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BG1 Completed Mods => Tutu Mods and Modding => Topic started by: aigleborgne on November 07, 2005, 10:34:03 AM

Title: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 07, 2005, 10:34:03 AM
Baldur's Gate Tutu : Improved Creatures
=======================================

Reason of this mod
I have played baldur's gate so many times that I know nearly everything about it.
Although I like it a lot, I find it so easy that after a while, only some encounters remain quite difficult (depending of my party of course)

I really like to play with the same character the all baldur's gate trilogy.
Baldur's gate 2 & TOB are fully loaded of mods. One of them I like a lot is Tactics (except Illych module...)
Most of the changes are logical to me, and many inconstancies are corrected.

I wanted to make a try : improve a creature in BG1 tutu. I chose Kahrk, my favorite monster that my PC duel (always an easy victory if my mage have a minor globe of invulnerabilty).
Well, I looked into _kahrk.cre and was surprised to see he is level 12! I spent about 3 days to work on his cre and mostly his script. (giving him a lvl 12 proper equipment, spellbook, and a good script).
I was very pleased with my new Kahrk, now far more powerful than Sarevok himself (As should be a lvl 12 ogre mage (read fighter mage)).

Looking into several random creatures show me that most of them were given a little if no love.

So, I have started this project, looking all cre files, and all fighting scripts.

List of changes
- hit point, giving the maximum according to level
- experience, when it doesn't fit actual challenge.
- AC, thac0, saving throws, resistances, to match normal value according to level, class, ...
- spellbook, a far better selection of spells, and matching the memorized spell table (it was the worst problem of mages)
- equipment, choosing from bg1 and 2, trying to match equipment with level. all new magical items are undropable.
- minor fixes like alignement, gender, class...

Enemies will now make better use of their equipment: drinking potions, using wands.
It will affect what you will get, but it's better and more appropriate.

I have created general new scritpts:
- Mages
- Fighter/Mage
- Fighter/Cleric & Cleric
- Thief
- Fighter (just for using inventory potions)

My scripts are highly inspirated of tactics one, and some other mods. I will give credits to those peoples, don't worry ;)
I constantly improve them as I find new things to add, or improve AI (but they will never attain the level of the best existing scripts).
You can expect:
- attack & cast
- preparation spells for mages
- intelligent targetting system : a mage will not confuse an already confused or helf target! resistances & immunity check...
- priests will now buff the group or heal themselves under sanctuary.
- mages will avoid area of effects spells, because they tend to hurt their group or themselves. no more lightning bolt, fireball, cloudkill...

They will be some new features (people that you shouldn't attack):
- Albert, for example. If you attack him, he will turn into his true form (Cornugon) and attack the party.
Although he is far weakier than the last demon in TOSC, he is still a challenge).

I plan to script more like shalandar, .... maybe elminster if it's possible :)

Release date

Soon. in 2 weeks at most. But it won't be in weidu format, because I need to learn how to make a weidu package.

I am opened to all suggestions or help.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: icelus on November 07, 2005, 10:50:54 AM
But it won't be in weidu format

:'(
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 07, 2005, 11:44:22 AM
All this is extremely interesting but let me give you a couple of advices:

1: I'd avoid the maximum HP change for all the creatures in the game. Just make sure they have correct HP values. It would not be fair to give them all the maximum and what I think its always best is to improve the AI and not make enemies stronger by raising their levels, HPs or giving them better weapons.

2: Let someone collaborate with you so that your Mod will be packaged with WeiDu...Believe me, if you release it as Non-WeiDu there won't be many who will even try it as nowadays WeiDu is a modding standard for IE mods...

Keep it up!  ;)
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 07, 2005, 12:20:10 PM
Quote
1: I'd avoid the maximum HP change for all the creatures in the game. Just make sure they have correct HP values. It would not be fair to give them all the maximum and what I think its always best is to improve the AI and not make enemies stronger by raising their levels, HPs or giving them better weapons.

I don't touch the level.
I give better equipment because a level 7+ wearing a non magical weapon seem quite weird. About HP, I give maximum because I get maximum too.
I don't like the D&D rules. I used to play legitimate dice at level up and ended to have a lvl 7 figher with 40 hp (not counting con bonus). Now, try fighting in durlag's tower or werewolves island with so low hp...
I have maximum, enemies and npc too, everything is balanced. Sure, if someone plays without maximum hp / level, he will be weaker.

Quote
2: Let someone collaborate with you so that your Mod will be packaged with WeiDu...Believe me, if you release it as Non-WeiDu there won't be many who will even try it as nowadays WeiDu is a modding standard for IE mods...
If someone is volontary...  ;D
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Echon on November 07, 2005, 02:53:36 PM
1: I'd avoid the maximum HP change for all the creatures in the game. Just make sure they have correct HP values. It would not be fair to give them all the maximum and what I think its always best is to improve the AI and not make enemies stronger by raising their levels, HPs or giving them better weapons.

Nobody is really going to notice the difference since just about all creatures in the game are very close to having maximum hit points.

-Echon
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 09, 2005, 07:43:34 AM
I will probably need more time to finish everything because I am seriously working on scripts and it takes far more time I have originally planed.

However, my new scripts are vastly superior to my first ones.

I have also tried to avoid most cheat on mages scripts.
Now they get reallyforcespell on:
- spells with very long duration like stoneskin, armor, melf meteor...
- 2 spells with a minor sequencer for lvl 7+ mages

So they can be weaker than original ones (bioware often use special item to simulate prep. spells, but I removed them)
But they will cast more wisely, use potions and wands, and have a quite good targetting system (this one give me headache, because everytime I found a way to improve it, I must modify all scripts!. and I could write a specific targetting system for every spells, but it's too tedious)

I have correct some wrong creatures.
Amarante the archidruid : lvl 10
An archidruid is lvl 13. So I corrected this guy.
Don't think he is too strong.. You can still kill him quite fast. But if you let him cast some fire elemental, mountain bears, dryads, and many disabling spells (miscast, insects plague...), you deserve to die ;)

Druids has no protection against spells till high level. So it's easy to interrupt them with spells, same for clerics.
I could have set forcespells, but it's kinda cheating...

