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Topic Summary

Posted by: cmorgan
« on: May 27, 2012, 08:55:37 AM »

Perhaps we whomever is maintaining the component in the mods it is found in should think about depreciating and not replacing walking speeds... it might be better left for Ascension64 to mess with.
Posted by: Jarin
« on: May 06, 2012, 11:19:20 AM »

Right, so I have casted haste (by importing an TOB character instead), and the strange behaviour is certainly still present: Haste, when over, instead of returning the affected walking speed characters to normal speed, slows them down.
The testing method highlighted another small problem: when importing a character, it's walking speed is not adapted. The same is true when importing an easytutu character with the walking speed thing into BG2 - it keeps the walking speed it had, regardless whether or not hte mod is installed on a new game.
Posted by: plainab
« on: April 24, 2012, 04:07:05 PM »

Quote
So the problem arises because in BG2, the enviroments were also pulled out slightly (ie made smaller) and in BG1 it is not.... I suppose there is no simple fix, like zooming out all the BG1 enviroments? That would probably require something like degreenifier and a lot of diskspace and all that... Or make the sprites bigger, and I geuss that is what infinity animations is for.
The BG1 areas are already 'zoomed' out in the BG2 engine.  that's why the sprites look smaller.  Its how the engine interprets and shows the data that is given to it. doesn't matter whether its areas & sprites from BG, IWD or where ever.  Unless Tobex is capable of reverting the view back to BG1 for BG2 engine, the standard sprites will always be smaller when compared to BG1.

Quote
Hmm. I do remember that Kagain dual wielded axes and Shar Teel dual wields bastard swords as well (in tutu that is)- But how should Khalid dual wield bastard swords? AFAIK, he has bow proficiency in the original game, which dual wielding makes rather pointless. Not to mention that  dual wielding two swords which can be used with both hands appears to be... rather ridickulous. You'd need great strength to do that. As in, really great strength  (short explenation: It's cheesy). It seems more as if they wanted the fighters to deal the maximum amount of damage possible - if this was developer intent, then it would have been done in BG2 as well.
Bastard swords are considered one or two handed depending upon who wields it.  in BG they didn't really mess with it and just made 'em one handed with I think short races unable to wield them.  in BG2 they just carried it over and added new stuff.  It was the BG2 tweak pack that came up with the idea of actually making the weapon switchable between 1 & 2 handed and letting shorter races use the 2 handed version.  But yes some of the changes made in Tutu are a little off.  In fact I'd say both BGT & Tutu are off in comparison to the original but that's mainly cause each author wanted to take advantage of the BG2 engine where possible.   A more subtle approach would have been good.  It's enough that the player can choose from all those kits in my opinion.  but enough on that, what's done is done...

Quote
Curiously: Does this happen in BG2 as well? It would be neat if a fix could be found, I like faster games for some reason...
if it happened in Tutu then it can happen in BG2 because Tutu is BG2 engine using BG1 resources.
Posted by: Jarin
« on: April 24, 2012, 01:44:15 PM »

Quote
^-- this was by design of the Tutu maker I believe.  They felt that these were things which were intended but couldn't be done in the original game.

Hmm. I do remember that Kagain dual wielded axes and Shar Teel dual wields bastard swords as well (in tutu that is)- But how should Khalid dual wield bastard swords? AFAIK, he has bow proficiency in the original game, which dual wielding makes rather pointless. Not to mention that  dual wielding two swords which can be used with both hands appears to be... rather ridickulous. You'd need great strength to do that. As in, really great strength  (short explenation: It's cheesy). It seems more as if they wanted the fighters to deal the maximum amount of damage possible - if this was developer intent, then it would have been done in BG2 as well.

Quote
^-- Speeding up AI updates will do things like this. Best to leave it at default
Curiously: Does this happen in BG2 as well? It would be neat if a fix could be found, I like faster games for some reason...

