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hook71

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Everything posted by hook71

  1. BGEE - You should get gold when you return Perdue's short sword # Start a new game with the Abdel pre-gen. # Move to the Read Sheaf in Beregost: C:MoveToArea("AR3357") # Talk to Perdue; select ( 2 ) # Spawn his sword: C:CreateItem("SW1H17") # Talk to Perdue. Observed: Perdue says "Hmph. Figured maybe he'd eaten it by now. I hope you ran 'im through once or twice to get it, at least. Now take your 50 gold and be gone." (string 14816) You do not get any gold. Expected: Perdue says "Hmph. Figured maybe he'd eaten it by now. I hope you ran 'im through once or twice to get it, at least. Now take your 50 gold and be gone." (string 14816) You get 50 gold. Notes: The GLOBAL PerduePayment isn't set unless you manage to accept the quest. You were supposed to get either 50 or 75 gold for the quest depending on if you insulted Perdue or not but you can currently only get 50 gold. I guess that might be Unfinished Business content though.
  2. SoD - Paralytic Bolt should have the correct saving throw type, weight, and stun duration - Start a new SoD game with the Abdel pre-gen. - Give some XP to Abdel: C:SetCurrentXP("500000") - Level him up and give him one proficiency point in Crossbows. - Spawn some Paralytic Bolts: C:CreateItem("SAHBOLT",40) - Spawn a crossbow: C:CreateItem("XBOW04") - Have Dynaheir identify the bolts and then equip them and the crossbow on Abdel. - Read the description of the bolts. - Note the weight of the bolts. - Have Abdel attack Khalid until he makes a saving throw. - Have Abdel attack Khalid until he is stunned and measure how long he stays stunned and how long the stun icon is shown on his portrait. Observed: The save type in the description is Save vs. Paralysis while the actual save type is Save vs. Spell. The weight in the description and in-game is 1. The stun duration in the description is 5 rounds (30 s) and in-game the stun duration and portrait icon duration is 6 rounds (36 s). There is a text that says "must making a Saving Throw" in the description. Expected: The save type in the description is Save vs. Paralysis and the actual save type matches that (Save vs. Death). The weight in the description and in-game is 0. The stun duration in the description is 5 rounds (30 s) and in-game the stun duration and portrait icon duration is 5 rounds (30 s). There is a text that says "must make a Saving Throw" in the description. Notes: In an unmodded game the bolts are only used by Gurgle and Floss. The description is (string 52365): Any target hit by this bolt must making a Saving Throw or be paralyzed for 5 rounds. STATISTICS: Combat abilities: – Hit target is stunned for 5 rounds (Save vs. Paralysis negates) Damage: 1d10 (missile) Launcher: Crossbow Weight: 1
  3. Beamdog had a "The Road to v2.0 Reward" event there three portraits were made. These are selectable in BGEE (and BG2EE) but not if you have SoD installed since it is missing these entries in BGEE.LUA: {'HELM', 1}, {'HVLN', 1}, {'SKAN', 2}, https://forums.beamdog.com/discussion/61217/the-road-to-v2-0-reward-3-portraits-a-pregen-char-and-the-siege-of-dragonspear-ce-copies/p1
  4. PST - Ingress' Teeth should not change damage type if changed to be a magical weapon - Start a new game and end the conversation with Morte. - Give some XP: C:SetCurrentXP(1320000) - Open Morte's character record and click Level Up. - Spawn Ingress' Teeth: C:CreateItem("IPTEETH") and equip them on Morte. - Right-click Ingress' Teeth and click Use. - Note that you can select "I want you to do crushing damage." - Select 2 > 1 instead - "I want you to become a magical weapon." - Open Morte's inventory. - Right-click Ingress' Teeth and click Use. Observed: "I want you to do piercing damage." Expected: "I want you to do crushing damage." Notes: This is an issue for "I want you to become a more powerful magic weapon." and "I want you to become the best magical weapon you can." as well. TransformPartyItem("IPTeeth","M1CTeeth",1,0,0) TransformPartyItem("M1PTeeth","M2CTeeth",1,0,0) TransformPartyItem("M2PTeeth","M3CTeeth",1,0,0) should be TransformPartyItem("IPTeeth","M1PTeeth",1,0,0) TransformPartyItem("M1PTeeth","M2PTeeth",1,0,0) TransformPartyItem("M2PTeeth","M3PTeeth",1,0,0)
  5. PST - Annah should not be able to equip Uhir's Knife - Start a new game and end the conversation with Morte. - Set a global: C:SetGlobal("Annah","GLOBAL",1) - Spawn Annah: C:CreateCreature("ANNAH") - Talk to Annah: select ( 1 > 1 > 1 ) to make her join the party. - Spawn Uhir's Knife: C:CreateItem("UHRKNF") - Try to equip Annah with Uhir's Knife. Observed: It is possible for Annah to equip Uhir's Knife. Expected: It is not possible for Annah to equip Uhir's Knife. She is unable to use other knives already.
