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Doctor Goat
Jan 22, 2005

Where does it hurt?
http://pastebin.com/4T1nwARw I don't know why the traderoutes.esp and skyre patch are backwards after BOSS, but I'm going to overwrite that

How do I combine simple armor/weapon mods? These are cluttering things up and I'm starting to edge towards the mod limit.

edit: Should I let Lootification handle mods and just take its autosettings? It.. seems to do a good job on guessing, better than I'd do comparing between the stats. I have to figure out what to do with None things, but most of the stuff seems to be caught.

Doctor Goat fucked around with this message at 22:36 on Apr 18, 2014

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Saint Sputnik
Apr 1, 2007

Tyrannosaurs in P-51 Volkswagens!
The Skywind team released another developer video today. Music, landscapes, models, creatures, armor -- it's positively pornographic.

https://www.youtube.com/watch?v=QT0wo3q3HXc

grrarg
Feb 14, 2011

Don't lose your head over it.

Saint Sputnik posted:

The Skywind team released another developer video today. Music, landscapes, models, creatures, armor -- it's positively pornographic.

https://www.youtube.com/watch?v=QT0wo3q3HXc
That is insane. I had not really been paying attention to the project since I figured it would eventually explode in a drama bomb, like most major mod projects. From the looks of that video, they might actually pull it off.

Red Mundus
Oct 22, 2010
Here's a mod that adds a mane to Khajiit.
http://www.nexusmods.com/skyrim/mods/53120/

Pretty much just hocked it together from per-existing beards so it isn't the best.

Gonkish
May 19, 2004

grrarg posted:

That is insane. I had not really been paying attention to the project since I figured it would eventually explode in a drama bomb, like most major mod projects. From the looks of that video, they might actually pull it off.

I really, really hope whomever is leading this isn't a giant manbaby. All of that poo poo looks amazing, and they've been continually growing and adding more and more. Balmora, Azura's Coast, Pelagia, Seyda Neen, it all looks incredible. I even recognized the first cave you generally come across (Ashurnabitatashpi or whatever it is) just outside of Seyda Neen.

Plus, I just loving want ALL OF THAT GOD DAMNED ARMOR in the game right now. It's all loving gorgeous. They nailed Netch, Gah-Julan Bonemold, etc. On top of that, did you SEE those loving Dagoth Ur and Ash Vampire models? DID YOU SEE THAT poo poo? That's incredible!

If this explodes in a pile of bullshit I'm going to be so loving sad. There's so much good work there. I'm actually debating contributing by tackling simple stuff like small interiors or whatever. Just to help them tick off the boxes.

ANIME IS BLOOD
Sep 4, 2008

by zen death robot

Agents are GO! posted:

Just make sure you use only the most ornery voice clips for his dialog if possible.
"Follow me, I need your help." - Got any ale? Or mead?

"I need to trade some things with you." - Give me a Septim! Make it two septims!

"I need you to do something." - I need ALMS you backbiter!

"It's time for us to part ways" - Ill see if I can find somebody more charitable.

(These are all quotes for that voice type.)

It'll be perfect if you somehow make it so he cannot be sacrificed for the Ebony Mail.

Those are great, and shouldn't be too much of a challenge to implement once I find the source files. It's the Wait/Follow/Dismiss dialogues that tend to cause the most compatibility issues when making a custom-voiced follower but anything else is fair game.

quote:

Thalmor/Legion/Stormcloak followers
Generally there would have to be a strong case to justify this, for this mod - basically, I'm hesitant to add characters who are part of a military organization like that because it seems unlikely they would have the opportunity or inclination to abandon their posts, which is even more the case the higher up in rank they go, and this is also before one gets into all the technical issues whose wrath you risk whenever you mess with the Civil War quests and their dependencies. That said, I am looking to include Ralof as a recruitable follower for *after* the conclusion of the Civil War, and I hope to do Hadvar as well, those his custom voicetype is going to make things a little difficult.

Saint Sputnik posted:

I love orcs so I want more orc followers. There are only a handful in vanilla and almost no mod-added ones. My first thought is Lash, after the deliver her mom's sword quest. I imagine she'd be up to some aimless wandering and adventuring after getting the message not to return home.
Lash is perfect, I didn't even know she had a quest, as she never gave me one.