Quote
Engine specific.  BG2 sprites are smaller. but only cause the view is pulled out slightly to show the entire area that is in the selected party members sight when the view is centered on them.
So the problem arises because in BG2, the enviroments were also pulled out slightly (ie made smaller) and in BG1 it is not.... I suppose there is no simple fix, like zooming out all the BG1 enviroments? That would probably require something like degreenifier and a lot of diskspace and all that... Or make the sprites bigger, and I geuss that is what infinity animations is for.
Posted by: plainab
« on: April 24, 2012, 08:41:03 AM »

Tutu?: Character avatars seem a little small compared to the enviroment? Atleast in Candlekeep. 
^-- Engine specific.  BG2 sprites are smaller. but only cause the view is pulled out slightly to show the entire area that is in the selected party members sight when the view is centered on them.

Tutu/BG1: When AI updates are set to a higher number, such as 40 as opposed to the default 30, this creates bugs in the "Listen very carefully" and the ambush animations: Gorion interrupts himself to deliver his next line. 
^-- Speeding up AI updates will do things like this. Best to leave it at default

BG1NPC: Imoen's interjection with Kossud seems a little bit out of place - both Charname and Kossud do not appear to acknowledge her, even though she certainly talks in a way that I would. 
^-- Yeah some interjections are just that, the npc blurting out whatever and everyone else just ignores them

Tutu: Jaheira carries a club and Khalid dual wields Bastard Swords – I do not remember them being any like this in BG1 (I always considered the quarterstaff to be a characteristic Jaheira weapon – her portrait has it, for one, and Khalid dual wielding bastard swords seems off (Dual wielding bastard swords in general is not a recommended practice in the best of times, and I distinctly remember Khalid having a shield…) 
^-- this was by design of the Tutu maker I believe.  They felt that these were things which were intended but couldn't be done in the original game.

Game Engine - Silke is standing over some dude I murdered. Now I can't loot him! 
^-- BG2 has the 'push outta my way' technology so she should move out of your way to let you loot, provided you can click on the pile of loot.  Otherwise try clicking next to her and having a party member walk up to her and slightly nudge her out of the way.
my replies are in the quote in bold ^^
Posted by: Jarin
« on: April 23, 2012, 03:28:01 PM »

So here's a few notes I made whilst playing (haven't been playing for lon, now at beregost). I have not been able to test the walking speed component yet, but there are a few things that are of note to tutu, as well as to other mods (although I will probably submit those to the respective mod forums in full after I have finished this playtrough):

\Tutu/BG1?: Imoen has orange hair, whilst her portrait shows her as having brown hair.
Tutu?: Character avatars seem a little small compared to the enviroment? Atleast in Candlekeep.
Tutu/BG1: When AI updates are set to a higher number, such as 40 as opposed to the default 30, this creates bugs in the "Listen very carefully" and the ambush animations: Gorion interrupts himself to deliver his next line.
TxtScreenMusic: Chapter 1’s narration had the eerie dream music as well! But txtscreenmusic does not restore it.
BG1NPC: Imoen's interjection with Kossud seems a little bit out of place - both Charname and Kossud do not appear to acknowledge her, even though she certainly talks in a way that I would.
BG1: Montaron says "My Companion has something to say to you" whilst the man is standing right next to him - this contrasts khalid's and jaheira's dialogue who each say something differently depending on who you approach. Perhaps this could be fleshed out by the BG1NPC project?
Self: Completely forgot about the BG1NPC music - So I installed that one after all the other mods I have installed.
Tutu: Jaheira carries a club and Khalid dual wields Bastard Swords – I do not remember them being any like this in BG1 (I always considered the quarterstaff to be a characteristic Jaheira weapon – her portrait has it, for one, and Khalid dual wielding bastard swords seems off (Dual wielding bastard swords in general is not a recommended practice in the best of times, and I distinctly remember Khalid having a shield…)
Game Engine - Silke is standing over some dude I murdered. Now I can't loot him!
Posted by: Jarin
« on: April 18, 2012, 11:11:44 AM »

I'd pass on the "walking speeds" component.  IIRC it has some unresolved issues.

