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Gwaihir

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Everything posted by Gwaihir

  1. Allright, here's the weidu log of my (currently suspened) EET install: These are the cangelog for both clabpr01.2da and clabfi01.2da: Finally, this is how clabpr01.2da looks right now. Sorry but I really can't tell when a file becomes misshapen for watever reason. (from lv 31 to 50 it's all the same, with the qd_multi row progressing until lv 50) I hope this helps in any way, as usual thank you very much for your support! EDIT - Hold on, maybe I can narrow it down - just tried a couple of BG2 clean installs with different components. On the second, I installed only this: so without the alter weapon/armor component, all the others installed smoothly, albeit with warnings. There were A LOT of these: WARNING: Internal ability name too long [QD_MCP36]. Skipping. Tried rolling a shaman/mage real quick, everything seems to be working.
  2. You going on at length on some BG-related technical conundrum is always very intersting anyway: Here: Improved rangers installs now successfully with the latest version. Thank you!
  3. Getting this error while trying to install multiclass druids (EET with project Infinity):
  4. Hello @subtledoctor, I get this error while trying to install the latest alpha version on a Big EET game: This is the list of components installed do far: Taking also the opportunity to ask how things look with the latest versions of your mods? I've been keeping an eye on SoB v6.3, MnG v5.12, and FnP 0.85.sd11, and would very much like to use them. Or am I better off just grabbing the latest proper releases for now?
  5. Here's how I approached it: save scum Ok, that has probably more to do with my OC beahviour in games to see 'what happens if I do this' than an actual issue with this quest; I actually almost got it right the first time, going with the 'round gems' theory, plus 'a rogue stone is almost always the right answer' theory. Never thought about looking in the actual item descriptions, that's neat. However, I kind of agree with what Subtledoctor said, especially the case where you return to Thalantyr with pretty much every gem in the game. This could be a good opportunity for some kind of 'overachieving adventurer' joke, or just an alternative way to progress the quest bypassing the 'puzzle'. In my opinion, the real headscratcher in this quest is the premise: the main goal is discovering the location of a very dangerous item that could harm innocent people, as vanilla Thalantyr himself says; if the protagonist agrees to help, it makes sense to point him/her towards the fastest route to success, instead of playing a 'let's see how good you are at choosing small coloured stones' game. I know this is supposed to be a mage only quest, therefore should require a modicum of mental agility, role-played or otherwise, but I think the point is still valid: we need to find this thing fast, or peopole will die. As an alternative, Thalantyr could tell the protagonist 'we need to figure out wich three gems are the right ones to find this particular item because they're more attuned to it after it teleported itself away or some other magic reason, imma cast a few spells while you read this tome - insert math puzzle here - so we can quickly find what we need.' It's a rather crude way to phrase it, but I think it makes a little bit more sense story-wise.
  6. The bag of spilling is working pretty well for my EET install. I tried v1.31 and just now uninstalled and installed this newest, the items 'pushed aside' in Davaeorn's inventory were available and the random treasure icons are definitely an acceptable compromise. One thing I noticed is, the bag seems to be randomly given to npcs that shouldn't need it. Played a couple of fights, and two of the enemies dropped just one item, plus the bag of spilling. Once the bag contained a lrather armor, the other random treasure.
  7. Dang, that looks cool! Thank you for putting a lot of work into fixing this sort of edge cases. Can I test this for you if I install it directly into my EET game and reload a save before the Davaeorn fight?
  8. I have Transitions v2.4. Here's what I did just now: pasted back the block without the offending area references: IF Global("#L_AcceptedRoom","GLOBAL",1) !Global("#L_PlayerChestLocation","GLOBAL",10) THEN RESPONSE #100 SetGlobal("#L_PlayerChestLocation","GLOBAL",10) MoveContainerContents("#LBD0103*PlayerChest00","BD0103*PlayerChest00") SmallWait(1) Continue() END loaded the famous quicksave, everything works. Then, I added a single line with one of those areas, like so: IF Global("#L_AcceptedRoom","GLOBAL",1) !Global("#L_PlayerChestLocation","GLOBAL",10) THEN RESPONSE #100 SetGlobal("#L_PlayerChestLocation","GLOBAL",10) MoveContainerContents("#LBD0103*PlayerChest00","BD0103*PlayerChest00") MoveContainerContents("#LBG0006*PlayerChest00","BD0103*PlayerChest00") SmallWait(1) Continue() END loaded that same save again, game crashes just like before.
