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Sanderson

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Posts posted by Sanderson

  1. 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.

  2. 9 hours ago, jastey said:

    Would you do "Find" -> "references to this script"?

    "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.

    glitchin2crop.png.fc84617da9786f538a1dcbc222688926.png

    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?

    glitchin3crop.png.a08c2671724745fd36af79a478415d3f.png

    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. 

  3. 15 hours ago, Jarno Mikkola said:

    To find out more on this, you can --change-log that file...

    Ok assuming I did this correctly, the changelog comes up with

    Quote

    Mods affecting DADAMANT.BCS:
    00000: /* created or unbiffed */ ~DS\SETUP-DS.TP2~ 0 0 // Dark Side of the Sword Coast For Baldur's Gate: Enhanced Edition Version 1.021.02

    Attached is a screenshot from Near Infinity.

    10 hours ago, jastey said:

    Thanks for this. I'm not involved with Stone of Askavar but nevertheless I say it is very appreciated you took the time to correct your former false conclusion.

    👍

    drow.png

  4. 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!

  5. 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

    Spoiler

    // 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]
    ~DLCMERGER\DLCMERGER.TP2~ #0 #3 // Merge DLC into game -> Merge all available DLCs: 1.5
    ~CD_ICPP\SETUP-CD_ICPP.TP2~ #0 #100 // Install All Baldur's Gate Portraits as Player Portraits: v2
    ~CD_ICPP\SETUP-CD_ICPP.TP2~ #0 #200 // Install All Baldur's Gate II Portraits as Player Portraits: v2
    ~CD_ICPP\SETUP-CD_ICPP.TP2~ #0 #400 // Install Icewind Dale Portraits as Player Portraits -> Icewind Dale AND Icewind Dale II Portraits: v2
    ~ZG_BG2_VOICES\ZG_BG2_VOICES.TP2~ #0 #0 // Baldur's Gate II Voice Pack for EE 2.6+: 1.2.0
    ~ZG_IWD2_VOICES\ZG_IWD2_VOICES.TP2~ #0 #0 // Icewind Dale II Voice Pack for EE 2.6+: 1.2.0
    ~ZG_BGNPC_VOICES\ZG_BGNPC_VOICES.TP2~ #0 #0 // Baldur's Gate NPC Voice Pack for EE 2.6+: 0.3.1
    ~ZG_IWD_VOICES\ZG_IWD_VOICES.TP2~ #0 #0 // Icewind Dale Voice Pack for EE 2.6+: 1.2.0
    ~ZG_NWN_VOICES\ZG_NWN_VOICES.TP2~ #0 #0 // Neverwinter Nights Voice Pack for EE 2.6+: 0.3.2
    ~BGEECLASSICMOVIES\BGEECLASSICMOVIES.TP2~ #0 #0 // Restore BG1 movies to BG:EE -> Replace all movies: v2.3.1
    ~BGEECLASSICMOVIES\BGEECLASSICMOVIES.TP2~ #0 #3 // Restore BG1 Chapter and Dream Screens: v2.3.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #100 // Restore BG1 Spellcasting Voices: v2.0.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #110 // Restore BG1 Spellcasting Sounds: v2.0.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #120 // Restore BG1 Weapon Sounds: v2.0.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #130 // Restore BG1 Armor Sounds: v2.0.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #140 // Restore BG1 GUI Sounds: v2.0.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #160 // Restore Gulp Sound: v2.0.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #170 // Restore Chunked Death Sound: v2.0.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #180 // Tweak Sound Channel Volume Levels: v2.0.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #189 // Enable Footsteps During Combat: v2.0.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #200 // Mute Tooltip Paper Sound: v2.0.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #210 // Restore BG1 Ambient Sounds: v2.0.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #230 // Restore & Tweak Soundsets: v2.0.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #240 // More Existence Sounds: v2.0.1
    ~INFINITYSOUNDS\INFINITYSOUNDS.TP2~ #0 #250 // Tweak Existence Sound Delay: v2.0.1
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #20 // Commoners Use Drab Colors: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #60 // Two-Handed Axe Item Pack: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #90 // Expanded Polymorph Self: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #140 // Randomized Enemy Equipment -> Add High Quality Items: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #50 // IWD Class Updates: Bard: Add IWD Bard Songs: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #70 // IWD Class Updates: Druid: Use IWD Shapeshifting and Ability Progression: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #100 // IWD Class Updates: Paladin: IWD Abilities and Skills: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #120 // IWD Class Updates: Thief: Evasion: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: v5
    ~IWDIFICATION\SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: v5
    ~DS\SETUP-DS.TP2~ #0 #0 // Dark Side of the Sword Coast For Baldur's Gate: Enhanced Edition Version 1.02: 1.02
    ~NTOTSC\NTOTSC.TP2~ #0 #0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET: 5.0.0
    ~NTOTSC\NTOTSC.TP2~ #0 #1 // Spawn less Monsters depending on Game Difficulty: 5.0.0
    ~NTOTSC\NTOTSC.TP2~ #0 #2 // Keelor the Dwarf: 5.0.0
    ~NTOTSC\NTOTSC.TP2~ #0 #3 // Llindellyn's Lucky Arrow: 5.0.0
    ~NTOTSC\NTOTSC.TP2~ #0 #4 // Nim Furlwing's Hunting Hounds: 5.0.0
    ~NTOTSC\NTOTSC.TP2~ #0 #6 // Svlast's Torment: 5.0.0
    ~NTOTSC\NTOTSC.TP2~ #0 #7 // Will O'Hara NPC: 5.0.0
    ~NTOTSC\NTOTSC.TP2~ #0 #8 // Will O'Hara: Install English Soundset: 5.0.0
    ~NTOTSC\NTOTSC.TP2~ #0 #9 // Fighting Encounters: 5.0.0
    ~NTOTSC\NTOTSC.TP2~ #0 #10 // Improved Lesser Fiends: 5.0.0
    ~NTOTSC\NTOTSC.TP2~ #0 #11 // Improved Haeball: 5.0.0
    ~NTOTSC\NTOTSC.TP2~ #0 #12 // Improved Ghotal: 5.0.0
    ~NTOTSC\NTOTSC.TP2~ #0 #13 // Reduce Number of Shaman Cloaks -> Remove Cloaks from generic Orc Priests: 5.0.0
