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megrimlock

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Everything posted by megrimlock

  1. Yeah I guess my point was more, if there are certain NPCs you are interested in, the mod might not be worth the hassle of installing at this late stage if it's going to be skipping big chunks anyway due to other mods you have installed.
  2. That mod adds a bunch of quest content so installing it after SCS and tweaks might cause issues? More pertinently, do you have overlapping NPC mods installed? The mod you are interested in searches to see if you have installed eg jastey's Ajantis mod or Lava's Quayle mod to avoid creating two copies of the same character.
  3. I actually wish the base game could be modded to be like this more generally.
  4. I intend to get round to this myself. Tweaks anthology will probably give you most of what you are looking for for QOL and XP cap. Be sure to include the multiple strongholds option, as there is an achievement for each stronghold in BG2. As far as fixes are concerned, EE Fixpack is not currently released and probably not required to obtain any achievement. It's very "at your own risk" if you do install it. EE editions effectively include old fixpacks to the original games. I'm yet to play a run through on LOB myself but all reports are that it is a slog, especially in early game. Might feel like you're gaining more momentum if you run the game on story mode first (which is also an achievement IIRC) for an easy ride where you can pick up as many achievements on the way. Quite a few achievements are mutually exclusive though so you will need to do multiple runs anyway. Cavalier is probably not a bad shout, as there is an achievement for becoming "Fallen" anyway!
  5. Oh I will definitely run it again, but now probably amidst a bunch of other mods I'm testing for compatibilities - so I might not have feedback in time for your proposed release window. On the plus side, since I won't be racing through the game just to test your mod, it might actually leave time for romance timers to fire...
  6. Re 2, I was able to speak to the Marshall about the slave girl even though I didn't do the quest in SoA. He sent me to the Harbormaster. I am not confident I can install the newest build without breaking my EET install. But nothing ventured nothing gained, right? Kinda reluctant to start the whole saga over a third time from the beginning. But I do like this mod, especially the feel of BG city having moved on from the crusade.
  7. Some further issues: - I went to the Low Lantern and spoke to Tianna, but she didn't appear to have any problem (contrary to the quest name listed) - I went to the Iron Throne building. I am directed to Virgil who has nothing of note to say. I guess that might be tied up with something else, but there is a small error - the merchant I speak to immediately on entering tells me (correctly) that Virgil is on the fourth floor. A guard then approaches me and says Virgil is on the third floor. Doesn't seem to be any point to the guard lying or being wrong, so it justs looks like an error. - The front door of Seven Suns is lying open, but there is no cursor icon when I try to click on it to go inside. - The user guide suggested I check out the Hall of Wonders. I didn't find anything new there. - The Helm and Cloak inn has two identical barkeeps. I didn't go in all the other inns to check them. - And the timer for the debrief doesn't appear to work, because after 24 hours nothing happens and if I go in the Ducal Palace, nothing is going on. Same after 48 hours. So I used the debug assistant to play the debrief cutscene, which it does, but I don't advance beyond that, because the "Defender of Baldur's Gate" scrawl after it just keeps looping. Not sure what to do from here.
  8. According to the wiki, EE already gives the holy symbols in line with Ghrey's fixes (Shar for Viconia, Baervan for Aerie &c). So that component would be redundant anyway.
  9. This time I returned to Baldur's Gate as intended. I did the Elfsong quest (and also checked that I could do the Cowled Menace quest in this section of the city - I could), however Corwin then said she needed to get back to her family. If I say "not yet", she just repeats it. But when I gave in and said "lead the way", I teleported to her house, and yet she kept saying it over and over, reloading the house and stalling the game from progressing. I got round this by loading an older save and going straight to her house and dropping her off with her family to allow me to continue from here.
  10. To be clear, it appears only to be a thematic incompatibility at this point, not mechanical. Having a second dagger didn't impact me in any way in this run. Though I did not attempt to progress the Skie mod beyond picking the dagger up.
  11. So running the series of incompatible mods I mentioned earlier in the thread, I've hit my first problem. When I am captured by Irenicus in Spellhold, Corwin has a shouting match with Jon from her cell immediately after me berating Yoshimo for his betrayal, ending with something like Jon saying to her "enjoy your last moments of autonomy, child". Then the game hangs and I can't move on. I loaded an autosave from outside the Asylum and sent Corwin back to Athkatla, thankfully she was still there waiting after I fast-tracked through the Underdark and she rejoined me to fight Bodhi. No problems until then, other than the cognitive dissonance of having two Soultaker daggers when exiting Chateau Irenicus...