By now, they don't cheat.

I have also made a new script for dryads, based on tactics one (because it considers than dryads are always in party)
I give them a new spell : cure critical wounds, because mass cure does nothing outside a party.
Just don't use it if you play a druid. only enemy dryad will use this new spell

Many "unkillable" creature have been made killable:
shandalar for example, he is now ready to fight as a level 29 mage. but eh, don't expect to kill him, even with cheese.
although he has only 69 hp, he can defeat most parties under 4 rounds :)
and I plan to make an escape spell if he get badly hurt (any good high level mage would escape)

so why doing this? just for fun!
giving him 250 hp, -20 ac, 100% resistance is kinda stupid
I prefer to make things like they should be.

More later, I have to go to work  8)
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Galactygon on November 09, 2005, 09:52:29 AM
The problem in BG1 isn't necessarily the "lack of hit points, etc." of all the creatures, but the resourcefulness of the creatures, and the amount of experience you may recieve throughout the game. This problem is more evident in BGII and ToB.

-Galactygon
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 10, 2005, 06:51:00 PM
Some news about my advancement:

- 30 creatures done
- 4 scripts nearly perfect (cleric druid mage and fighter mage)

I'm working hard on scripts and I expect people will enjoy this new AI.
new features/behavior:
- creatures now sleep like everybody. they get back all spells and hit points. hit point was needed to prevent cheesy tactics (I have used it in my games to kill some doom guard early on : spells run sleep spells run sleep... then 4000 xp easily won)
- mages & priests will cast their long prep spells at creation and after each sleep.
- mages always have a sequencer and a contigency if applicable (level 7 & level 12).
- mages will use melf meteor between casting, trying to interrupt casters
- priests have an intelligent disabling system, trying to silence, miscast, or confuse every casters. while dominating a fighter
- mages are mostly focused on damage, but will have some disabling spells like chaos horror...
- creatures will now use potions and wands

I could continue to work on scripts and improve them indefinitly, since I always find something to do (especially about the targetting priority, could be better)
now I will focus on creature. I think a first version will be ready in one week.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Andyr on November 10, 2005, 08:01:12 PM
Did you decide to learn WeiDU for it?
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 11, 2005, 04:56:01 AM
I have made a Weidu package this morning.
I will soon give a download link.

There is something I can't do in Weidu install:
My creatures have the walking speed modifier, I would like to make an option to remove or install it, but I don't know how to.
I have looked into tutufix tp2 and find the block related to walking speed, but I am not confident to include that myself ;)

Actually, this is only a problem for people who don't install walking speed component.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Andyr on November 11, 2005, 09:32:20 AM
You could remove the 'walking speed adjustment' effect from your creatures. I'd advise this as the best course of action, since a lot of people (including me ;)) don't use the walking speed component. Better to do that than assume the default is the slower speeds.

That way, if someone does want it, all they have to do is install Walking Speeds after your mod.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 13, 2005, 09:53:33 AM
Hello,

I post an alpha release, you can download it there:
http://darkstorn.free.fr/Improved_Creatures.rar

It's just a test version with only few creatures done (just look cre folder to see which ones, there are 58)

I have improved scripts again, but I have trouble with thief one.
I don't know how to position a creature behind another.
I will work on that after all creatures are done.

If you have any ideas on how to improve scripts, tell me because it is my main concern :)
I'm constantly updating them, but i'm opened to any ideas.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Ghreyfain on November 13, 2005, 12:50:49 PM
There's no way to position someone behind another creature.  If you're making PC scripts, this sucks, but if you're making bad guy scripts, it doesn't matter.  They will backstab from the front, if invisible or hidden in shadows.  BioWare did that because they realised they couldn't get a bad guy to stand behind someone else.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Loriel on November 13, 2005, 10:19:38 PM
What about the Formation() action?  IESDP gives an example of how to position a creature behind another object.  Couldn't that work for backstabbing?
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 13, 2005, 10:44:42 PM
Congratulation for your initial alpha release but I don't think it's been packaged correctly since it comes with no Setup.exe file but with Near Infinity instead!  ;)
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 14, 2005, 02:22:04 AM
Sorry for the wrong package, I've just upload a new version with install :)

About backstabbing, it doesn't always work when enemy attack in front of.
Just try with Alatos, Bayard, or Bently (in my mod)

They are invisible, they hit something, I can see "quadruple damage", but sometimes he hits for 11 damage.
11 / 4 = 3, seems quite low
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 14, 2005, 10:48:01 AM
The link above you provided now is broken and I can't download your alpha mod.  :P
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 14, 2005, 12:17:52 PM
Hello,

Update Link:
http://darkstorn.free.fr/Improved_Creatures.rar

I have some questions today:
When an enemy dominate someone, he will attack with whatever weapons he have.
When an enemy charm someone (charm person in my test), he does nothing but standing waiting for eternity

What script does a charm/dominate person use ?

If there is a script, is it possible that a dominate mage cast some spells?

I'm still trying to improve things, but I'm going into harder parts.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Echon on November 14, 2005, 01:15:22 PM
They still use the same scripts, only their EA has changed.

-Echon
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 14, 2005, 01:41:45 PM
So If you set no script on your party, they will do nothing ?
Currently, tihs proves to be wrong.

