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Holden

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Posts posted by Holden

  1. Sorry if this is the wrong place to ask this question.  I completed the quest to rescue Ajantis, but I rejected him from the party and told him to meet up later.  I recall him saying he would wait for me in the Government District, but I can't find him there.  Where does he end up waiting?

  2. I am currently going through the expanded circus portion of this mod, in the snowy area.  I am pulling my hair out trying to find the last of the three keys needed to advance.  Any tips on where to find it?  

    Also, I notice that the Kagain shop portion of the mod was updated.  I get a crash to desktop whenever I try to access the store--I assume the update addresses this issue specifically?  

    *EDIT* Answered my own question from reading above about the Kagain bug.  It crashes to desktop immediately whenever I ask to look at what he has for sale.

    Thanks in advance!

  3. 12 hours ago, polytope said:

    Usually an area script checks an associated variable which is set when it executes to prevent it running again, but viewing saved games with an editor I couldn't find any prematurely set variables in the saves immediately before this happens, it's a bug that's very hard to pin down.

    I believe @Bubb discovered the blindness effect can confuse the area's character count check, my hunch is that something similar is happening, and certain area scripts are running in areas where no party member is, which could prevent them from working as intended. Still no clue as to the ultimate cause.

    So going through my second run it appears that things are functioning more or less normally.  Bandits not using ranged stopped being the case further into the game.

    The only bug I could reproduce was the lack of spawning guards during the Davaeorn fight.  In my previous run I had issues with enemies standing around instead of fighting, but I haven't reached those parts yet.

    I'd imagine a bug like this would be very difficult to pin down given that I have quite a few mods installed.  I haven't been able to find anything on forums.  Just seems like a totally random issue.

  4. On 11/8/2023 at 9:54 AM, polytope said:

    I've seen something like this myself on a few occasions, area script simply failing to cycle for the appearance of a creature or similar scripted event.

    Each time it happened it was consistent between saves before entering an area, but not between campaigns, i.e. saved games of different origin/party. Nor was it an SCS problem, it wasn't an SCS install.

    Did you begin the game in multiplayer mode?

    I can confirm your info here.  I actually started a brand new campaign and have noticed that some of the scripts now appear to be working properly, while others are now bugged.  All magic users are now using all of their spells and are generally much harder, but for some reason bandits will not use their bows and will only use melee instead.  That one ambush where you're surrounded by bandits with bows, they all close in with their swords instead.  It's always something with this game...

  5. Nope.  Just played normally with a created character.  

    I wish there was some way to test these areas in a new campaign.  A lot of the problem is that the events that are screwed up are hours into the campaign.  I heard that the first assassin in Candlekeep is supposed to use poison blade and hide in shadows with SCS installed, but I never got that.  Not sure it's relevant though.

  6. I figured it out, my apologies.  It wasn't an SCS issue, it's actually much worse than that.  For some reason, none of the event triggers are working on my install.  This explains a lot of things:

    1.  Davaeorn fight was so easy because guards do not spawn in the room.  The two Battle Horrors were present, but no extra guards.

    2.  Icharyd fight is a joke because the event trigger to transition to his second form does not activate.

    3.  In the Aec'letec fight, the cult guards are present but do not "activate".  So they end up just standing there waiting to get massacred.  

    4.  During the Demon Knight fight in Durlag's, the mirror in the room doesn't do anything.  I'm not sure whether there is an event trigger there too that I've missed?

    Those are really the only ones I've run into so far.  I tried the Davaeorn fight again and he actually did cast Stoneskin this time.  He also teleported normally and used his spell sequencer.  Seems I had jumped to conclusions in framing this as an SCS issue.

    The weird thing is that I haven't had this occur during non-combat situations, at least that I can recall.  For instance, the event trigger at the very beginning where Imoen spawns and joins you works just fine.  All dialogue triggers seem to be working too.

  7. I've finally come to the conclusion that I've been lying to myself and SCS isn't really working.  I'm running a fairly heavily modded BG EET install (Weidu attached), and and have played through to SoD.  I had a previous install with a similar array of mods, but ran into an issue and had to reinstall.  On my second run, I've started to notice that the difficulty is way easier this time no matter what I do with my settings.

    I have configured my SCS settings to "default" so they correspond to the general difficulty slider, which I have on "Insane".  I found the issues started when I'd tried to re-jig the individual settings independent of the general slider. 

    SCS says it's installed, and I can adjust stuff on the menu.  But I get very little indication that it's working properly.  The game is WAY too easy.  Malahey, Davaeorn and now the even the Durlag Demon Knight and Aec'letec.  They throw up a few minor buffs like Armor or Shield or Mirror Image, which show as "cast previously" which I realize only happens with SCS.  However, none of them use Protection from Magical Weapons or Stoneskin.  In the case of the Demon Knight, he was a complete pushover without these buffs up.  Aec'Letec threw up ZERO buffs whatsoever, and seemed content to throw a Remove Magic at my party and then proceed to basically wander around attacking with melee only.  Only the mage threw up buffs, but again no PFMW or Stoneskin.