  6. I'm fine with wit's end here instead since 67% of Americans prefer that spelling according to Wiktionary and The Nameless One clearly isn't British.
  7. PST - You should not get duplicate reply options while talking to Fall-from-Grace about the Blood War - Start a new game and end the conversation with Morte. - Set some globals: C:SetGlobal("Grace","GLOBAL",1) C:SetGlobal("Know_Blood_War","GLOBAL",1) C:SetGlobal("Kimasxi","GLOBAL",1) C:SetGlobal("Marissa","GLOBAL",1) C:SetGlobal("Nenny","GLOBAL",1) C:SetGlobal("SadJuli","GLOBAL",1) C:SetGlobal("Vivian","GLOBAL",1) C:SetGlobal("Yves","GLOBAL",1) C:SetGlobal("Dolora","GLOBAL",1) - Spawn Grace: C:CreateCreature("GRACE") - Talk to Grace: select ( 1 > 5 > 1 > 1 ) Observed: You have two identical reply options - "How long has it been going on?" Expected: Reply option 3 should be "Did you serve in it?" instead. Notes: DGRACE.DLG state 96. String 28454 is only used here and could be updated for all languages from many other strings including for example string 28448.
  8. PST - Monster Jug in Vrischika's Curiosity Shop should cost 123 coppers when it is bought # Start a new game and end the conversation with Morte. # Move to the Curiosity Shop: C:MoveToArea("AR0609") # Add some money: C:AddGold(500) # Talk to Vrischika; select ( 3 > 4 > 2 > 4 ) # Note the Monster Jug's description: "it's only one hundred and twenty-three copper." # Continue the dialogue with ( 1 ) *Observed* 100 coppers are lost. *Expected* 123 coppers are lost. *Notes* DVRISCH.DLG, state 34. The PartyGoldGT(99) trigger needs to be changed as well.
  9. PST - Thiefs should be able to raise skills to 125 at level up # Start a new game and end the conversation with Morte. # Change TNO to a thief: C:Eval('SetNamelessClass(THIEF)') # Give some XP: C:SetCurrentXP(1320000) # Open TNO's character record and click Level Up. # Try to raise one of the thief skills to 125. *Observed* You can only raise skills to 100. *Expected* You can raise skills to 125 as in the original PST.
  10. I know that the PST fixpack adds Running Attacks for many creatures and I vaguely remember that this wasn't added to the EE version since it wasn't seen as a bugfix. AI Fix: Selected creatures in game will now move as quickly as they can (i.e. run) when attacking or being attacked. This raises their minimum intelligence to that of vertebrates. No more casually walking through Baator with 20 ravening demons behind you unable to catch up. This mostly affects creatures only in the later stages of the game. (Qwinn) Did you check with or without the fixpack? It's a good change so I would certainly like it implemented but perhaps it isn't a bug as such. Any Running Attacks missing from the original PST without the fixpack is most certainly a bug though and should be fixed.
  11. I wouldn't mind a change of the spell name to Emotion, Hopelessness so that we use the same name in all the games. I prefer Dragomir's Cloak. It's pretty consistent to spell item names with capital letters in sentences in the Baldur's Gate games.
  12. Good find! It should probably be lowercase as well as in #46299.
  13. PST - You should not get duplicate journal entries after talking to Kitla twice # Start a new game and end the conversation with Morte. # Set a global: C:SetGlobal("Curst_Key","GLOBAL",2) # Spawn Kitla: C:CreateCreature("KITLA") # Talk to Kitla; select ( 1 > 1 > 1 > 1 ) - You get journal entry 49473. # Talk to Kitla again; select ( 1 > 2 ) - You get journal entry 49485. # Open the journal. *Observed* You have two identical journal entries. *Expected* You have one journal entry. *Notes* DKITLA.DLG - Either journal entry 49473 or 49485 should be added in state 5 and 9. Additionally a journal entry should not be added for the second response in state 9 as it is now. The identical journal entries are the same in the orginal PST but you didn't get duplicate journal entries in the original. Journal entry 49473 is: Kitla has assigned me the task of getting legacies from two men - Crumplepunch and Kester - or of solving the squabble they're having. In return for this, she'll give me the second part of the Key to see the deva. Journal entry 49485 is: Kitla has assigned me the task of getting legacies from two men - Crumplepunch and Kester - or of solving the squabble they're having. In return for this, she'll give me the second part of the Key to see the deva.