In my test:
AI turn ON, Kagain : No script
Enemy Cleric cast domination : kagain start attacking my party
Enemy Wizard cast dire charm : kagain start attacking my party
Enemy Druid cast charm person : kagain do nothing during the charm duration

AI turn ON, Kagain : Agressive script
Enemy Cleric cast domination : kagain start attacking my party
Enemy Wizard cast dire charm : kagain start attacking my party
Enemy Druid cast charm person : kagain do nothing during the charm duration

So, I didn't see any differences... I will search info on these things


They still use the same scripts, only their EA has changed.

-Echon
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Rabain on November 14, 2005, 04:25:02 PM
EA is EnemyAlly which is a setting in the Cre file.

Though I believe the description of Charm states that the Charmed person cannot be coerced/ordered to perform actions outside of their nature.  I.E you cannot make a Charmed person attack someone.  I assume Charm is just like distracting someone rather than outright control like Dire Charm so the behaviour of Kagain in your example is correct.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 14, 2005, 04:39:04 PM
You are right about charm, thanks a lot.
Although it's already a good thing to charm someone, because he will be useless for 6 rounds
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 14, 2005, 11:34:43 PM
aigleborgne,

may I suggest you to consider implement shouts like Echon's excellent FotD Mod already does ? There are many many AI improvements in that Mod that we TuTu players can't really enjoy due to its incompatibility, but perhaps Echon would not mind helping you making your Mod even more interesting and complete!

I do wish you good luck with it!  ;)
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 15, 2005, 04:26:44 AM
I have looked into the shouts and this seems interesting.
I know I need that to implement team work.

Currently, I'm working on experience.
Actual experience system is broken. I want to make a basic tab like this one:

Level   F/M   F/C   M/T   Mage   Cleric   Fighter   Druid   Thief
1   100   80   70   50   37,5   100   100   50
2   200   160   140   100   75   150   150   75
3   500   400   350   200   150   200   200   100
4   1000   800   700   500   375   350   350   175
5   2000   1600   1400   600   450   500   500   250
6   3000   2400   2100   1000   750   700   700   350
7   5000   4000   3500   2500   1875   1000   1000   500
8   7000   5600   4900   5000   3750   1500   1500   750
9   9000   7200   6300   6000   4500   3000   3000   1500
10   11000   8800   7700   7000   5250   3500   3500   1750
11   13000   10400   9100   8000   6000   4000   4000   2000
12   15000   12000   10500   9000   6750   4500   4500   2250
13   17000   13600   11900   10000   7500   5000   5000   2500
14   19000   15200   13300   11000   8250   5500   5500   2750
15   21000   16800   14700   12000   9000   6000   6000   3000
16   23000   18400   16100   13000   9750   6500   6500   3250
17   25000   20000   17500   14000   10500   7000   7000   3500
18   27000   21600   18900   15000   11250   7500   7500   3750
19   29000   23200   20300   16000   12000   8000   8000   4000
20   31000   24800   21700   17000   12750   8500   8500   4250

Then, I can adjust experience with factors like equipment, toughness of the enemy, ...

Take Angelo and Sarevok for example:
Angelo, 9th fighter dual to mage 12th. 10000xp
Sarevok, 15th fighter. 15000xp

In BG, Sarevok was maybe stronger than Angelo, because of spells limitations.
Now, with good scripts and BG2 spells, Angelo is far more powerful than Sarevok.
Angelo doesn't worth 15000xp as he is not a multi 12/12, but say 13000.

Drizzt should worth more than sarevok, due to his magic resistance, although he is weaker than sarevok in melee combat (I try a duel between the 2), mainly because Sarevok have more hp (92 vs 150).
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Sorrow on November 15, 2005, 05:57:53 AM
I like this idea :) .
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 15, 2005, 08:20:38 AM
Interesting idea,aigleborgne. Everything that aims to fix bugs, inconsistencies and improve TuTu's ingame AI is what I welcome most in the modding community so you have my full blessing! ;)  I have this feeling this mod of yours would be a permanent install on my TuTu machine!  :pirate Keep it up!
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 15, 2005, 01:59:09 PM
What's new?

I have used my experience table.
For most creatures, it's nearly same exp as before, sometimes less, sometimes more.
For most high level creatures, you will gain far more experience.
But don't get wrong, you will merit that extra experience and need it to fight high level creatures.

I have made some personal modifcations on mage single class:
- some were given a kit
- some were given one more level to better fit their role (andris, queen, cynthandria...)
Note that I have used school opposition for mage kit (according to BG1 manual, P&P is too restrictive)

There are 2 people I haven't fully scripted:
Cadderly, a level 20 cleric.
The first cultist you meet after defeating the demon knight. He is a level 15/15 fighter-mage.
They both talk and leave. So you shouldn't have time to fight them (and I have tried many times)
Maybe I will fully implement them when all other work will be done.

Tremble, because there are some level 15 cultist mages that were intially programmed as low level mage.
This could be a problem if we have to fight more than one at a time. I will check scripts.

Because my scripts don't cheat, you can sometimes kill them before they cast their protection for magic weapons. (1 second cast, but can be interrupted)
I must admit I have problem with that spell, either It fires when not necessary, either the mage get interrupted (I have tried many things, none work). If someone have a good script check for spell "protection from magical weapons", it would be great :)

About creatures, I  am late and still need few weeks to finish. I am on letter D (it takes a long time to check everything). But now that scripts are on a final stage, things are far quicker.

Concerning the tanari:
Don't you think his death gaze is overpowered? Definitly loose a party member is a hard thing (and a good party is needed, especially is this mod, no more solo :)
What about making another 2nd effect  : paralyze + ???
Because without 2 or 3 archers with arrows of dispelling, or using the best potions all party member, it's almost impossible to win without loosing one or two persons.