Saint Sputnik posted:

(edit: someone earlier suggested the orc who's looking for a good death, so I hope you included that guy already.)More bards too! Talsgar would be a great choice. He already has a lot of custom dialog that you only get from talking to him a lot, and from what I've seen when I encounter him, he's no slouch in combat.

Could Maiq the Liar be made a follower too?
All of these guys are world encounters - I once took a look at the quests controlling those thinking I would add one, and the effects were probably as close as I'll come in real life to reading an Elder Scroll. Basically, world encounters are distilled madness and trying to alter them has a chance of inducing it, so I'm a bit wary of changing up involved NPCs.

ShoulderDaemon posted:

Erdi should be a follower.
Erdi has been frequently requested, so I think I'd have to include her on that basis alone. That said, I'm not sure what it is she would do as an adventurer - she seems the type that has romantic notions of it but would have a tough time handling the gritty reality. That said, sometimes those end up being the most interesting and effective characters (such as Arya Stark in Game of Thrones).

armoredgorilla posted:

Embry in Riverwood, the town drunk. He's got NOTHING going on for him and he's so happy when you give him booze that he later gives you a free dirty hat.
Embry is hella in. MaleDrunk is a voicetype that is thin on the ground re: followers and working on it was probably my favorite part of FCO.

Agents are GO! posted:

Also: Hrongar? "I'm not a man. I'm a weapon in human form."
That could work - I think that initially, Bethesda's intention with Hrongar was to have him tag in as Jarl of Whiterun after a Daedric quest in which Balgruuf was to be killed; that quest was cut, though, so now Hrongar just kind of hangs out with no purpose. He isn't Balgruuf's housecarl and does seem the sort that would be restless just sitting around Dragonsreach all the time.

Ferrovanadium
Mar 22, 2013

APEX PREDATOR

-MOST AMMUNITION EXPENDED ON CIVILIANS 2015-PRESENT
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The Mad Archivist posted:

That could work - I think that initially, Bethesda's intention with Hrongar was to have him tag in as Jarl of Whiterun after a Daedric quest in which Balgruuf was to be killed; that quest was cut, though, so now Hrongar just kind of hangs out with no purpose. He isn't Balgruuf's housecarl and does seem the sort that would be restless just sitting around Dragonsreach all the time.

I'm pretty sure there's still some cut voice files for Hrongar tucked away from when they removed that quest. They might not be very useful but as far as I know he's fully voiced to be a Jarl at least.

Praetorian Mage
Feb 16, 2008
Bug report on ASIS - it's cloning the Inconsequential NPCs. I've got four Suspicious Scribes hanging around Dragonsreach, and the traveling merchants are getting duplicated as well.

LtSmash
Dec 18, 2005

Will we next create false gods to rule over us? How proud we have become, and how blind.

-Sister Miriam Godwinson,
"We Must Dissent"

Praetorian Mage posted:

Bug report on ASIS - it's cloning the Inconsequential NPCs. I've got four Suspicious Scribes hanging around Dragonsreach, and the traveling merchants are getting duplicated as well.

Presumably a feature since what's more suspicious than four identical scribes? Unless you added their ID to the exclusion list and they are still showing up. I'd wager the author used something like encSuspiciousScribe as an ID so asis auto includes them.

Praetorian Mage
Feb 16, 2008

LtSmash posted:

Presumably a feature since what's more suspicious than four identical scribes? Unless you added their ID to the exclusion list and they are still showing up. I'd wager the author used something like encSuspiciousScribe as an ID so asis auto includes them.

I know it's not a feature, because I've had this mod for a long time, and I know there's only supposed to be one. I'm also getting duplicates of named NPCs from that mod. So, do I need to find all of their refIDs or baseIDs and put them in the ASIS exclusion list?

ANIME IS BLOOD
Sep 4, 2008

by zen death robot

Praetorian Mage posted:

I know it's not a feature, because I've had this mod for a long time, and I know there's only supposed to be one. I'm also getting duplicates of named NPCs from that mod. So, do I need to find all of their refIDs or baseIDs and put them in the ASIS exclusion list?

I'd put the whole plugin in the ASIS exclusion list by name - I don't think it adds anything that you benefit by including more than one copy of. That's the [ModExclusions] category in ASIS.ini, iirc.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


I'm sick of the standard follower interface. What's the current consensus? AFT or EFF?