  9. Huh. That's right. Checked a few previous saves, the third floor it's definitely #LBD0103.are. I know I accepted the room, don't recall any servant but it's been a while. However I'm sure the crash happened in BD0103.are after using the item. I remember loading that quick save and immediately pausing to check which area I was in. Should the third floor remain #LBD0103 even after the transition? EDIT - checking the area script of #LBD0103.are and taking another look at the script block I removed, I noticed that the areas #LBG0006 #LBG3201 #LBG3347 #LBG1107 are not present in my install. Can't even find them with NearInfinity. Could be that the script is causing the crash when it tries to take items from the chests in those areas, but can't find the resources?
  10. I'd like to settle into my room at the palace (Start SoD).
  11. Nope, she remained a party member like the rest of the game. Yes, same result. It really looks like the crash occurs right after BD0103 is loaded.
  12. Yes. At this point, I should mention that the Korlasz tomb as a cleanup quest was bugged for me: I had to console-travel to complete it. While the mission worked (I think: it was the very first time for me playing with transitions, so I wouldn't know for sure. It definitely wasn't vanilla), doing it this way might have left a variable unchanged? Maybe? I agree it seems more likely an item interfered.. something placed in charname's chest? I also have a save where all items were removed from all the characters, the crash kept happening.
  13. No problem at all. Let's see: the crash happened in BD0103.ARE. I used the 'Duke Belt's gift' item (#LAdvGm1.itm) that starts a series of dialogues: player chooses the campaign, charname says 'it's time to rest', sends off party members with a share of the gold, Imoen says she's going to study magic and leaves, screen fades to black, and after a few seconds, it crashes. It was possible to quicksave a couple of seconds before the crash and load that save; in which case the area (BD0103) was visible and I could use the console, click on characters, etc. Talking to imoen initiates the first dialogue (heard some noises) and triggers the cutscene where she goes to the right to investigate. After installing the stutter debug tool, block 60 (the one I posted above) was the very last running before the crash. So I tried removing it, and next time I loaded the save, everything was fine. The crash happened both in BG1 and SoD. I'll elaborate: The first time I did Korlasz tomb, the game changed into SoD: when hitting ESC it would show SoD logo, the main menu was the SoD one with the relative music, and so on. When it crashed the first time, I tried selecting the BG1 campaign from the main menu and loading the last save, but outcome was always the same.
  14. So, this playthrough has been stuck for a while. I think I finally found the cause. As described here, the game just kept crashing right after the transition from BG1 into SoD. Since I could quicksave right before the crash in the ducal palace third floor (BD0103.ARE), and load that quicksave and even pause the game and talk to Imoen to get the first cutscene running, I thought it might be an issue in the area script; it never occured to me that I could use the stutter debug tool to also check which block causes the issue. So this morning I did just that, and the last block before the crash happened was this one: IF Global("#L_AcceptedRoom","GLOBAL",1) !Global("#L_PlayerChestLocation","GLOBAL",10) THEN RESPONSE #100 DisplayStringHead(Myself,490383) // Running block 60 of BD0103.BCS SetGlobal("#L_PlayerChestLocation","GLOBAL",10) MoveContainerContents("#LBD0103*PlayerChest00","BD0103*PlayerChest00") MoveContainerContents("#LBG0006*PlayerChest00","BD0103*PlayerChest00") MoveContainerContents("#LBG3201*PlayerChest00","BD0103*PlayerChest00") MoveContainerContents("#LBG3347*PlayerChest00","BD0103*PlayerChest00") MoveContainerContents("#LBG1107*PlayerChest00","BD0103*PlayerChest00") SmallWait(1) Continue() END Removing this entire block solved the issue, allowed for the 'Korlasz is defeated' textscreen to occur, and now SoD starts properly. I suspect '#L' is the prefix for @Lauriel's mods; this might be a Transitions issue. Also tagging @jastey, might be relevant for endless BG1.
  15. Yes, it is Glad about that, there are some very enjoyable mods out there that deserve a lot of praise. If you like UI tweaks, you might want to check this thread: it's a whole package, so easier to install.
  16. Well, the short answer is: because SCS's readme says so. It's also the case when reading about other players install orders and opinions on this forum, so I just went along.
