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Sanderson

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  1. After playing it once, and once soon again for the purposes of this discussion, I say dsotsc needs serious QA testing.
  2. I have a save right before the glitch kicks in that I have been using for testing. As soon as party arrives at new map, the equipped drow gear is now deteriorated, the adamant spell suddenly hits Viconia and Imoen, and then the DADAMANT.bcs starts running forever on those two. (Sorry I did crop the screengrab there.) I can prevent all that from happening by first removing the drow gear from Imoen. I don't understand why it happens to Viconia, since she is not currently wearing drow gear and it doesn't seem to matter whether the adamant spell affects her or not.
  3. "No hits found." I know DADAMANT is something to do with the self-destructing Drow Adamantium gear. Going back to my pre-glitch save, then changing maps, I now see the unknown "Adamant : Character" which affects two party members, only one of which actually had the Drow gear on. The other party member may have had it equipped at some point as a test but wasn't currently wearing it. If I de-equip the gear before changing maps, the glitch does not take effect at all. I tried this again with the stutter tool installed to see what I could learn. Randomly Viconia's magic resistance comes into play. What is this Adamant spell? Here is block 34 of admant1.bcs (which covers removal of Drow items, including a lot of things that don't even exist like helms and rings, for which there are Resource Not Found warnings.) IF GlobalTimerExpired("Player6Adamant","GLOBAL") Global("Player6DrowItem","GLOBAL",1) HasItem("DROWCLK3",Player6(Myself)) // Drow Mage Cloak InParty(Player6(Myself)) THEN RESPONSE #100 DisplayStringHead(Myself,95392) // Running block 34 of ADAMANT1.BCS ForceSpell(Myself,ADAMANT) // spin142.spl (Adamant) DestroyItem("DROWCLK3") // Drow Mage Cloak END Looking in Near Infinity, apparently there is spin142.spl that gives extra hit points, which is exactly what happens to Imoen as the glitch takes effect. Even though the spell didn't affect Viconia, the glitch still did. Curiously nothing points to DADAMANT.bcs and there is no such item as DrowChan although there are similarly named items.
  4. Ok assuming I did this correctly, the changelog comes up with Attached is a screenshot from Near Infinity.
  5. Ok well after reloading and doing the same quests, I did manage to somehow trigger the glitching again. Since it happened first on the map north of Nashkel during the Askavar quest I jumped to conclusions so my sincere apologies to the makers of this golden oldie mod. I went through all its content and it was all fine. The same map has a lot of stuff added by Dark Side of the Sword Coast, so I really don't know. *proceeds to follow instructions* Looking at both saves in my forked timeline, the repeating script is "Running block 1 of DADAMANT.BCS" The bcs file appears to do with the disintegration of drow equipment provided by DSOTSC. Now if I remove the drow gear before it has a chance to disintegrate, the glitch doesn't happen. Hooray!
  6. Thank you jastey. Before I test my other saves I've been trying to see if the error is (non) repeatable.
  7. Hello can anyone chime in on this. Things were going very well until I left the cave north of Nashkell. @Lava's Melting Man moved outside but had nothing new to say. I fought the wizard in the cave added by Stone of Askavar. I left the cave. Things are fine at this point. Now whenever I travel to a new map screen from that point, two of my party have glitched movement. They will stop walking after a moment, and if I open a chest it will immediately close. If I teleport my party, one or both remain behind on the wrong map. Travelling normally with the map, my main character is suddenly way off the screen and can't be controlled. If I kick them out of the party they freeze and won't speak unless spoken to. Askavar only claims compatibility with bgee 2.3 so maybe that is it. Not even sure where to ask about that mod. It is not very big but there are some nice short quests and some good battles. I do see in the weidu log I chose "areas connected by travel triggers" but the two new locations were actually on the world map. weidu log in spoiler
  8. Maybe the scout was sent because of the doppelgangers interfering with sahuagin society, as they did with the smugglers (and the merchant guilds, and Durlag etc.) The sahuagin people can't afford war meanwhile the doppelgangers orchestrate it. If helping the scout has an evil outcome then that would be ok. Helping the sahuagin invade would certainly be a new roleplay choice. The salt-water thing is a new wrinkle though... Like I said before, SAHUAGIN'S GATE!!!