    ~SOA\SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 2.2
    ~AC_QUEST\AC_QUEST.TP2~ #1 #0 // A Job Well-Paid: 5.2
    ~AC_QUEST\AC_QUEST.TP2~ #1 #1 // A Feast for the Gnolls: 5.2
    ~AC_QUEST\AC_QUEST.TP2~ #1 #2 // Jumper -> Original version: Ugh and Jumper are inside the cave.: 5.2
    ~AC_QUEST\AC_QUEST.TP2~ #1 #4 // The Lost Son: 5.2
    ~AC_QUEST\AC_QUEST.TP2~ #1 #5 // Of Wolves and Men -> Quest uses hut near Thalantyr in High Hedge.: 5.2
    ~AC_QUEST\AC_QUEST.TP2~ #1 #7 // The Great Carlini: 5.2
    ~AC_QUEST\AC_QUEST.TP2~ #1 #8 // A Home for the Gibberlings: 5.2
    ~AC_QUEST\AC_QUEST.TP2~ #1 #9 // Fangirls: 5.2
    ~AC_QUEST\AC_QUEST.TP2~ #1 #11 // The Serpents of Abbathor -> Tweaked version: quest can be finished in BG1.: 5.2
    ~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #0 // EEEE: Melia Quicknight, Crossroads: 4.2
    ~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #1 // EEEE: Bimmy's Badgering Bandits: 4.2
    ~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #3 // EEEE: Bear Encounter near the Gnoll Stronghold: 4.2
    ~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #4 // EEEE: Xan's New Grove (new items in Mulahey's cave): 4.2
    ~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #5 // EEEE: Daenni's Bridge Bandits: 4.2
    ~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #6 // EEEE: The Fire Drake in the Wyvern Cave: 4.2
    ~EXTRAEXPANDEDENHANCEDENCOUNTERS\EXTRAEXPANDEDENHANCEDENCOUNTERS.TP2~ #0 #7 // EEEE: Undercity Magma Bulwark Encounter; Red Skeleton-(U.M.B.E.R.S.): 4.2
    ~BGQE\SETUP-BGQE.TP2~ #0 #0 // Slime Quest: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #12 // Legal Sea Charts Sources: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #13 // Additions to the Lady's Hall and the Bitch Queen's Temple: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #14 // A Worried Farmer: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #15 // Bodies for a Good Cause: 27
    ~BGQE\SETUP-BGQE.TP2~ #0 #16 // Finish Cordyr's Quest without killing Sil: 27
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.4
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.4
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.4
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.4
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.4
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.4
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.4
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.4
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.4
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.4
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.4
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v16.4
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.4
    ~BG1UB\SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v16.4
    ~THECALLING\THECALLING.TP2~ #0 #0 // The Calling: v5
    ~THECALLING\THECALLING.TP2~ #0 #20 // Peaceful Werewolf Isle Resolution: v5
    ~THECALLING\THECALLING.TP2~ #0 #40 // Exotic Item Pack: v5
    ~SIRINESCALL\SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v16.3
    ~SIRINESCALL\SETUP-SIRINESCALL.TP2~ #0 #1 // Extended Lighthouse Area: v16.3
    ~SOTSC\SOTSC.TP2~ #0 #0 // Shades of the Sword Coast - Expansion Pack for BGEE: v8.6
    ~BLACKHEARTS_BG1\SETUP-BLACKHEARTS_BG1.TP2~ #0 #0 // Install Black Hearts BG1 - The Hunter: v1.0
    ~BST\SETUP-BST.TP2~ #0 #0 // The BS Company presents Balduran's Seatower: vEAOB.9
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #0 // Endless BG1: Main Component (Required): 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #1 // More Flavor to Hero of Baldur's Gate (Includes PC's Residence Inside Palace): 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #2 // Short Public Hero Tribute: 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #3 // Sarevok's Unique Items: 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #4 // Sarevok's Sword: 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #5 // Imoen and Duke Jannath (Imoen Gets Residence Inside Palace): 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #6 // Duke Eltan Is in the Palace: 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #7 // Flaming Fist After Final Fight: 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #9 // Elminster Makes an Appearance -> Restored BG1 Text: 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #10 // First Refugees Come to Baldur's Gate: 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #11 // Ophyllis the Treasurer is Inside Palace Dungeon: 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #12 // Denkod in Thieves' Guild Comments on Sarevok's Death: 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #13 // Skip Thieves' Maze Once After Sarevok's Death: 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #14 // Korlasz' Dungeon is in BG1: 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #15 // Fenster the Palace Healer Is in the Palace: 18.1
    ~C#ENDLESSBG1\C#ENDLESSBG1.TP2~ #0 #16 // Captain Corwin Is in the Palace: 18.1
    ~C#SODBOABRI\C#SODBOABRI.TP2~ #0 #0 // Scene at Boareskyr Bridge will be Acknowledged: Add NPC Reactions: v6
    ~C#SODBOABRI\C#SODBOABRI.TP2~ #0 #1 // Add Description Text to Original Scene at Bridge: v6
    ~C#SODBOABRI\C#SODBOABRI.TP2~ #0 #2 // Bridge Scene has Different Choices: v6
    ~C#SODBOABRI\C#SODBOABRI.TP2~ #0 #3 // Add Stat Changes to Choices at Bridge: v6
    ~C#BRAGE\C#BRAGE.TP2~ #0 #0 // Brage's Redemption - Brage Joinable NPC for Baldur's Gate: 9.1
    ~C#BRAGE\C#BRAGE.TP2~ #0 #1 // Assign the mod's portrait and soundset to the original Brage in game.: 9.1
    ~C#BRAGE\C#BRAGE.TP2~ #0 #5 // Give Brage unique Two-Handed Sword +1: 9.1
    ~C#BRAGE\C#BRAGE.TP2~ #0 #10 // Brage's Redemption: Crossmod Content: 9.1
    ~SODRTD\SODRTD.TP2~ #0 #80 // SoD - Stat-based observations and quest options from Lauriel's Themed Tweaks Mod: 3.0