  17. A couple of things to add to my previous post: After getting the Korlasz clean up quest, I tried moving to BD0120.are with the console. Party appeared in the centre top room, and had a dialogue with Porios to surrender (I'm guessing this is from transitions, and it worked); also, the first SoD cutscene played right after this dialogue (the one with the Korlasz mercenaries dialogue and Imoen audio line); I played this twice, the first time the two mercenaries were not there, and their equipment was on the ground, while the second time the cutscene played normally. Both times I selected the 'surrender' dialogue option with Porios. Interestingly, moving in the area causes Charname to lose all his items save for the cloak and helm of Balduran. The other members were fine. Played through the dungeon, defeated Korlasz, clicking on the rope gets party back in Baldur's gate behind the temple, so that part works. After this, speaking to Belt gives XP and the item to transition. The XP and the item can be obtained infinitely by repeatedly talking to Belt. I noticed that after traveling to the tomb the main menu changed to the SoD one, and also hitting ESC ingame brings up a menu with the SoD logo and hoped this might change something, but sing the item to start SoD still crashes the game, always at the same moment after the fadeout and removal of party members. I tried quicksaving and reloading like this guy did. But game keeps crashing immediately after loading the scene with Charname and Imoen near the bed on the third floor of the ducal palace. If I start a new game directly in SoD and play through the tomb, everything plays correctly.
  18. @Lauriel @jastey Using version 2.4 with EndlessBG1 v 9, situation for my install is this: - I killed Angelo, Tazok, Diarmid and Semaj in the final fight after they were turned into skeleton warriors (required by SCS, as I understand); got a clean up quest to kill Tazok; there's no journal entry (though I'm not sure if there's supposed to be one); there are 3 flaming fist soldiers outside the thieves guild sewers entrance; in the sewers I was attacked by bandits, but there is no trace of Tazok (may I ask where exactly is he suppposed to be?); going back to Belt, he asks if I've dealt with him yet. - Doesn't seem I can do Korlasz tomb. After skipping the Tazok clean up quest, Belt mentions Korlasz. Asking how to find it, he says he'll get me there, Liia Jannath interjects asking for documents, then Belt says 'ok now, hold still' but after clicking 'continue' nothing happens. - After those two attempts, I selected the 'got other things to do first' option, talked to belt again, and he gave me Winski's, Tamoko's and Cythandria's quests, that worked well (however Cythandria still has the two letters from slythe and Sarevok, and Sarevok's personal diary which is added by an UB component, I think). - After completing successfully those three clean up quests, Belt keeps mentioning Korlasz, but as said above nothing happens. I skipped that, he gave me his 'gift', I used it to go to SoD, party gold is taken away, Imoen leaves, and after the fadeout game crashes. Tried several times now. Tried skipping everything after the 'hero of baldur's gate' cutscene, same result. Also tried removing party members that were not automatcally removed (Flara and Moidre from Glam's NPC pack), game keeps crashing. Attached a dump file, if it can be of help. dump.2.6.6.0.0012.zip
  19. IIRC, that merchant is the same that can be encountered in the North West quadrant of the xvart village area. If you haven't, try talking to him there, and then go back to the black lotus tent.
  20. I was referring to BS0114.are and the golden discs. I was sure that Anyway, it would be very cool to add a little bit of lore to that area.. like Ok sorry for ranting a bit there. The point is, this is super good, and I can't wait to see how's going to develop.
  21. vEAOB.7 Some monks of ilmater (bsfmonk.cre and bstq008.cre) with a female paperdoll have the gender set to male, so PPE gives them a male monk portrait. The same goes for the farmer's wife (damn, she's ugly in my install ) although ysfarmwi.cre's gender is set to female, so I don't know anymore. The corpse at 655x557 of BS0113.are contains an invisible, undroppable, nameless item. I got the same issue between the fletcher's quest and the fire elemental quest described earlier in this thread. (completed it by adding the correct item via console) Also, may I ask for a couple of hints?
  22. Well, I'm in the same position as the guy above, and I must say I completely share the sentiment. Well done, and keep it up
  23. @Lava dang, Found a couple more typos: The quest is cool, but I couldn't help thinking:
  24. @Lava there are a few typos in the quest 'the Dungeon of the Carnal challenges': - journal: in the quest title and the first entry is spelled 'challanges'; - floating text when examining the clothes: 'intiguing' lacks an R; - floating text over the wooden stocks: 'uknown' should be 'unknown' And lastly: can I ask for a hint? I searched every nook and cranny of the dungeon, but I'm completely stuck
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