  9. Well on a second time, I got an amulet of protection +1, though was hoping for something more exciting.
  10. I don't care how many fisherman he ate, he's cute! The idea of a prisoner dying of thirst even if you leave the door open for him is sad. He seems like a relatively peaceful fellow and there's already a fillable barrel in the mod. I'm not saying you have to send him on his merry way. Though maybe if he did escape it could lead to some event where you get a choice of diplomacy instead of battle; or some quests similar to the smugglers and slavers, where you can either assist or betray fishy invaders. There's already a lot of roleplay stuff in the mod, and hell I've got two drow and a half-orc in my party, so go all-in and give me a fishman companion too. Can doppelgangers impersonate Sahuagin? What if we follow that thread...? Really these are just ideas that no one has to take seriously, so jastey and co. can feel free to ignore, or go full-on SAHUAGIN'S GATE!
  11. Awesome! Perhaps an alternate use for a barrel full of water.
  12. Is there any way to prevent him dying in the cell, or anything else about him? I feel like I could have prevented that, if only I brought him a glass of water or something...
  13. I was (am?) convinced that the epic magic chant/rap battle was a matter of deciphering alphabetic patterns in the call & response, so if it had no effect on the status of the amulet at the end then my roleplay immersion is destroyed! But really if there is no logical outcome to the scenario, that makes my brain go haywire...
  14. I think having a replacement of PPE that is either completely copyright-free or creative commons with attribution is a worthy goal. I don't care about the use of AI. No artist will make 4000 consistent portraits. That debate belongs somewhere else I believe. Using official TSR or wotc art is a different debate but still should probably be off-limits within the scope of a new, guilt-free PPE. I was actually using the same portrait generator last week that ktchong recommended, just doing portraits of people you meet on Candlekeep. It is hard to get variety in facial structures and demeanor without a lot of equivocating using terms like: fat, ugly, smiling, evil, sweaty, hungry, greedy, crazy, angry, etc or various nationalities. Including phrases like "in a dungeon" or "in a forest" is helpful, as well as props like "with a book" "holding a sword" or "with beer." The term "crusader" good for getting knights, as long as you disclude Christian imagery. To get adult women, I generally had to put the term "mom" in there! It does it's best to not make NSFW portraits but I was making some ogres, and let's just say a lot of them were female it's a simple generator and I haven't used more complex ones but it's a fine place to start. Some Photoshop would probably be required for turning people into ghosts etc.
  15. Well that would be awesome. In this scenario original exp and enemies to make IWD2 authentic to original, merely as initial campaign choice. Or if you continue from IWD then we can consider the party as time-travelling demigods out to save the North instead of ragtag losers. (Yes it would severely change the dynamic of the early game but consider that a feature not a bug, if you chose IWD first.) Personally I like the idea of having IWD without any Baldur's Gate, and leaving IWD2 as authentic/original as possible converted to 2e. This would also leave you able to use IWDee content and NPC mods, even if those NPCs won't talk in IWD2. Also what I wonder about is IWD2 itself; no IWD2 fix mods would work since all of IWD2 is already in tipun's mod. (I'm not sure that's particularly legal, and not one to care but perhaps worth noting for people who choose to distribute it.) In a perfect world there would a be a way to integrate legitimate copies of IWD2 into IWDee, though I suppose that means much of tipun's work would have to be recreated. The NWN mod as campaign #3 would be killer, since it doesn't seem to rely on being part of BG2. (I have not tried it yet fwiw.) Ok sorry I'm another one of those big ideas/low skills people so all I really have to offer are ideas and encouragement for now.
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