Synthwave Crusader
Feb 13, 2011

scamtank posted:

I'm sick of the standard follower interface. What's the current consensus? AFT or EFF?

Either one is good, but there are some mods that take full advantage of the EFF 4.0 beta out there.

Rookersh
Aug 19, 2010

Saint Sputnik posted:

The Skywind team released another developer video today. Music, landscapes, models, creatures, armor -- it's positively pornographic.

https://www.youtube.com/watch?v=QT0wo3q3HXc

Why are the adding VA.

They have all the lines already, just rip them from the game.

e: Why are the adding music. Can they not just rip those files from the original game?

Synthwave Crusader
Feb 13, 2011

Rookersh posted:

Why are the adding VA.

They have all the lines already, just rip them from the game.

e: Why are the adding music. Can they not just rip those files from the original game?

I'm assuming that would fall under copyright infringement. They're already treading a very thin line with the entire Skywind project in general, ripping content straight out of Morrowind would probably force Bethesda to step in and threaten legal action.

Doctor Goat
Jan 22, 2005

Where does it hurt?

Rookersh posted:

Why are the adding VA.

They have all the lines already, just rip them from the game.

e: Why are the adding music. Can they not just rip those files from the original game?

You'll be able to mod both to the original way on day 1 probably. Morroblivion was really janky because nobody was voiced so you blankly stared at someone and telepathically communicated with them

Are there any custom SkyUI themes, or is it even capable of being themed?

ANIME IS BLOOD
Sep 4, 2008

by zen death robot

scamtank posted:

I'm sick of the standard follower interface. What's the current consensus? AFT or EFF?

I'm 100% EFF. AFT and UFO all configure themselves through the follower dialog menus, which is really cumbersome if you actually intend to use followers as followers - EFF has its own menu system, uses MCM to configure global settings to the mod, and the latest beta implements it like the Companion wheel from New Vegas.

ANIME IS BLOOD fucked around with this message at 06:23 on Apr 19, 2014

Agents are GO!
Dec 29, 2004

The Mad Archivist posted:

I'd put the whole plugin in the ASIS exclusion list by name - I don't think it adds anything that you benefit by including more than one copy of. That's the [ModExclusions] category in ASIS.ini, iirc.

Actually, I'd put it individually in the exclusion lists in RandomSpawns.ini and IncreasedSpawns.ini, so the NPCs there can still benefit from Perks, Spells, AI, and Potions.

grrarg posted:

That is insane. I had not really been paying attention to the project since I figured it would eventually explode in a drama bomb, like most major mod projects. From the looks of that video, they might actually pull it off.

Yes but by the time they have it in a stable and playable state, it'll be time to port Morrowind into the Elder Scrolls VI engine.

I doubt Morroblivion will ever get to version 1.0 (it's at .6 something right now) because most of the the devs went onto SkyWind.

Agents are GO! fucked around with this message at 06:56 on Apr 19, 2014

Gonkish
May 19, 2004

Rookersh posted:

Why are the adding VA.

They have all the lines already, just rip them from the game.

e: Why are the adding music. Can they not just rip those files from the original game?

Because they can. They seem to be keeping the dialogue itself, where applicable.

They're adding music because ripping the files directly from Morrowind would constitute copyright infringement and get the entire project shut down. The only thing that makes the project non-infringing is that they're making all the appropriate content themselves/updating fan-created content. That is fully within the bounds of the EULA concerning Skyrim and the Creation Kit. They can even use Skyrim assets (like the bull Netches you see in the trailer), they just can't take content from the other games (Oblivion or Morrowind) and paste it into Skyrim and call it a day.

ANIME IS BLOOD
Sep 4, 2008

by zen death robot

Gonkish posted:

Because they can. They seem to be keeping the dialogue itself, where applicable.

They're adding music because ripping the files directly from Morrowind would constitute copyright infringement and get the entire project shut down. The only thing that makes the project non-infringing is that they're making all the appropriate content themselves/updating fan-created content. That is fully within the bounds of the EULA concerning Skyrim and the Creation Kit. They can even use Skyrim assets (like the bull Netches you see in the trailer), they just can't take content from the other games (Oblivion or Morrowind) and paste it into Skyrim and call it a day.

