Roxanne Posted February 21, 2017 Share Posted February 21, 2017 I really, really, really, hope the issue with the Imoen Romance mod gets fixed! The good thing is that Imoen Romance mod is designed very modular. You can install all of the mod and just omit the one file that deals with the final Solar. You miss that reaction until a solution is found but you get everything else. http://gibberlings3.net/forums/index.php?showtopic=28161&page=61&do=findComment&comment=251798 Quote Link to comment
Roxanne Posted February 22, 2017 Share Posted February 22, 2017 Ok so it is definitely problem with bad coding. I'm not profitent with weidu to suggest code changes, could you please tell vanatos what he should change and maybe show good code example from another mod? It is far more difficult than that. I would not say it is *bad coding*. I think I understand the intention but I am not sure it can be done this way - the difference between Imoen and other mods is that there already exists an Imoen reaction at the Throne of Bhaal which they want to replace by some more fitting to the mod contents - additional problem is that the original ones have no other trigger than InParty("Imoen2"), so no way to disable them with setting of globals. However using ALTER_TRANS requires that you identify the correct TRANS, i.e they must be stable. A dialogue state like Finsol01 has 40 - 115 transitions depending on which mods are installed and what they do and this is the dilemma. So - I am not in a position to tell vanatos what he should change and maybe show good code example from another mod The problem is unique and requires its own solution. Maybe not doing it with Finsol01 at all but instead giving it an own dialogue after Imoen changes back from the Slayer or something. I really, really, really, hope the issue with the Imoen Romance mod gets fixed! I have thought about the issue again - maybe it can be solved by install order, i.e install Imoen Romance as early as possible and before any other mod appends to the final dialogue (e.g. right after Ascension). Mods affecting FINSOL01.DLG: 00000: ~ASCENSION/SETUP-ASCENSION.TP2~ 0 0 // Ascension Core (requires ToB): v1.51 BETA BWP 20161205 00001: ~KIVAN/SETUP-KIVAN.TP2~ 0 100 // Kivan of Shilmista: v15 BWP Fix 00002: ~XAN/SETUP-XAN.TP2~ 0 0 // Xan NPC MOD for Baldur's Gate II: v15 BWP Fix 00003: ~AURENASEPH/SETUP-AURENASEPH.TP2~ 0 0 // Auren Aseph for BG2:ToB: v8 BWP FIX 00004: ~TIAX/SETUP-TIAX.TP2~ 0 0 // Tiax NPC MOD for Baldur's Gate II: v4 BWP Fix 00005: ~SARAHTOB/SETUP-SARAHTOB.TP2~ 0 0 // Sarah NPC Romance Mod for BG2:ToB: 4 BWP Fix 00006: ~ANGELO/SETUP-ANGELO.TP2~ 0 0 // Angelo NPC MOD for Baldur's Gate II: v5 BWP Fix 00007: ~TYRISFLARE/SETUP-TYRISFLARE.TP2~ 0 0 // Tyris Flare NPC: v7 00008: ~YVETTE/SETUP-YVETTE.TP2~ 0 0 // Yvette Romance - BG2 Romance Character: 2.0_Isaya BWP Fix 00009: ~ISRA_BG2/ISRA_BG2.TP2~ 0 0 // Isra for BGII: v2.1 BWP Fix 3 00010: ~FOUNDLING/FOUNDLING.TP2~ 0 0 // Foundling: Between the Shades: v.BETA1 BWP Fix 00011: ~CHLOE/CHLOE.TP2~ 0 1 // Chloe EET (Extended contents - ATTENTION ONLY ENGLISH): v1.6 EE 00012: ~CORAN/SETUP-CORAN.TP2~ 0 0 // Coran NPC MOD for Baldur's Gate II: v5 BWP Fix 00013: ~KELSEY.TP2~ 0 0 // Kelsey: v4 BWP Fix 00014: ~NPCFLIRT/SETUP-NPCFLIRT.TP2~ 0 2 // Aerie Flirt Pack For TOB: v1.03 BWP Fix 00015: ~NEPHELE/NEPHELE.TP2~ 0 0 // Nephele NPC Mod for BGII: SoA & ToB: v2.3 BWP Fix 00016: ~SETUP-LONGERROAD.TP2~ 0 0 // Longer Road v 1.5: v1.5.1 BWP Fix 00017: ~SETUP-EDWINROMANCE.TP2~ 0 0 // Edwin Romance: v2.0.7 BWP Fix 00018: ~SAREVOKROMANCE/SAREVOKROMANCE.TP2~ 0 0 // Aeryn's Sarevok Romance for BGII: Throne of Bhaal: 1.2 BWP Fix 00019: ~SIRENE_BG2/SIRENE_BG2.TP2~ 0 0 // Sirene NPC for BG2:EE 00020: ~DJINNICOMPANION/SETUP-DJINNICOMPANION.TP2~ 0 0 // Afaaq, the Djinni Companion -> Full Version (includes quests, banters and more): v2.4 00021: ~EET_TWEAKS/EET_TWEAKS.TP2~ 0 8 // Adjust XP for quests: 1.3 00022: ~SANDRAHNPC/SETUP-SANDRAHNPC.TP2~ 0 14 // Sandrah ToB (EET): v2.04 00023: ~EET_END.TP2~ 0 0 // Finalise EET (last mod in install order) Quote Link to comment
AL|EN Posted February 22, 2017 Share Posted February 22, 2017 Such change in install order would be drastic and I have to discuss it with Leonardo. Added to to-do list. Quote Link to comment