The thing is, nobody really knows what those unresolved issues actually ARE. Tutufix itself no longer mentions the issues being there, (Changelog of V14 says that it "should work properly now", and the latest version does not give the "Strange behaviours on slow, haste, etc" warning that Tutufix V17 had anymore). See also this thread.
Posted by: Macready
« on: April 18, 2012, 05:23:36 AM »

I'd pass on the "walking speeds" component.  IIRC it has some unresolved issues.

Hard Times uses the version of WeiDU that it does because that was the going version at the time.  There is no point in updating the distribution every time that it changes (unless I want access to some new feature of bigg's).
Posted by: Jarin
« on: April 18, 2012, 02:00:28 AM »

As Cmorgan mentoined that whether or not it works as intended nowadays, I decided to test it myself. So I conjured a reasonably basic Easytutu install. While I am at it, I shall report any other notable things that occur during my playtrough, so that the respective mod authors can take a look at it.

Here's my Weidu Log:
// 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]
~SETUP-HARDTIMES.TP2~ #0 #0 // Hard Times v2
~SETUP-HARDTIMES.TP2~ #0 #1 // Hard Times: Ulcaster School Encounter
~SETUP-TUTUFIX.TP2~ #0 #2 // Restored BG1 Loadscreens
~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks
~SETUP-TUTUFIX.TP2~ #0 #4 // Totemic Druid Spirit Summons are Balanced
~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells
~SETUP-TUTUFIX.TP2~ #0 #7 // Walking Speeds
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v20
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v20
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v20
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v20
~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v20
~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v20
~BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v20
~BG1NPC.TP2~ #0 #19 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts in the Cloakwood Forest: v20
~BG1NPC.TP2~ #0 #21 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Wyrm's Crossing: v20
~BG1NPC.TP2~ #0 #23 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Baldur's Gate: v20
~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script: v20
~BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v20
~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v20
~BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Check for TutuFix Walking Speeds: v20
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v20
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2161 // Alter Weapon Proficiency System -> BG-Style Weapon Proficiencies, With Weapon Styles (the bigg): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2293 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With Un-Nerfed Druid Spell Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3071 // Change Effect of Reputation on Store Prices -> Reputation Has No Effect, Stores Price Fixed at 100% (Luiz): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9
~SETUP-TUTUSOUNDS.TP2~ #0 #0 // Casting Sounds -> Restored BG1 Casting Sounds And Special Effects
~SETUP-TUTUSOUNDS.TP2~ #0 #2 // Restored BG1 Combat Sounds
~TXTMUSIC/TXTMUSIC.TP2~ #0 #0 // Restored Textscreen Music for BG1TuTu, EasyTutu, and BGT-WeiDU: 8 (10 Jan 12)
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod
~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #5 // EasyTutu Spawn Randomizer -> Base Spawn Chance: 80%
~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #14 // Respawn Interval Selection -> Respawn Interval: 7 game days

Notes (During Installation):
Walking speeds: The inconsistencies between various readme files on whether or not it actually works is a bit annoying. Tutufix changelog mentoins that it has been fixed since V14, although I remember seeing a warning that it does not up to version 17.
Hard Times uses Weidu 190, even though newer versions of Weidu were out when it was released - I am curious as to why?
The Txtscreen music mod should be mentoined on the Easytutu page IMO - It does not break anything and is a very small but very neat addition to the tutu experience.
BG2 Tweaks: The "Prevent Hear'Dalis component from starting" does not detect Tutu. The Walking Speeds <BETA> Component does not detect the tutufix component already being installed.

So first stop: Get a character, and get slow and haste. My character will be a elven female sorceror (because I never play as an elf, or a sorceror, and haven't played BG as a female for some reason, even though I have many unfinished male playtroughs ( :( ) ). And find boots of speed somewhere.