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Everything posted by Grimwald

  1. Problem resolved at Bioware Forums Please ignore unless you have the same problem and look for the solution there. It is NOT a bug. Tarnesh was found at his original starting point. The problem with Greywolf is knowing where that is. Perhaps I should return and have a good look everywhere. I am having a problem with disappearing characters. First it was the Flaming Fist Mercenary just south of Beregost. I went out of sight of him to buff up, and when I returned, he wasn't there. No big deal, he's only there for the armour. However when the same thing happens with Greywolf. It is a bit more serious as I can't finish the quest. Anyone else having this problem? Has it been resolved? Now I have exactly the same problem with Tarnesh. My Ranger hid and was blinded almost simultaneously. My ranger went inside the temple to recover. When he came out there was no sign of Tarnesh. I can see this bug causing MAJOR issues. If it happens for Mulahey or Davaeorn for example, it will completely break the game. Similarly at the Ducal palace or the Iron Throne In case it is needed, my weidu log // 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] ~BW_HERBS/SETUP-BW_HERBS.TP2~ #0 #0 // Herbs and Potions Add-in (BG1 / BG1Tutu / BGT) by Baronius: v1.0.3 ~SETUP-LOSTITEMS.TP2~ #0 #0 // Lost Items ~SETUP-LOSTITEMS.TP2~ #0 #1 // Xan has Sorcerer class ~SETUP-LOSTITEMS.TP2~ #0 #2 // Monk +3 AC and +1 THAC0 Bonus ~SETUP-LOSTITEMS.TP2~ #0 #3 // Happy patch: NPCs do not leave due to reputation ~SETUP-LOSTITEMS.TP2~ #0 #4 // Viconia has 18 WIS ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 4.1 ~SETUP-TGC1E.TP2~ #1 #0 // The Grey Clan Episode One: In Candlelight, BG1TUTU edition v1.11 -> Normal edition ~SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v9 ~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar: 1.5 ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for Tutu/BGT v1.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: 8 ~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: 8 ~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: 8 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: 8 ~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Resistance: 8 ~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: 8 ~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v16 ~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v16 ~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v16 ~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v16 ~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v16 ~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v16 ~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v16 ~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v16 ~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v16 ~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v16 ~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin.: v16 ~BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way.: v16 ~BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival.: v16 ~BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost.: v16 ~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable until In Party: v16 ~BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v16 ~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v16 ~SETUP-FINCHNPCV3.TP2~ #0 #0 // Finch NPC for Tutu v3.0 ~SETUP-INDINPC.TP2~ #0 #0 // Indira NPC for BG1Tutu ~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu and BGT, 14April2008: v3.1 ~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): v3.1 ~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): v3.1 ~GAVIN/GAVIN.TP2~ #0 #6 // Gavin: Alternate Portraits -> Dawn skies, by Kaeloree: v3.1 ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.31 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.31 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.31 ~SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections ~SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues ~SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding ~SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack ~SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area ~SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes ~SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items ~SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs ~SETUP-BG2_TWEAKS.TP2~ #0 #2050 // Description Updates for Universal Clubs Component ~SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All ~SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap ~SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions ~SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer) ~SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash) ~SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table ~SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table ~SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher) ~SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher) ~SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher) ~SETUP-BG2_TWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher) ~SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum ~SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game ~SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap ~SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless ~SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking ~SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking ~SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking ~SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking ~SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not fight or complain about reputation) -> NPCs can be angry about reputation but never leave (Salk) ~SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation ~SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs ~SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values ~SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values ~SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good ~SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values ~SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi) ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #0 // Divine Remix Core Components (Required for Everything): v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #50 // Remove Cleric Kits -> Remove Mod Kits: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #52 // Remove Druid Kits -> Remove Mod Kits: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #54 // Remove Ranger Kits -> Remove Mod Kits: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #403 // Install Bowslinger Ranger Kit: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #600 // Install Battleguard of Tempus Kit for Branwen: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #605 // Change Jaheira to Neutral Good: v6 ~SETUP-SCS.TP2~ #0 #10 // Detectable Spells: v14 ~SETUP-SCS.TP2~ #0 #20 // Allow enemy AI to detect the party's magic items: v14 ~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v14 ~SETUP-SCS.TP2~ #0 #40 // Bugfix: Fix the Mirror Image spell so it doesn't block area-effect