A last question:
The cultists in tanari room have no scripts. what about giving them script. they are level 8 fighters, it could make the battle very very hard

what do you think about all that ?  :D
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 15, 2005, 02:25:30 PM
Great! Just keep it up!  ;)
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Andyr on November 15, 2005, 06:57:40 PM
I think the cultists with the Tanar'ri are meant to be concentrating on the ritual to keep the fiend alive if killed. And it's tough enough without adding 8 or so more Fighters. ;)

Maybe as an optional component, if you WeiDU it?
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 15, 2005, 11:24:40 PM
I agree with Andyr and wouldn't even bother to make them harder as optional... ;)
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 17, 2005, 02:16:22 PM
Project status: slowed

I have worked so hard on this project that I am quite tired these days (I was working about 8hours a day)

Letter A to C are done. So only 3 over 26...

During my tests, I have concluded that some creatures were too strong.
For example, you will encounter a level 15 cultist fighter/mage, with some archers fighter assassins lvl 8.
In BG, the F/M was script so badly nobody care about him, maybe for balance issues.
Now he is a real killer!

I decided to give party the same chance as NPC mage : now, Sorcerous Sundries sell BG2 spells level 3-5 (melf meteor, stonekin, ...)
He have a limited stock of 4-5 to prevent abuse of scrolls during fights.

I have to say it again : if you keep bg1 experience cap, you have practically no chance to beat the game.
My party is usually lvl 8-11 end game (11 for mage)

Purpose of this is to bring a challenge to experienced players.

Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 17, 2005, 03:49:21 PM
I will challenge your scripts keeping the experience cap!  ;) Just try and find new enthusiasm for your project is absolutely interesting! I would also beg you to keep the modified creatures legale as I has always hated cheating (both from the computer's and the player's side)...  ;)
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 17, 2005, 04:59:28 PM
I will challenge your scripts keeping the experience cap!  ;) Just try and find new enthusiasm for your project is absolutely interesting! I would also beg you to keep the modified creatures legale as I has always hated cheating (both from the computer's and the player's side)...  ;)

As I said, this is my top priority.
No cheats, at all.

Just some "cheats":
- mages use protections spells (protection for fire, cold, ...) automatically, depending of their level. because they have very long duration (x hours)
- same things for armor spell
- they get their contigency & sequencer back after one sleep (if applicable) instead of 2 sleeps (because they should need to rememorize cont. and seq spell)
- they get fully heal after one sleep

These are not overpowered things, considering my mages would cast those spells before going anywhere too.
About the sleep, it prevents some cheesy tactics. (like attacking a powerful enemy, heavily damage him but lost half party and need to flee out of battle. go to a temple, rez, heal, sleep, then go back to fight : easy victory because enemy is still damaged from last battle)

Mages get no forcespell except contigency & sequencer.
Fighter get right proef, thac0, armor, ...

Everything follow the rules.

And no, you can't win with xp cap except by using cheesy tactics (like mass summoning...)

You should understand that with good scripts, enemies can be more than twice as powerful as before.
Remember that the game was balanced with bg xp cap.

Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 17, 2005, 11:48:45 PM
Well, the game can become much more difficult with good script and I am happy about it but I won't remove the experience cap anyway  ;) and will try and challenge the improved creatures by being smarter. And anwyay I usually reach - if I remember well - the XP cap at 3/4 ahead in the game. Even if I did intend to remove the XP cap, I would still play most of the game at "legal" experience levels thus meaning I am facing your improved creatures without being of any level higher than normal gaming for a big part of the game.

I am very happy to see that you keep your creatures legal!  ;) But as Echon had mentioned in another thread, BG developers has often cheated with their creatures by making them more powerful than they should really be.

If you like, I can send you a file where I modified Nimbul which had wrong AC, wrong Thac0, wrong spells, wrong saving throws. I didn't make him weaker because now he has 4/3/2/1 spells while before he had 6/2 (only first and second level spells) but I did correct his real Thac0 and AC and gave him legal missile weapons (he is a Mage Thief and used throwing axes which is not possible, now he uses Darts+1).

If you like, I can send it to you and you will tell me if you like my modifications. After all, you didn't reach letter "N" yet...  ;)

Keep it up!

P.S. By the way, I don't like much a big part of the content of Tactics just because there are often two main faults: (1) enemies are on steroids and cheat as hell and (2) many encounters are totally frustrating. I like when creatures act more intelligently not when they are overpowered. So...Tactics "betrays" often the meaning of its own name...  8)

 
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Ghreyfain on November 18, 2005, 02:17:29 AM
I thoguht Nimbul was supposed to be a bard?
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 18, 2005, 02:37:41 AM
Nimbul is not a Bard but a Thief/Mage 7/7 (since he is human he must be a dual class) and his stats were all screwed up. If I had better knowledge of NI I'd use it to correct all those creatures that are not legal and, according to Echon, they are really many.

Creatures that don't cheat but still provide a challenge (and stronger even) using smarter scripts would be a real boost for the quality of the game. We will see if aigleborgne can succeed with this!  ;)
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 18, 2005, 02:44:00 AM
First, about tactics, some components are overpowered but it's the only mod that does improve AI, doesn't it?
without tactics, I can finish BG2 while sleeping otherwise ;)

The main cheat of tactics is that mages use a lot of prep spells, more than they should. It makes them nearly invicible until you cast come breach, and even, they still  have their contigencies & sequencer!

