argent77 Posted September 12, 2016 Share Posted September 12, 2016 This is the content: extractedPartyItems.7zAnd a screenshot of the party after being transferred to Chateau Irenicus: Quote Link to comment
K4thos Posted September 12, 2016 Author Share Posted September 12, 2016 This is the content: extractedPartyItems.7z And a screenshot of the party after being transferred to Chateau Irenicus: Baldr000.jpg I've menaged to reproduce it with these items. So now it's a matter of tweaking the script to prevent it. Thanks, Quote Link to comment
Fiann of the Silver Hand Posted September 13, 2016 Share Posted September 13, 2016 Is there a way to get rid of the death strings? Quote Link to comment
K4thos Posted September 13, 2016 Author Share Posted September 13, 2016 (edited) Is there a way to get rid of the death strings? the Kill action is a leftover from old implementation. This is enough to make NPC detectable with Dead() trigger and it doesn't show additional message: SetGlobal("SPRITE_IS_DEADKHALID","GLOBAL",1) SetGlobal("SPRITE_IS_DEADDYNAHEIR","GLOBAL",1) ---------- Which of these two can't be dispelled? "No Dispel/Bypass resistance" or "Not Dispel/Bypass resistance"? ---------- Fixed the transition using your save argent with all these items. New version up on Github: Version 1.0 Release Candidate 6.3 - fixed (hopefully) Mac OSX support - fixed WeiDU-BGEE.log importation - fixed BG1 NPC Project compatibility patch - fixed SoA transition when party has many items in inventory - no messages regarding Khalid and Dynaheir death - Imoen present in cutscenes now uses colors and animation assigned to real Imoen Regarding that last feature. It has been implemented on the fly in-game via PolymorphCopy("Imoen2"). It was always immersion breaking to me when you re-color Imoen for example to red during game but in Waukeen Promenade cutscene she is presented in pink. Than wrong color is preserved in all cutscenes and inside Spellhold cell, just to make colors accurate again when she is rescued. Such inconstancies should be eliminated now. Edited September 13, 2016 by K4thos Quote Link to comment
Gladius Posted September 13, 2016 Share Posted September 13, 2016 22 I have installed the BP worldmap, but only get the small brown paper map. Let's see, Tweaks Anthology would not install, just quickly flashed a DOS box, and SCS would not install, stopping just after 'reading spellcodes', even after I used Big World fixpack first. On the brighter side, Thrown Hammers now installs with the new version 6.0.2, and the install seems to be playable. Here are my two Weidu logs from BGee and BG2ee. I'm sure you guys will know what's going on. How do I hide these as spoilers? Thanks for everything in advance. May as well go for the gusto! Bgee: // 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] ~BGQE/SETUP-BGQE.TP2~ #0 #0 // ??? -> : ~BGQE/SETUP-BGQE.TP2~ #0 #1 // ??? -> : ~BGQE/SETUP-BGQE.TP2~ #0 #2 // ??? -> : ~BGQE/SETUP-BGQE.TP2~ #0 #3 // ??? -> : ~BGQE/SETUP-BGQE.TP2~ #0 #4 // ??? -> : ~BGQE/SETUP-BGQE.TP2~ #0 #5 // ??? -> : ~BGQE/SETUP-BGQE.TP2~ #0 #6 // ??? -> : ~BGQE/SETUP-BGQE.TP2~ #0 #7 // ??? -> : ~BGQE/SETUP-BGQE.TP2~ #0 #8 // ??? -> : ~BGQE/SETUP-BGQE.TP2~ #0 #9 // ??? -> : ~BGQE/SETUP-BGQE.TP2~ #0 #10 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // ??? -> : ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // ??? -> : ~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 // ??? -> : ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // ??? -> : ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // ??? -> : ~SARADAS_MAGIC/SARADAS_MAGIC.TP2~ #0 #0 // saradas_magic ~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition ~SIRENE/SETUP-SIRENE.TP2~ #0 #1 // Choose an alternate class for Sirene? -> True Paladin ~SIRENE/SETUP-SIRENE.TP2~ #0 #5 // Alternate Portrait (BG2 style) by Isandir ~SIRENE/SETUP-SIRENE.TP2~ #0 #7 // Sirene NPC for Baldur's Gate: Siege of Dragonspear ~SIRENE/SETUP-SIRENE.TP2~ #0 #8 // Choose an alternate kit for SoD-Sirene? -> True Paladin ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v14 ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #1 // Extended Lighthouse area: v14 ~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 1.9 BG2ee: // 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] ~EET/EET.TP2~ #0 #0 // Initialise EET (first mod in install order): 1.0 RC6 ~EET_CORE.TP2~ #0 #0 // Core EET (game importation): 1.0 RC6 ~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // ??? -> : ~BGGOEET/SETUP-BGGOEET.TP2~ #0 #1 // ??? -> : ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #0 // ??? -> : ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #1 // ??? -> : ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #2 // ??? -> : ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #3 // ??? -> : ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #4 // ??? -> : ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #5 // ??? -> : ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #6 // ??? -> : ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #7 // ??? -> : ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #8 // ??? -> : ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #11 // ??? -> : ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #12 // ??? -> : ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #13 // ??? -> : ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #0 // ??? -> : ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #1 // ??? -> : ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #2 // ??? -> : ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #3 // ??? -> : ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #4 // ??? -> : ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #5 // ??? -> : ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #101 // ??? -> : ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #102 // ??? -> : ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #103 // ??? -> : ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #104 // ??? -> : ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #105 // ??? -> : ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #999 // ??? -> : ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #10 // ??? -> : ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #20 // ??? -> : ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #50 // ??? -> : ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // ??? -> : ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #0 // ??? -> : ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #15 // ??? -> : ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #25 // ??? -> : ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #35 // ??? -> : ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #50 // ??? -> : ~TOD/SETUP-TOD.TP2~ #0 #0 // ??? -> : ~TOD/SETUP-TOD.TP2~ #0 #1 // ??? -> : ~TOD/SETUP-TOD.TP2~ #0 #2 // ??? -> : ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #0 // ??? -> : ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1 // ??? -> : ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #12 // ??? -> : ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #13 // ??? -> : ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #20 // ??? -> : ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #21 // ??? -> : ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #23 // ??? -> : ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #24 // ??? -> : ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #26 // ??? -> : ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #27 // ??? -> : ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #28 // ??? -> : ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #29 // ??? -> : ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #30 // ??? -> : ~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // ??? -> : ~WANDCASE/WANDCASE.TP2~ #0 #0 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #0 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #1 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #2 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #3 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #4 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #5 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #6 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #7 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #8 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #9 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #10 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #11 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #12 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #13 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #14 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #15 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #16 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #17 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #18 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #20 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #21 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #24 // ??? -> : ~UB/SETUP-UB.TP2~ #0 #25 // ??? -> : ~SELLSWORDS/SETUP-SELLSWORDS.TP2~ #0 #0 // ??? -> : ~RR/SETUP-RR.TP2~ #0 #0 // ??? -> : ~RR/SETUP-RR.TP2~ #0 #1 // ??? -> : ~RR/SETUP-RR.TP2~ #0 #2 // ??? -> : ~RR/SETUP-RR.TP2~ #0 #3 // ??? -> : ~RR/SETUP-RR.TP2~ #0 #4 // ??? -> : ~RR/SETUP-RR.TP2~ #0 #5 // ??? -> : ~RR/SETUP-RR.TP2~ #0 #6 // ??? -> : ~RR/SETUP-RR.TP2~ #0 #7 // ??? -> : ~RR/SETUP-RR.TP2~ #0 #8 // ??? -> : ~RR/SETUP-RR.TP2~ #0 #9 // ??? -> : ~RR/SETUP-RR.TP2~ #0 #11 // ??? -> : ~RR/SETUP-RR.TP2~ #0 #12 // ??? -> : ~RR/SETUP-RR.TP2~ #0 #999 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #0 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #1 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #4 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #5 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #6 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #7 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #8 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #9 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #10 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #11 