magic: v14 ~SETUP-SCS.TP2~ #0 #50 // Bugfix: Fix the Dispel Magic spell so it correctly allows for caster's level: v14 ~SETUP-SCS.TP2~ #0 #1000 // Make Protection from Normal Missiles block magical missiles -> No magical missiles penetrate Protection from Normal Missiles: v14 ~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v14 ~SETUP-SCS.TP2~ #0 #1021 // Antimagic attacks penetrate improved invisibility -> All spells that bring down spell protections get areas of effect: v14 ~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v14 ~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v14 ~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v14 ~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v14 ~SETUP-SCS.TP2~ #0 #3060 // Allow Yeslick to use axes: v14 ~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v14 ~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v14 ~SETUP-SCS.TP2~ #0 #3090 // Prevent party members from dying irreversibly: v14 ~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v14 ~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v14 ~SETUP-SCS.TP2~ #0 #4040 // Ensure Shar-Teel doesn't die in the original challenge: v14 ~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v14 ~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v14 ~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v14 ~SETUP-SCS.TP2~ #0 #5020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v14 ~SETUP-SCS.TP2~ #0 #5033 // Smarter mages -> Mages use spells from BG1 and BG2; mages pre-buff: v14 ~SETUP-SCS.TP2~ #0 #5043 // Smarter priests -> Priests use spells from BG1 and BG2; priests pre-buff: v14 ~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v14 ~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v14 ~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v14 ~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v14 ~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v14 ~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v14 ~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v14 ~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v14 ~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v14 ~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v14 ~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v14 ~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v14 ~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v14 ~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v14 ~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v14 ~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v14 ~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v14 ~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v14 ~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v14 ~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v14 ~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v14 ~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v14 ~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v14 ~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v14 ~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v14 P.S. the game was working fine before SCS was installed. Problem resolved at Bioware Forums Please ignore unless you have the same problem and look for the solution there. It is NOT a bug.
  2. Thanks. having read the post at the BWL, was just about to post here for the benefit of others, but was too late. Much Appreciated.
  3. Just wondering if the BG1 NPC Project conflict has now been solved. Also I am wondering where the Drizzt Saga version 2 can be downloaded from. I have downloaded version 1 for WEIDU as I am using Tutu. Is there a more up to date version?
  4. Am going to do a fresh install since I am at the beginning of my game, so ignore my post. If the same problem pops up, I will let you know. Cheers, Grimwald
  5. I have just had the same problem. When I use Cloudkill on Semaj, he dies and then Saverok talks to me but does not teleport Diarmid or Angelo in. That makes Saverok unkillable. If I talk to Saverok first everything goes OK. It is a minor bug, but a bit annoying.
  6. Rogue rebalancing from spellhold studios provides you with various items that are very useful for bards/thieves. They are a bit expensive, but imo value for money. The Darkveil does not work against the medusas introduced by "The Drizzt Saga" due to a compatability issue, but now I have reported the problem, hopefully that will soon be rectified. There is another mod called herbs and potions by which you can get useful potions (At a price) See the G3 mod installation order page. The BG2 Tweak Pack introduces some items from BG2 into BG1, again at a price. If you are wanting mods of that type, the places to go are G3( obviously) Spellhold studios and The Black Wyrm's Lair. You may discover other modding communities also if you visit those sites. You might find Konalan's Tweaks of interest also. Lost items by Vedran also has extra equipment
  7. You need to install some mods that have some expensive but good items for sale. Rogue rebalancing comes to mind and then there's exotic items. The problem is that as you add more mods, you get more and more loot. What is even worse is that you don't get to keep the loot in BG2 Unless you exploit the engine that is. What is needed in my opinion, is a mod that distributes your loot around BG2 so that you can get it back without exploiting the engine.
  8. I don't think there will be many who will want to do that, though I'm afraid that it still grates on the ear even if it's meant to.
  9. I don't know if this helps, but I have a file called F_MEDUSA.cre and one called F_medusa.BAF in the Drizzt Saga. I can do a search in my files for anything that contains medusa if that would help. There is a file with the same name in my Tutu override folder. Confirmed that it is the Drizzt saga that has brought in the medusas. Installing Rogue rebalancing after the Drizzt Saga will I think solve the problem. I think however that it will be adressed in the future such that installation order won't be critical. See the thread on the rogue rebalancing forum at SHS for further details here: http://www.shsforums.net/index.php?showtop...mp;#entry451843
  10. From the rogue rebalancing website, I have discovered that the medusas are NOT from the Gavin mod. I'll have to read through all the readmes again and see if I can discover which mod they came from. That's the problem with megamods.
  11. How to get them? I'm usually playing with Gavin in my party? I'm not 100% sure that they are part of the Gavin mod, but they are definitely there. At first I thought that they were part of SCS. I read on a thread somewhere that they came from the Gavin mod. Have you been sent to deal with Mutamin by the priest of Lathander east of Beregost? Anyone who knows for sure which mod they came from, please let me know. My installation is:
  12. I have been having problems with a rogue rebalancing item, namely the Darkveil that does not protect against medusas in BG1. On the rogue rebalancing forum, I was given a different installation order to that given on this one. Is it that this one needs an update? Reading between the lines I think that it may be more complex than that.
