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bulian
Bulian's 6.4 branch update:

New items and NPC modernization - complete
  • Cromwell/Cespenar dialogues,
  • 9 new items, including ones for Sarevok, Minsc, Dorn, and Aerie
  • Seven additional randomized items
  • Sarevok is now viable as a joinable party member in TOB
  • Aerie has more reasonable IA stats
Updated encounters
  • Limak
  • Spellhold Book
  • The Four (with more relevant IA rewards, removal of unbalanced items)
  • Supreme Golem in Watcher's Keep (party can now fight it and green wyrm),
  • Dracolich is accessible n Ch 6/7 with significantly reduced rewards,
  • Demon fight in Underdark (new Chapter 5 encounter)
Quality of life
  • Early containers in Irenicus dungeon (bag of holding, ammo belt, etc.)
  • Store depreciation removal - sell items for same cost regardless if the merchant has them in stock
  • Stronghold quests continue in Chapter 7
All protagonists can access almost everything in the mod (less balanced)
  • Remove class restrictions on forging items
  • Enable Memory of the Apprenti robe to be forged 100% for all protagonists
  • Enable early Ranger and Mage stronghold quests for all PCs
  • Ancient Secret of Sulda will remain Vagrant only
  • The Old Ones/Time Machine will remain Necromancer only
  • Enable Justice Day quest for all PCs
critto
Should be doable with your experience smile.gif
Hideous the Wu Jen
Doing my quarantine run also biggrin.gif
Azoth
Thinking about a run wink.gif

critto,
The IA6.4 zip on Github under Releases seems to be 6.3.

Edit:
Got it. Will take the Master.
critto
Release there is ok, I've just forgot to update the version and did a bit later. Grabbing the master is better anyway, there are a few extra fixes as well, judging by the changelog.
bulian
EDIT: moved to top of post
critto
If you need help and advice with those updates, I can try and help out. Certain things like item randomisation or new encounters require meddling with the scripts. As for dialogue editing, I think Near Infinity has some capacity in that regard, but doing it manually with weidu is safer, of course.

Anyhow, if you have a specific plan of action (what to change and where), I can probably make it. Encounters are harder to achieve, but doable too.
Hideous the Wu Jen
That's awesome bulian! After this run I would definitely be interested in what you've done!
lroumen
Nice! you're all still going strong then.

I am doing a pentilogy run currently with a Necromancer protagonist. I got past bg1, TotSC, now at the early part of SoD and after that I will migrate into IA. Still noreload too. I have practiced IA for a couple of encounters so I roughly know the order to survive until spellhold. I hope to get through it as noreload somehow.

I was hoping to play with a swashbuckler, cernd, mazzy, valygar, and an extra melee somehow. Still considering options.

Bulian, sounds marvellous!
leozoroaster
QUOTE(lroumen @ Apr 12 2020, 12:26 AM) *
Nice! you're all still going strong then.

I am doing a pentilogy run currently with a Necromancer protagonist. I got past bg1, TotSC, now at the early part of SoD and after that I will migrate into IA. Still noreload too. I have practiced IA for a couple of encounters so I roughly know the order to survive until spellhold. I hope to get through it as noreload somehow.

I was hoping to play with a swashbuckler, cernd, mazzy, valygar, and an extra melee somehow. Still considering options.

Bulian, sounds marvellous!


Hi Iroumen! I have some suggestions for your party composition based on my IA experience.

1, pure thief is literally useless in AI. As for swashbucklers, even if his proficiency/thac0 seems okay, his APR is a total disaster. I recommend dual class thief instead, for example lv9 swashbuckler dual fighter, lv9(or lv13) kensai dual thief, they are way stronger than a pure swashbuckler.

2, lack of arcane caster in early game. Indeed a nec protagonist can handle all arcane casting himself once he reaches 3.4m exp. However, many encounters in early game such as warden/shadow dragon requires two arcane casters who can at least read breach/RRR scrolls, otherwise these battles will be much harder than it should be. Cernd is a good supplement, but not in time unfortunately, he gets lv7 divine spells at 2.5m exp.

In a word, a balanced and strong party is of great importance if this is your first run in IA. I would recommend replacing swashbuckler with a dual class as above, and filling the last slot with a custom F/M. Btw Mazzy might not be a first choice for a warrior since she is not good at dealing crush damage.
lroumen
Thanks for all the tips.