This is pretty much the reason I hope they never, ever make a sequel to Baldur's Gate. gently caress sake, imagine if either 1 or 2 had come out like five years later - the Tutu conversion of BG1 to BG2's engine never would have loving happened thanks to the crackdown on copyright violations.

Agents are GO! posted:

Yes but by the time they have it in a stable and playable state, it'll be time to port Morrowind into the Elder Scrolls VI engine.

Assuming we ever get an ESVI. Will Zenimax even survive if TESO goes belly up?

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Zenimax has oodles of money. They are a publisher that can actually afford to gamble on the investment for a MMO.

ANIME IS BLOOD
Sep 4, 2008

by zen death robot
I hope so. They're still a lot smaller than someone like EA, I'd think - I don't think they could write off such a loss nearly as easy.

In other news, I had an epiphany over how to work the new followers into the B-Team without altering any vanilla quests - I'd make a new composite quest that would have pieces of dialogue chain-conditioned to specific NPCs and the completion of specific quests - if everything works correctly, then it will slot in the same piece of dialogue across every NPC the B-team adds as a follower on the completion of whichever quest or task they give you that will be used to kick them into the correct factions and make sure their RelationshipRank is correct. Once that's done, then whatever follower mod they are using can take over and add and dismiss them as it needs (though a mod like FVE is still going to be necessary for non-standard voicetypes) I'll try to use the same generic dialogue shared by all the voicetypes so I can minimize the amount of dialogue I need to create. For all the faults of Gamebryo and Papyrus, the quest system Bethesda designed really is something else - it can be so arcane but really ridiculously flexible.

I also made this splash screen for the page: http://static-3.nexusmods.com/15/mods/110/images/53129-1-1397880916.png

ANIME IS BLOOD fucked around with this message at 08:46 on Apr 19, 2014

Gonkish
May 19, 2004

Gyshall posted:

Zenimax has oodles of money. They are a publisher that can actually afford to gamble on the investment for a MMO.

To be honest, I don't even know why they bothered with TESO but there it is, being all mediocre at even being mediocre. I know MMOs take years to develop, but at what point did they say "Hey, this is basically a copy of every MMO made since WoW came out, let's pump a few more million into it! It'll sell like hotcakes and totally destroy Blizzard!"? I don't know how the expected to make money, but I hope ZeniMax doesn't go belly up because of it, because I love Bethesda in all their lovely, cobbled-together hamster engine glory.

Tzarnal
Dec 26, 2011

Agents are GO! posted:

Yes but by the time they have it in a stable and playable state, it'll be time to port Morrowind into the Elder Scrolls VI engine.

I don't know it feels like Skywind is going substantially faster than Morrowblivion ever did. Not to mention that Skyrims game experience in general hold up much better now than Oblivion did 2 years after its release.

Praetorian Mage
Feb 16, 2008

Gonkish posted:

To be honest, I don't even know why they bothered with TESO but there it is, being all mediocre at even being mediocre. I know MMOs take years to develop, but at what point did they say "Hey, this is basically a copy of every MMO made since WoW came out, let's pump a few more million into it! It'll sell like hotcakes and totally destroy Blizzard!"? I don't know how the expected to make money, but I hope ZeniMax doesn't go belly up because of it, because I love Bethesda in all their lovely, cobbled-together hamster engine glory.

TESO is a game where Restoration staves hurt things. How the hell does that work? I can understand Restoration damaging the undead, but everything else? In any case, I doubt it will sink Zenimax if it fails.


Tzarnal posted:

I don't know it feels like Skywind is going substantially faster than Morrowblivion ever did. Not to mention that Skyrims game experience in general hold up much better now than Oblivion did 2 years after its release.

Yeah, the jump in quality is bigger from Oblivion to Skyrim than it is from Morrowind to Oblivion. Plus, Dragonborn probably saved the Skywind team a lot of time by adding in lots of Morrowind-esque assets for them to use hassle-free.

Praetorian Mage fucked around with this message at 09:43 on Apr 19, 2014

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

The Mad Archivist posted:

This is pretty much the reason I hope they never, ever make a sequel to Baldur's Gate. gently caress sake, imagine if either 1 or 2 had come out like five years later - the Tutu conversion of BG1 to BG2's engine never would have loving happened thanks to the crackdown on copyright violations.

Does Baldur's Gate: Enhanced Edition count? That was remade from scratch on BG2's engine a year or two ago.