About Nimbul, I know what you are talking about :)
Most humanoids should have a base AC of 10.
Thac0 is often wrong
Saving throws are often too low (or too high sometimes)
Mage usually have far more low level spells and no (or too few) high level ones.
Proeficiencies are often wrong (most lvl 6-8 fighter tend to have 5 stars in something)

Some enemy have special resistances, like this mage/thief near xvart's village, having 100% magic resistances.
In thoses cases, I left them.
But many others had resistances that I removed (like Andris, 90% fire resist., anyway, he doesn't need it)

You can send your file at my mail : aigleborgne@yahoo.fr

Actually, I am wondering about creatures behaviour:
when a creature attack, should it go first for helpless players (held, confused, stunned, panic,..) or other ones?
it's easier to attack a helpless player (since he is usually easier to hit in some case: blind, sleep, held) but in other case it's a mistake

Suppose you have a mage and a fighter in your party
you encounter a fighter/mage that will manage to hold your mage
now, he tries to kill the mage first, but by that time, fighter could either kill him, either consum all his defense (stoneskin for example)
on another point, if the fighter have a really low AC, he could waste his time trying to hit him with weapon
on a last point, the player mage could have stonekin/mirror/... and be very hard to hit also

If some have suggestions about priorities in targetting people to fight (for spells, i'm happy with my system even if it could be improved)

we can't make operation like thac0 of attacker - AC of defender ...
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Echon on November 18, 2005, 03:12:43 AM
Some enemy have special resistances, like this mage/thief near xvart's village, having 100% magic resistances.
In thoses cases, I left them.

Why?

-Echon
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 18, 2005, 04:28:23 AM
My opinion is that we might even let Intelligence play a role in this. More intelligent characters might understand that the best tactic in a fight is always to incapacitate the enemy and cut first the most potential danger. It's pretty obvious that casting opponents are usually less strong in melee defence therefor they should be the first to be attacked and that they can become extremely dangerous if they have time to cast their magic... :P
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 18, 2005, 05:21:54 AM
Some enemy have special resistances, like this mage/thief near xvart's village, having 100% magic resistances.
In thoses cases, I left them.

Why?

-Echon

Well, I think Bioware gave them some magical resistance for a reason, didn't they?
But I can remove everything non-legal, maybe I will

About AI depending on Intelligence.
Well, no. It would imply many different scripts and complications.

My improve scripts are set to NPC only, not monsters (or at least, low int. one)

For example, most monsters (gibb, gobelins, animals, ...) get their old scripts.
Most powerful one (doom guard, squel warrior, ...) get new scripts. But this can be changed if you think it should only based on int.

All humans/elves/dwarfs/... get new scripts, even low int. ones. Because I think even a stupid fighter know that he should attack a mage before a fighter...


Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: NiGHTMARE on November 18, 2005, 07:34:44 AM
I'd say good battle tactics would be more reliant on wisdom than intelligence - judgement, common sense and intuition would be more important than memory and reasoning (though obviously these would still be neccessary).
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Echon on November 18, 2005, 08:11:52 AM
Well, I think Bioware gave them some magical resistance for a reason, didn't they?

Maybe, but there is no apparent reason why. I do not think it is fair that NPCs similar to the PCs revieve abilities that the PCs cannot get.

Quote
All humans/elves/dwarfs/... get new scripts, even low int. ones. Because I think even a stupid fighter know that he should attack a mage before a fighter...

Do not overdo this. A mage is not necessarily more dangerous than a fighter. Levels, ability scores and equipment should also be considered.

-Echon
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 18, 2005, 08:41:08 AM
Quote
Do not overdo this. A mage is not necessarily more dangerous than a fighter. Levels, ability scores and equipment should also be considered.

-Echon

Yes you are right but you know how limitated are scripts.
Checking equipment and level would be REALLY tedious.

Basically, a mage is usually more dangerous than a fighter and easily killed.
That's not true in BG1, where fighters are usually stronger than mages.
But still, mages die quickly.

Well, I need to look at this. Anyway, I can't make all these checks you suggest.
If someone want to do it for me, he is welcome ;)
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 18, 2005, 08:51:06 AM
I agree with aigleborgne here. A mage to be effective needs to have some muscles in front to fight for him. If given enough time, he can be devastating but we all know that usually mages die faster, especially at lower levels and this is the case for Baldur's Gate. This is why they usually stay in the back...Mages should therefor be the first targets of attacking enemies. This is my two cents... ;)
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: underdog on November 18, 2005, 09:20:10 AM
in order to determing how dangerous a mage you would also have to know what level he is, when you meet a party you don't automatically know the mage is a L1-2 or L9-10, so you can't always determine how dangerous he really is.

If I get a disabling spell off, like hold I leave that one alone, he's not a threat anymore, and go after the ones that aren't held, they are the danger now, once yo finish off the non-held ones you can go pick that one off at you lesiure.
even if the hold wears off there's still ( or should be) fewer opponents to deal with so they sohould stat going down faster.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 19, 2005, 02:50:12 AM
I tried to fix the Nimbul.cre (using NI) and I've sent it to Aigleborgne to get a brain. Since it's the first time I do such a thing and I can't at the moment verify it myself, I'd be grateful if somebody might test it and tell me if the changes are effective (theoretically they should). Here is what has been changed:

* Completely legal character on the base of AD&D 2nd Ed. rules
  -Thac0 corrected
  -AC corrected
  -Saving Throws corrected
  -Rogue abilities corrected
  -Given correct Lore Bonus
  -Weapon proficiences corrected
  -Changed race to Half-Elf (because he is a multiclass M/T)

* Added some undroppable and unstealable items for balancing purpouses and consistency:
  -Potion of Power
  -Elixir of Health
  -Bracers AC7
  -Darts+1 replaces the wrong Throwing Axes

* Corrected memorizable spells and added new ones
  *Web
  *Monster Summoning I
  *Improved Invisibility

If this is successfull we'd just have only 486 more to go... ;D
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Sorrow on November 19, 2005, 09:42:19 AM
* Added some undroppable and unstealable items for balancing purpouses and consistency:
  -Potion of Power
  -Elixir of Health
  -Bracers AC7
  -Darts+1 replaces the wrong Throwing Axes

I don't like undroppable items.
I think that it would more fair towards players if they could collect equipment that is used against them.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: jester on November 19, 2005, 11:35:39 AM
Yes, increase their levels and their AI, but anything wielded by your foe should be in the loot afterwards. Anything else is just lame.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 19, 2005, 01:59:53 PM
Yes, increase their levels and their AI, but anything wielded by your foe should be in the loot afterwards. Anything else is just lame.

