting services in his shop. Or something like this As for the animations, I gladly offer them. All that I ask is a link in the mod's credits where the animations are listed, i.e. that they were originally created for the Herbs Mod. However, as the project leader I agreed, but the animation creator's consent is also needed. I'm sure Windwalker will also agree. -------------------- Mental harmony dispels the darkness.
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Sep 24 2004, 02:23 PM
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#8
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Forum Member Posts: 110 Joined: 30-July 04 From: Esztergom, Hungary |
QUOTE But yeah, you're right, a less urban location would be more logical. How about the South-Western exit of the Promenade? There is large single tree there, one that could be an ideal and visible standing point for him/her(?).QUOTE As for the animations, I gladly offer them. All that I ask is a link in the mod's credits where the animations are listed, i.e. that they were originally created for the Herbs Mod. However, as the project leader I agreed, but the animation creator's consent is also needed. I'm sure Windwalker will also agree. Many thanks for them. I'm not sure if I'll actually need them after all (BG2 has numaerous useable herb/plant animation), but if so, I'll definitely notify you. -------------------- |
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Sep 24 2004, 02:48 PM
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#9
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
As for the tree, I'll check it. Sounds a nice idea!
OK, if you need any of the herbs animations, inform Windwalker or me. -------------------- Mental harmony dispels the darkness.
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Sep 24 2004, 06:54 PM
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#10
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
There are two large trees there not just one... at the south-western exit of Waukeen's Promenade... I suppose you meant this place, didn't you?
-------------------- Mental harmony dispels the darkness.
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Sep 25 2004, 06:36 AM
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#11
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Forum Member Posts: 110 Joined: 30-July 04 From: Esztergom, Hungary |
Exactly. Nothing is more suitable for her location in Athkatla.
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Oct 31 2004, 10:06 PM
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#12
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
Hi!
Now I actually had the time to meet Juoma... (Me modder, me no time to play mods), but I had a glance at her portions and was quite impressed! Attention, the following question contains a ****spoiler**** One question, though: The poor dying fellow to be met at the first entrance to Nashkell... is he only there to hand over some herbs? When first listening to his last words I thought he tries to tell me of some conspiracy, giving a name, saying he was poisoned. But then there is no more connection to that man, and no question option to Juoma to ask about it. (Or maybe I didn't get it. Who is Seniyad?) Was this planned to be a part of some kind of bigger mod (including a quest)? |
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Oct 31 2004, 10:12 PM
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#13
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
Glad to hear you have tried out the mod!
Actually he is there to hand over the herbs he stole from Seniyad... you can meet him in Cloakwood, you should have met him when you have played Baldur's Gate... So no, no quest. This can be considered negative... but would it be better if the player could find the bunch of herbs on the ground... The original plan was to place these herbs to different parts of the game and it would have depended on the player if (s)he could have collected all of them or just some of them... but this would have required much more work and the mod is just an add-in after all... so I released it. -------------------- Mental harmony dispels the darkness.
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Oct 31 2004, 10:41 PM
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#14
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
Ah, now I checked the walkthrough for Seniyad, all right.
I understand your motivation to make (and release) the mod like this, but for me the impression of "OK, this was a scene to hand over the herbs" was rather strong. And, call me a weirdo, but I find it really hard to be confronted with such a situation (poisoned man, giving a name, dying) without any chance of helping him, or e.g. confronting the responsibles (Seniyad, when he will be met in Cloakwood.). I guess I would have preferred to find the herbs on the ground... Best would be of course to find the herbs throughout the game, as you mentioned. So, if any changes are planned for the next releases I would appreciate it. (To think about a possible quest is a nice thing for the integration in the BG1 Questpack, BTW.) EDIT: I think I would prefer if the man hands over the herbs - saying he stole them from Seniyad, now being afraid of his revenge. (He would then diasappear, leaving no decission option for the player.) Then a small remark from Seniyad could be implemented, if the group still has some of the herbs when meeting him. Maybe Seniyad gives some herbs as a reward if the PC helped him fight the unfriendly hunter. And an option to ask Juoma whether the stolen herbs are from her could be included. Just a thought. This post has been edited by jastey: Nov 1 2004, 10:42 AM |
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May 8 2005, 11:08 AM
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#15
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Forum Member Posts: 4 Joined: 8-May 05 |
I've been playing this and I think its a great idea. Just to let you know the MOD is compatible with the Dark Side Revision MOD from the Chosen of Mystra forums.
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May 8 2005, 11:27 AM
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#16
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
Glad to hear you liked it!
It is also good that it's compatible with Dark Side Revision, I suppose this is the mod that is called 'Darkside of the Swordcoast' on the CoM forums, isn't it? Striving for compatibility has always been a primary guideline when developing my mods. -------------------- Mental harmony dispels the darkness.
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May 22 2006, 02:10 PM
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#17
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
Hi!
Can you tell me when will the German version be online available? |
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May 22 2006, 10:12 PM
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#18
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
If you mean the BG1 Herbs-Addin version with the new German translation: I hope I can release it in a few weeks.
-------------------- Mental harmony dispels the darkness.
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May 22 2006, 10:36 PM
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#19
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
Isn't it all ready, i.e. is there still much to do? A release within a few days would be so much cooler; there are at least two people waiting to play it.
EDIT: Just realized you got the translation yesterday/today. I thought it was earlier... This post has been edited by jastey: May 22 2006, 10:40 PM |
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May 22 2006, 10:48 PM
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#20
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
No, there is not too much to do with it, in fact there is nothing to do with Herbs Addin except updating the package, uploading it and updating web (which require time). I'm very busy with other things, not related to the Black Wyrm's Lair.
-------------------- Mental harmony dispels the darkness.
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