    When I fought Icharyd at Ulcaster, he never went into his "second sequence" with all the Call Lightning spells.  He simply died.  I thought this was a major red flag, but I kept convincing myself SCS was working properly because mages were throwing up (lame) buffs in advance.

    Is it possible that I have SCS installed, but some of its features aren't actually working?  Is this a thing?  This honestly feels no different from vanilla. 

     

    WeiDU.log

  8. So I tried out Near Infinity and am clearly out of my element.  It will take some time to get familiar with all the functionality, but I will keep tinkering with it.  

    In the meantime, I actually tried using my backup EET install to attempt to uninstall my tweak mods up to JTweaks and then update the random music tweak.  After carefully reinstalling all the same options afterwards, it looks like it was a success and my save game is fully intact.  I just got lucky I guess.  Thanks for everyone's input!

  9. 9 hours ago, Graion Dilach said:

    Grab NearInfinity.

    https://gibberlings3.github.io/iesdp/appendices/area_lists/bg2aref.htm has the area list. Open the area file you want to restore the music of (filename.are). Also, drag it's counterpart from weidu_external/backup/jtweaks/330 into the tool. so you get it in a separate window. Scroll down to Songs on both entries and double-click on them. You'll see that the 4th entry from the top is called Battle Music. Select it on the active one and change it back on the bottom list to what the backup variant has. When you're done, close the popups and use the Save button at the bottom of the main ARE file window.

    Can you clarify what "select it on the active one and change it back on the bottom list to what the backup variant has" means? 

    I have followed your steps and now I have a window open for the JTweaks file and a window for the file that was already in Near Infinity.  I changed the JTweaks battle music to whatever was reflected in the Near Infinity version and then saved.  Is that what you're referring to?  Basically updating the JTweaks music file using the drop-down list, and by using the other file as a reference?  Or is it the other way around?

    Also, when I open the list of ARE files on Near Infinity, I only get a list of ToB locations.  How can I access the locations for the other games?  I can't seem to find anything on the left hand menu.

    Thanks in advance, and I have no idea if you and Jarno are being serious with each other 😄

  10. 2 hours ago, jmerry said:

    Ah, my mod. That tweak is pretty simple, in that it just randomizes each area's battle music. No change to dialogue, or anything but that one field in area files. So if it was the last thing you installed, you could just uninstall it mid-run and have all new areas going forward back to their original music. (Areas already visited are in the save file, so they would stay randomized)

    I didn't mean to undermine your mod in any way.  I would've definitely kept the randomized music if it didn't affect the big boss encounters.  And thanks for the suggestion--I will follow it.

  11. 1 hour ago, Jarno Mikkola said:

    Right, until you just copy the safe backup onto the modified game and you get garbage as a result. Because the modified files are still there.

    I just created identical copies of both my BG1 and BG2 folders (modded with EET) in a new folder.  Seems like both the original and copy run fine from my save.  I feel like I could run the experiment and see what happens in the copied folders without compromising the original.  But I like the Near Infinity option better anyways--seems like something I could really play with beyond my immediate problem.

  12. It's me again with another question about modding an EET install mid-game...☺️

    I completed a full install of EET and have attached my Weidu log here.  I installed a tweak from JTweaks which randomizes the battle music.  I thought this was a great idea until I realized that even boss battles had randomized music.  This is a huge no for me, since some of my favorite tracks in the game are for boss battles, particularly in ToB.

    I just finished BG1 and am into the SoD portion of the game, and I'm wondering if I could undo EET_End and run JTweaks again to turn that setting off.  I have two trains of thought on this:

    1.  Simply run JTweaks and choose all the same options except the random battle music, then simply run EET_End again.

    2.  Uninstall all the tweak packs up to JTweaks, change the random battle music, and then reinstall the tweak packs in the same order with the same options before running EET_End.

    Last time I tried to adjust mods after I started a game, it screwed up my save game (journal no longer displayed any active or completed quests).  That time, I had attempted to install a brand new mod in the install order, but this time I am just adjusting a tweak.  Any ideas on whether to take the risk and which of the above options would be better?  Any help would be really appreciated...thanks!!

    WeiDU.log

  13. On 9/30/2023 at 1:42 AM, jastey said:

    Welcome to Infinity Engine modding! We hope you enjoy the ride!

    On a serious note: fingers crossed and have fun with your playthrough.

    Thanks!  I'm actually glad that I reinstalled the whole thing, since I was able to add a bunch of great mods that I'd overlooked the first time around, including several of your mods.  There is an odd quirk in which some custom portraits aren't showing up, and I regret installing a tweak that randomized battle music, but other than that it looks like everything's good to go! 

    I feel like half of my time with this game has been either learning about mods or installing them, so it definitely feels rewarding having a full install that seems to be stable.  Thanks for your help!

  14. Actually, it was not that mod that was conflicting that was the error.  I peeled back each mod using the installation exe for each, but I could never isolate the error.  I think you're correct, and there was some previous adjustment I had made in the mod order which corrupted the entire thing.  

    I just did a fresh install all over again and this time it seems like everything's working.  It's funny--I swear I get different results every time I run through this, and I can't explain what I did differently this time.  If it works it works though!

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