    ~SODRTD\SODRTD.TP2~ #0 #0 // Main Component: Tracking System: 3.0
    ~SODRTD\SODRTD.TP2~ #0 #10 // Consistency Changes to Game Dialogues: 3.0
    ~SODRTD\SODRTD.TP2~ #0 #20 // Officers Are Aware: 3.0
    ~SODRTD\SODRTD.TP2~ #0 #30 // Give PC Informed Reply Options: 3.0
    ~SODRTD\SODRTD.TP2~ #0 #40 // PC Can Tell the Officers: 3.0
    ~SODRTD\SODRTD.TP2~ #0 #50 // Add Officers Reactions: 3.0
    ~SODRTD\SODRTD.TP2~ #0 #60 // Additional Info Points: 3.0
    ~SODRTD\SODRTD.TP2~ #0 #70 // Add Additional Communication with Officers: 3.0
    ~PPE\SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.02
    ~PPE\SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.02
    ~PPE\SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.02
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow [plainab/grogerson]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons [Lava] -> Only replace icons that aren't already unique: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers [Miloch] -> Unique icons and names: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons [Angel]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #220 // Enhanced Overlays for Colorblind Players [Fouinto]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood except the mines: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Non-Magical Shields, Helms, and Armor: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-Out Dialogues: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn [DavidW/Zed Nocear]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing [Weimer]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1270 // Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior [plainab]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1330 // NPCs Cannot Use Doors: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove experience cap: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No restrictions: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of both methods: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery [Weimer]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True grandmastery [Baldurdash]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP table: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP table: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP table: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No level progression changes, PnP druid/cleric spell table only: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2581 // Alter Wisdom-Based Divine Bonus Spell Table -> Use BG/BG2/IWD Table: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters -> Arcane and divine magic: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal [Ardanis/GeN1e]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps [Ardanis/GeN1e]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2391 // Alter Paladin Spell Progression Table -> BG2-Style Progression (Up To Level Six Spells) [TotoR]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2401 // Alter Ranger Spell Progression Table -> BG2-Style Progression (Up To Level Five Spells) [TotoR]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization [subtledoctor]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes [sarevok57]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields [Angel]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2590 // Thieves Can Backstab With More Weapons With "Use Any Item" or as Dual- and Multi-Classes: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN-style: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% learn spells and no maximum cap: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount [Sabre]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited ammo stacking: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Jewelry, Gem, and Miscellaneous Item Stacks -> Unlimited jewelry, gem, and miscellaneous item stacking: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited potion stacking: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited scroll stacking: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3120 // Happy Patch - Alter How Party NPCs Complain About Reputation -> NPCs are never angry about reputation: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation [Luiz]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items [icelus]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor [Icendoan/grogerson]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3261 // Recoverable Ammunition [argent77] -> 50% chance to recover after a successful hit: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3272 // Recoverable Throwing Weapons [argent77] -> 75% chance to recover after a successful hit: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3294 // Personalize Automatic Save Names -> Use scheme: 000000000-[Protagonist]-Save-Name: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3300 // Death Cam: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3330 // Make Party Members Less Likely to Die Irreversibly: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3350 // Create Interval Saves [argent77] -> Every 15 minutes (one save only): v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil Joinable NPC Reaction Rolls: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 values: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 values: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good Alignment: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 values: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 values: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin [Andyr]: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo Into Minsc's Pack: v16
    ~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel Doesn't Die in the Original Challenge: v16