  12. To counter-balance Morgoth's post, I've regarded EET as the only way to fly since returning to the BG series a couple of years ago. I would normally have started from BG1 too, just have been doing a lot of test runs recently...
  13. I'm going to do a fresh install this time with a few mods which will definitely conflict, and start in BG1. Jastey's Another Fine Hell, Lava's Skie and Roxanne's Caelar mods almost completely overlap with what this mod is trying to do. I certainly don't mind substituting Roxanne's Caelar rescue for this one. Another Fine Hell is incomplete but it would certainly be nice to make it compatible with this once it gets its mooted BG2 content. For Skie, I wonder if you could put in a check to see if that mod is installed, and if it is, you alter slightly the bits leading up to Corwin arriving. Avoid two duplicate daggers in Chateau Irenicus, avoid the cutscene of Skie being resurrected in BG, but keep the part where you use Brega to send a letter to Corwin - explicitly to seek help against Skie's killer. Things would work fine from there I think. The mods I'm going to test against in this run are: Endless BG1, Roxanne's Corwin (makes her playable in BG1 albeit not well written), Cowled Menace and Travellers in Faerun (both of these also return to BG city in SoA). Probably Black Hearts too because of the Illasera connection. Will report how I get on.
  14. Ok so I tried to play through this and hit a wall. I installed it on a vanilla EET installation, nothing else installed at all. I got the dagger and Corwin joined the party just fine, played through until the first bug I noticed: on meeting Drizzt after leaving the Underdark, Corwin makes an approving comment if you ask Drizzt to help against Bodhi and then she just... disappears. If you don't ask him for help she stays in party fine and you can continue. The second bug though I couldn't get past. After defeating Irenicus in Hell, I got the cutscene in Temple of Rillifane with Ellesime congratulating me, then watched the Irenicus in Hell movie, and then it cut back to me and Corwin alone in the Temple of Rillifane... and there is no door to get out, and she doesn't say anything even when PID'd. I tried use console to exit to Suldanesselar, I tried consoling to go back to the congrats scene (AR2812), no dice. I tried consoling to Baldur's Gate, but it just treats me like I'm entering it for the first time (Scar introduces himself at the doors of the Flaming Fist, etc). So, I'm stuck before getting to the real meat of the mod... I started this game in SoD rather than BG1, could that be causing it by messing with a conditional which is supposed to trigger the return to Baldur's Gate at this point?
  15. Yeah, but I liked the content. That's why I keep putting this mod (or parts of it) in my installs despite its unfinished/buggy state, the flavour is nice and fleshes out the world.
  16. Oh, sorry. I just checked that quickly and it does work. For some reason I thought it was content for taking Imoen with you in Chapter 6.
  17. From my current run: Hulrik/Xvart village - Works and I like it. Ramazith - CTD when climbing the tower. Imoen/Candlekeep - Nothing triggered that I could see.
  18. Interestingly there is an old mod called "Area Patcher" (the russian forums arcanecoast still recommend it at the end of an EET build though I suspect it's from BWS originally), and one of the things it patches is Door 8100. Area 8100 is added by Arkhstuff, so this might confirm the problem with the door I mentioned. Area patcher does this: BEGIN ~Fix Jarl's BGT Adventure Pack - JA#C05.ARE - Trigger 0 - Door8100~ DESIGNATED 3000 GROUP ~Jarl's BGT Adventure Pack~ REQUIRE_COMPONENT ~setup-area_patcher.tp2~ 0 ~You must install the core component first.~ REQUIRE_PREDICATE (MOD_IS_INSTALLED ~setup-ja#bgt_advpack.tp2~ 1) ~This component is needed only if you have installed Jarl's BGT Adventure Pack.~ COPY_EXISTING ~JA#C05.are~ ~override~ //LAUNCH_PATCH_FUNCTION ~fj_are_structure~ // INT_VAR // fj_delete = 1 // fj_delete_mode = 0 // STR_VAR // fj_structure_type = region // fj_name = Door8100 // END // LAUNCH_PATCH_FUNCTION ~fj_are_structure~ // INT_VAR // fj_type = 2 //travel // fj_box_left = 415 // fj_box_top = 336 // fj_box_right = 536 // fj_box_bottom = 443 // fj_cursor_idx = 30 //door // fj_vertex_0 = 415 + (375 << 16) // fj_vertex_1 = 463 + (443 << 16) // fj_vertex_2 = 536 + (401 << 16) // fj_vertex_3 = 492 + (336 << 16) // fj_loc_x = 439 // fj_loc_y = 383 // fj_info_point_strref = 0 // STR_VAR // fj_structure_type = region // fj_name = Door8100 // fj_destination_area = AR8100 // fj_destination_name = Frja#c05 // END LAUNCH_PATCH_FUNCTION ALTER_AREA_REGION STR_VAR region_name = ~Door8100~ destination_area = ~AR8100~ END BUT_ONLY_IF_IT_CHANGES Fairly indecipherable to me but no doubt means something to others here!