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #13 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #14 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #15 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #16 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #17 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #18 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #19 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #20 // ??? -> : ~SETUP-D0QUESTPACK.TP2~ #0 #21 // ??? -> : ~C#SOLAUFEIN/SETUP-C#SOLAUFEIN.TP2~ #1 #0 // ??? -> : ~C#SOLAUFEIN/SETUP-C#SOLAUFEIN.TP2~ #1 #1 // ??? -> : ~INNERSHADE/SETUP-INNERSHADE.TP2~ #0 #0 // ??? -> : ~INNERSHADE/SETUP-INNERSHADE.TP2~ #0 #2 // ??? -> : ~INNERSHADE/SETUP-INNERSHADE.TP2~ #0 #3 // ??? -> : ~EILISTRAEE/SETUP-EILISTRAEE.TP2~ #0 #0 // ??? -> : ~EILISTRAEE/SETUP-EILISTRAEE.TP2~ #0 #2 // ??? -> : ~DC/SETUP-DC.TP2~ #0 #0 // ??? -> : ~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ #0 #0 // ??? -> : ~C#SB_SILBER/SETUP-C#SB_SILBER.TP2~ #0 #0 // ??? -> : ~ASSASSINATIONS/SETUP-ASSASSINATIONS.TP2~ #0 #0 // ??? -> : ~EET_END.TP2~ #0 #0 // Alternative EET GUI (SoD) ~EET_END.TP2~ #0 #1 // Finalise EET (last mod in install order) Quote Link to comment
argent77 Posted September 13, 2016 Share Posted September 13, 2016 Thanks for the EET update. I can confirm that the failed healing action during SoD/SoA transition has been fixed.There is still a minor issue with the protagonist who doesn't appear to be immune to the fatigue effect after arriving in Chateau Irenicus. Other multiplayer characters are not affected.I have also noticed that EET automatically enables "UI Edit Mode". It prevents me from using the thief's "Thieving" skills or other class-specific skills which map to the keys 'F5' and 'F11'. Quote Link to comment
K4thos Posted September 13, 2016 Author Share Posted September 13, 2016 There is still a minor issue with the protagonist who doesn't appear to be immune to the fatigue effect after arriving in Chateau Irenicus. Other multiplayer characters are not affected. yeah, this one is tricky since it's caused by AdvanceTime() action and is applied after some delay. I think the best way to prevent will be applying constant effect that prevents it and disable the effect after Irenicus Dungeon cutscene. Will experiential with it somewhere down the line. I have also noticed that EET automatically enables "UI Edit Mode". It prevents me from using the thief's "Thieving" skills or other class-specific skills which map to the keys 'F5' and 'F11'. didn't think about that. It will be disbled. Here are all config changes made during EET installation: SetPrivateProfileString('Language','Text','%LANGUAGE_BG2%') SetPrivateProfileString('Program Options','EET Installation State','1') SetPrivateProfileString('Program Options','Active Campaign','1') SetPrivateProfileString('Program Options','Debug Mode','1') SetPrivateProfileString('Program Options','Logging On','1') SetPrivateProfileString('Program Options','UI Edit Mode','1') SetPrivateProfileString('Game Options','Cheats','1') ---------- Gladius, not sure what's going on. I've never see "??? -> : " in weidu.logs. That's not the correct data that wediu normally appends there. And you have those issues even on BG:EE before installing EET. Also keep in mind that BP-BGT Worldmap should be installed at the end (at least after any mod that adds new areas to worldmap like Almateria Restoration Project) Quote Link to comment
argent77 Posted September 13, 2016 Share Posted September 13, 2016 (edited) More issues with the SoD/SoA transition.First issue: In one of my test runs one character died because he had been reduced to 1 HP before falling down. Removing a CON increasing item afterwards most likely caused his death. He remained dead in Chateau Irenicus.(Somewhat related) second issue: For some reason Imoen panicked after the character died. The morale failure continued in Chateau Irenicus which prevented Imoen from initiating a conversation with the protagonist.I don't think these issues can be reproduced very easily since it requires several special conditions to be triggered (including a bit of an (un)lucky dice). I can provide screenshots, but no savegame. Edit: Fatigue from the other multiplayer characters appears to be removed only temporary. After a few minutes they were fatigued again. Does magical rest remove fatigue? Alternatively you could apply a regular rest before triggering the initial cutscene in CI. Edited September 13, 2016 by argent77 Quote Link to comment
subtledoctor Posted September 13, 2016 Share Posted September 13, 2016 (edited) Why not target the whole party (or even just Charname+Imien) with a 'min1hp'-equivalent spell - something like the Story Mode spell - and then, at the end of Imoen's dialogue in CI, cast a party-wide spell that uses opcode 321 to cancel the first one? There are benefits to only targeting the squeaky-new engine! EDIT - Actually I think that's how going into and out of Story Mode actually works, so you could just use the same process. Edited September 13, 2016 by subtledoctor Quote Link to comment