  14. BGII: String 30156: Is there anything I can do you help you? do you help -> do to help String 60867: The finest bow crafted by Gesen Khan, this weapon draws energy from another plane, firing spears of lightning instead of arrows... and therefore never requiring ammunition of any kind. It is said that Gesen prepared to retire from his craft after selling the invaluable weapon, only to have the bow wrested from his grasp by a thief who used it to end Gesen's own life. A side effect of the bow bestows protection from electricity upon the user. STATISTICS: Equipped abilities: – Electrical Resistance: +20% Combat abilities: – When no arrows are equipped, the bow fires missiles that are treated as +4 for the purposes of determining what enemies they can damage. The missiles receive +4, to hit including the bonus listed below, and deal a total of 2 piercing and 1d8 electrical damage THAC0: +4 Damage: +2 piercing, +1d8 electrical Speed Factor: 4 Proficiency Type: Shortbow Type: Two-handed Requires: 3 Strength Weight: 2 +4, to hit -> +4 to hit
  15. BG1 (SoD): String 69605: MINSC proudly proclaims himself a berserker warrior from the nation of Rashemen. He is currently undertaking his dejemma, a ritual journey all young Rashemi men undergo. His companion Dynaheir, whom he protects as part of his mission, is never far from his side. Dynaheir apparently has some interest in seeing the crusade stopped, and Minsc will follow wherever she leads. Indeed, "his witch," as Minsc calls her, is one of the few people from whom he will take direction. He also gives great weight to the "words" of his miniature giant space hamster, Boo. Neither you nor your other companions can hear Boo speak. It's possible Minsc has taken too many blows to the head. Still, his great strength and berserker rage should prove a danger to the crusaders you encounter. dejemma -> dajemma (There are also surplus spaces after "undergo." and "direction."
  16. PST: String 4845: POOR QUALITY SLEDGEHAMMER Damage: 2-7 Crushing Speed: 8 Weight: 10 Proficiency: Clubs Usable only by Fighters This hammer is little more than a heavy lump of metal on the end of a stout stick. It's powerful, yes, but the balance is poor and it's entirely ungraceful. Clubs -> Hammers String 5127: Clipped Copper Piece Piece -> Charm (Identified name matching item description.) String 9055: Witchy woman woman -> Woman Strings 30450 and 30480: RAT TAIL CHARM Special: +10% Stealth Skill Bonus +5% Pickpocket Skill Bonus -1 to Charisma Weight: 0 Usable only by Thieves This cranium rat tail charm is particularly filthy and smells faintly of vomit. The tail is stiff, like a wire, and it can be bent into different shapes... it would almost make a great lockpick, except it is too thick. When this rank charm is consumed, the user temporarily becomes much stealthier and shiftier, giving them a greater chance of success with hiding in shadows and picking pockets. People viewing the charmed individual will detect something unsavory about him, however, reducing first impressions accordingly. This unsavoriness will last only as long as the charm is in effect, however. RAT TAIL CHARM -> DIRTY RAT CHARM (Matching item name. There is also a surplus space after "thick.") String 30599: TATTOO OF GREATER WARDING Special: +2 to Armor Class Weight: 0 Usable only by Fighters This tattoo is a minor ward against physical attacks. It hardens the wearer's skin, making them more difficult to hurt in combat. (This string has a surplus newline at the end.) String 39300: Yves leans forward as you tell the tale of your wakening in the Dustmen's Mortuary... she seems to devour your every word. As you finish, she smiles at you. "I shall remember this tale. I, too, will tell a tell of the Dustmen - 'Chapters of Dust.'" tell a tell -> tell a tale String 39343: "I'll the tale another time, Yves. Farewell." I'll the tale -> I'll hear the tale String 39505: I told Mar I had opened the box after coming to my wits end about who to deliver it to. He now refuses to pay me for my troubles. My morality is in turmoil, for I believe I should have been compensated in some small way. After all, I did try to deliver the box... it was just that no one would accept it from me. Then again, I did open the box despite Mar's warnings not to. Confused, I left Mar without payment or comment, I am just glad to be finally done with this business of the box and the fiend contained therein. wits end -> wits' end String 43238: "The factol, Sandoz... I'm sure you're familiar with him? He was the one responsible for the development of that fiendish device in the first place. He was the one who sought out the contract, and the one who promised the deadly weapon would be created. He is the one who is truly responsible for the