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CamDawg

The new Fixpack thread for Compatibility, Bug Reporting, Changing/Removing Fixes

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I'm playing Baldur’s Gate 2 Complete (the gog.com version that has SoA + ToB + the latest official patch), not the BG2EE.

I'm using Windows 7 Professional and running the game in compatibility mode (run as Windows XP SP2, run as administrator, etc.)

 

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5 hours ago, Guest Guest said:

I'm using Windows 7 Professional and running the game in compatibility mode (run as Windows XP SP2, run as administrator, etc.)

 

You don't need to do this, just installing the game to a folder you have write permissions allows you to skip the compatibility mode (curse words). In Windows 10, the folder is the C:\Users\<username>\ -folders, and any non-operation system drive ... I don't have a Win7 computer, so I don't remember the exact things... but you really don't need the (curse words) ...

The Saves, you can critically fail at them, but that won't kill you unless the cleric uses powerword kill or similar things, which are not vanilla game spell... and you don't have enough HPs to resist the kill effect. ... erhm, I don't remember if the kill effect even gives a save to resist if you are at low hitpoints... less that 60. Re-read the effecting spell description .. here's the Symbol Death:

symboldeath.jpg

Yes, it's exactly created to kill... mages. This gives a save, but it's a permanent trap... as in some of the mod added spells don't.

And when you are at level 40, you for sure get the toughest enemies spawned to you... this effects the spells they can use ... a bit.

PS, in the game, the lower the save is, is better, as in this was by the 2nd edition standard, just like the Armor Class(AC). Not the current (5th) editions, where the higher is better. 

And though it doesn't say it in the tin, you can still update to the Windows 10 for FREE. As long as your hardware is not tied down by hardware-software lock, installed by the maker. And even then you can clear the hard drive and start from a fresh install Windows install that the lock doesn't lock it out because it's in the software. Aka if the update is declared to be incompatible with the hardware, it's because the hardware maker licensed a set operation system to the hardware(multiple laptop makers had to do this to get cheaper Windows license, aka they cheaped out). 

Edited by Jarno Mikkola

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This evening I tried with both V9 and V10 and in both cases there were no problems. So the problem appeared in V11.

@CamDawg : are there any modified BAM between V10 and V11? If so can you give me the names?

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Alright. I was sick as a dog this weekend, so what better way to spend your time than to watch the opening SoA cutscene on an endless loop. I was finally able to replicate the bug and know what file is causing it. The green orb that comes from offscreen to disintegrate the thief is a bad projectile and is the source of the crash.

I'm still working on why the changes here cause the crash, but in the meantime the workaround is pretty simple--deleting spgreorb.pro from the override fixed the issue for me.

Edited by CamDawg

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24 minutes ago, CamDawg said:

I'm still working on why the changes here cause the crash, but in the meantime the workaround is pretty simple--deleting spgreorb.pro from the override fixed the issue for me.

Worked for me too

Hope you'll recover soon 😉

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On 4/1/2019 at 1:24 PM, CamDawg said:

Alright. I was sick as a dog this weekend, so what better way to spend your time than to watch the opening SoA cutscene on an endless loop. I was finally able to replicate the bug and know what file is causing it. The green orb that comes from offscreen to disintegrate the thief is a bad projectile and is the source of the crash.

I'm still working on why the changes here cause the crash, but in the meantime the workaround is pretty simple--deleting spgreorb.pro from the override fixed the issue for me.

Hope you at least set the maximum frame rate to 60...

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17 hours ago, Bartimaeus said:

Hope you at least set the maximum frame rate to 60...

Hah. You do know that's the games speed factor, correct ? As in if the game had a "physics engine" in it, the fireballs radius would be half as much.

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...That's why I mentioned it, yes, since it would make @CamDawg going through the SoA intro to test the shadow thief getting vaporized take half as long each time than if he were at the default 30.

Edited by Bartimaeus

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Not sure if it qualifies for the fixpack but the axe wizard Slayer (Bala's Axe) you get in Planar Sphere Machine room in BG2EE can dispel magic once per day. With a lv of 0.