Ok, I will work on that point.

This week-end, I'm working again on mage script.
I'm making a whole new script (based on my old one).

What's new:
- baf script with comments, so I can share it with community (if somes want to improve it)   (done)
- prep spells will be based on memorized spells. I make this so mages won't cheat at all (done)
- many tweaks to make things clearer, faster, and just better scripting (done)
- targetting system will be completely rework. I will do a very good thing : for each spell, mage will look the 6 nearest enemies and cast his spells at the best target
Previously, it was for group of spells, but it was bad.
- shouts

Example:
Priority target : mage, others (that are not affected by disabling spells : chaos, stun, hold, ...)
mage will disable 3 people.

2 char left:
- sorcerer with 40hp
- fighter with 18hp (he had more, but have been injured during the fight)

script will now determine that this sorcerer is the guy to attack and will cast spells on him.
but suppose he has a power sleep spell, it could be cast on fighter but it will never happen unless the sorcerer is dead, disable, or away.
If I write a targetting system for each spells, mages will react perfectly but... it need more work, and can possibly slow down computers.

When my new scripts will be done, I will post a new version of my mod.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 19, 2005, 02:18:20 PM
I have a reason why I make extra new items undroppable and unstealable: game balance.

I make it legal but I don't want it to be a joke that's why I need to give him Bracers AC+7 to compensate his new legal AC of 10 otherwise he would be too easily vulnerable. But at the same time the party are NOT supposed to get such items THEN in the game. It would be more realistic to have it drop the items that he uses against the party, I concurr but game balance comes absolutely first. This is why my creatures won't drop any extra added item and I hope aigleborgne agrees with me...

I also agree with Jester suggesting to increase the AI but I don't agree about increasing their level as often the levels are high enough to be potentially devastating. It's just that the creatures are not often so smart and mostly can't use the power fully.

Such items are not supposed to fall in the hands of the player at that time. But the improved creature needs to have often better equipment to be rebalansed compared to the cheating one.



If somebody wants to try my version of Nimbul can leave me a PM...

Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: jester on November 19, 2005, 03:23:47 PM
Everytime I fight somebody who does this and that and I find out afterwards that he is carrying some munchkin item I get upset. Next time we meet I Ctrl+Y him as I have proved that it is possible to beat him and I don't want lame design decisions halting my gameplay. Sometimes I try, if my solo thief could go on and take on the gnome in the docks or some other munchkin event, but mostly I get bored quite easily.

I don't mind: Increased stats (not above 20 if possible) since I am also not going for the all 9s character.
Stuff that is depleted arrows, potions, scrolls. I carry them why shouldn't they? Only if he initally carries 20 acid bows and I manage to kill him fast I want those 15 spare arrows for my trouble.

Now the argument against that is reload knowledge which gives me an advantage anyhow as somehow I just knew which spells to cast before opening that inconspicuous door near that other place I just looted.

The counterargument is clever positioning. Make more spawns random. Trigger Nimbul when you are wounded, perhaps right after you exit the mines, or sometimes else when you are wounded. He has been following you for a while. An hired gun 'sneaking' up on you in brad daylight in a bordertown chuck full of soldiers?? This punk is really feeling lucky.
 The spiders in the sewers should actually march around, they are looking for food after all. Just like IRL you could get lucky. Your opponent stumbles, your enemies are spread out to much to inflict enough damage or something like this. It makes reruns exciting. Firing up a character editor and making suchandsuch legit bores me to tears, if it does not improve my fun.

 Point in case, Greywulf. He carries a very good sword which you could get quite early. The watch word is could as he slaughters my noobs on a regular basis. The whimpy method is that he somehow chases the char which did the last damage to him alllowing Imoen to run in circles as Minsc pelts him with arrows. No good sword is going to make up for a stupid tactic. It might be tricky to come up with a good script, but giving him extra undroppable armour is something I detest. Up his script and his dex and he would be lethal everytime. Well I'll still find a way, but hey, I never loved Montaron anyway and neither did Xzar. :)

I respect the equipment idea, but apart from the unlikely chance that a hobbit gets the ring of power, I say if you can beat that dragon you earned yourself the loot fair and square.

@potentially devastating: That is the tricky part of game balancing and I applaud all efforts to improve it, but I insist that undroppable items always indicate a weak game design of some form. That said there is no reason that some items were damaged during the fight and you either have to costly fix them (delays use for the items quite effectively while still giving the reward you can hold onto) or sell them as scrap.

As Nimbul is a bard (or at least someone claimed somewhere), he can use scrolls for example. Why throw axes or anything, if you can use a spell. Protective magic when he is wounded potions etc. With those you can always go down the path of the guarded compound and have nothing, but empty bottles in the inventory (witha mean description of what you did not get) afterwards.

Since I am at it I think that it is lame that a mage who carries scrolls would not use them , if he runs out of memorised spells. I know they are supposed to be for building up your spell book, but it is just no good story telling to get stuff off people who had plenty of time to use them
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: NiGHTMARE on November 19, 2005, 04:11:02 PM
Why not have Nimbul cast Armor, Shield, Blur, Mirror Image, Ghost Armor, etc?
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 19, 2005, 04:43:16 PM
jester,

I also don't like as principle the idea of undroppable item. But in this case I believe it's the best way to keep the game balanced. The extra items I have given Nimbul are nothing extraordinary but still I believe that I'd rather respect the game design (which of course might be improved but this is not my goal) and I let the party find what the party is supposed to find after a certain fight.

Oh and Nimubul is a Fighter/Thief. Not a Bard.