deaths of those other engineers. He must die." factol -> factor (He is just a factor and is called so elsewhere.) String 46667: TATTOO OF THE RESTLESS DEAD Invokes: "Bless" Weight: 0 This tattoo recognizes your efforts to calm the restless dead of the mausoleum. You may draw upon their gratitude to bless yourself or your companions. This tattoo has only a limited number of uses before it vanishes. Invokes: "Bless" -> Invokes: "Blessing" (There are also a total of three surplus spaces in the string...) String 48826: TATTOO OF TRIST Special: +3 to Saves vs. Paralyzation Weight: 0 This tattoo symbolizes your efforts to win Trist's freedom. When worn, it protects the wearer from chains, paralyzation, or any other attacks that chain or hold an individual. TATTOO OF TRIST -> TATTOO OF TRIST'S SAVIOR (Matching item name. There is also a surplus space after "individual.") String 48846: SCROLL OF BLESSING Allows user to cast "Blessing" Level: 1 / Priest Range: 180 feet Duration: 30 seconds Speed: 1 Area of Effect: 70 feet radius Saving Throw: None Weight: 0 Usable only by Priests A boon to one's companions, granting them strength when they are in need. Bless grants +1 to hit and +1 to saves to all friendly creatures that are in a 70 feet radius from the casting point. Bless -> Blessing String 48848: SCROLL OF CURSE Allows user to cast "Curse" Level: 1 / Priest Range: 180 feet Duration: 30 seconds Speed: 1 Area of Effect: 50 feet radius Saving Throw: None Weight: 0 Usable only by Priests A bane to one's enemies, weakening them. The opposite of Bless, Curse grants all enemy targets in a 50-ft. radius, -1 to attacks and -1 to their saving throws for 30 seconds. Bless -> Blessing String 48851: SCROLL OF PROTECTION FROM EVIL Allows user to cast "Protection from Evil" Level: 1 / Priest Range: 0 Duration: 10 seconds per level Speed: 1 Area of Effect: 1 creature Saving Throw: None Weight: 0 Usable only by Priests This spell surrounds the caster with a circle of protection that helps protect him against attacks by those with evil intent. This spell bestows protection from evil creatures through a magical barrier that surrounds the recipient of the spell. It gives a -2 penalty to attack rolls by evil creatures and bestows a +2 bonus to all saving throws that are caused by such evil attacks for a duration of 10 seconds / level of the caster. This spell surrounds the caster -> This spell surrounds the target (There is also a surplus space after "intent.") String 50090: A CLUE! Weight: 0 This cryptic piece of parchment simply states: "You now have a better understanding of what is going on..." (This string has a surplus newline at the end.) String 51013: POWER OF ONE Range: Touch Duration: 30 mins per level Speed: 2 Area of Effect: Person touched Saving Throw: None And from Gith, the warrior-queen, came the *knowing* of oneself. And from the *knowing,* came immense power. This spell increases the target's Strength score by a certain number of points (or tenths of points above 18) which will still be qualified by race/class restrictions. The spell cannot bestow a Strength of 21 or greater. The bonus is as follows: Priest 1d6+1 points Rogue 1d6+1 points Warrior 1d8+1 points Wizard 1d4+1 points Suggest changing the table to: Priest 1d6+1 points Thief 1d6+1 points Fighter 1d8+1 points Mage 1d4+1 points String 51019: STRENGTH Range: Touch Duration: 60 mins per level Speed: 2 Area of Effect: Person touched Saving Throw: None Grants immense strength to the weak - or greater strength to the strong. This spell increases the target's Strength score by a certain number of points (or tenths of points above 18) which will still be qualified by race/class restrictions. The spell cannot bestow a Strength of 19 or greater. The bonus is as follows: Priest 1d6 points Rogue 1d6 points Warrior 1d8 points Wizard 1d4 points Suggest modifying to: Priest 1d6 points Thief 1d6 points Fighter 1d8 points Mage 1d4 points (with a newline before the table.) String 51068: IMPROVED STRENGTH Range: 0 Duration: 5 seconds per level Speed: 4 Area of Effect: creature touched Saving Throw: None Superhuman strength can be yours, regardless of prior limitations. This spell can bestow superhuman strength upon a creature. Furthermore, Improved Strength allows the recipient of the spell to ignore race or class restrictions on his max Strength score, possibly reaching scores as high as 25. Warrior 1d8+4 (max 25) Priest 1d6+4 (max 23) Rogue 1d6+4 (max 23) Wizard 1d4+4 (max 21) Suggest modifying to: Fighter 1d8+4 (max 25) Priest 1d6+4 (max 23) Thief 1d6+4 (max 23) Mage 1d4+4 (max 21) String 51299: BLESSING Range: 180 feet Duration: 30 seconds Speed: 1 Area of Effect: 70 feet radius Saving Throw: None A boon to one's companions, granting them strength when