I am aware of the problems. Early game I will carry a few other npcs such as minsc and jaheira, likely nalia as well until I get some quests done, slowly transfer into valygar and cernd, and finally free Mazzy from her prison.
But yes, your observation is correct, I still need a crushing specialist. Maybe anomen, a riskbreaker or Rasaad? Hmmm...
In my tests I used an Undeadhunter but his usefulness wore off a bit due to being turned in a couple of nasty fights. F/M using staves and halberds?
leozoroaster
Anomen's melee damage vanishes fast as you process into mid game, also you wouldn't need two divine casters. Rasaad is definitely the best choice among npcs, he might even outperform riskbreaker in late game. In general two-handed is more suitable for F/M, if you need your F/M to deal with golems in early game, go with flail/morning star and enjoy smashing some golems with Phosphorus +4 under protection of PFMW smile.gif
bulian
Updated progress at top of post. Installing Weidu on window's PC is much more complicated than I was anticipating and is current holdup. Any tips (particularly for some type of precompiled easy mode GUI editor welcome).
critto
One thing I should mention is that when you import a character some issues could occur. The way IA was made is that when you create a character from scratch a special variable is assigned to the char which is later used to fire off class-specific checks which may or may not involve finding special loot, triggering new content, etc. It's pretty clunky but I guess it was the best solution at the time and is the reason why Sikret has always warned of potential problems with imported characters. It is probably avoidable with some kind of workaround but I'd have to remember what is done exactly to the necromancer kit. I definitely remember that a special scripting state is assigned (basically, it's a variable stored in the creature file and containing a specific value which is later referenced by the scripts during the game).

As for Weidu, isn't it just a "drop the executable in and play" kind of a thing? The goto editor these days is Near Infinity which is what I recommend to use. It's maintained by the community to this day, so functions perfectly well with the latest versions of the game, fairly stable. Just remember that when you save any changes they are saved to the "override" folder by default. If you were to reinstall the mod after that, these changes will be lost. So if you want to persist these changes across mod re-installs, make sure you re-save the file manually to the appropriate place in the mod folder (or just wherever on your hard drive).
tongtian
Hi, bulian. I'm quite interested in your updated IA. Is it possible to share it? If weidu doesn't work for you at the moment, maybe you can just zip the changed game files to download directly.

Thanks for your work!
lappen
im interested too biggrin.gif
bulian
Awesome! Just send me a PM with your email address. Too large to post here.

Figured out how to use the weidu framework so hoping to roll out the new items and other changes using github/executable framework instead of just Near Infinity single file edits. Timing is at least several days for that.
Azoth
QUOTE(bulian @ Apr 12 2020, 05:50 PM) *
Updated progress at top of post. Installing Weidu on window's PC is much more complicated than I was anticipating and is current holdup. Any tips (particularly for some type of precompiled easy mode GUI editor welcome).


Hi bulian,
How is it going? Any news?
No pressure intended, just asking.
bulian
I updated the current planned list at the top of the thread. Most of the changes (except the new Chapter 5 encounter) are ready to go using override files if you are willing to take a chance. Just send me a PM with your email.

In terms of a patchable form, progress has been made at a somewhat unsteady rate. While making changes in Near Infinity is easy, incorporating it into the IA mod in a patchable form using Github has required a bit of a learning curve. Critto has been helping me and we've been discussing whether to include some of the following components as a baseline addition or as optional components. Input would be welcome

Quality of life
  • Early containers in Irenicus dungeon (bag of holding, ammo belt, etc.)
  • Store depreciation removal - sell items for same cost
  • Stronghold quests in ch 7
All protagonists
  • Remove class restrictions on forging items
  • Enable Memory of the Apprenti robe to be forged 100% for all protagonists
  • Enable early Ranger and Mage stronghold quests for all PCs
  • Ancient Secret of Sulda will remain Vagrant only
  • The Old Ones/Time Machine will remain Necromancer only
  • Enable Justice Day quest for all PCs
lroumen
Unrestricted forging and drops would be most welcome and making quests available to all allows replayability much more. Very nice!
critto
Yeah, we're making some progress, I'm just being too anal about how things should be packed to satisfy my OCD regarding the granularity and the order of changes to the mod :-) Hopefully, we'll resolve these soon-ish.
Azoth
QUOTE(bulian @ May 16 2020, 01:13 PM) *
I updated the current planned list at the top of the thread. Most of the changes (except the new Chapter 5 encounter) are ready to go using override files if you are willing to take a chance. Just send me a PM

Thanks for the feedback. Im waiting until you implemented the new encounters. Then im happy to give you a shout.
bulian
Drumroll please....
Azoth
partytime.gif
critto
Things are chugging along. For those interested, check out the progress here: https://github.com/critto-bg/ImprovedAnvil/commits/master (basically, everything that was commited in 2020). Thanks to bulian for breathing some new life into this thing.