     

  6. 13 hours ago, jastey said:

    That made me laugh! 😆

    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. 

    8 hours ago, TotoR said:

    In countrary to most BG quest, good deeds should not always give good outcomes... 

    In this case helping the Sahuagin scout will make there evil plans easier as they will know how to break in; You help them to raid the seatower. As we use to say in french: "trop bon, trop con" but that would be great and less manichean than ever.

    FWIW, a Sahuagin could only stay out of water for 4 hours and hate fresh water...

    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!!! :)

  7. 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!

  8. 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... 

  9. 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.

     

  10. 7 hours ago, subtledoctor said:

    It’s something I am exploring. Since the NWN mod is geared for ~15th level parties, I am going to try to make a script that sends your party from the IWD end boss to the beginning of the NWN mod. 

    If I get that to work, I could also do it for IWD2 as an alternative. (I mean you can kind of do this right now, by exporting your IWD character before the final fight and then importing them as your party when you start an IWD2 game.)

    But note, you have to choose how IWD2 words, once and for all, when you install this mod. Either it will be suitable for 1st-level characters (in which case it will not be fun for your IWD party), or suitable for 15th-level characters (in which case it will not be fun for a 1st-level party).

    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.

  11. Is there any possibility that the iwd2 portion can be integrated into IWDee. So that you can choose iwd2 converted to 2e as its own campaign or even just go there straight after iwd1, timeline/exp be damned?

     

    Sorry I've read through a ton of threads including here and the 50 pages at arcanecoaat but no one seems to have broached this topic. 

     

  12. After destroying the gauntlets you can have the blacksmith make you an amulet. For me it was cursed and lowered ability scores. Is there a better outcome for the amulet and is it tied to the magic chant used to remove the gauntlets from the polymorphed Halfling? Is there an even worse outcome where Mrs Halfling stays a squirrel forever or explodes or something?

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