Roxanne Posted February 22, 2017 Share Posted February 22, 2017 Such change in install order would be drastic and I have to discuss it with Leonardo. Added to to-do list. Maybe it is best to keep it on *hold and to-do* for the moment. Not too many players have reached the game's end with their EET installation yet and perhaps it is better to wait for more reports and more information? Quote Link to comment
Kvothe Posted March 1, 2017 Share Posted March 1, 2017 Im not quite sure if this belongs here, sorry in advance if not. While staying in Baldurs Gate I can only travel North/East/South/West but cant fast travel via Worldmap till i reach the city gates. Is this an ee/eet-feature or some mod?? It's super annoying and im quite sure that u could freely travel in the classic baldurs gate. Does anyone know how I can change this behaviour? Quote Link to comment
Roxanne Posted March 1, 2017 Share Posted March 1, 2017 (edited) Im not quite sure if this belongs here, sorry in advance if not. While staying in Baldurs Gate I can only travel North/East/South/West but cant fast travel via Worldmap till i reach the city gates. Is this an ee/eet-feature or some mod?? It's super annoying and im quite sure that u could freely travel in the classic baldurs gate. Does anyone know how I can change this behaviour? It is a mod not part of EET. Most likely New travel system between Baldur's Gate City areas v2.1 or above Edited March 6, 2017 by Roxanne Quote Link to comment
Roxanne Posted March 6, 2017 Share Posted March 6, 2017 Latest PID fix inserted in EET_end creates bugs for some mods: http://gibberlings3.net/forums/index.php?showtopic=28579&page=2&do=findComment&comment=252160 PIDs are blocked to trigger before EndofBG1 = 2 even if they are supposed to be available during BG1/SoD. Quote Link to comment
Kvothe Posted March 14, 2017 Share Posted March 14, 2017 (edited) Since the transition to siege of dragonspear from BG1 the "continue game" button from the baldurs gate start menu ignores my quicksaves and does only load my autosave even though it's outdated. Same happening in BG2, while everything worked fine in BG1 @Sandrah: thank your for mentioning the mod "New travel system between Baldur's Gate City areas". I Barely reply and focus more on just reporting bugs, but I'm always grateful for help =) Edited March 14, 2017 by Kvothe Quote Link to comment
Roxanne Posted March 14, 2017 Share Posted March 14, 2017 Since the transition to siege of dragonspear from BG1 the "continue game" button from the baldurs gate start menu ignores my quicksaves and does only load my autosave even though it's outdated. Same happening in BG2, while everything worked fine in BG1 @Sandrah: thank your for mentioning the mod "New travel system between Baldur's Gate City areas". I Barely reply and focus more on just reporting bugs, but I'm always grateful for help =) The continue option works when you change the main screen to the SoD campaign. Same later on when you go to other campaigns. Quote Link to comment
Lightbringer Posted April 3, 2017 Share Posted April 3, 2017 Well, I finally finished BG1 and just transitioned into SoD. This is my experiment with 100% xp, plus full BG2 style xp from locks, traps, and mage scrolls. I can say with fair certainty that the xp from locks, traps, and scrolls really only made a difference in the early game, where random scroll drops from gibberlings and kobolds gave me a level every now and then. No sweat. With DSotSC, NTotSC, and Stone of Askavar providing extra content, and doing everything I could find to do: Time: 102 hours (that's with knowing the vanilla game, but experiencing the content mods for the first time) XP for CHARNAME: 869,000. That makes for an 11th level monk (31k away from level 12) The pally (Isra) is level 10 (31k away form level 11) The rest of the party are multiclassed, and sitting at 9/9, 9/10, or 9/11, depending on class (ranger levels very differently than thief, of course). Not to shabby. Now to see what SoD will add to it. One interesting note on the final battle with Sarevok: Semaj or Angelo cast web on the melee with Sarevok and my fighters. We all saved. He didn't. Poor psychopath got beat on badly while web-paralysed xD The final damage which killed Sarevok -- 3 points of fire damage -- came from Angelo. That's right. Sarevok died from friendly fire. I'd even call Angelo and Semaj my MVPs of the battle. The unkindest cut of all .... Quote Link to comment