they are in need. Bless grants +1 to hit and +1 to saves to all friendly creatures that are in a 70 feet radius from the casting point. Bless -> Blessing String 51301: CURSE Range: 180 feet Duration: 30 seconds Speed: 1 Area of Effect: 50 feet radius Saving Throw: None A bane to one's enemies, weakening them. The opposite of Bless, Curse grants all enemy targets in a 50-ft. radius, -1 to Attacks and -1 to their saving throws for 30 seconds. Bless -> Blessing String 51303: PROTECTION FROM EVIL Range: 0 Duration: 10 seconds per level Speed: 1 Area of Effect: 1 creature Saving Throw: None This spell surrounds the caster with a circle of protection that helps protect him against attacks by those with evil intent. This spell bestows protection from evil creatures through a magical barrier that surrounds the recipient of the spell. It gives a -2 penalty to attack rolls by evil creatures and bestows a +2 bonus to all saving throws that are caused by such evil attacks for a duration of 10 seconds / level of the caster. This spell surrounds the caster -> This spell surrounds the target (There is also a surplus space after "intent.") String 51329: CALL LIGHTNING Range: 180 feet Duration: Instant Speed: 3 Area of Effect: 10 feet radius Saving Throw: 1/2 This spell summons nature's fury to strike your foes. The caster can call one bolt of electricity, hurling it down upon her enemies for 2-16 points of electrical damage, plus an additional 1-8 points for every level of the caster. This damage affects any creature within the 10 foot radius of where the bolt crashes down. Area of Effect is 10 feet Radius. A Save vs. Spells results in half-damage. This spell can only be used outdoors. Area of Effect is 10 feet Radius -> Area of Effect is a 10 feet radius String 52070: ROD OF MODRON MIGHT Special: Summons 1-3 Modron Constructs Weight: 5 This magical rod allows the user to summon Modron constructs to do battle with his enemies. From one to three constructs are summoned. The constructs will fight fearlessly to the death. ("Usable only by Nameless One" should be added after the weight.) String 52623: The voice continues. "HELP ME TO DIVIDE. BRANCH OUT. EXPAND. NEW APERATURES WILL OPEN. YOU MAY USE THEM TO TRAVEL TO THE LOWER WARD." APERATURES -> APERTURES String 52837: BLESSED CANDY Invokes: "Bless" Weight: 0 This piece of delicious milk chocolate has had its creamy, caramel center blessed by a powerful priest of an unnamed power of good. Eating it will confer this blessing upon the devourer. Bless -> Blessing String 52949: The rush of emotion dies in your mind. This is the end. The words he... you... are about speak are true, but the truth is not the truth she sees. There are no lies, only cold calculations. Of *course* he wants you to come with him, Deionarra. You understand it clearly, too clearly: He has invested too much in the poor girl to let her go. about speak -> about to speak (There is also a surplus space after "go.") String 64294: Compare the runes to the runes in the Book of Tome and Ash. Book of Tome and Ash -> Tome of Bone and Ash (The book is TomeBA.itm - Tome of Bone and Ash. There is also a surplus space after "Ash.") String 64678: ARKIN'S RING Weight: 0 This ring belongs to Arkin, Sheryl's father. belongs -> belonged String 66178: NOTCHED DAGGER Damage: 1-6 Piercing Enchanted: +2 Special: +2 Piercing Damage THAC0: +2 Proficiency: Edged Not usable by Priests This dagger has various notches strategically placed about the blade. When used correctly, this dagger has the ability to catch incoming blows from bladed weapons. Should be added after THAC0: Speed: 2 Weight: 1 (There is also a surplus space after "weapons.")
  17. The colouring of many creatures in PST:EE were mixed up when the assets were imported from the original. A boatload were fixed for release and in the patches but many remain to fix. Here are ones I know are unfixed still. Pestle Kilnn and Pestle should be coloured correctly # Start a new game and end the conversation with Morte. # Spawn Pestle Kilnn: C:CreateCreature("PK") # Spawn Pestle: C:CreateCreature("PESTLE") *Observed* Pestle Kilnn has normal skin, a light blue vest, a green shirt, and green trousers. Pestle has a light green vest and a dark green shirt. *Expected* Pestle Kilnn has animated skin "Skin (hologram) in NearInfinity", a green vest, a light blue shirt, and light blue trousers. Pestle has a dark green vest and a light green shirt. Yves the Tale-Chaser should be coloured correctly # Start a new game and end the conversation with Morte. # Spawn Yves: C:CreateCreature("YVES") *Observed* Yves has orange hair and yellow shoulder straps. *Expected* Yves has yellow hair and orange shoulder straps. Dolora should be coloured correctly # Start a new game and end the