Please note that new user registrations disabled at this time.

PS:T Mods - New release!

This forum is to be used for all discussions pertaining to Black Isle Studios' Planescape: Torment.
Post Reply
User avatar
Qwinn
Posts: 284
Joined: Sun May 30, 2004 9:45 am
Contact:

PS:T Mods - New release!

Post by Qwinn »

Just thought I'd let you all know that I've updated all my PS:T mods :) Just released are Version 2.00 of the Fixpack, Version 2.00 of Unfinished Business and Version 3.00 of the Tweak Pack.

The Fixpack has 36 new fixes, some of which restore lost dialogue and other good stuff. All 3 mods are also now translated into spanish, italian and german.

Here's the link to the official SHS announcement which itself has links to anything you might want to know about my mods, though it should be noted that it is wrong about "italian coming soon", the italian translation is already complete and available.

PS:T Fixpack & PS:T UB hit v2.0, PS:T Tweaks hits v3.0 - Spellhold Studios

Qwinn
User avatar
Vladimir
Posts: 25
Joined: Tue Aug 09, 2005 6:12 am
Location: Oxon Hill, MD
Contact:

Post by Vladimir »

Thanks! Great job injecting new life into this classic.
User avatar
Qwinn
Posts: 284
Joined: Sun May 30, 2004 9:45 am
Contact:

Post by Qwinn »

Thanks! Wait till you see the next versions of the mods :) It really will feel like another game, right from the Mortuary :)

Some hints, for those who haven't been keeping up in my forums with everything in development:

1. Restored Sounds and Banters component in Unfinished Business gets massive upgrade. 15 restored fully voiced banters, and no less than 27 voiced flirts with female zombies by Morte, any one of which has a chance of popping up after you've chatted with a female zombie (as I said, right from the beginning of the game :)

2. Locks fixed: Most locks in the unmodded game are trivially easy - even a strength 9 mage can successfully bash 80% of the locks in the game. This is even true in several cases where it's glaringly obvious that a door should not be easily picklocked without a key. And of the few locks that weren't totally trivial, Annah could open pretty much all of them without ever investing a single point in Open Locks. It was clearly broken - probably they were set to trivial values for testing and never put back. I went through all of the locked containers and doors in the game and assigned a proper lock difficulty. This means that low strength characters -will-, in fact, need the prybar to open some containers in the mortuary, as is hinted at repeatedly throughout the mortuary. Because, yes, the prybar will now give you a +10% bonus when bashing locks, as the text description of the prybar implies :)

3. Several engine fixes: Rat Charm usability restrictions will work properly, getting healing via dialogue will no longer be bugged, getting a stat boost in a dialogue will no longer deactivate stat boosts from items until the dialogue is over, and others.

4. In particular - MORALE FIXED. Previously, every NPC's morale would reset to 10 after a few in game hours. This will no longer happen. It opens up some dialogue lines, but most importantly, it will be possible to get -and keep- the alternate versions of Dak'kon's Zerth Blade that depend on his morale.

5. Restored Mebbeth component added to UB - restores two full conversation paths in Mebbeth's dialogue that couldn't appear in game.

That the highlights for now - I'm going through a full test run, beginning to end, to make sure this all works, and I have no doubt I'll be finding more stuff to fix (in the fixpack) and restore (in UB) as I go along.

Qwinn
User avatar
Nightmare
Posts: 3141
Joined: Fri Mar 30, 2001 11:00 pm
Location: Canada
Contact:

Post by Nightmare »

Excellent work Qwinn, I'm looking forward to trying these out my next playthrough. :)
If nothing we do matters, then all that matters is what we do.
Post Reply