NiGHTMARE,

Nimbul now comes with a good sortment of spells. He's legal and he's more dangerous than before without using cheesy spells but what is due. In the original .cre file, it's potential is actually inferior since he does not get the spells he should. Of course I didn't let him have Fireball because at that point in the game, such spells are not supposed to be cast against the party. But Improved Invisibility will be a new weapon for him... ;)
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Sorrow on November 19, 2005, 04:47:53 PM
II is 4th level.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: jester on November 19, 2005, 05:04:44 PM
Quote
Oh and Nimubul is a Fighter/Thief. Not a Bard.

NiGHTMARE,

Nimbul now comes with a good sortment of spells.
???
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 19, 2005, 05:34:47 PM
II is 4th level.

Yes, I know. As Level 7 Mage he gets a fourth level spell.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: NiGHTMARE on November 19, 2005, 05:36:04 PM
Quote
Oh and Nimubul is a Fighter/Thief. Not a Bard.

NiGHTMARE,

Nimbul now comes with a good sortment of spells.
???
I think he meant mage/thief.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 19, 2005, 05:37:09 PM
Sorry! I meant to say Mage/Thief of course! NiGHTMARE is right!  ;)

By the way, NiGHTMARE...I have a couple of questions for you and you might be of help  ;)...

Using NI I see that there are three parameters in TotSC (Hide in Shadow, Set Traps and Detect Illusion) that have always zero. Is it because their use comes only with Baldur's Gate 2 ?

And more important, how do the Weapon Proficiencies work in TotSC compared to the AD&D 2nd Ed. Rules ? Only Fighters can set more than one star in the weapons ? All the other classes are limited to one (proficient) and can't go beyond ? If I remember well in AD&D PnP Multiclass Fighter are also limited to proficiency...Can you please shed some light about this ? Thanks!  :pirate
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: NiGHTMARE on November 19, 2005, 06:15:26 PM
Re: the thief skills.  I think so, yes.  I'm pretty sure BG1 lumps Hide In Shadows and Move Silently together, and IIRC the other two were new to BG2.  However, it's been an extremely long time since I've played BG1 other than via Tutu or BGT, so I could be wrong ;).

Re: weapon proficiences.  In pnp, only single-classed fighters can be specialized or better in a weapon.   Paladins, rangers, and multi-classed fighters can achieve expertise in a weapon, which has the attacks per round bonus of specialization but not the THAC0 or damage bonuses.

Proficiency levels in pnp also offer somewhat different advantages than those in the IE games.  You can see what the pnp version of the system offers in this post (http://forums.spellholdstudios.net/index.php?showtopic=16820).
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 20, 2005, 03:54:56 AM
I have a little question:

How can I find the spell file from a spell IDS ?

for example, I want to find which spell is related to DEATHKNIGHT_FIREBALL
I have the impression it's hardcoded in the engine
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Ghreyfain on November 20, 2005, 12:59:45 PM
It's in there.

3701 DEATHKNIGHT_FIREBALL

The 3 means that its prefix is SPCL (CL for Class).  I think.  The 701 means that that's the last three numbers in the file.  SPCL701.

The thing about Tutu is that you can also use SoA and ToB scripting actions, so SpellRES() and its ilk will work in scripts, too.  This is useful if you want to make a custom spell, for instance.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Ghreyfain on November 20, 2005, 01:01:29 PM
Although now that I check, it seems that the _deathk.cre and _deathk1.cre files use SPWI957 for their fireballs.  I found that by checking the .cre file.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 21, 2005, 03:39:21 AM
Small update: despite my little/no knowledge of the instrument I am using (NI), it was enough to scractch some of the surface to see how many, many parameters are completely screwed and how the scripts are often/always completely inadequate (I am hoping in aigleborgne here).

This is particularly true for some NPC that should be tough fights. But some of them are supposed to be never attacked because of their alignment/usefulness in the game so they are way too much of a joke in case of a fight. Others are absurdely equipped with nothing or too little. I am working on the TotSC NPCs at the moment and I have just finished going through the "A" letter. It's a huge work.

Once aigleborgne will be ready with his scripts and modification I will try and check his customizations and perhaps suggest correction of such values that are not legit.

I realize that my modifications are not that useful, although it's still an improvement, if they are not supported by smart scripts that should take advantage mostly of the new spells, this time legally memorized according to the real spell progression table.

Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 21, 2005, 06:17:59 AM
It's in there.

3701 DEATHKNIGHT_FIREBALL

The 3 means that its prefix is SPCL (CL for Class).  I think.  The 701 means that that's the last three numbers in the file.  SPCL701.

The thing about Tutu is that you can also use SoA and ToB scripting actions, so SpellRES() and its ilk will work in scripts, too.  This is useful if you want to make a custom spell, for instance.

Thanks a lot.
Altough there is no SPCL701, but I have found SPIN701 which a 20d6 fireball (as should be for a deathknight)

And yes, you are right about death knight using something different.
But my new death knight is based on BG2 one, new script (to reflect exact DK, according to Monster Manuel 2e)
but I didn't change stats, in MM, stats are somewhat weak. I think bioware has adapted monsters

beside the script, BG1 DK > BG2 DK. He has more hp, more resistances...

I don't want to make easier than before. I need to find something :)


Another question: is there a limit to script size ?
270ko for my mage.bcs. and still not finished.
It doesn't slow down my computer. but I need to test with several mages
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 24, 2005, 01:03:06 PM
Ok, I took some days to rewrite my mage script.
I was so happy to see mages in action, that I went too far... script was looking for level, resistances, saving throws!
Plus, there was some errors here and there, some unfinished features.