  19. On EET actually - though installed onto BGEE before installing EET.
  20. The Scar/Seven Suns quest I played through a couple of times - it adds a few more doppelgangers and slighlty alters where Jhasso is. I had no issues with it and intend to keep it for future runs. Extended Guard system/Elfsong Tavern/Sorcerous Sundries/Ender Sai: just flavour, no issues I noticed/recall. Temple services: didn't check these. Velvet/Cockfight: works fine. Imoen in Candlekeep: forgot to take her. Will check next run. Safana's treasure cave: something looked messed up here (to my entirely amateur eyes), I left it off my most recent install. I *think* that when I looked at the files in here in NearInfinity after installing the mod, the dialogue was corrupted (though it seems fine when viewed pre-install, suggesting that it is not interacting well with something else?). The same thing happened with the Husam storyline but as I say the main problem there was the secret door in the basement of Ducal Palace was borked. Gervisse/Voltine I hadn't checked but I see this is one that YChap altered in his fork that JohnBob linked above. Shop of Silence: don't recall exactly, but it caused some sort of issue for me that I dropped it after first install. I should perhaps add a massive disclaimer for my reports of things not working, which is that I am generally running test installs where I am purposefully looking for things which are likely to break or not play nice together. For instance, in installs I have had JAP running I have also had other "unapproved" mods for EET like Mysteries of the Sword Coast, New Tales of the Sword Coast and the non-core bits of Eve of War running too, and given my lack of modding knowledge I am like a big kid smashing legos together sometimes. I get them to mostly play nice through perseverance, eg New Tales I translated through google then manually corrected all the syntax errors, which took ages. Then it all seemed to work well except one of the NPCs in New Tales is called Bernard, which royally screwed me when I got to the Copper Coronet later...
  21. I deliberately didn't report (or closely track) the bugs I found because jastey said she wasn't working on it, I just discarded the bits that didn't work well and carried on with my next setup. I still enjoyed cannibalizing the bits that worked to fit in my overall install - similar to Mysteries of the Sword Coast, which has a mix of problematic and unproblematic parts too on EE.
  22. So I've played about with jastey's fork a bit. Certainly some of the elements work fine. The ones I would *not* install currently are Arkhstuff, Aldeth and the Husam storyline, as all of these broke my game at one point or another. The secret door in Arkhstuff just CTD so you can't get into the Iron Throne, and with Husam a lot of the NPCs have messed up names and dialogues, but most importantly, at the end of the mod when you go into the basement to let the Shadow Thieves into the Ducal Palace, it CTD as well. It's a shame because I would have liked there to be some synergy between that storyline and jastey's Husam NPC for SoD, hopefully we will get there. I also refrained from installing the dialogue/animation fixes after my first attempt, I recall they did not go over well. (My first test just installed everything blindly, even though some of the weidu prompts were in German). An interesting (undocumented?) bit of the pack is that you can outright kill Sarevok in the Ducal Palace before his pet mage spirits him away (though I needed godbows to do it). Happily, the game continues on fine as normal from there even with other mods installed like Endless BG1, and you can progress to SoD or SoA (all of my tests were in EET, with JAP installed onto BG1 first and adding an extra line to EET's compatibility.tbl file). On my current run I intend to test the Ramazith and Hulrik bits of JAP so will update then.
  23. This looks pretty exciting, I'd be interested to test. Beyond the comments above, the specific compatibility issue which would be nice to resolve is whether this mod can be made to play nice with Lava del Vortel's The Cost of One Girl's Soul, which also uses the Soultaker Dagger in Irenicus Dungeon to kickstart its quest.
  24. Ah, it was the patience thing. Whatever guide I was reading said "a few days" and since the vanilla quests had been spaced 3 or 4 days apart, I only waited 6. My bad.
  25. No I didn't try the bad ending, sorry.
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