Hopefully, we'll be able to ship something worth being called a 6.5 release some time soon.
Azoth
QUOTE(bulian @ Mar 29 2020, 01:52 PM) *
Bulian's 6.4 branch update:

New items and NPC modernization - complete
  • Cromwell/Cespenar dialogues,
  • 9 new items, including ones for Sarevok, Minsc, Dorn, and Aerie
  • Seven additional randomized items
  • Sarevok is now viable as a joinable party member in TOB
  • Aerie has more reasonable IA stats
Updated encounters
  • Limak
  • Spellhold Book
  • The Four (with more relevant IA rewards, removal of unbalanced items)
  • Supreme Golem in Watcher's Keep (party can now fight it and green wyrm),
  • Dracolich is accessible n Ch 6/7 with significantly reduced rewards,
  • Demon fight in Underdark (new Chapter 5 encounter)
Quality of life
  • Early containers in Irenicus dungeon (bag of holding, ammo belt, etc.)
  • Store depreciation removal - sell items for same cost regardless if the merchant has them in stock
  • Stronghold quests continue in Chapter 7
All protagonists can access almost everything in the mod (less balanced)
  • Remove class restrictions on forging items
  • Enable Memory of the Apprenti robe to be forged 100% for all protagonists
  • Enable early Ranger and Mage stronghold quests for all PCs
  • Ancient Secret of Sulda will remain Vagrant only
  • The Old Ones/Time Machine will remain Necromancer only
  • Enable Justice Day quest for all PCs

Which items of Bulian's list are incorported into the IA master branch?
Does it make sense to start a new playthrough soon or better to wait a bit? More commits to be expected?
critto
This stuff is done:
- Cromwell/Cespenar dialogues,
- 9 new items, including ones for Sarevok, Minsc, Dorn, and Aerie
- Seven additional randomized items
- Sarevok is now viable as a joinable party member in TOB
- Aerie has more reasonable IA stats
- Limak
- Spellhold Book
- The Four (with more relevant IA rewards, removal of unbalanced items)
- Dracolich is accessible n Ch 6/7 with significantly reduced rewards,

In progress or planned:
- Supreme Golem in Watcher's Keep (party can now fight it and green wyrm),
- Demon fight in Underdark (new Chapter 5 encounter)
- Stronghold quests continue in Chapter 7

Under consideration:
- Early containers in Irenicus dungeon (bag of holding, ammo belt, etc.)
- Store depreciation removal - sell items for same cost regardless if the merchant has them in stock
- everything under "All protagonists can access almost everything in the mod (less balanced)"

We've also introduced a brand new component "Simplified economy" which should be a good substitute for things labeled under "Quality of life". It replaces the majority of unessential loot with its selling price in gold to reduce the amount of inventory management.
lappen
Very cool News !

where can i find this new patch ?
critto
https://github.com/critto-bg/ImprovedAnvil

Green button "Clone or download" -> "Download ZIP"

This is still work in progress, however. Expect more stuff added in the coming days.
Azoth
Hi critto
i was following a bit the progress on github. I see that there is now a 6.5 release but at the same time a new branch feature/v7 with some fixes. Also some Pull Requests are still open.
Shall i still wait a bit to start a new 6.5 run until things are settled?
Thanks in advance.
critto
Hi Azoth

Yes, we've prepared the 6.5 release which is available for everyone. I was planning to announce it here on the forum, but we've had a bit of a delay in publishing the new packages on BWL. But the new version is ready and available for download here:
https://github.com/critto-bg/ImprovedAnvil/releases

I've added two small fixes since the release was packaged, but they are purely cosmetic.

Also, I have moved the optional components into a separate mod that could be grabbed here:
https://github.com/critto-bg/ImprovedAnvilTweaks/releases

Just be aware that we've had very limited testing on this new release, so there definitely might be some issues. Let me know if something's wrong, I'll fix it.

As for feature/v7, this is currently work in progress, definitely far from a finished state, but it's there nonetheless for everyone who wants to stay in touch with the development. I wouldn't wait up on it, though, if you want to play. The new stronghold quest is pretty big, it'll take me some time to finish it, along with a few more planned changes.
Azoth
Thanks critto.

Did an installation using github master and everything seems to work.
Only very minor issue so far is that "Setup-IATweaks.tp2" filename does not match weidu "SetupIATweaks.exe" filename. Missing "-".