Alasyre
Apr 6, 2009

Gonkish posted:

Because they can. They seem to be keeping the dialogue itself, where applicable.

They're adding music because ripping the files directly from Morrowind would constitute copyright infringement and get the entire project shut down. The only thing that makes the project non-infringing is that they're making all the appropriate content themselves/updating fan-created content. That is fully within the bounds of the EULA concerning Skyrim and the Creation Kit. They can even use Skyrim assets (like the bull Netches you see in the trailer), they just can't take content from the other games (Oblivion or Morrowind) and paste it into Skyrim and call it a day.

I thought they were ripping stuff out of the original games, or was that an earlier iteration? The guys over at Beyond Skyrim insist that Skywind and Skyblivion are violating the EULA, which sucks because it seems like a lot of their work would overlap and could be shared to speed up both projects.

Head Hit Keyboard
Oct 9, 2012

It must be fate that has brought us together after all these years.

Alasyre posted:

I thought they were ripping stuff out of the original games, or was that an earlier iteration? The guys over at Beyond Skyrim insist that Skywind and Skyblivion are violating the EULA, which sucks because it seems like a lot of their work would overlap and could be shared to speed up both projects.

Morroblivion did that and it's incredibly obvious. Skywind seems like it's using the original assets as placeholders while they recreate basically everything from scratch. That's just how it looks to me anyway.

Alasyre
Apr 6, 2009
Yeah, I'm probably overestimating the overlap, anyway, considering the differences in landscapes, especially for Vvardenfell.

LtSmash
Dec 18, 2005

Will we next create false gods to rule over us? How proud we have become, and how blind.

-Sister Miriam Godwinson,
"We Must Dissent"

Praetorian Mage posted:

I know it's not a feature, because I've had this mod for a long time, and I know there's only supposed to be one. I'm also getting duplicates of named NPCs from that mod. So, do I need to find all of their refIDs or baseIDs and put them in the ASIS exclusion list?

Sorry should have put a :v: I guess. But extra spawns of npcs matching inclusions and not exclusions is by definition a feature. It is based on EditorID not name. EditorID does not show up in game so you need either the ck or tesedit or something to see it. Unless that mod has any npcs you want extra spawns for I'd go with agents' suggestion and put it in the modExclusion section of the increased and random spawns inis.


Alasyre posted:

I thought they were ripping stuff out of the original games, or was that an earlier iteration? The guys over at Beyond Skyrim insist that Skywind and Skyblivion are violating the EULA, which sucks because it seems like a lot of their work would overlap and could be shared to speed up both projects.

I think the very first iteration used some placeholder ripped stuff and they got an angry letter. Now its all new or skyrim assets nd not against the EULA or violating copyright but still not allowed to be discussed on the official forums. Which bethesda is free to do since its their site and they could ban discussing dogs if they wanted.

Edit:
I have an alpha version of Signature Weapons but for skyrim that I've been putting off working the bugs out of because it means actually bug testing in skyrim. Anyone hate themselves enough to want to help with that? Also someone over on the bethesda forum inadvertently gave me a great idea for making Signature Armors work so if the kinks with weapons get worked out armors will probably follow soon after. PM me or steamID

LtSmash fucked around with this message at 16:50 on Apr 19, 2014

Mistikman
Jan 21, 2001

I was born ready. I'm Ron Fucking Swanson.
I'm running into a really bizarre problem, and I am hoping someone here can give me some insight as to how to solve this problem.

When running ENB and Project ENB, when I launch the game directly from the SKSE launcher, everything looks perfect.

When I launch with SKSE via Mod Organizer, with no additional mods loaded at all, I get massive artifacting, as if my video card was failing. If I close the game and load from the SKSE shortcut again, things are once again perfect.

I really want to use mod organizer to load a laundry list of mods, but I can't figure out why it's causing these issues and how to avoid them.

Synthwave Crusader
Feb 13, 2011

Mistikman posted:

I'm running into a really bizarre problem, and I am hoping someone here can give me some insight as to how to solve this problem.

When running ENB and Project ENB, when I launch the game directly from the SKSE launcher, everything looks perfect.

When I launch with SKSE via Mod Organizer, with no additional mods loaded at all, I get massive artifacting, as if my video card was failing. If I close the game and load from the SKSE shortcut again, things are once again perfect.