Roxanne Posted September 13, 2016 Share Posted September 13, 2016 - fixed SoA transition when party has many items in inventory on the fly in-game via PolymorphCopy("Imoen2"). Questions to RC 6.3 1. Is this understanding correct: "EET by itself does not provide excessive import of items from SoD to SoA (i.e. a tweak), but it allows other mods to introduce such features"? 2. The Imoen copy is the Imoen2 that was last in the party prior to transition? (Not Bdimoen.cre - with DV Imoen2 - who waits for you in the transition area)? Quote Link to comment
subtledoctor Posted September 13, 2016 Share Posted September 13, 2016 All seemed to be going well on my Mac until this error: 205 PETRIFIED appended to SPECIFIC.IDS Appending to files ... 251 SPECTACLES_QUEST appended to SPECIFIC.IDS Patching BG2:EE TLK files SET_STRING 211898 out of range 0 -- 105216 Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [Core EET (game importation)], rolling back to previous state Will uninstall 2413 files for [EET_CORE.TP2] component 0. Uninstalled 2413 files for [EET_CORE.TP2] component 0. ERROR: Failure("SET_STRING out of range") Quote Link to comment
Jarno Mikkola Posted September 14, 2016 Share Posted September 14, 2016 (edited) Gladius, not sure what's going on. I've never see "? ?? -> : ???" in weidu.logs. That's not the correct data that weidu normallyYeah, usually that's a sign that the weidu.exe that was used had trouble decipher the .tlk's of existing mods, usually due to use of a older versions of weidu.exe than the what was used in the other mods install. Why it didn't autoupdate is usually due to instruction to not do so. Fun isn't it that the forum puts smiles to weidu.log .. Edited September 14, 2016 by Jarno Mikkola Quote Link to comment
K4thos Posted September 14, 2016 Author Share Posted September 14, 2016 All seemed to be going well on my Mac until this error: 205 PETRIFIED appended to SPECIFIC.IDS Appending to files ... 251 SPECTACLES_QUEST appended to SPECIFIC.IDS Patching BG2:EE TLK files SET_STRING 211898 out of range 0 -- 105216 Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [Core EET (game importation)], rolling back to previous state Will uninstall 2413 files for [EET_CORE.TP2] component 0. Uninstalled 2413 files for [EET_CORE.TP2] component 0. ERROR: Failure("SET_STRING out of range") this is caused by dialog.bak presence in lang/en_us dir. Installer thinks that TLK files have been already merged but it isn't the case considering your first installation crashed during the console merging command. Please delete lang/en_us/dialog.tlk, rename lang/en_us/dialog.bak to lang/en_us/dialog.tlk and than start the installation again. 1. Is this understanding correct: "EET by itself does not provide excessive import of items from SoD to SoA (i.e. a tweak), but it allows other mods to introduce such features"? the same items are imported by default as in vanilla game. Modders can import more if they like. EET_Tweaks will have option to import all. 2. The Imoen copy is the Imoen2 that was last in the party prior to transition? (Not Bdimoen.cre - with DV Imoen2 - who waits for you in the transition area)? correct. To be more precise the Imoen that is stored in the GAM file. BDIMOEN is not affected (which isn't a problem considering she uses different dress during that portion of the game) Quote Link to comment
DrakeEB Posted September 14, 2016 Share Posted September 14, 2016 Silly question, but has this been integrated with the latest BWS? I'm assuming no since the different/seperate install instructions. I wanna start a playthrough so bad lol. I bought BG EE on day one , same with BG2EE, and Siege of Dragonspear and yet to have really played any of them because i want that feeling of having a solid mega mod setup like the original games using BWS. I know it's weird to not even have beaten any of them yet, hell BGEE came out like what 3 years ago? I been patient though and waited this long so if it's not fully integrated i can keep waiting. Quote Link to comment
subtledoctor Posted September 15, 2016 Share Posted September 15, 2016 New error on Mac: dyld: lazy symbol binding failed: Symbol not found: ___sincos_stret Referenced from: /Applications/BaldursGateIIEnhancedEdition.app/Contents/Resources/./EET/bin/osx/ffmpeg Expected in: /usr/lib/libSystem.B.dylib dyld: Symbol not found: ___sincos_stret Referenced from: /Applications/BaldursGateIIEnhancedEdition.app/Contents/Resources/./EET/bin/osx/ffmpeg Expected in: /usr/lib/libSystem.B.dylib Copying 1 file ... Stopping installation because of error. Stopping installation because of error. ERROR Installing [Core EET (game importation)], rolling back to previous state Will uninstall 13555 files for [EET_CORE.TP2] component 0. Uninstalled 13555 files for [EET_CORE.TP2] component 0. ERROR: Unix.Unix_error(20, "stat", "EET/temp/BEREGOST.webm") This might be particular to my system; I've had trouble getting sox to work before, with similar "dylib" and "dyld" errors. Also I'm using an OS from 2012, 4 generations behind (Mountain Lion)... Quote Link to comment
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