One warning in SETUP-IMPROVEDANVIL.DEBUG:
CODE
[./override/SHOP03.DLG] loaded, 2617 bytes
[SHOP03.DLG] loaded
WARNING: EXTEND_TOP #position 18 out of range 0-3
[SHOP03.DLG] saved    27 states, 54 trans, 2 strig, 15 ttrig, 8 actions
override/SHOP03.dlg copied to IAbackup/0/SHOP03.dlg, 2617 bytes


WeiDU.log

CODE
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~TOD/SETUP-TOD.TP2~ #0 #0 // Tower Of Deception Mod (Requires Throne Of Bhaal): v4.0.1
~TOD/SETUP-TOD.TP2~ #0 #1 // Improved Astral Shard Guardian: v4.0.1
~TOD/SETUP-TOD.TP2~ #0 #2 // Encounter with Ustrain: v4.0.1
~SKIPCHATEAUIRENICUS/SETUP-SKIPCHATEAUIRENICUS.TP2~ #0 #0 // Skip Chateau Irenicus: 3.1
~SKIPCHATEAUIRENICUS/SETUP-SKIPCHATEAUIRENICUS.TP2~ #0 #101 // Deal with skipped NPCs -> Vanilla NPCs only: 3.1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3341 // Increase party movement speed outside combat -> By 100 percent: v9
~IMPROVEDANVIL/SETUP-IMPROVEDANVIL.TP2~ #0 #0 // Improved Anvil: v6.5
~IATWEAKS/SETUP-IATWEAKS.TP2~ #0 #0 // NPCs will not complain about reputation and leave: v1.0
~IATWEAKS/SETUP-IATWEAKS.TP2~ #0 #1 // Identify all items: v1.0
~IATWEAKS/SETUP-IATWEAKS.TP2~ #0 #2 // Simplified economy: v1.0
~IATWEAKS/SETUP-IATWEAKS.TP2~ #0 #6 // Custom kit: Minsc -> Berserker: v1.0
~IATWEAKS/SETUP-IATWEAKS.TP2~ #0 #8 // Custom kit: Valygar -> Vagrant: v1.0
~IATWEAKS/SETUP-IATWEAKS.TP2~ #0 #16 // Custom kit: Korgan -> Dwarven Defender: v1.0
~IATWEAKS/SETUP-IATWEAKS.TP2~ #0 #18 // The Shimmering Light and The Good, the Bad and the Ugly quest lines are available for non-ranger protagonists: v1.0
~IATWEAKS/SETUP-IATWEAKS.TP2~ #0 #19 // Non-essential class- and kit-based drops are available to all protagonists: v1.0
~IATWEAKS/SETUP-IATWEAKS.TP2~ #0 #20 // Mage- and ranger-specific rewards and crafted items are available for all protagonists: v1.0
~IATWEAKS/SETUP-IATWEAKS.TP2~ #0 #21 // Enable the hardest versions of XP-based encounters in Chapters 2&3: v1.0
~EEEX/EEEX.TP2~ #0 #0 // EEex: 0.8.6
~DRAGONSPEAR_UI++/DRAGONSPEAR_UI++.TP2~ #0 #1 // Install SoD GUI Overhaul Core Component: v2.41
~DRAGONSPEAR_UI++/DRAGONSPEAR_UI++.TP2~ #0 #2 // Add Transparent Tooltip Background: v2.41
~DRAGONSPEAR_UI++/DRAGONSPEAR_UI++.TP2~ #0 #3 // Update several strings in Dialog.tlk: v2.41
~DRAGONSPEAR_UI++/DRAGONSPEAR_UI++.TP2~ #0 #9 // Select Number of Quicksave Slots -> 6: v2.41
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.01
~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
~PPE/SETUP-PPE.TP2~ #0 #20 // Replace Low Quality TOB & SOA Portraits: 1.01
~PPE/SETUP-PPE.TP2~ #0 #25 // Edwin/Edwina: 1.01
~PPE/SETUP-PPE.TP2~ #0 #30 // Ust Natha Drow NPCs: 1.01
~PPE/SETUP-PPE.TP2~ #0 #35 // Vampire NPCs: 1.01
~DRAGONSPEAR_UI++/DRAGONSPEAR_UI++.TP2~ #0 #10 // Update portrait Picker: v2.41
~BUBB_SPELL_MENU_EXTENDED/SETUP-BUBB_SPELL_MENU_EXTENDED.TP2~ #0 #0 // Bubb's Spell Menu Extended: 3.5
bulian
Awesome! Please share feedback and let us know if you come across any bugs. I'm excited to see you are giving the "hard mode" version a try.