I really want to use mod organizer to load a laundry list of mods, but I can't figure out why it's causing these issues and how to avoid them.

Did you make sure to turn off AntiAliasing and Anisotropic Filtering in the MO SkyrimPrefs INI File? Easiest way to do that is to add the Skyrim Launcher to the MO executables list and run it once.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Gonkish posted:

To be honest, I don't even know why they bothered with TESO but there it is, being all mediocre at even being mediocre. I know MMOs take years to develop, but at what point did they say "Hey, this is basically a copy of every MMO made since WoW came out, let's pump a few more million into it! It'll sell like hotcakes and totally destroy Blizzard!"? I don't know how the expected to make money, but I hope ZeniMax doesn't go belly up because of it, because I love Bethesda in all their lovely, cobbled-together hamster engine glory.

Yeah it is a bummer, I honestly haven't even looked into the game other than knowing it is "MASSIVE MULTIPLAYAR ELDAR SCROLLS" and that just not seem fun to me.

e: I mean come on when the server population gets low you can't even mod in more NPCs :smuggo:

e2: what about titmods

Smol
Jun 1, 2011

Stat rosa pristina nomine, nomina nuda tenemus.
Say I want to play Skyrim with SPERG. Should I use some other rebalancing mods with it, or is it enough?

(I plan on playing a magic-oriented character this time)

Saint Sputnik
Apr 1, 2007

Tyrannosaurs in P-51 Volkswagens!

The Mad Archivist posted:

Lash is perfect, I didn't even know she had a quest, as she never gave me one.

All of these guys are world encounters - I once took a look at the quests controlling those thinking I would add one, and the effects were probably as close as I'll come in real life to reading an Elder Scroll. Basically, world encounters are distilled madness and trying to alter them has a chance of inducing it, so I'm a bit wary of changing up involved NPCs.


The quest comes from her mom, the smith in the orc stronghold south of Markarth. And I understand about the world encounters, when I was reading about the wandering bard it said he'll respawn on death and things like that, so I can see encounter NPCs being overly complicated and buggy.

e:

Hog Butcher posted:

You'll be able to mod both to the original way on day 1 probably. Morroblivion was really janky because nobody was voiced so you blankly stared at someone and telepathically communicated with them

I can't wait for the mods of Skywind itself, turning the whole place into a burned out apocalyptic shitheap in the 4th era.

Agents are GO!
Dec 29, 2004

Smol posted:

Say I want to play Skyrim with SPERG. Should I use some other rebalancing mods with it, or is it enough?

(I plan on playing a magic-oriented character this time)

That's all I use - SPERG + Apocalypse + Dwemerverse (+ Midas Magic and Midas Magic Evolved if you feel like being Super OP.)

Edit: all I use rebalance wise, I should say.

KakerMix
Apr 8, 2004

8.2 M.P.G.
:byetankie:

Rookersh posted:

Why are the adding VA.

They have all the lines already, just rip them from the game.

e: Why are the adding music. Can they not just rip those files from the original game?

I guess if you write music you might not be any good at texture or modeling work. The 'Azura's Coast' track here is pretty drat good, haven't listen to all of them yet but hey! Good start!

Smol
Jun 1, 2011

Stat rosa pristina nomine, nomina nuda tenemus.
How viable are bound weapons in SPERG? Not looking anything crazy but it would be cool to have them at least the level of legendary regular weapons.

Beeb
Jun 29, 2003
Probation
Can't post for 25 days!
Anyone getting the following when running ASIS with the new inis?

code:
There was an exception thrown during program execution:'java.lang.NullPointerException
The patcher pops with this on Increased Spawns: Adding Spawns/Duplicating NPC

E:

Nevermind, I'm an idiot that thought his ASIS was up to date. :downs:

Beeb fucked around with this message at 21:05 on Apr 19, 2014

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Tumblr of scotch
Mar 13, 2006

Please, don't be my neighbor.

The Mad Archivist posted:

This is pretty much the reason I hope they never, ever make a sequel to Baldur's Gate. gently caress sake, imagine if either 1 or 2 had come out like five years later - the Tutu conversion of BG1 to BG2's engine never would have loving happened thanks to the crackdown on copyright violations.
You do still need to have both BG1 and BG2 installed to install Tutu, though, which (generally) presumes that you do own them both to start with. I don't think you need to own Morrowind to make use of Skywind.

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