conversation with Morte. # Spawn Dolora: C:CreateCreature("DOLORA") *Observed* Dolora has white hair and gray shoulder straps. *Expected* Dolora has gray hair and white shoulder straps. Kesai-Serris should be coloured correctly # Start a new game and end the conversation with Morte. # Spawn Kesai-Serris: C:CreateCreature("KESAI") *Observed* Kesai-Serris has red hair and gray shoulder straps/hairband. *Expected* Kesai-Serris has gray hair and red shoulder straps/hairband. Ecco should be coloured correctly # Start a new game and end the conversation with Morte. # Spawn Ecco: C:CreateCreature("ECCO") *Observed* Ecco has yellow hair and brown shoulder straps. *Expected* Ecco has brown hair and yellow shoulder straps. Juliette should be coloured correctly # Start a new game and end the conversation with Morte. # Spawn Juliette: C:CreateCreature("SADJULI") *Observed* Juliette has white hair and gray shoulder straps. *Expected* Juliette has gray hair and white shoulder straps. Curst Citizens should be correctly coloured # Start a new game and end the conversation with Morte. # Spawn Curst Male 4: C:CreateCreature("CRSTMAL4") # Spawn Curst Male 6: C:CreateCreature("CRSTMAL6") *Observed* # Curst Male 4 has a brown shoulder guard and brown trousers. # Curst Male 6 has a brown shoulder guard and brown trousers. *Expected* # Curst Male 4 has a blue shoulder guard and blue trousers. # Curst Male 6 has a light red shoulder guard and light red trousers. Kiri should be correctly coloured # Start a new game and end the conversation with Morte. # Spawn Kiri: C:CreateCreature("KIRI") *Observed* Kiri has brown hair and golden leggings. *Expected* Kiri has golden hair and brown leggings. Siabha should be correctly coloured # Start a new game and end the conversation with Morte. # Spawn Siabha: C:CreateCreature("SIABHA") *Observed* Siabha has green hair, a grey dress, and red things in the hair. *Expected* Siabha has red hair, a green dress, and grey things in the hair. Curst Merchant should be correctly coloured # Start a new game and end the conversation with Morte. # Spawn the Merchant: C:CreateCreature("CRSTMRCH") *Observed* The Merchant has a light blue vest, grey shirt and brown trousers. *Expected* The Merchant has a grey vest, light blue shirt and dark blue trousers. Tainted Barse should be correctly coloured # Start a new game and end the conversation with Morte. # Spawn Tainted Barse: C:CreateCreature("BARSE") *Observed* Tainted Barse has a bright yellow vest, bright green shirt and green trousers. *Expected* Tainted Barse has a bright green vest, bright yellow shirt and green trousers.
  18. Just a note that the typos I reported on January 1 are still present in version 1.4.
  19. This might be of interest to IWD2 fans: https://forums.beamdog.com/discussion/79872/icewind-dale-2-enhanced-edition-is-here-and-the-red-chimera-group-is-looking-for-playtesters/p1
  20. The readme should list all changes done by the fixpack:
  21. Yeah, I was a bit unsure about that one. Removed that suggestion.
  22. Some possible typos I noticed in the new Orra content. karihi-orra.d, line 31: ~I suppose I should just ask you directly - do you dislike me, Kerihi?~ Kerihi -> Karihi orra-tipps.d, line 30: ~If you know where to look for.~ for -> for them orra-tipps.d, line 33: ~well, you can call me a book WYRM. No... a BOOK DRAGON.~ well -> Well ina-orra.d, line 13: ~How come, orra?~ orra -> Orra ina-orra.d, line 14: ~Sometimes it's hard to tell a difference between spirits and gods. Many of those gods are actually powerful spirits that may grand power or see things that hide from mortal eyes.~ grand -> grant ina-orra.d, line 32: ~I see differently now. Taste lands. My senses can reach beyond limits you are bond with. And while that means I also can't experience many things you can indulge yourself with... It would feel bizarre to leave my new self and... be who? Who would I be...? Old Ina?~ bond with -> bound by ina-orra.d, line 33: ~The question you asked is hard, I am unsure if there' just one answer.~ there' -> there's dusky-orra.d, line 14: ~Is that so? Well, you already know some divine tricks... Haven't you stole a heart or two before?~ stole -> stolen dendjelion-orra.d, line 11: ~I met many adventurers of doubtful morality but you, Dendjelion, are nothing else but an agent of the most pitful ideas and urges.~ pitful -> pitiful orra-iwdnpc.d, line 50: ~However, I was always more interested in more... pragmatic kind of art. Like architecture. Pottery. Wood carving.~ in more -> in the more orra-iwdnpc.d, line 122: ~I think that las beast scratched me somewhere near my spine. Could you please take a look?~ las -> last orra-iwdnpc.d, line 177: ~Hey, Orra! I was wondering: have you ever stole anything?~ stole -> stolen