Actually, I'm really satisfy with my current script. Altough some features don't always work (shout, wands)
Script only see what player can see with one exception : hit points (just for power words)
player can't see exact hit points but can have a general state.
I could replace numbers by % but It would weakened the mage as % are not accurate
(near death 0-25%, severly injured 25-50%, injured 50%-75%, barely injured 75-99%)

I have added potion detection for:
- scroll of protection from magic (100% protection from magic)
- potion of magic protection (50% magic resistance)
- potion of magic shielding (-20 saving throws  50% magic damage resistance)
- potion of magic blocking (immunity to level 1-5 for 5 rounds)

These are the main things that can totally render a mage useless (if he tries to cast on protected target)
2 solutions:
- either give some memory (he cast one spell, see immunity, remember that when casting next spell)
- potions detection

first solution is very tedious to implement
second solution is easy.

scroll of protection produce a visual sphere. so enemy actually see it (and should know what it is)
other potions have no visual effect.

I know it can be considered as a cheat but the fact is enemy don't use those potions against the party.
So my suggestion is either solution 2 (actualy in my script) either give those (very good) potions to enemy (strong ones, no need to say)

What are you suggestions about these points?
Which solution do you prefer? (first, second, or nothing)
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on November 24, 2005, 02:58:16 PM
Aigleborgne,

while it's extremely good you are creating valid scripts that will take place of the poor original ones, I would suggest you to also keep en eye on game balance because it's "dangerous" to shift the difficulty too close to impossibility.

People would get tired of fighting to death every single challenge they are to face on their path, so portion detection is actually not really fair, according to me.

Much better to give a visual acknowledgment. What in PnP would be called Spellcraft.

Keep it up your wonderful job!  ;)

P.S. Remember there are also Clerics, Druids and the others whom are waiting for your scripting skill!  8)
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on November 28, 2005, 10:08:29 AM
Hello,

New about the mod:
I didn't advance in creatures editing but I have now finished all scripts (some need minor tweaks, but are overall finished)
I have also worked on summon creatures (high level summons), because most of them get bad script, wrong stats. (Although I haven't finished this part yet)

About undead, I was wondering if the game have a turn-undead table (as in D&D book) ?
I know a high level cleric can turn most undead in BG2 but in D&D, some UD can't be turned (warrior skeleton for example).
So I would like to check that.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Prince32 on November 29, 2005, 11:31:18 AM
Hello!
Thank you for your fabulous work. I've wanted a improved creature mod ever since BG Tutu was released, and neither Heart of Fury or BG-Harder Patch seems to convert correctly. I was just wondering, when do you think that the improved Creatures mod will be released?

Any chance om making it before the start of the Christmas Holidays???
I sincerely hope so...

Thanks for you work again!!
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on December 01, 2005, 03:07:59 PM
Hello,

No, it will not be finished before christmas.
However, I will release a 2nd alpha version before christmas.

News:
I am modifying most of the monsters, giving them abilities and powers as in P&P.
It's quite difficult to do, but i am getting good results.

Changes in:
thac0 : as specify in P&P, or according to hitdice/class if lower (because many monsters have a so bad thac0 they would be useless)
AC, saving throws (according to hitdice/class), resistances, attack/round
weapon : I have created many "weapons", so monsters have the same as in P&P
movement speed : this is the tough part. I'm trying to do the best, according to P&P. Although it's not precise, it's quite good. (globally, many monsters will be faster)
hit point : as in P&P. although sometimes I don't pick number. For example : flesh golem is 9hd (40hp). I take normal rule, 9hd = 72hp
special resistances / effect : regeneration, immunities... except some that are diffcult to code like 50% resist iron weapons
experience : I first apply P&P experience, then I adjust if necessary (some monsters worth too much in P&P)
special abilities / spells : hardest part, but fun to implement*

* many creatures have something special:
bears can hug their target, aerial servant can strangle, ...
about spells, it's difficult because many one don't exist in game. I make replacements with existing spells.

to conclude, after doing all that, some monsters can be weaker than before. I test them, and make tweaks if necessary.
The purpose is to make them as close to P&P as possible. But I don't want to make them weaker than before.

because tougher monsters will be faster and gain special abilities, they will provide a greater challenge
but for most of them, don't expect to see a large change. it's usually minor things.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Meddle. on December 01, 2005, 10:11:49 PM
Quote
bears can hug their target, aerial servant can strangle, ...

hugs will bypass/make victims immune to FREE ACTION and the like wont they?
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: aigleborgne on December 02, 2005, 02:06:11 AM
No,  Hug just do xDy damage on 15% basis.
In P&P, they do that with a 18+ roll
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Meddle. on December 02, 2005, 01:19:54 PM
so they dont paralyze or smth. mkay.
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: SKoveras on December 09, 2005, 03:12:11 PM
Hi!
I was just wondering, you mentioned earlier that the mod would't be released before Christmas.
Any ideas on when it will be released?
January? February?

All the best...
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: Salk on December 12, 2005, 11:45:59 PM
Hello all!

The Mod has got itself its own forum at BWL:

http://forums.blackwyrmlair.net/index.php?showforum=91

Please redirect there all your questions, comments, suggestions. The name has changed to Enhanced Creature and a newer version is available for download.

Thanks!

P.S. To answer SKoveras' question: the Mod is already out but it's in Alpha Stage. It works already but it's far from being complete and some things are presently missing and will be implemented later at Beta Stage (which should be around Christmas)
Title: Baldur's Gate Tutu : Improved Creatures
Post by: SKoveras on December 21, 2005, 11:24:24 AM
Will there be a BGT-BP compatibility?
Title: Re: Baldur's Gate Tutu : Improved Creatures
Post by: seanas on December 21, 2005, 12:08:59 PM
Will there be a BGT-BP compatibility?

the mod is a bit redundant for BGT-BP: one of the features of BGT-BP is that it improved the creatures, in particular their scripting. there's more of a case for making it compatible with BGT-weidu, which currently doesn't support improved creatures over and above basic BGII standards; altho even then, once BP-weidu is (finally) complete, there won't be a need for this mod for BGT-BP-weidu.