Roxanne Posted April 3, 2017 Share Posted April 3, 2017 (edited) Well, I finally finished BG1 and just transitioned into SoD. This is my experiment with 100% xp, plus full BG2 style xp from locks, traps, and mage scrolls. I can say with fair certainty that the xp from locks, traps, and scrolls really only made a difference in the early game, where random scroll drops from gibberlings and kobolds gave me a level every now and then. No sweat. With DSotSC, NTotSC, and Stone of Askavar providing extra content, and doing everything I could find to do: Time: 102 hours (that's with knowing the vanilla game, but experiencing the content mods for the first time) XP for CHARNAME: 869,000. That makes for an 11th level monk (31k away from level 12) The pally (Isra) is level 10 (31k away form level 11) The rest of the party are multiclassed, and sitting at 9/9, 9/10, or 9/11, depending on class (ranger levels very differently than thief, of course). Not to shabby. Now to see what SoD will add to it. One interesting note on the final battle with Sarevok: Semaj or Angelo cast web on the melee with Sarevok and my fighters. We all saved. He didn't. Poor psychopath got beat on badly while web-paralysed xD The final damage which killed Sarevok -- 3 points of fire damage -- came from Angelo. That's right. Sarevok died from friendly fire. I'd even call Angelo and Semaj my MVPs of the battle. The unkindest cut of all .... 1. Did you install the XP reduction from EET Tweaks? 2. The Sarevok scene behaviour is not EET specific, EET does not change the vanilla game with respect to the battle itself, you need to check which AI or spell mods may have done this. Edited April 3, 2017 by Roxanne Quote Link to comment
argent77 Posted April 3, 2017 Share Posted April 3, 2017 I found another issue of BG1 strrefs not adapted to EET. This time in SoD's BD0010.BCS: // in EET: DisplayStringHead("Angry Flaming Fist 1",9989) // Why did you not turn to one of them instead of Shar? DisplayStringHead("Angry Refugee 4",18402) // Valygar is dead, but his body has been destroyed. I cannot do as you ask. // in SoD: DisplayStringHead("Angry Flaming Fist 1",9989) // Nooo! Stay back! DisplayStringHead("Angry Refugee 4",18402) // No one will help me... No one will help... Tested in EET 1.0 RC 8.6. Quote Link to comment
vanatos Posted April 5, 2017 Share Posted April 5, 2017 (edited) hellooo someone shot me a message, I'm the maintainer for the Imoen Romance (although you could contact me via the other forums). What seems to be the issue for the final solar talk? As far as i understand and per my own coding the Final Solar talk tree incrementally goes through each character as a final 'talk' before epilogue. The vanilla characters are there in the dialogue tree, there was a modification of the end talk with Imoen and therefore requires alter_tran to alter the same state to have optional branching off dialogue. In order to not break this tree in general all mods needs to either alter_tran a vanilla NPC or extend their new NPC onto the end of the tree, there would be no other way to be able to extend this tree without issues (a Mod doing a REPLACE would break every other mod installed before). So because of that, generally vanilla NPC mods need to be installed before new NPC mods. I remember coding this way specifically so the mod could be compatible with every other mod. Edited April 5, 2017 by vanatos Quote Link to comment
argent77 Posted April 8, 2017 Share Posted April 8, 2017 I found an issue in EET which severely weakens the Shaman class. The script BDSHUNSU.BCS which governs the general behavior of all summoned spirits checks for a number of items equipped by the summoner in BGEE/SoD and applies their respective spell effects. However, the BG2EE version does not contain any of these checks. Since EET uses the BG2EE version of the script, items which empower the spirits will be ineffective. (Although I would rather blame Beamdog for providing a simplified script even though some of the items are still available in BG2EE as well.) Quote Link to comment
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