  23. Thanks! Just glad I can give something back to the mod community.
  24. Some potential typos. I'm less than certain about some of the globals I note below but they might be worth a double-check at least. dendjelion-iwdnpc.d line 95: == L#DENDJB ~Maybe <PRO_HESHE>'s the smart one. He knows he needs someone with enough grit to actually get the dirty things done.~ Should it be something like "<PLAYER1> knows <PRO_HESHE> needs" instead? dendjelion-karihi.d line 27: DO ~IncrementGlobal("C0KarihiDendjelionBanter3","GLOBAL",1)~ Should it be "C0KarihiDendjelionBanter2" instead? dendjelion-minerva.d line 14: == L#DENDJB ~Don't get me wrong, I'm not denyin' your style works! I've seen it first hand. It's just fun watching the blades fly in battle. Have you ever gotten close enough to see how confused and horrify they look when your knives impale 'em? Ha!~ Should perhaps be "how confused and horrified they look" instead. dendjelion-urchin.d lines 44 and 62: Global("L#UrchinDendjelionBanter2","GLOBAL",2)~ THEN L#URCHIB URCHIN-DENDJELION-3 Global("L#UrchinDendjelionBanter2","GLOBAL",3)~ THEN L#URCHIB URCHIN-DENDJELION-4 Should it be "GLOBAL",1 and "GLOBAL",2 instead? dusky-iwdnpc.d line 44: ==BO#HOLVI ~We all may lose a friend on some point. What we should do, if remember them and fight for what they would fight.~ on some point -> at some point if remember -> is remember dusky-iwdnpc.d line 72: ==BO#SEVER IF ~IsGabber("O#SEVERN") !StateCheck("O#SEVERN",CD_STATE_NOTVALID)~ THEN ~I'm sorry you say that, Dusky, but you can't win with her. I'm afraid no one ever did.~ Should it be "I'm sorry to say that" instead of "I'm sorry you say that"? dusky-iwdnpc.d line 100: ==BO#KORIN ~Fine. Have some. Just don't tell me what's exactly itching you. I REALLY don't want to know.~ itching you. -> "itching on you." dusky-iwdnpc.d line 120: ~What would you do if I sold the Heartsone Gem, Nella? (grin)~ Heartsone -> Heartstone dusky-karihi.d line 88: == L#DUSKYB IF ~Alignment("C0Karihi",MASK_GOOD)~ THEN ~Ha! I'll pass, but I your attitude. Never change, Karihi.~ "but I your attitude" -> Missing like or love? dusky-minerva.d lines 56 and 61: ~So, CHARNAME calls you 'Mini' now, eh?~ [C0BLANK] == L#DUSKYB ~Aww, whyever? You seem to like it well enough when CHARNAME calls you that.~ CHARNAME -> <CHARNAME> or <PLAYER1> dusky-oak.d line 15: == L#OMB ~Hmh. Don't understimate my skills—I may not be the most nimble person, but I'm still a born hunter.~ understimate -> underestimate dusky-oak.d line 17: == L#OMB ~I'm not going to get in the way, you can count on that much..~ much.. -> much... ina-iwdnpc.d line 68: ~I believe we... did not end on our last conversation on the best note, Holvir.~ did not end on our last -> did not end our last ina-iwdnpc.d line 97: ==BO#TERI ~I don't doubt that. But you're got a lifetime... un-life-time...? ...to pick up all sorts of tricks.~ But you're got -> But you've got ina-oak.d line 9: ~I find you form... familiar, ghost. You are much like the spirits of my homeland.~ you form -> your form ina-oak.d line 32: == L#OMB ~I can only try to imagine what you mean and how you are able experience these... tastes.~ able experience -> able to experience ina-oak.d line 49: == L#INAB ~I don't know, Oak-Maw. Perhaps there no easy answer.~ there no -> there is no ina-tipps.d line 67: == L#INAB ~Maybe I should. Yet the stars will keep calling me, I'm sure of it. They lure me with their celestail taste.~ celestail -> celestial karihi-iwdnpc.d line 109: == BO#KORIN ~I do not know. But him—and his people—do not deserve to continue in their torment as they have for so long.~ him -> he karihi-iwdnpc.d line 123: == BO#NELLA ~I—it's nothing. A instinctive reaction, nothing more.~ A instinctive -> An instinctive karihi-iwdnpc.d line 199: ~So... Untheric, eh? I never would have saw that coming.~ [C0BLANK] saw -> seen karihi-iwdnpc.d line 200: DO ~IncrementGlobal("C0KarihiHolvirBanter3","GLOBAL",1)~ Should it be C0KarihiSevernBanter3? karihi-minerva.d line 66: == BC0KARIH ~No, you silly creature. That is EXACTLY what he was going, without a single doubt.~ going -> doing karihi-tipps.d line 12: == BC0KARIH ~The power in your blood is a rare one, 'tis true, but it is hardly something that holds potential unmatched my an arcanist with sufficient knowledge.~ my an -> by an karihi-urchin.d line 88: Global("C0KarihiUrchinRestTalk","GLOBAL",1)~ THEN BC0KARIH KARIHI-URCHIN-BANTER-2 Should it be "GLOBAL",3 instead? dusky-tviy.d line 14: == L#TVIYB ~Sometimes it's all that's needed. Some proper blidness. It can change everything. It can become a GIFT to a god. A gift that CAN'T be ignored.