  13. If you use a RR item and you have a problem with it, then it is better to report this in the RR forum (and mention that you have posted it here, too). Don't forget to post your WeiDU.log there. Greetings Leomar Thanks for advice. I have posted on the SHS rogue re-balancing forum as suggested.
  14. I have been playing the area near Mutamin and have been killed by the gaze attack of a medusa whilst wearing a darkveil (rogue rebalancing). I am wondering if the problem is with the SCS mod, the Rogue rebalancing mod, or an incompatability between the two. The rogue rebalancing site says that it has been tested against SCS for compatability and is OK. My game says otherwise.
  15. I have a similar problem in Candlekeep. Not with numbers but when I am fighting the assassin to the north, forgotten whether it is Shank or Carbos, he follows my character around the room even though he is hidden. The reason I hid was to move away in order to use a bow. There is something wrong if you are being followed when hidden in shadows. It makes me think that there is a generic problem which needs to be dealt with.
  16. Having installed SCS, on reaching the bandit camp and using the join their group dialogue, I was attacked by the entire camp, Even with a couple of the Drizzt party helping, I only just survived! I think that may be a bug with SCS(Easytutu), but until it is sorted out, I think that players may well need those characters in their party to be at full strength.
  17. You should have had it proofread by a Yorkshireman (or woman) as we still use thees and thous in the rural areas. Nay is still used rather than no etc.
  18. Thanks for the input. I have mentioned the problem at the Black Wyrm's Lair. I have easytutu installed, so the new update will not affect me. I would have thought that they could use the same programming that the BG1 NPC Project uses to allow their characters to be kicked out temporarily. (Always assuming that the BG1 NPC Project programmers don't mind) It is certainly a good idea to have you get the quests later. The items are rather overpowered for the standard ToSC game (unless you have SCS installed). It might be a good idea for the "BG1 NPC Project mod" to look for extra characters, (Finch Gavin, the Drizzt party etc.), but I don't know how much work that would be. It could well be impractical.
  19. I don't know if the cheat has been removed, but there is certainly a mod that allows you to split pairs of NPCs. It is called SCS. You only need to install the parts of it you want if you don't want to install the parts that make the game harder, you don't need to.
  20. Well, if you remember it, normally when you enter the camp from the world map(no via a dialog), all the bandit's are hostile in the camp, so the SCS just makes then all run to you cause the shout they use has just so large area effect range(57), which is larger than the normal visual range(30+perhaps 1 or 2). In the vanilla game, if you enter via dialogue, only Tazok is hostile. With SCS, the whole camp(including those inside Tazok's tent turn up and attack you. (Again with Tutu installed) Is this what is meant to happen? I thought that in the vanilla game, there was a deliberate descision to differentiate between Tazok and everyone else. It certainly looks that way. With SCS, has there been a deliberate decision not to go along with that?
  21. I have the BG1 NPC project and the Drizzt Saga installed. I cannot get one of the Drizzt party to leave temporarily. (ie be sent to an inn) The Drizzt Saga was installed last. If it were installed before the BG1 NPC Project, would that solve my problem or is it more complex than that?
  22. I mentioned something like that a while back. You'd have to account for Arkanis and Deder showing up in the Candlekeep catacombs later as the only "real" characters (everyone else is a doppelganger). At one time, I might have said store mods, but if you want to do those properly, you have to create bitmaps for your item graphics, then turn those into BAM files, then make .itm files that reference those BAMs, then write descriptions, then put the items in stores or on creatures, then code the whole thing in the .tp2 file, so they really aren't that easy. Maybe it's easier to start with some simple dialog and work your way up from there, though I find dialogue modding to be a bit unintuitive. Looks as if either "great minds think alike" or "fools seldom differ". I don't know which category I come under. Perhaps you could enlighten me. Since the characters have already been created, it seems to me that it is only the dialogue that needs to be altered, one of the things that you said is one of the easiest things to change, or am I being too simplistic?
  23. Maybe I should try something a little simpler for my first mod, particularly as I have found my old files on a memory stick which has enabled me to replicate my old set-up. I would be interested to know what the easiest sort of mod is to start with?
  24. I was thinking of doing just that and then thought that perhaps I could enter the world of modding and create a mod that satisfies Macready's thoughts that they could be illusions. After the death of Gorion the real characters could be found outside Candlekeep. They had come to warn Gorion of the ambush but were too late and now offer to help. I would want to add a bit more to their character though.
  25. I thought that it was only the enemies that were illusions in the training room. It doesn't say in the script that they are illusions. Unfortunately the SCS variant has also been "fixed". Is it possible to get hold of the "unfixed" version anywhere as unfortunately I don't have a copy of the version that I did have.
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