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My suggestion for Wisp's GTU Light: please change 'north' in A Note from Mazzy Fentan and 'northwest' in Tombelthen's Journal (1st half) to 'west' OR change both to say 'northwest' and edit the lines of the inhabitants of Imnesvale + quest entries in the Journal.

I'm working on a new worldmap for EET and I'm trying to fix/tweak area placements on it. I've run into conflicting sources regarding the position of Temple Ruins.

Does anyone know if BG2EE standardized Temple Ruins' location in and across dialog.tlk? Is it west, northwest or north of Imnesvale in BG2EE?

Edited by Istfemer
west OR northwest

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From non-EE dialog.tlk for BG2 (with GTU Light v13 installed):

pro-Northern direction: (1 mention)

Spoiler

A Note from Mazzy Fentan

...(On the same sheet is drawn a crude but effective map which indicates the path to a forested area several hours north of the Imnesvale region.)

---

pro-Northwestern direction: (1 mention)

Spoiler

Tombelthen's Journal (first half)

..."I have found an excellent hiding place for my mithral cache, one which even those thieves will never be able to locate. It is far to the northwest of the Imnesvale village, in a forest --"

---

pro-Western direction: (3 mentions)

Spoiler

[Ranger's Quest - Lord Tombelthen. Journal entry.]
"A forest spirit named Mairyn has implored me to aid her against humans who are tearing down her forest in the west, in the area where the Shadow altar once was."

Spoiler

[Ranger's Quest - Umar the Witch. Journal entry.]

"The mayor of Imnesvale told me that Umar, or whoever is claiming to be her, has set up in the Shadow Portal dungeon to the west and threatens to destroy the village unless the inhabitants leave."

[Ranger's Quest - Umar the Witch. A dialogue with an inhabitant of Imnesvale.]

Charname: "Where can I find this sorceress?" (Umar)
?????: "Shepherds followed her to the lands in the west. She... went into the dungeon where you found the Shadow Lord. That is where you should start."

-----

So:
a) 3 out 5 sources imply that Temple Ruins are to the west of Imnesvale, 1 out of 4 implies they're to the northwest and 1 out of 4 implies they're to the north. The one that now implies that Temple Ruins are to the northwest of Imnesvale (first half of Tombelthen's Journal) used to say that Temple Ruins were located to the east of Imnesvale, but GTU Light at some point patched that item's description to say 'northwest'.

b) Temple Ruins are definitely somewhere out in the Umar Hills region.

c) As far as my work is concerned, SoA's vanilla map is totally bonkers in both original BG2 and BG2EE. However, even the vanilla map shows Temple Ruins as lying much more to the west of Imnesvale than to the north (or even northwest) of it.

I'd like more consistency in this matter.

 

Personally, I'd much prefer it if BG2 Fixpack (and BG2EE as well!) chose the western direction, but I can live with the northwestern one being chosen.

Edited by Istfemer
fixed formatting & added more info

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I just noticed (BG2EE 2.5), that temporary increases in constitution (girdle and potion of fortitude) don´t yield any saving throw bonuses to Jan Jansen. Intended or bug?

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GTU Light v13 - Typo in a line displayed when the number of active summons exceeds the summoning limit:

"You cannot control more that # monsters at any given time."

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1) You mention Ease of Use in the first post and tell that it should be subbed by Tweaks anthology. 
But..  I can't see any ease of use AI component inside tweak anthology. Am I supposed to still use ease of use for that component?

2) I was checking the readme and it contains references to various components being splitted and making the player able to choose to install them or not. Then I came upon the following component:
Optional But Cool: Additional Script Fixes

Clicking on “Optional But Cool documentation.” Brings you a page where there are references to components already mentioned in the readme you were just checking, making it impervious to understand what are these "optional but cool" script fixes.

3) Would it be possible to split the dual class archer component?

4) I read on the .net:  it looks like the Elven THAC0 bonus is supposed to apply to Longswords, Longbows, Short Swords and Short Bows. But in BG2 the bonus seems to apply to Bastard Sword, Scimitar, Katana and Two-Handed Sword in addition, but not to Short Bow.

dunno if it's true with Fixpack.

Edited by Arthas

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