~ blidness -> blindness karihi-tviy.d line 11: == L#TVIYB ~DIRT, EARTH and MAGMA or but a three different faces of similar power. Of similar ELEMENT we all DIG THROUGH.~ or but a three different faces -> are but three different faces minerva-iwdnpc.d line 245: ~I remember entering a house of Gond once. Oh, how lovely it was. So many strange and wondrous contraptions, gittering and shining...~ [C0BLANK] gittering -> glittering minerva-tviy.d line 9: ~WHY are you looking at me, hmm? Is there somehting you NEED from T'viy?~ somehting -> something minerva-tviy.d line 12: == BC0MMin ~If I was to say who was the dirties person I have ever met, I would need to point my finger at you. Sorry, but that's true.~ dirties -> dirtiest oak-iwdnpc.d line 65: ==BO#HOLVI ~There is no single word to describe it. It is the home of artisans and many goodly faiths. My words along would not do it justice.~ along -> alone oak-iwdnpc.d line 85: ==BO#TERI ~I'd much rather be called Teri. It's... friendlier.!~ friendlier.! -> friendlier! oak-iwdnpc.d line 114: ~You are a skilled ranger yourself, Korin. I've been observing for sometime.~ sometime -> some time oak-iwdnpc.d line 117: ==L#OMB ~Looks like you've also practices self-control when you hunt and track others. I've been expected to learn the same.~ you've also practices self-control -> you also practice self-control oak-iwdnpc.d line 150: ==BO#NELLA ~When I was a child, everything seemed bigger, once. Though the Great Oak has not lost any of its majesty to me, not its importance to me.~ not its -> nor its oak-tipps.d line 9: ~I don't think I've ever seen anyone with magic to control the forces of natures like yours. It's not like that of the Rashemi witches, the wychlaran, but neither is it like the magic of the Red Wizards.~ forces of natures -> forces of nature oak-tipps.d line 53: == L#TIPB ~They would, if you made yourself known though tales. Like the one you're part of now, right?~ though -> through tipps-dendjelion.d line 12: == L#TIPB ~Hmm, I don't know. Seems dangerous, worshipping the Lord of Murder. But I guess we need a good killer for a quest like this. You're as unpredictable as a wild storm, cutting though every expectation and bringing victory.~ though -> through tipps-dendjelion.d line 29: == L#TIPB ~What? Oh, no. Not at the moment, I was looking at something else. You're not the only interesting things out here, Dendjelion. And I definitely don't do... 'dirty doodles'.~ interesting things -> interesting thing tipps-dendjelion.d line 73: ==L#TIPB ~I've made a point to break every common perception long-legged folk think about ouw kin. We're just not respected enough, being short and known for our pranks and smoking.~ ouw -> our tipps-dendjelion.d line 80: ==L#TIPB ~All people expect us to be are thieves, storytellers and smokers. We're capable of far more of that, aren't we?~ far more of that -> far more than that tipps-dendjelion.d line 157: ~You heard the boss, Tipps! <PRO_HESHE>'s givin'' us the okay, haha!~ <PRO_HESHE>'s givin'' -> <PLAYER1>'s givin' (since PRO_HESHE would be uncapitalized at the beginning of a sentence) tipps-iwdnpc.d line 17: ==BO#SEVER ~Ah, the endless surprising stuggles of a bard... regardless, it must have been an unforgettable memory.~ stuggles -> struggles tipps-iwdnpc.d line 49: ~I've met a lot of people my life. You're the first one who's got me at a loss, paladin. I don't know what to say to you—we've got nothing in common.~ people my life -> people in my life tipps-iwdnpc.d line 51: ==BO#HOLVI ~There is no need to force yourself to find common ground where there is none. I fear you will only set yourself up for diappointment. If you would prefer to remain distant, I can understand.~ diappointment -> disappointment tipps-tviy.d line 32: Global("L#TippsTviyBanter1","GLOBAL",0)~ THEN L#TVIYB L#TippsTviyBanter2 Should it be "GLOBAL",1 instead? tipps-urchin.d line 56: == L#TIPB ~Right, good ehough. Let's get started the next time we take a break, then. I'm not sure you're used to walking and learning at the same time, and I'd rather not give you a headache.~ ehough -> enough tipps-urchin.d line 72: == L#TIPB ~You need to work non your pronunciation. To say 's' properly, you need to put your tongue on alveolar ridge. Then, let the air flow.~ non -> on urchin-iwdnpc.d line 58: ==BO#HOLVI ~It is not an easy journey, and for some, it is an lifelong one.~ an lifelong one -> a lifelong one Romance Conflict - dusky-tipps.d line 19: ~So I guess I've been wasting my time all alone?~ alone -> along Romance Conflict - karihi-iwdnpc.d line 42: DO ~SetGlobal("C0KarihiRomanceActive","GLOBAL",0)~ EXIT Should it be "GLOBAL",3 instead?
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