Just curious - does the TOD -> IA installation still result in the improved encounter with Ustrain in Ch 7 with skeleton grandlords etc.? I think the TOD mod is a nice complement to IA but have only ever installed it after IA.
critto
Thank you for the reports.

I've renamed the executable and pushed the fix into the repository for IA Tweaks.

Fixed the warning as well, the patch is in the master of the main repository. However, WeiDU recovers properly despite the error so it shouldn't affect the game even if you don't have this fix.
Azoth
QUOTE(bulian @ Jun 16 2020, 11:53 PM) *
Just curious - does the TOD -> IA installation still result in the improved encounter with Ustrain in Ch 7 with skeleton grandlords etc.? I think the TOD mod is a nice complement to IA but have only ever installed it after IA.

It's some time ago that i was playing TOD -> IA.
I just remember the "Improved Astral Shard Guardian" was a hard nut to crack for a lvl 10/11 party.
"Encounter with Ustrain" was happening by surprise (party was already exhausted) in Brynnlaw. Fight wasn't too bad (teleport field was annoying). Don't remember Skeleton Grandlords.
bulian
It sounds like the Ustrain encounter is very different given the install order you mentioned. Good luck and enjoy!
Azoth
critto,
the message "Randomizer has been initialized" at the beginning is supposed to not pop up anymore?

//edit
False alert. Tried again and the message was there.
critto
No, it should definitely be there. See the screenshot: https://ibb.co/Snn26fR

If you don't see this message, wait a minute or so after the game starts and the cutscenes are over, and try to run the following command in the CLUA console and let me know the result:
CODE
C:GetGlobal("Iarandomizer","AR0602")


Azoth
CODE
Global: Iarandomizer AR0602 set to 1

I think everything is ok. Maybe i overread the message the first time...
bulian
The code was improved as part of the update and the item randomizer script is now substantially faster - probably less than 5 seconds.
psychlopes
hello,
can you add a tweak to remove the improved spellhold if I go with higher experience than recommended.
thanks
critto
Sure, I'll add a component to IA Tweaks soon.
psychlopes
thank you very much.
also, I did not see if the four mod is now included or should I still install it separately.
also, if it was added, are there still class restrictions??
critto
QUOTE
also, I did not see if the four mod is now included or should I still install it separately.

It was merged into the core mod. There are no class restrictions, you will see all encounters. The custom items were removed, however, in favour of other rewards, more consistent with the original IA.
critto
The component to disable the hardened version of Spellhold is now available in IA Tweaks. Enjoy.
psychlopes
thumb.gif thumb.gif
Azoth
critto,
somehow i cannot memorize a second lvl 3 mage spell with Aerie. I see a free slot but i cannot assign a spell. It plays the selection sound but nothing is happening.
She is M7/C7 and should have 4/3/2/1 mage spells.

Not sure if this is IA related...
critto
We've just found this bug in our internal testing. I am looking into it, will publish a patch once I figure out what's going on. Make sure you have a save prior to entering the circus for the first time, it might require you re-entering and re-hiring Aerie once the bug is located.
critto
Well, I have found the reason. It was a mistake during patching the original Aerie's creature file. The slow spell was removed from her spell book, but not from a list of memorized spells. This causes the bug: the spell is sitting in the slot, but can't be seen because the game has nothing to reference it against. I've pushed the patch to the master on github. You can grab it from there and replay the sequence starting from the point prior to entering the room where you meet Aerie in the ogre form for the first time.

Or you can edit the save directly in Near Infinity. Game -> Open File -> Open External File, find the baldur.gam in the appropriate save's folder. Once it's opened, in the right upper corner (the "player characters" list) double click on "*ERIE6", go to the Edit tab, scroll down until you see "CRE resource" and double click it. In the newly opened window, scroll down the long list until you see "Memorization info 9". When you click it, you should see "Spell level: 2" and two third level wizard spells listed, one of them is Slow (SPWI312). If it is, double click the "Memorization info 9" line, select the Slow spell in the newly opened list and press the Remove button below. Now, you can close all windows (three in total) until you see the first one, with the "Player characters" in the upper right corner. Here, go to the Edit tab, press Save and confirm the overwrite. You should see the message the the file was saved and then a correct path to the baldur.gam

The issue should be resolved.
Azoth
Thanks for the detailed instructions. Did the trick and i can select a 2nd lvl3 mage spell with Aerie.
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